Volthorne, on 20 September 2013 - 11:51 PM, said:
So... you want to put the PPC (which deals 10 damage) at the same travel speed as the AC/5 (which deals 5 damage, duh). The PPC weighs 7 tons, AC/5 8. All you're doing is trading ammo requirements (AC/5 with less than two tons is bad) for a bit more heat. I can't possibly see this ending well if you have to pick between a heavy energy or a mid-weight ballistic to go in as your primary or secondary weapon.
Wait, you're saying that
lowering PPC speed to AC/5 speed would
increase it's relative desirability? I mean, I get that the PPC is better ton-for-ton than the AC/5
if you ignore heat, that's true. That's also the current state of affairs. Making the PPC worse (
slower projectile is worse, no matter how minor a difference) can't make it more superior to a weapon that doesn't change.
Volthorne, on 20 September 2013 - 11:51 PM, said:
They teach you how to WSAD. Next.
Volthorne, on 20 September 2013 - 11:51 PM, said:
The Gauss is a godly weapon, even with the firing delay. Making PPCs slightly slower and/or the Gauss slightly faster isn't going to magically make the problem of that particular weapon combination go away. I honestly want you to try and come up with a solution that decouples them as well as the one PGI gave us does.
Better than not at all? Believe me, with the firing delay in place on the gauss it is quite possible (and not even particularly hard) to fire both gauss and PPCs at the same time. It does
nothing to decouple them for anyone with a mouse possessing more than one button, the ability to set up weapon groups and a reasonable sense of timing, given a modicum of practice. If you can fire weapons with approximately the same range at the same time,
the only way to decouple them is to differentiate their velocities such as they arrive at different times.
Volthorne, on 20 September 2013 - 11:51 PM, said:
Might as well just have the magical "oh, by the way, your bullet stopped dead after going one inch past it's optimal rated distance" from the TT then.
Or not, because that would be utterly terrible. There's a very good argument for not having a dead-stop end of range, since it's unintuitive, frustrating and will make people rage when the server decides someone was somewhere slightly different. However, giving an AC/20 as much damage as an AC/10 at the latter's optimal is a prime example of how the extreme falloff ranges implemented impact weapon balance, although it is
far from the only affected weapon. Making falloff exponential would mean that you're still doing near-max damage if they're a foot or so out of range, but contract
effective ranges down so they're much closer to
optimal ranges and make differences in range between weapons more significant.
Volthorne, on 20 September 2013 - 11:51 PM, said:
You know what else would make range differences matter? Removing god-mode ECM so brawlers can actually get fire-support while moving in to CQC (also arm movement-speed penalties based on how cumbersome the weapons you have in there are - not necessarily based on crits or tonnage).
ECM hasn't been god-mode for months (not that I agree with the current implementation, but that's because it's stupid, not because it's overpowered), and all those arm-movement penalties would do is encourage static play, if anything. It certainly wouldn't solve the issue that a lot of weapons are
effective well beyond their
optimal range (and lets not even start on the
completely arbitrary fact that ballistics get a much bigger benefit than lasers when it comes to falloff range).
Volthorne, on 20 September 2013 - 11:51 PM, said:
At 1000m (which is basically where engagement begins anyway), the difference in arrival time between a PPC charge and a Gauss slug is 0.25s. Yep. TOTALLY enough to make a difference. Considering the average reaction time of a human is 0.215s, you're (much) more likely to hit different locations due to latency than someone actually twisting or moving to spread your damage.
I don't see the problem with pegging a stationary or 0-lateral target at range with the entire volley in one location. If you introduce any passive torso movement or lateral motion it becomes a major factor in what compartment you hit at that range.
Also, your reaction time example is fallacious, since you're assuming the first thing the pilot knows about the situation is the gauss round hitting them. If they see the PPC rounds heading towards them they've got ~0.7s barrel-to-impact to react, and at 1000m even a slight rotation will spread the impacts.
Never mind , of course, that I'm arguing for a
slower projectile speed on the PPC, which would increase that reaction time in any case, as well as (frankly more importantly) increasing the time gap between impact for any passive motion on part of the target (as opposed to reactive) to separate the compartments hit.