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First look at the PPCs. Thoughts and discussion


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#1 Breeze

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Posted 07 May 2012 - 11:35 PM

At about 1:30 of the Assault Mech breakdown, you see the Atlas backing away from a Catapult CLPT-K2 as it's stuck by a dual PPC blast. I believe that this may be the first time we've seen the PPC in action.

Here's what I can gather from the video:
  • PPC blast is blindingly bright
  • Stream is thicker than lasers
  • PPC causes both some knockback and flash (obscuring vision of victim for milliseconds) upon impact
If you're not aware of which video I'm referring to, you can watch it here: IGN / YouTube.

What I'd be most interested to know (hopefully in the coming weeks) is how much heat this weapon generates, and how long is the cycle time before you can fire again. And more importantly, whether there's any charge-up time in order to fire the PPC. I believe there has been references in the novels about this, but there never really was a consistent definition of how it operates in the books. In the TT, it operated essentially like a really big laser, with the added disadvantage of a minimum range.

And THAT's another thing I'd like to get clarification on... how would PPC minimum range work in MWO.

My own opinion is that I would like to see some real differentiation from lasers in the way it's handled (particularly with regards to charging-up time). I've always felt that the PPC should be a weapon that's difficult to use, but rewards skilled players greatly.

Additionally, I think it'll be great if the impact of a PPC could cause some electrical damage to the target. Perhaps if the HUD shorts out for a couple of seconds? That would really make the weapon quite a devastating one to use.

Any thoughts on what we've seen so far, and what else you'd like to see this weapon do?

#2 Hercules

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Posted 07 May 2012 - 11:46 PM

It is my firm belief that PPCs should have a little charging time.Don't kill me MW universe fans as I m not familiar with all BTech Rules, but I agree with Breeze that PPC should be a difficult to use weapon that deals massive Damage,generates tremendous heat and should be used only by experienced players ,not simply used to snipe from distance.

#3 Risky

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Posted 07 May 2012 - 11:54 PM

Hercules, I would think after the first shot in a battle, that the cool down and extra heat penalty is enough.

#4 pursang

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Posted 07 May 2012 - 11:58 PM

There already are penalties to using a PPC. While it has a higher rate of damage and range then your average large laser, it also weighs more, generates more heat, takes more critical slots, and (potentially) has a minimum range.

#5 OhGilPin

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Posted 08 May 2012 - 12:13 AM

View Postpursang, on 07 May 2012 - 11:58 PM, said:

There already are penalties to using a PPC. While it has a higher rate of damage and range then your average large laser, it also weighs more, generates more heat, takes more critical slots, and (potentially) has a minimum range.


[sarcasm] What you mean I can't run in to a enemy 'Mech at point blank cycling my PPCs. [/sarcasm]

#6 William Petersen

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Posted 08 May 2012 - 12:55 AM

View PostBreeze, on 07 May 2012 - 11:35 PM, said:

it operated essentially like a really big laser, with the added disadvantage of a minimum range.

And THAT's another thing I'd like to get clarification on... how would PPC minimum range work in MWO.



Yeah, I loved that line "so I gotta respect him up close" when riding an atlas. Excuse me? It's a PPC, you respect it at range, and laugh when you get in his face under his min range. You have an AC/20. Stay next to him and unload. Two shells in the CT with some laser fire and/or some SRMs and he's done (at least he would be in the TT...).

#7 LackofCertainty

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Posted 08 May 2012 - 01:14 AM

LRM's are keeping their min range, because the fluff can be "they don't arm till they're past 180m."

I don't think they've given their final word on whether ppc's will have a min range or not. I'm expecting them to keep it in, and implement it as reduced damage at under 90m. They mentioned that in the fluff a PPC doesn't reach it's full charge unless it can travel past the 90m mark, so that fits as a decent fluff reasoning to justify the mechanic.

On the other hand, it sounds like they're dropping the AC/gauss rifle min ranges, because it's hard to come up with a fluff reason why a gun would have min ranges other than "cause pilots have trouble aiming," I guess.

Edited by LackofCertainty, 08 May 2012 - 01:15 AM.


#8 Cruxshadow

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Posted 08 May 2012 - 01:20 AM

Outside of splash/blow back why should PPCs have a minimum range? They are energy beam projectors so they don't need a minimum arming distance.

#9 pursang

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Posted 08 May 2012 - 01:25 AM

Quote

PPCs are equipped with a Field Inhibitor to prevent feedback which could damage the firing unit's electronic systems.[6] This inhibitor degrades the performance of the weapon at close ranges of less than 90 meters. Particularly daring warriors have been known to disengage the inhibitor and risk damage to their own machine when a target is at close range.


http://www.sarna.net/wiki/PPC

That's the official explanation, anyway.

#10 EDMW CSN

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Posted 08 May 2012 - 01:25 AM

View PostLackofCertainty, on 08 May 2012 - 01:14 AM, said:

LRM's are keeping their min range, because the fluff can be "they don't arm till they're past 180m."

I don't think they've given their final word on whether ppc's will have a min range or not. I'm expecting them to keep it in, and implement it as reduced damage at under 90m. They mentioned that in the fluff a PPC doesn't reach it's full charge unless it can travel past the 90m mark, so that fits as a decent fluff reasoning to justify the mechanic.

On the other hand, it sounds like they're dropping the AC/gauss rifle min ranges, because it's hard to come up with a fluff reason why a gun would have min ranges other than "cause pilots have trouble aiming," I guess.


The AC-2 and AC-5 already deal pathetic damage to boot, you don't need to cull them any further... Gauss could still use a min range tho.

Edited by [EDMW]CSN, 08 May 2012 - 01:26 AM.


#11 autogyro

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Posted 08 May 2012 - 01:58 AM

Anyone have an example of when you can hear the PPC?

I wish it still sort of crackled from MW4, but honestly I wish it sounded like thunder, it should be extremely loud and abrasive when firing and when being hit by one. I'd love if other sounds where drowned out for a split second, to simulate that feeling of ozone being produced and your hair standing on end, before you hear a thunderous CRACK when it hits.

#12 Black Mamba

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Posted 08 May 2012 - 02:10 AM

I'm hoping that because they're in a late alpha or early beta they will tune the sounds to feel more dramatic. RIght now they feel underwhelming. However this is the least of my worries, the game play is looking solid.

#13 Scar

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Posted 08 May 2012 - 02:19 AM

The best PPC FX i ever saw. Period.

#14 Adridos

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Posted 08 May 2012 - 02:22 AM

View PostScar, on 08 May 2012 - 02:19 AM, said:

The best PPC FX i ever saw. Period.

Well, it surely looks terrfying. Imagine running in your Centurion and when you run around a corner, Awesome's alpha strike hits you directly. Creepy way to... uhm, loose. ;)

#15 Balls of Steele

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Posted 08 May 2012 - 02:39 AM

View Postautogyro, on 08 May 2012 - 01:58 AM, said:

Anyone have an example of when you can hear the PPC?

I wish it still sort of crackled from MW4, but honestly I wish it sounded like thunder, it should be extremely loud and abrasive when firing and when being hit by one. I'd love if other sounds where drowned out for a split second, to simulate that feeling of ozone being produced and your hair standing on end, before you hear a thunderous CRACK when it hits.


I get what you mean, I love good sound effects, more than graphics in a lot of ways. Can't really hear much over the commentary for the gameplay vids we've seen so far though. I'd like a 'stomping' sound for each mech, lights having a soft patter and the big bruisers stamping their hundred tons into the ground.

#16 Cruxshadow

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Posted 08 May 2012 - 03:12 AM

View Postpursang, on 08 May 2012 - 01:25 AM, said:


http://www.sarna.net/wiki/PPC

That's the official explanation, anyway.


So everyone within 90 meters of impact of the shot takes damage?

#17 pursang

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Posted 08 May 2012 - 03:20 AM

View PostCruxshadow, on 08 May 2012 - 03:12 AM, said:

So everyone within 90 meters of impact of the shot takes damage?


I believe if someone where to turn off the inhibitor to their PPC, they would run the risk of nuking that weapon (destroying it). I don't think it would fry anyone else, but I imagine that an Awesome with all of its PPCs "imploding" would be an interesting spectacle.

#18 Mason Grimm

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Posted 08 May 2012 - 03:53 AM

Judging by the video I gots to say the PPC goodness looks yummy!!!!!

#19 Tvae

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Posted 08 May 2012 - 04:23 AM

I think the effect looks fantastic - large blue glowing ball of pure death.

The one thing that seemed missing, though it's likely cause it's an earlier build, is that the cockpit display didn't seem to mind getting hit. Previously, getting hit by a PPC caused havoc with the displays for a half second, and enough hits could damage them for the rest of the match (displaying static-y images, or failing to display anything at all).

#20 mekabuser

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Posted 08 May 2012 - 06:13 AM

ppc looks fantastic.. min range of 90 is um nothing even if it is implemented which remains to be seen. Kinda didnt like seeing that cata sliding backwards after the second ppc blast. Sliding mechs is a sim destroyer. Love the knock of the ppc. Overall looks like they did a great job with it.





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