

Ppc "beam" Effect
#1
Posted 01 July 2013 - 07:39 AM
Turn the PPC into a very short and limited duration 'beam' damage, much like other lasers.
The idea I think came about how it has the beam look in this game, yet its a completely front-loaded weapon. It is one of the defining factors that makes it infinetly better than Large Lasers or any other Pulse Laser option for those with good aim as it meshes perfectly well with this game's pinpoint accuracy.
So, in an effort to try and mitigate the damage, why not alter it into a short-duration beam?
I'm not talking change the animation, or completely remove the effects, just alter the damage so its spread over that short 0.5 or 0.25 sec duration the visual beam lasts. The result would be exactly as we see in Pulse and other Lasers. The damage hits, and as the target inevitably moves the damage spreads. The shorter than normal duration of the beam makes it still stand out at the peak of the energy class, but it would help drastically to reduce the damage received.
So, what do you all think?
#2
Posted 01 July 2013 - 07:40 AM
Alternatively if PPCs did splash damage, at the cost of less direct damage, that might be acceptable as well.
Edited by CapperDeluxe, 01 July 2013 - 07:41 AM.
#3
Posted 01 July 2013 - 07:43 AM
Remember LRMpocolypse? Add a splash to PPC and we'll see that PPCpocolypse that'll really ruin your day.
IF PGI can fix the design basic on how splash damage is received on the mechs to not instantly translate into CT damage, I might be up for it, but for now I think its a really bad idea.
#4
Posted 01 July 2013 - 07:58 AM
#5
Posted 01 July 2013 - 08:11 AM
Then add a bit of that other idea- ppcs do 50% of their damage as splash damage - and you might not need a heat-nerf, projectile-speed-nerf or any of those ideas that make the ppc-boat-users cry into their pillows.

#6
Posted 01 July 2013 - 08:32 AM
GODzillaGSPB, on 01 July 2013 - 08:11 AM, said:
Then add a bit of that other idea- ppcs do 50% of their damage as splash damage - and you might not need a heat-nerf, projectile-speed-nerf or any of those ideas that make the ppc-boat-users cry into their pillows.

I still dislike the splash, and have thought of that partial up-front then over time damage and it isn't as useful.
In the aspect of where its dangerous at 4x PPC at 50% you are still talking about dealing 10 damage on one pinpoint spot at extreme range and 20 closer. That extreme does become less of a hassle, but it still lets the close encounters dominate over other opponents. 20 points is a huge margin still for such an unlimited weapon.
The reasons for splash is as stated above, the hitbox designs from PGI are a mess. We'll have CT cores from hell that way and I don't want it.
#7
Posted 01 July 2013 - 08:34 AM
Just my opinion.
#9
Posted 01 July 2013 - 08:40 AM
But, this was when they still had a firing delay and the projectile speed was still 1200 m/s.
Adding the firing delay back in would probably be a good idea at this point, though.
#10
Posted 01 July 2013 - 08:42 AM
#11
Posted 01 July 2013 - 08:50 AM
Edited by Hellcat420, 01 July 2013 - 08:57 AM.
#12
Posted 01 July 2013 - 08:58 AM
Personally. I like it as a strong accurate weapon. But just not boated to the heavens. Personally just raise the heat up on it. Give solid heat penalties against more then two, except for mechs that are known for carrying more then that. Like the Awesome, which could use something to make it stand out more.
#13
Posted 01 July 2013 - 09:08 AM
Roland, on 01 July 2013 - 08:42 AM, said:
Well of course I know that it wasn't intended, but it did have the effect of making PPC's less accurate. Which is kinda what this thread is about isn't it?
Edit: I should add that I'm not advocating for it, it's just a thought.
Edited by JokerVictor, 01 July 2013 - 09:09 AM.
#14
Posted 01 July 2013 - 09:13 AM
Hellcat420, on 01 July 2013 - 08:50 AM, said:
Why not? It's beam weapon. All beam weapons are very-very-well balanced - why not?
It's impossible to balance high-pinpoint-damage weapons in game, because hit-mechanics is based on board game (with hits randomization). Beam weapons and high-DPS weapons are easy to balance - they gives is natural "randomization" based on player skill.
Edited by XSerjo, 01 July 2013 - 09:14 AM.
#15
Posted 01 July 2013 - 09:14 AM
So while adding a beam duration would make torso twisting a bit more viable defense it would help heavier mechs disproportionately compared to lighter mechs that can avoid some PPC fire now. It would also make PPCs more effective in the hands of those who cannot aim well. After Streaks lasers are probably the easiest thing for people to use to deal with lights because they can do some damage just by raking the beams across a light. As skill level goes up you see more people able to hit fast movers with projectile weapons and I think that is a hallmark of a good player.
I feel the problem of PPCs delivering too much pinpoint damage can be dealt without changing the mechanics of the weapon itself.
#16
Posted 01 July 2013 - 09:36 AM
Tezcatli, on 01 July 2013 - 08:58 AM, said:
Personally. I like it as a strong accurate weapon. But just not boated to the heavens. Personally just raise the heat up on it. Give solid heat penalties against more then two, except for mechs that are known for carrying more then that. Like the Awesome, which could use something to make it stand out more.
They already have, and in previous MW games it was drastically different. However as per the description;
http://www.sarna.net/wiki/PPC
Description
The Particle Projector Cannon (or PPC) is a unique energy weapon. PPCs fire a concentrated stream of protons or ions at a target, causing damage through both thermal and kinetic energy.[3]As such, despite being an energy weapon, it produces recoil. The lethality of the weapon rivals that of a higher-caliber autocannon; just three shots from a PPC will vaporize two tons of standard military-grade armor.[4] Targets hit by multiple, simultaneous PPCs can also suffer electrical side-effects, such as overloaded computer systems or targeting sensors.[5] The ion beam also extends to much farther ranges than autocannon fire, though PPCs generate large amounts of waste heat.
It clearly describes it being an ion BEAM weapon. In previous MW games (at least 2 I think, not sure if more) it was featured as a cohesive ball of energy to represent that front-loaded damage. Probably where the idea of the weapon style came from and how it stuck.
However in lore and in the the game's mechanics, it is a beam weapon and looks that way.
Edited by Unbound Inferno, 01 July 2013 - 09:38 AM.
#17
Posted 01 July 2013 - 09:40 AM
You can see the uziel fire the classic looking 'spiral' beam

#18
Posted 01 July 2013 - 10:55 AM
Edited by Monky, 01 July 2013 - 11:10 AM.
#19
Posted 01 July 2013 - 10:56 AM
#20
Posted 01 July 2013 - 11:19 AM
Unbound Inferno, on 01 July 2013 - 07:39 AM, said:
So, what do you all think?
So what is the differnce between your suggestd PPC and a Large Pulse Laser (beside the fact that a PPC has a longer range, lower heat, knockback, and ECM jamming).
I don't think the problems with the PPC are going to be solved by displacing another weapon system.
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