

Petition: Increase Ppc Heat, Reduce Shot Speed
#1
Posted 06 July 2013 - 06:45 AM
Way back before HSR was even a notion most of us had, PGI buffed the PPC to make it a viable weapon, because with the latency issues at the time, PPCs were underpowered and just not effective weapons worth taking. These buffs included reducing the heat generation for PPCs and ERPPCs from 10 and 15 to 7 and 11, respectively, and increasing the travel speed of both to 2000, the same as the AC/2. This made it easier to hit targets at range through the latency, though latency was still an issue, especially for the fast mechs, and it also made firing the PPC less painful, so you weren't penalized so hard for firing, and especially for missing. This made the PPC roughly balanced as a long-range direct fire support weapon, maybe a little over-powered, but not enough to be a significant concern.
Then Host State Rewind was introduced, and the latency issues that made the PPC underpowered and in need of buffing went away, but the buffs remained.
This has resulted in what is popularly referred to as "PPCWarrior Online," and is a major contributor to the high-damage alpha build meta, because the PPC is a staple of the high-damage alpha build.
This proposal would remove the buffs to the PPC that are no longer needed, reducing the effectiveness of the PPC back to where it should be. With reduced travel speed, PPCs would still be able to reliably hit larger, slower targets, but would have a harder time hitting the faster-moving targets, which the PPC is supposed to be poor at hitting, and the increased heat generation would make the PPC more painful to fire, especially if it misses, so PPC boats will have to pick their shots more carefully, and will have a greater penalty for taking those shots.
The 6-PPC Stalker build might still work with the heat changes, but it will be very difficult to play, requiring players to be VERY picky about when they fire that alpha strike. Other PPC-heavy builds would be comparably nerfed. They would still be more than effective enough against the big, slow, heavy brawlers that they are supposed to counter, but not so effective that they are OP, and considerably less effective against the lighter, fast-moving mechs that are supposed to counter them.
#2
Posted 06 July 2013 - 07:01 AM


#3
Posted 06 July 2013 - 07:08 AM
#4
Posted 06 July 2013 - 07:19 AM
KingCobra, on 06 July 2013 - 07:01 AM, said:


What mechs are you driving that you're having trouble turning? The only mechs that I drive that turn slow are the big, slow, fat Assault mechs, which are supposed to turn slow. The lighter Heavies, the Mediums, and the Lights turn quick enough.
The PPC and the Gauss, and the LRMs, all fire support weapons, are supposed to be great at killing the big, slow, fat Heavy and Assault brawlers. They are the direct counters to those builds.
The problem is not that PPC and Gauss and LRMs are too effective at killing assaults and slow brawlers, the problem is that PPCs are too effective at killing fast mechs, and don't suffer enough of a penalty for missing. Gauss is fine, it hits hard, but moves relatively slowly, weighs a lot, and is a fragile bomb waiting to go off if it gets hit. LRMs are another matter, I don't usually have problems with them, but I haven't had a chance to look at them really closely since their latest buff.
SirSlaughter, on 06 July 2013 - 07:08 AM, said:
This would penalize the mechs that use only one PPC, however. Leaving the weapon cycle time where it's at, but increasing the heat will leave builds that use one PPC and other weapons largely unaffected, but significantly impact the high-damage alpha builds that boat a lot of PPCs. It will also give players the critical decision of whether they should take this risk of firing at the target and overheating or not.
Edited by Ilithi Dragon, 06 July 2013 - 07:21 AM.
#5
Posted 06 July 2013 - 07:20 AM
All of the silly weapons value diddling and nerfing / buffing has really made the game a shadow of battletech. Instead of focusing on things that they need to [netcode/hit detection], they are focusing on rules that have been around 20+ years. I had high hopes for this game, but realize now that my hope was misplaced, and now just play a giant stompy robot game instead of Battletech.
#6
Posted 06 July 2013 - 07:22 AM
SmurfOff, on 06 July 2013 - 07:20 AM, said:
All of the silly weapons value diddling and nerfing / buffing has really made the game a shadow of battletech. Instead of focusing on things that they need to [netcode/hit detection], they are focusing on rules that have been around 20+ years. I had high hopes for this game, but realize now that my hope was misplaced, and now just play a giant stompy robot game instead of Battletech.
Soo.... Do you support reducing the PPC travel speed and returning the PPC heat generation values to stock TT, or not?
#7
Posted 06 July 2013 - 07:31 AM
The PPC and the ER PPC in table top generate that heat in a 10 second turn. The PPC and The ERPPC in MWO fire once every 4 seconds, with values of 8 and 11 heat.
So for the 10 second turn they are at 16 and 22 heat respectively, and double the TT damage values.
#8
Posted 06 July 2013 - 07:34 AM
Ilithi Dragon, on 06 July 2013 - 07:22 AM, said:
Soo.... Do you support reducing the PPC travel speed and returning the PPC heat generation values to stock TT, or not?
Sure, if armor / lrms / srms / mg / etc all get reset to TT... Also, how about adding forward momentum to the JJ's? Or, actually any momentum. Forwards / Backwards / Sideways / Diagonal... Don't get me started on physical attacks and damage knockdowns.
So yeah, asking PPC's to go to TT values is only about 2% of the stuff that needs reset.
#9
Posted 06 July 2013 - 07:36 AM
#10
Posted 06 July 2013 - 07:43 AM
TT rules are made for a TT game. MWO isnt TT game. PGI has to adapt and modified the rules.
If you want TT maybe you will be happier with MWT.
#11
Posted 06 July 2013 - 07:51 AM
Lugh, on 06 July 2013 - 07:31 AM, said:
The PPC and the ER PPC in table top generate that heat in a 10 second turn. The PPC and The ERPPC in MWO fire once every 4 seconds, with values of 8 and 11 heat.
So for the 10 second turn they are at 16 and 22 heat respectively, and double the TT damage values.
but armor is also doubled. the problem is that armor and heat are 2x TT values but damage is 2.5x TT. looks like your math is a bit flawed.
Edited by Milt, 06 July 2013 - 07:52 AM.
#12
Posted 06 July 2013 - 07:55 AM
Milt, on 06 July 2013 - 07:51 AM, said:
To be honest I think PGI just doubled the armor numbers i tested the armor way back in closed beta and the damages from weapons now far overpower the armor amounts. So in truth i don't believe they actually doubled the armor amounts in actual game play just for looks in the mech lab.
#13
Posted 06 July 2013 - 08:01 AM
#14
Posted 06 July 2013 - 11:49 AM
#15
Posted 06 July 2013 - 03:18 PM
Done.
Now fix SRMs so we have some variety.
#16
Posted 07 July 2013 - 09:04 AM
sorry for my english
#17
Posted 07 July 2013 - 09:12 AM
#18
Posted 07 July 2013 - 09:44 AM
ed3n1, on 06 July 2013 - 07:43 AM, said:
TT rules are made for a TT game. MWO isnt TT game. PGI has to adapt and modified the rules.
If you want TT maybe you will be happier with MWT.
My point is, there are more TT rules that need implemented
#19
Posted 07 July 2013 - 09:48 AM
otherwise this is just a discussion thread (no offence to anyone tho )
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