

ER PPC ... Why no minimum range?
#1
Posted 31 May 2012 - 02:10 AM
As it says on the tin:
http://www.sarna.net...rojector_Cannon
Any reasons?
Will the DEV's be continuing with this trend?
#2
Posted 31 May 2012 - 02:23 AM
Thanks to DHS the ER-PPC is simple a no - brainer. Same as with no minimal range for Clan LRM...only a failed test to make the game easier? I duno!
#3
Posted 31 May 2012 - 02:30 AM
Hope that helps.
#4
Posted 31 May 2012 - 02:44 AM
#6
Posted 31 May 2012 - 02:49 AM
#8
Posted 31 May 2012 - 02:56 AM
#9
Posted 31 May 2012 - 02:59 AM
it won't hurt you to throw away a LRM 15 for a ER-PPC when using DHS
The normal PPC had a shorter minimum range but also a shorter long range - so both weapons were worth
the ER - PPC had no minimum range and a longer long range - in comparison the LRM suck
#10
Posted 31 May 2012 - 03:04 AM
#11
Posted 31 May 2012 - 03:08 AM
#12
Posted 31 May 2012 - 03:22 AM
William Petersen, on 31 May 2012 - 02:44 AM, said:
Agreed. The clans in general were just power creeping mary sues anyway. Also its hard to simulate a "-2 to hit per hex" in a FPS style videogame.
#13
Posted 31 May 2012 - 03:25 AM
Woodstock, on 31 May 2012 - 02:45 AM, said:
sorry were you speaking English then? Power leap/Power Creep?
Power Creep: A term used to describe when new content added to a game is overpowered compared to what came before. After several cycles of this, new content as become so powerful, the original stuff is so weak, it'll never be used again.
This is what happened in Battletech:
Original Battletech (Technical 3025) everything was well balanced against each other. There was no clearly better weapons systems, and every decision made in 'Mech design was a tradeoff.
Star League ubertech (Technical Readout 2750) introduced the most unbalancing components in the game: the Double Heatsink, the XL engines, and the Gauss Rifle. The DHS created the possibility of laser boating, and removed the heat penalties to ER-energy weapons. The XL engine eased the penalties for choosing a heavier 'Mech. And a Gauss Rifle was a ballistic weapon without the penalties inherant in a ballistic weapon.
Clan Tech (Technical Readout 3050) was Star League ubertech on steroids. The weapons were better, and the penalties fewer. Which would've never been needed if FASA hadn't introduced Star League tech to the game already.
While all this made great fiction, it also turned the Table Top Game from chess to checkers. At least in my opinion.
#14
Posted 31 May 2012 - 03:42 AM
and Total War X-Tech is... duno well you can use nukes have the same effect
#15
Posted 31 May 2012 - 03:57 AM
Dragon Lady, on 31 May 2012 - 03:25 AM, said:
Power Creep: A term used to describe when new content added to a game is overpowered compared to what came before. After several cycles of this, new content as become so powerful, the original stuff is so weak, it'll never be used again.
This is what happened in Battletech:
Original Battletech (Technical 3025) everything was well balanced against each other. There was no clearly better weapons systems, and every decision made in 'Mech design was a tradeoff.
Star League ubertech (Technical Readout 2750) introduced the most unbalancing components in the game: the Double Heatsink, the XL engines, and the Gauss Rifle. The DHS created the possibility of laser boating, and removed the heat penalties to ER-energy weapons. The XL engine eased the penalties for choosing a heavier 'Mech. And a Gauss Rifle was a ballistic weapon without the penalties inherant in a ballistic weapon.
Clan Tech (Technical Readout 3050) was Star League ubertech on steroids. The weapons were better, and the penalties fewer. Which would've never been needed if FASA hadn't introduced Star League tech to the game already.
While all this made great fiction, it also turned the Table Top Game from chess to checkers. At least in my opinion.
the thing about the clans that I liked though ...and this really is the ONLY thing about the clans that I like ... is that they were meant to be outnumbered but still HARD.
The problem with the gaming world is ... that effect is often not represented in the gaming community.
So many people want the strongest kit ... soooo they play the clans (not all ...some actually like clan culture?!?!) My worry about MWO is that when the clans arrive they will just be another playable faction and 70% of the player base will switch to the clans ... cos their uber like man!
I approve 100% of the power of clan weapons ... just the IP limits on who uses them should be reflected in the MWO game.
#16
Posted 31 May 2012 - 04:11 AM
BT:
to be fair i duno how to implement a useful minimal range for ppcs. LRMs is clear and can be seen in the vid...but PPCs?
#17
Posted 31 May 2012 - 04:13 AM
Woodstock, on 31 May 2012 - 02:10 AM, said:
As it says on the tin:
http://www.sarna.net...rojector_Cannon
Any reasons?
Will the DEV's be continuing with this trend?
Because they figureout how to not get feed back at close range would be teh obvious answer.. Based on what the same site says teh reason for teh minimum range for a PPC was..
#18
Posted 31 May 2012 - 04:51 AM
William Petersen, on 31 May 2012 - 02:44 AM, said:
There is no power creep in Battletech. Everything is balanced in its own way.
ERPPC's have more range and no minimum, but heat like crazy(15).
Standard PPC's dont heat a whole lot(10) (especially with the advent of double heat sinks) and have the same damage(10) with less range and a Minimum.
Heavy PPC's Are the same range increments of a standard PPC, but with the heat of an ER(15) and the damage of a Clan ERPPC(15).
In battletech, weapons have advantages and disadvantages. I tend to like standard PPC's and Heavy PPC's (when do i go for PPC's, im more of an A/C kind of guy). And thats because the ranges for those weapons are better for the way i tend to play.
#19
Posted 31 May 2012 - 04:58 AM
At least with Clan ER PPC you get 15 damage for the 15 heat at those ranges which makes it comparable to the Gauss Rifle but for the IS? ER PPC is simply not worth it. If you're worried about in close range use a normal PPC and take those crit slots used by 1 heat sinks for 3 medium lasers.
But maybe that's just my opinion.
#20
Posted 31 May 2012 - 05:03 AM
Christopher Dayson, on 31 May 2012 - 04:58 AM, said:
At least with Clan ER PPC you get 15 damage for the 15 heat at those ranges which makes it comparable to the Gauss Rifle but for the IS? ER PPC is simply not worth it. If you're worried about in close range use a normal PPC and take those crit slots used by 1 heat sinks for 3 medium lasers.
But maybe that's just my opinion.
The only ER PPC I would fit would be a to a 30ton command / sniper.
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