

Ppc
#21
Posted 13 March 2013 - 08:38 AM
I also think if your going to boat there should be some incremental penalty
i mean what soldier brings 4 sniper rifles to urban warfare?
#22
Posted 13 March 2013 - 08:39 AM
#23
Posted 13 March 2013 - 08:39 AM
I have 2 ams to help my team
1 lrm 20 artemis
2ll
and 1 ac20
This allows me to be effective at all ranges.
#24
Posted 13 March 2013 - 08:40 AM
SC1P1O, on 13 March 2013 - 08:29 AM, said:
There is drawbacks. The common Drawback to the PPC Boats, A1 Splatcats, and Medium Laser Hunchbacks are all the same: A Skilled Veteran.
At least thats the short answer. Those boats are all one trick ponies. When you identify one, you immediately know how to counter it. With Splatcats you stay away and shoot the ears off. For the PPC boats you get close.
What do you do for something mounting LRMs and Medium Lasers? Its going to hurt you reliably at both long and short range. Mixed loadouts in skilled hands will always beat the boats simply because they bring an element of the unknown to the battle. Yeah you might know how to deal with LRMs, or Medium Lasers but you may not know what that pilot is capable of doing with both. You might get lucky, you might not.
#25
Posted 13 March 2013 - 08:43 AM
Culler, on 13 March 2013 - 08:34 AM, said:
Personally I think the boomcat is way more dangerous than 4x PPCs because it can keep firing and has no minimum range.
The Boomcat is not. It's way too much of a specialist. The amount of slots the AC20 takes up, it's tonnage, + tonnage of ammo are all disadvantages vs PPCs. The AC20 also generates a ton of heat, though it's less noticeable since the reload time is vastly longer than the PPCs. And let's be honest "make them come to you" doesn't work on people who are awake and know that they have the range on you.
Quote
Most PPC boaters are fairly good shots. Most of the shots good PPC players miss is just "throwing **** out there to keep people on defense" they aren't trying to hit really, and they aren't blowing the full alpha. You can keep your heat down in the pressure game enough that it's not an issue. Then move to the alpha when a shot is certain.
#26
Posted 13 March 2013 - 08:43 AM
#27
Posted 13 March 2013 - 08:50 AM
SC1P1O, on 13 March 2013 - 08:19 AM, said:
If that were true, everyone would be running 6 PPC Stalkers to get rid of the lights on the battlefield. It might be easy to kill bad light pilots with a PPC boat, but any light pilot with decent experience won't have much trouble killing off a PPC boat solo.
#28
Posted 13 March 2013 - 08:51 AM
Taemien, on 13 March 2013 - 08:40 AM, said:
There is drawbacks. The common Drawback to the PPC Boats, A1 Splatcats, and Medium Laser Hunchbacks are all the same: A Skilled Veteran.
At least thats the short answer. Those boats are all one trick ponies. When you identify one, you immediately know how to counter it. With Splatcats you stay away and shoot the ears off. For the PPC boats you get close.
What do you do for something mounting LRMs and Medium Lasers? Its going to hurt you reliably at both long and short range. Mixed loadouts in skilled hands will always beat the boats simply because they bring an element of the unknown to the battle. Yeah you might know how to deal with LRMs, or Medium Lasers but you may not know what that pilot is capable of doing with both. You might get lucky, you might not.
Which is precisely why the Catapult C1 is one of the deadliest mechs in it's stock config.
As someone who has used PPCs and ER PPCs extensively I can say that in any engagement that lasts more than 10 or so seconds you're going to be at a massive disadvantage with either kind of PPC, especially on caustic. The best way to use them is to stick to cover and fire a couple of shots before hiding to cool down, repeating until the target is dead, and while your heat is low taking the occasional potshot when the enemy hasn't fully committed yet because once the real fighting starts everyone will be dealing much more damage than you and you don't have to worry about wasting ammo early on.
Edited by Satan n stuff, 13 March 2013 - 08:52 AM.
#29
Posted 13 March 2013 - 08:55 AM
SC1P1O, on 13 March 2013 - 04:58 AM, said:
have you ever actually run one? heat is a very real issue. They pretty much consistently run on the ragged edge of overheat, and if pulled into a snafu, are always shutting down. (and if using standard PPCs, probably panicking at all the face hugging)
I prefer more balanced builds, hence my 2 ER PPC Cat, or 3 PPC Awesomes, but I hardly find the 4 PPC mechs to be some king of magic mech. You have serious tradeoffs.
#30
Posted 13 March 2013 - 09:01 AM
SC1P1O, on 13 March 2013 - 04:58 AM, said:
The magic 4th ppc is the fine line when the grunts say its bad, overheats, useless... and the pros just smile and make it work anyway.
Its your time to figure out what you are.
#31
Posted 13 March 2013 - 09:01 AM
#32
Posted 13 March 2013 - 09:08 AM
#33
Posted 13 March 2013 - 09:55 AM
Comparing a mech's arsenal to a sniper. Totally unrelated. Closer would be why do battleships have multiple cannons per turret? A human sniper is about a single precision shot. Mechs are about continuously delivering payload until the armor is breached. Being able to breach that armor in a single volley, rather than trying to land 4 sequential shots to the exact location, over a 12 second span can be the difference between success or failure.
In reality, boated weapons would be MORE effective, as dropping let's say, 120 kilojoules in one spot at one time actually causes more impact damage than 30 hitting the same spot 4 times over 12 seconds. (like hitting a 1/4 inch steel plate with a 44 mag. It won't penetrate, but a round delivering 4 times the damage will.)
#34
Posted 13 March 2013 - 09:59 AM
LordBraxton, on 13 March 2013 - 08:34 AM, said:
err I Like large lasers a lot but being forced to stare at the enemy while firing them is a liability, I can snap fire a PPC and look away or get behind cover.
Really these weapons are too different to compare
Yea I kinda lolled at that.
#35
Posted 13 March 2013 - 10:12 AM
Do I overheat in my 3D? Yes I do, but I'm usually firing off an alpha that ends with me overheating and my target dead so it's a fair trade off.
I must admit though my favorite PPC build is my C1. Good speed, armor, and very effective at all ranges. I was not a fan of my C1 for a while until ERPPC's got some love from the devs.
#36
Posted 13 March 2013 - 10:23 AM
- LRMs have a minimum range, and once you are inside theirs, they will not have an easy time getting out. They probably won't be as fast backwards as you will go forwards.
- PPCs also have a minimum range, but the bigger issue with them and the ER PPCs is that they are so hot - they can only really utilize their potential if they get to play sniper and take their time to both aim and to cool off, while the enemy is busy just moving around. If you#re in their face, you deliver constant damage and they cannot keep up because they get too hot.
I am not convinced the drawbacks all cancel out the advantages, but they must be considered.
I think compared to the LRMs and PPC users, Boomcats and Splatapults have the big advantage that they still allow you to go on the offensive, even if you need to first find a way to cover. But the Splatapult doesn't announce itself at range, it announces it only when you're in its optimum range, and you either can deal with its damage output and counter it with your own (which is hard, because 90 damage alpha!) or can get away (which is unlikely for the same reasons that it's difficult for the LRM boat to get away).
If I had to bet on a 6 LRM20 boat Assault Mech and a 6 SRM6 Splatapult, I'd bet on the latter.
#37
Posted 13 March 2013 - 10:40 AM
SC1P1O, on 13 March 2013 - 08:39 AM, said:
I have 2 ams to help my team
1 lrm 20 artemis
2ll
and 1 ac20
This allows me to be effective at all ranges.
And it also makes you weaker at any specific range when compared to a mech built to excel at a particular range, like a splat cat.
I also prefer to run a mech that is effective at all ranges, but you must acknowledge your own limitations.
#38
Posted 13 March 2013 - 10:56 AM
MustrumRidcully, on 13 March 2013 - 10:23 AM, said:
If I had to bet on a 6 LRM20 boat Assault Mech and a 6 SRM6 Splatapult, I'd bet on the latter.
Depends entirely on the map and the starting positions. I personally feel that greater map variety will encourage more balanced builds. We don't have much (and the slight variants do not a new map make) so mechs are tweaked for those maps. More map variety might even help balance the weapons.
Though I do hope for some sort of "dome of doom" TDM type mode down the road.
#39
Posted 13 March 2013 - 10:58 AM
***** n stuff, on 13 March 2013 - 08:51 AM, said:
As someone who has used PPCs and ER PPCs extensively I can say that in any engagement that lasts more than 10 or so seconds you're going to be at a massive disadvantage with either kind of PPC, especially on caustic. The best way to use them is to stick to cover and fire a couple of shots before hiding to cool down, repeating until the target is dead, and while your heat is low taking the occasional potshot when the enemy hasn't fully committed yet because once the real fighting starts everyone will be dealing much more damage than you and you don't have to worry about wasting ammo early on.
I do love my C1.
And you're right about PPCs. I typically will use a PPC in conjunction with another weapon system. Giving me that one-two punch that shreds people overtime and I can get multiple kills. Boats get kills through finishing blows, not really though outright damage.
There is a quote that says, "Burst is King"
It is, but you have to be smart about it. Having all burst makes you vulnerable. Too little is also not good.
We also have to think about the new map, its probably going to be a hot one. Long Range requirement plus hot will stress many mechs. I think we'll see a resurgence of Gauss Rifles and UACs.
I can hear the complaints already. "Now I have to keep long range, short range, and heat efficient weapons on my builds." Yep.. you do, welcome to MechWarrior.
#40
Posted 13 March 2013 - 11:30 AM
Culler, on 13 March 2013 - 08:34 AM, said:
Just so you're aware, this translates to TT movement points of 7.33 and 14.66...
So anything that doesn't move 80 to 160 kph is too slow.
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