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Ppc Speed


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#41 Bigbacon

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Posted 09 August 2014 - 05:37 PM

yea so that sounds pretty much spot on with out the AT rifle in 2142 worked. some deviation but could get right on target if you waited.

#42 Thunder Child

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Posted 09 August 2014 - 05:50 PM

Exactly. It means that those with the nerves of steel to sit under fire and wait for their shot would be rewarded. But it wouldn't necessarily result in the snipefests we've had for more than a year, due to PP FLD at 800m beating everything.

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 SgtMaster

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Posted 09 August 2014 - 06:29 PM

we need a competent specialist opinions on this subject.

is Nikola Tesla around ?

Edited by SgtMaster, 09 August 2014 - 06:29 PM.


#44 Topshot Tiger

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Posted 09 August 2014 - 06:59 PM

I have to say, being someone whos played this game for a few years now, I am really sad that PGI has nerfed ppc's. Its nearly impossible to hit anyone at a distance with them now. And now matchmaking is turning into LRM fests.

#45 spectralthundr

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Posted 09 August 2014 - 07:39 PM

View PostJohnnyWayne, 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 Potato Farmer

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Posted 09 August 2014 - 07:42 PM

From the POV of someone with high ping ie. Oceanic/Asia player, laser hit reg is already bad, making lasers not viable. projectile and missile weapons were the only things that were effective in doing damage. Now that PPCs are nerfed to this point, the only viable weapons we can use are brawling setups and judging from the absurd amount of LRMs in solo drops (and even group drops), how fun is that from a scale of 0 to TERRIBAD?

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 ShinVector

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Posted 10 August 2014 - 04:51 AM

View PostBulbasaur ICHOOSEYOU, on 09 August 2014 - 07:42 PM, said:

From the POV of someone with high ping ie. Oceanic/Asia player, laser hit reg is already bad, making lasers not viable. projectile and missile weapons were the only things that were effective in doing damage. Now that PPCs are nerfed to this point, the only viable weapons we can use are brawling setups and judging from the absurd amount of LRMs in solo drops (and even group drops), how fun is that from a scale of 0 to TERRIBAD?

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 Bigbacon

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Posted 10 August 2014 - 05:05 AM

^^^^ yea at medium to close ranges, this is why people are saying the ERPPC is now useless.

Edited by Bigbacon, 10 August 2014 - 05:06 AM.


#49 AntharPrime

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Posted 10 August 2014 - 06:10 AM

One thing I did notice in testing the PPCs, you can hit your target faster with an Air Strike or Artillery Strike than your PPCs now.

#50 Bigbacon

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Posted 10 August 2014 - 11:26 AM

I still don't know why this was necessary. no one in public pug land was complaining too much about it. maybe you need a different rule set of comp play so those people can stop breaking the game for the rest of us.

It really was a non issue in PUG land.

#51 WindSlash

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Posted 10 August 2014 - 07:06 PM

well just sell all PPCs and use ERLL , more faster reload, more easy to hit, less heat, and less 2 tons = 2 more DHS = more time shooting ;D

Edited by WindSlash, 10 August 2014 - 07:07 PM.


#52 ShinVector

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Posted 10 August 2014 - 07:45 PM

View PostWindSlash, on 10 August 2014 - 07:06 PM, said:

well just sell all PPCs and use ERLL , more faster reload, more easy to hit, less heat, and less 2 tons = 2 more DHS = more time shooting ;D


Except Lasers HSR is trash for high ping players. B)
Well thats reason No.1 for me other than that... Front loaded damage of PPCs still rules.

#53 Taj the White Tiger

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Posted 10 August 2014 - 08:17 PM

View PostShinVector, on 10 August 2014 - 07:45 PM, said:


Except Lasers HSR is trash for high ping players. B)
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 DeathlyEyes

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Posted 10 August 2014 - 08:20 PM

View PostShinVector, on 10 August 2014 - 07:45 PM, said:


Except Lasers HSR is trash for high ping players. B)
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 John80sk

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Posted 10 August 2014 - 09:29 PM

Projectile speed just isn't the answer to PPC's... it's been changed how many times now? It will take people a while to adjust, but eventually everyone will decide which weapon they like best to synch with it and we'll be in the same spot as before. Alternatively the PPC will be so slow that it's a trash weapon and nobody will use it.

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 RuneCaster

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Posted 10 August 2014 - 09:41 PM

Today was a sad day. After testing my ERPPCs, and re-testing them, I realized that without an extreme overhaul of either my mech, or the PPC, my beloved AWESOME 9M is now useless in its intended role, and will need to be mothballed until funds catch up to rework the machine.

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 Tim East

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Posted 10 August 2014 - 11:07 PM

View PostThunder Child, on 09 August 2014 - 05:14 PM, said:

The reason for all the nerfs and buffs we are always having is quite simple. Pinpoint Convergence. Everything comes back to this. Which is why we need some sort of cone of fire. The reason the TT values worked, was because hits were distributed all over the target, due to random numbers. It was almost impossibru to get more than a 20pt hit to one location, unless you were really lucky.
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 ShinVector

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Posted 11 August 2014 - 01:39 AM

View PostDeathlyEyes, on 10 August 2014 - 08:20 PM, said:

I've been having a hard time with hit reg with ppcs. lasers aren't terrible for me.


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.

#59 DeathlyEyes

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Posted 11 August 2014 - 02:40 AM

View PostShinVector, on 11 August 2014 - 01:39 AM, 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.

Low ping, like sub 40.

#60 Naduk

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Posted 11 August 2014 - 03:18 AM

the current ppc is great
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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