







Greetings MechWarriors,





The Energy Draw Public Test Server is being updated with a number of value adjustments b ased on feedback, discussions, and additional testing since the Energy Draw PTS began on August 18th.

As highlighted in the original Energy Draw PTS post we want to stress that the values and features you'll see in this PTS, including any updates to it, are all subject to feedback and change. The Energy Draw system will not be placed onto the Live servers until it is determined to represent an improvement over the existing Heat Scale mechanics already present on the Live servers.





Heat Penalty Changes





We have increased the base Heat Penalty incurred when exceeding your Energy allotment. Again, we want to remind everyone that these are still test values, and are subject to change prior to any potential release.





• Heat Penalty has been increased to 1 point of Heat for every point of Energy over which you have exceeded your Current 'Mech Energy Value.

For example, exceeding your Current 'Mech Energy Value by 10 Energy would incur a Heat Penalty of 10 Heat.

This is an increase from the original PTS Heat Penalty of 0.5 Heat for every point of Energy.











Override Damage





• Damage received from Override no longer applies to the Head.









Weapon Energy Value Changes





AutoCannon's





Feedback received based on the original PTS values indicated that full-damage, single-projectile weapons were slightly imbalanced when compared against duration-based weaponry. As a result we have applied a 20% increase in Energy Consumption for the AC weaponry listed below, including a same 20% increase in Energy Consumption for all other full-damage, single projectile weapons (details for those listed elsewhere in this post). We have also set all LB-X AC weaponry to follow the correct Energy per Damage ratio outlined in the original PTS post.

All LB-X AC Weaponry • All LB-X AC weaponry has been set to the correct .75 Energy per 1 point of Damage ratio.





AC/2

• Energy Consumption increased to 2.4 Energy total (from 2)





AC/5

• Energy Consumption increased to 6 Energy total (from 5)



AC/10

• Energy Consumption increased to 12 Energy Total (from 10)



U-AC/5

• Energy Consumption increased to 6 Energy total (from 5)



C-AC/2

• Energy Consumption increased to 2.4 Energy total (from 2)



C-AC/5

• Energy Consumption increased to 6 Energy total (from 5)



C-U-AC/2

• Energy Consumption increased to 2.4 Energy total (from 2)



C-U-AC/5

• Energy Consumption increased to 6 Energy total (from 5)









AC 20's and LB-X 20's





We've received a lot of feedback specifically calling for lower Energy Consumption values for close-range, brawl-focused weaponry. However, we ultimately felt that factoring in both weapon ranges and weapon projectile types would have caused too large an adjustment, and would lead to some undesirable results with certain weapons; particularly when many close range weapons are still proving to be quite potent with the current PTS values. That said, we are looking at improved DPS as being the defining trait for close range, brawl-focused weaponry. We've made some adjustments to AC/20's with that approach in mind.

AC/20

• Energy Consumption increased to 24 Energy total (from 20).

• Cooldown duration lowered to 4s (from 4.6s).







C-AC/20

• Cooldown Duration lowered to 4s (from 4.6s)







C-LBX/20

• Cooldown Duration lowered to 4s (from 4.6s)







C-U-AC/20

• Cooldown Duration lowered to 4s (from 4.6s)



• Heat Generation lowered to 6 (from 7)







Clan Lasers





Although their power and efficacy has been reduced in previous balance changes, Clan Laser tech is inherently very powerful. While many have called for a simple reduction to their Energy Consumption in the context of the Energy Draw PTS, we feel that giving the Clan Lasers some of their inherent power back is better suited to what these weapons should represent, and how they should be distinguished from their Inner Sphere counterparts.

Clan ER Medium Laser

• Max Range increased to 770m (from 688m)



• Duration decreased to 1.05s (from 1.15s)







Clan ER Large Laser

• Duration decreased to 1.35s (from 1.5s)







Clan Medium Pulse Laser

• Max Range increased to 594m (from 561m)



• Duration decreased to .7s (from .85s) Contrary to the original text, now struck through, the Clan Medium Pulse Laser Duration was not adjusted in this PTS update. It is still .85s.







SRM's





Some of the feedback we've received regarding SRM behavior on the PTS has trended toward a desire to simultaneously fire 4xSRM6. This feedback makes sense, given the number and viability of Loadouts using 4xSRM6 configurations and the role they can play in brawling. However, testing has shown this weapon to be relatively on-target in its efficacy based on its existing values in the PTS. That said, we are going to explore some options in this PTS update to help justify 4xSRM6 loadouts within the context of the Energy Draw system. To that end we have decreased Energy Consumption for SRM 6 and C-SRM 6 weaponry. However, these Energy reductions must come with a trade-off. To that end we have increased Missile Spread for all SRM 6's and SRM 4's by 20%. A 20% increase to Missile Spread will look (approximately) like this:







The inner circle is the existing Missile Spread. The outer circle is the new Missile Spread. Applying this Missile Spread increase to SRM 6's necessitates that the Missile Spread for SRM 4's also be increased, to help maintain sufficient balance between the two weapon systems. However, the increase to SRM 4 Missile Spread does not increase its overall Spread by a large enough degree to require a similar reduction to its Energy Consumption. Keep in mind that further changes may be forthcoming as we continue working toward adequate SRM balance, within the context of Energy Draw.

SRM 6

• Energy Consumption decreased to 7.5 Energy total (from 9)



• Missile Spread increased by 20%







C-SRM 6

• Energy Consumption decreased to 7.5 Energy total (from 9)



• Missile Spread increased by 20%







SRM 4

• Missile Spread increased by 20%







C-SRM 4

• Missile Spread increased by 20%





PPC's

On the existing PTS build PPC weaponry is testing a bit stronger in the context of Energy Draw than we want them to be. To compensate for this some of their values have been tuned to bring them more in line with the other mid-to-long-range options. Their Energy Consumption has also been increased to account for the changes to Direct Fire weaponry outlined elsewhere in this post.

PPC

• Energy Consumption increased to 12 Energy total (from 10)



• Cooldown Duration increased to 5.25s (from 4.6s)



• Heat Generation increased to 10 (from 9.5)







ERPPC

• Energy Consumption increased to 12 (from 10)



• Cooldown Duration increased to 5.25s (from 4.6s)



• Heat Generation increased to 15 (from 14)







C-ERPPC

• Energy Consumption increased to 15 (from 13.5)



• Cooldown Duration increased to 5.25s (from 4.6s)



• Heat Generation increased to 15 (from 14)







Gauss Rifles

Testing on the existing PTS has shown that players are utilizing Gauss Rifles as a way to supplement their volley damage and offset their Heat Penalties. This use-case disrupts the overall goals we are aiming to achieve with the implementation of Energy Draw. Changes to Gauss Rifles have therefore been made to help reinforce the tactical loop outlined in the original PTS announcement post. Our goal is to have the base values of Gauss Rifle weaponry reward players who strive to learn and master the Energy Draw system through in-game actions, rather than raw Loadouts. During the investigation of potential changes to Gauss Rifles we saw an opportunity to further differentiate the larger, heaver Inner Sphere Gauss Rifles from their Clan counterparts, without affecting their offensive characteristics.

Gauss Rifle

• Energy Consumption increased to 20 (from 15)



• Component Health increased to 10 (from 5)







C-Gauss Rifle

• Energy Consumption increased to 20 (from 15)

