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Ppcs Prevalence


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#1 Strelitzia

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Posted 17 April 2013 - 10:14 PM

I believe we are finally seeing the repercussion of overbuffed PPCs, first their heat was lowered by a large amount which already made them very good weapons, and then ecm disabling capabilities was added on top of that. Right after that change I believe the weapon laid in what was a "sleeper overpowered" state (personally had scary results with 4ppcs K2) but because the maps were small and engagements close, filled with splat cats and invincible lights, they were not at the forefront of balance complaints.

What has changed?

Maps have become much larger, and engagements tend to take on a slower pace firing line rhythm, where long distance sniping is where most damage is dealt and close up engagements only to finish off the enemy. Splats and Lights have both been knocked down a couple of pegs along with the map changes, leading to the dominance of a type of weapon that can deal pinpoint damage with a fast projectile, has relatively low weight, and is non ammo based.

Suggestions

1.0 heat increase on both PPC and ErPPC in an attempt to put them back on level with other energy weapons. Not too sure about this because it still does not change that they are the best option for big maps and long distance engagements.

Else make PPC damge splash and do less pinpoint damage so they are more of a direct fire suppressive weapon with ecm disabling capabilities, with the additional benefit of giving ballistics weapons back their rightful crown of pinpoint focused damage at range (considering they have ammo and weight much more - bring back the gauss sniper).

Conclusion

PPCs win games because of the sheer amount of long range, low risk, focused damage. Ecm disabling and ammo independence as icing on top of that cake. The new maps which are all huge do little to dissuading, and in fact encourage, people from fielding lopsided loadouts with lots of snipers. Allow the PPCs to become a suppresive weapon rather than the go to sniper rifle, and give that role back to ballistics weapons with ammo which requires more careful/skilled shots.

Final thought
I have seen many complaints about "Poptarts" but they are a symptom and not a cause. Poptarting maximizes the already numerous advatages of the PPC as a sniping weapon but the root of the issue is the role of the PPC amongts other weapons and it's versatility in the larger maps.

Edited by Strelitzia, 17 April 2013 - 10:31 PM.


#2 Kmieciu

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Posted 17 April 2013 - 11:33 PM

If your 4 Pcs were hitting 4 separate components instead of concentrating on one, they would be 4 times less scary.
Nerfing the weapon itself is not the solution.

#3 Strelitzia

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Posted 18 April 2013 - 06:32 AM

View PostKmieciu, on 17 April 2013 - 11:33 PM, said:

If your 4 Pcs were hitting 4 separate components instead of concentrating on one, they would be 4 times less scary.
Nerfing the weapon itself is not the solution.


You're completely oversimplifying the idea of splash damage for your argument's sake, can't fathom how you would arrive at the idea of 4 components getting hit seperately. The intent is that per your example, a 4PPC build would do about say 25-30 damage in the immediate area and 15-10 dispersed around it.

Edited by Strelitzia, 18 April 2013 - 06:34 AM.


#4 Syllogy

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Posted 18 April 2013 - 06:53 AM

PPC's weren't a problem before Missiles got beaten with the Nerfbat Forrest and turned into confetti cannons.

Advocate for Missiles to be fixed. Once missiles are fixed, players will be encouraged to use other weapons.

#5 MasterErrant

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Posted 18 April 2013 - 10:44 AM

um PPCs do affect ECM one of the effects of a PPC hitting you is the destabilization of sensore and other electronics for a few seconds. in ten second rounds it's not enough to make much difference. but this game is fought at real world speeds.
and this is a standard optional rule.

PPCs did get a bit of a buff but so did everything else ERPPCs got a monstrous buff. and AC 2s got their ROF increased by 20 times.I get killed more often by MLs SRMs and AC5 than anything else.

Edited by MasterErrant, 18 April 2013 - 10:46 AM.


#6 Death Mallet

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Posted 18 April 2013 - 10:44 AM

Might see fewer PPCs if pulse lasers got fixed:

http://mwomercs.com/...r-pulse-lasers/

#7 Kmieciu

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Posted 18 April 2013 - 10:56 PM

View PostStrelitzia, on 18 April 2013 - 06:32 AM, said:


You're completely oversimplifying the idea of splash damage for your argument's sake, can't fathom how you would arrive at the idea of 4 components getting hit seperately. The intent is that per your example, a 4PPC build would do about say 25-30 damage in the immediate area and 15-10 dispersed around it.

I'm talking about convergence. If you put 3 PPC in a HGN-732 they act like one big cannon hitting the exact same place every time. In table top, there was no weapon that could put 30 damage on one component each and every time it was fired. That's because it would be too deadly.
If a pilot had to aim for about a second before the fires to get the perfect convergence, some might just consider chain firing their PPCs.

#8 Mokou

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Posted 18 April 2013 - 11:00 PM

Oh coem on.
Nerf PPC = kill AWESOME.
If u want some thing, u call balance - up other weapons, don't touch my PPC!

#9 Karl Streiger

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Posted 18 April 2013 - 11:31 PM

View PostMokou, on 18 April 2013 - 11:00 PM, said:

Oh coem on.
Nerf PPC = kill AWESOME.
If u want some thing, u call balance - up other weapons, don't touch my PPC!

Not really...i ran a AWS with SHS and 2 ER-PPCs in closed beta. First time in battle i killed 4 Mechs. The PPCs were always powerfull...there problem was just efficiency.

#10 Reno Blade

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Posted 19 April 2013 - 02:58 AM

PPCs alone are not the issue. its the pinpoint accuracy with a boat of 3+ PPCs +Gauss to 1000meters without any problems/downsides.
Slower aiming and moving when your mech is above 50% heat or any kind of reticule margin /convergence would fix boatin / alphastriking.

#11 White Bear 84

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Posted 19 April 2013 - 03:14 AM

View PostStrelitzia, on 17 April 2013 - 10:14 PM, said:


Maps have become much larger, and engagements tend to take on a slower pace firing line rhythm, where long distance sniping is where most damage is dealt and close up engagements only to finish off the enemy.



Thats the game ;)

Smart players will use cover where possible to close in ranks while snipers continue to do damage.

Were not talking COD close range fighting here...





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