Ppc Speed
#41
Posted 09 August 2014 - 05:37 PM
#42
Posted 09 August 2014 - 05:50 PM
Don't get me wrong, it's not that I can't use the "Meta". It's that I have used the Meta, and find it terribly dull to play ALL the time.
Some of the time, sure. But when EVERY Game devolves into who has the best Alpha at 800m, I just don't think it's Mechwarrior anymore. It's CoD with Giant Robots.
#43
Posted 09 August 2014 - 06:29 PM
is Nikola Tesla around ?
Edited by SgtMaster, 09 August 2014 - 06:29 PM.
#44
Posted 09 August 2014 - 06:59 PM
#45
Posted 09 August 2014 - 07:39 PM
JohnnyWayne, on 09 August 2014 - 11:53 AM, said:
No.
What we need is a system that prevents PPCs and gauss at fire at the same time. I don't care if its target computer load out an unload of gauss charge.
With that we can set PPCs and Gauss on 2000m/s what would desynch PPCs with any other ballisitc. Oh and we *could* remove gauss charge then if wanted.
You know, I don't use the meta PPC/Gauss combo at all, and we don't need that. The Lordz are why we can't have nice things apparently since they are the only team in my experience that I was still running into post clans that you even saw a ton of PPC/Gauss combos on the field.
Perhaps PGI should remove every weapon from the game and only permit small lasers or some extreme like that to combat the whine fest when it comes to any sort of balance. PPC's were fine how they were, now ER PPC's are useless at their role, EXTENDED RANGE. its completely silly and ridiculous at this point.
#46
Posted 09 August 2014 - 07:42 PM
Which brings me to my 2nd point. Long range weaponry IS the counter to massive LRM boating. Peeking and front loading damage is part and parcel of dealing with LRMs. Stop listening to the bad players who over-rely on LRMs, and stop having kneejerk balances.
#47
Posted 10 August 2014 - 04:51 AM
Bulbasaur ICHOOSEYOU, on 09 August 2014 - 07:42 PM, said:
Which brings me to my 2nd point. Long range weaponry IS the counter to massive LRM boating. Peeking and front loading damage is part and parcel of dealing with LRMs. Stop listening to the bad players who over-rely on LRMs, and stop having kneejerk balances.
However on some builds PPCs are still viable though. Far more viable than lasers as you mentioned... Can they FIX LASERS HSR already. *Sad Face.
OMG Two Spiders !
#48
Posted 10 August 2014 - 05:05 AM
Edited by Bigbacon, 10 August 2014 - 05:06 AM.
#49
Posted 10 August 2014 - 06:10 AM
#50
Posted 10 August 2014 - 11:26 AM
It really was a non issue in PUG land.
#51
Posted 10 August 2014 - 07:06 PM
Edited by WindSlash, 10 August 2014 - 07:07 PM.
#52
Posted 10 August 2014 - 07:45 PM
WindSlash, on 10 August 2014 - 07:06 PM, said:
Except Lasers HSR is trash for high ping players.
Well thats reason No.1 for me other than that... Front loaded damage of PPCs still rules.
#53
Posted 10 August 2014 - 08:17 PM
ShinVector, on 10 August 2014 - 07:45 PM, said:
Except Lasers HSR is trash for high ping players.
Well thats reason No.1 for me other than that... Front loaded damage of PPCs still rules.
Its not even the front loaded damage. Before the patch PPC hit rego was pretty good, not perfect but acceptable to the point where a good player could consistently hit targets. Now Its much worse to the point that you can't use the wepon reliably because it just won't register at times
#54
Posted 10 August 2014 - 08:20 PM
ShinVector, on 10 August 2014 - 07:45 PM, said:
Except Lasers HSR is trash for high ping players.
Well thats reason No.1 for me other than that... Front loaded damage of PPCs still rules.
I've been having a hard time with hit reg with ppcs. lasers aren't terrible for me.
#55
Posted 10 August 2014 - 09:29 PM
IMO the issue has always been the cooldown. At 4s a single miss doesn't really matter that much with them, and doesn't really give traditional brawling weapons much of an advantage in close. Let PPC's be the mid-long range face smashers they're meant to be, but make every shot count. Make it so that jumpsnipers without a solid line of brawlers to protect them are vulnerable, but not useless as long as their team keeps them safe.
#56
Posted 10 August 2014 - 09:41 PM
I was disappointed my fav assault was getting second-hand nerfed via the PPC changes, but experiencing it first hand? Depressing, to say the very, very least.
Edited by RuneCaster, 10 August 2014 - 09:44 PM.
#57
Posted 10 August 2014 - 11:07 PM
Thunder Child, on 09 August 2014 - 05:14 PM, said:
Now, I know people are gonna throw their toys at the CoF suggestion, because it supposedly takes away from "Skill". But the fact is, if done right, CoF would be a major buff to this game. Those whose "Skill" set consists of having the Twitch Reflexes of a Caffeinated Squirrel would still be able to Twitch and get a 30pt alpha to hit the target, but they wouldn't necessarily get all 30pts on the one component. This would increase the TTK without having to Nerf or Buff anything in game. PPCs and A/Cs could be fast moving, but would have a standardized spread. It would then be part of "Skill" to not just be good at twitching, but knowing WHEN to twitch.
Now, the modifiers involved would be, throttle level, which would be a steady spread based on throttle percentage (so as to not over penalise fast movers), heat level, which would increase the size of the cone as your heat went above a certain threshold, but would decrease as your heat lowers again, and rapid movement, which would include rapid torso twisting, and jump jetting. You could also have an increase in spread based on incoming fire, but that may penalize the target too much.
The idea is that this cone of fire would expand and shrink rapidly, based on these modifiers. So, with the Pinpoint feat for example, it might take a total of 1 sec for a Sniper to converge his entire armament to a 1m spread at 1000m, after he came to a complete stop. Of course, these values would need to be tested, but the idea is that damage is spread out more to prevent the one-shot kills (hyperbole, but you get the point) that puts off a lot of new players.
Koniving is better at this than me, but the idea is to make this game more of the "Tactical Thinking Shooter" that it is meant to be. Not some Twitchy CoD: Mech Edition.
Let the Flaming begin.
Edit: Huh, you and I must have had the same idea at the same time Vanguard.
This may date me a little bit, but didn't the original Planetside have something like this? I think I remember that as you fired, the cone of aim where your rounds could go expanded dramatically.
#58
Posted 11 August 2014 - 01:39 AM
DeathlyEyes, on 10 August 2014 - 08:20 PM, said:
Are you a low ping or high pinger ?
I do find this kinda odd that the feedback between low pingers and high pingers regarding projectiles and lasers tend to opposite of it each other.
#60
Posted 11 August 2014 - 03:18 AM
it still does amazing damage at amazing range
but you are no longer guaranteed a hit just because you clicked a mech shape at 1000m+ ranges
it was stupidly over powered to have a weapon that could strike at that range with out any option of return fire
since the ppc slow down, brawls are much more frequent, deaths from mechs you cant see are way down and the gauss coming out of the closet
the PPC is still perhaps the most capable weapon in the game
heavy hitting
massive range
no ammo
fast recharge rate
the slower speed means nothing at close range as its still plenty fast up to 600m
and in the hands of skilled warriors the slower projectile wont mean anything at older ranges either
however that is the key to why this nerf is good, the weapons damage was not touched
its still a power house on the damage charts, but if you want to score hits out at 1000m+ then you need to earn those hits
making them even more rewarding than they were before
every other weapon has some sort of drawbacks
now the ppc lines up with everything else instead of being the obvious go to weapon for any mech
the game has been so much more fun since the PPC slow down
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