

Ppc/er Ppc Heat Generation
#1
Posted 01 May 2013 - 08:11 AM
Now that the weapon has been made viable with the HSR and increased projectile speed im thinking the heat generation should be looked at again. Im thinking that the heat generation needs to be put back to their original levels.
Here are a couple reasons.
- Would help curb boating and make the game less boring as players would more than likely get into more brawls once in a while.
- PPC's were always something to be feared on the battlefield as they have always been a hard hitting weapon, but.... the tradeoff of heat was always a major concern. But not so much in this game for some reason right now.
- Would be a fair balance to the weapon simply because it is so good compared to other longer ranged weapons.
Opinions?
#2
Posted 01 May 2013 - 08:16 AM
#3
Posted 01 May 2013 - 08:27 AM
I remember the fear of heat on PPCs. The lovely Warhammer, which would have to take the occasional turn to cool down, so that those two PPCs didn't overload the 18 heat sinks it had. I get it, I long for that.
I also understand the hate of the current boating meta. You'd NEVER put 6 PPCs on a mech. It'd take a stupid amount of heat sinks, and you'd have so many risks associated with running that hot. But with the current game design people are doing it, and successfully. We have to do something to fix it - and increasing PPC heat would do that, right?
Thing is, it hurts everyone. I run a K2 with twin ERPPCs and 20 DHS, which should be more than enough to keep me cool. But, it doesn't. It takes some time, but if I keep it up with those ERPPCs I will overheat. A design that should be heat neutral isn't, increasing the heat of PPCs only makes it more so.
The solution to boating does not lie in the heat system.
And the reason PPCs aren't feared is the double armor. It was an early decision that PGI made to counter the pinpoint aiming we have, and I feel that it was an ultimately bad decision that has caused more problems than it has fixed.
Edited by Buckminster, 01 May 2013 - 08:29 AM.
#4
Posted 01 May 2013 - 08:46 AM
If PGI absolute is in love with its current heat system, the only other alternative is to normalize alpha strike damage potential of each weapon. Increase rate of fire but lower damage and heat per shot so that weapons keep their "old" DPS/HPS values, but you can't amass quite as much alpha strike ability.
That would mean stuff like lowering the PPC'S cooldown from 3 to 2, but also lower its damage per shot to 6.66 and heat per shot to 5.33. Same DPS as before, but now the alpha strike potential goes down from 60 to 40.
AC/20 could turn in a 15 damage and 4 every 3 seconds weapons, and Gauss Rifles into a 11.25 damage and 0.75 heat weapon every 3 seconds.
#5
Posted 01 May 2013 - 09:52 AM
MustrumRidcully, on 01 May 2013 - 08:46 AM, said:
AC/20 could turn in a 15 damage and 4 every 3 seconds weapons, and Gauss Rifles into a 11.25 damage and 0.75 heat weapon every 3 seconds.
I thought about this point about PPCs... and I don't think it would work the way that it is intended.
I chain fire my PPCs like I would play a sniper rifle in a different game. Your change, despite changing the "mechanics" of the ROF/heat only makes what I do better. Instead of it being strict alpha damage, it would be burst damage within a small window, which is already obscene the way I've gotten to use the current iteration of the PPCs, and doesn't solve the problem at all.
In fact, it would make already balanced weapons like med laser look worse vs assaults... and it doesn't take much to shoot down non-Raven 3L...
To the OP: It helps to put a REFERENCE POINT of what the former heat values were, so people can make an informed decision.
Edited by Deathlike, 01 May 2013 - 09:54 AM.
#6
Posted 01 May 2013 - 10:12 AM
They should return their speed back to TT values.
#7
Posted 01 May 2013 - 10:36 AM
Deathlike, on 01 May 2013 - 09:52 AM, said:
I thought about this point about PPCs... and I don't think it would work the way that it is intended.
I chain fire my PPCs like I would play a sniper rifle in a different game. Your change, despite changing the "mechanics" of the ROF/heat only makes what I do better. Instead of it being strict alpha damage, it would be burst damage within a small window, which is already obscene the way I've gotten to use the current iteration of the PPCs, and doesn't solve the problem at all.
In fact, it would make already balanced weapons like med laser look worse vs assaults... and it doesn't take much to shoot down non-Raven 3L...
To the OP: It helps to put a REFERENCE POINT of what the former heat values were, so people can make an informed decision.
I think you're discounting what it means to have to shoot twice for the same damage. Regardless of how fast your cooldown is -shooting twice means the need to aim twice. IT means time passes between shots, time the enemy can move - intentionally or unintententionally. 2 x 10 damage is 20 damage, but it might be 10 damage to the left torso and 10 damage to the center torso, isntead fo 20 damage to the center torso or 20 damage to the left torso. Or 10 damage to the Head and 10 damage to the CT, instead of 20 damage to the head. The likelihood of two shots in sequence hitting the exact same spot as one shot is almost always lower then one shot hitting the exact same spot.
More than that, if you have to fire your weapons every 2 seconds, that means every 2 seconds, you're looking at the enemy. IF you need 0.25 seconds to look towards your enemy and shoot at him, that's now 0.25 seconds looking at the enemy, exposing your CT and H to him, every 2 seconds instead of every 3 seconds. That means more opportuntiy for the enemy to shoot you back where it hurts.
The more shots you need to make to deliver the same damage, the more spread out the damage will invariably will be, and the more you will have to expose yourself to the enemy.
And that's a good thing. That's exactly what we want if we want high firepower builds to have weakness.
#8
Posted 01 May 2013 - 10:50 AM
And last though since it's relevant, I would still enjoy the game if there were a .25 second global cooldown preventing firing multiple weapons at a time, being but I do not believe this solution is acceptable to PGI, so I think high alpha is here to stay. (P.S. you can't defeat a gcd with multiple buttons or a macro. It is not just chainfire. It is a coded restriction).
Course that would still reward big weapons. But two ac 20s is not an ac 40.
Edited by DanNashe, 01 May 2013 - 10:52 AM.
#9
Posted 01 May 2013 - 11:12 AM
MustrumRidcully, on 01 May 2013 - 10:36 AM, said:
More than that, if you have to fire your weapons every 2 seconds, that means every 2 seconds, you're looking at the enemy. IF you need 0.25 seconds to look towards your enemy and shoot at him, that's now 0.25 seconds looking at the enemy, exposing your CT and H to him, every 2 seconds instead of every 3 seconds. That means more opportuntiy for the enemy to shoot you back where it hurts.
The more shots you need to make to deliver the same damage, the more spread out the damage will invariably will be, and the more you will have to expose yourself to the enemy.
And that's a good thing. That's exactly what we want if we want high firepower builds to have weakness.
The problem is I am not discounting it at all. Most of the targets (outside of fast lights and decent poptarts) are exposed long enough to survive the 3 second cooldown. Lowering it further despite the damage reduction only accelerates what I do better. Maybe I'm thinking sustained damage than burst damage.. the point is.. there will be more short/mid range shotgunning with PPCs (not ERPPCs) if you adjust the cooldown to favorable levels (with obvious adjustments to other things).
Edited by Deathlike, 01 May 2013 - 11:14 AM.
#10
Posted 01 May 2013 - 11:16 AM
No one would be hanging out in one spot with pre-nerf LRM levels + a couple of missile stalkers.
#11
Posted 01 May 2013 - 11:53 AM
You did not make a salient argument that the PPC, on it's own, with the 90m limitiation, is not balanced. Why not? Why you not argue that a single PPC, on it's own, is unbalanced? Because we both know that the PPC is balanced ... heat to damage to weight wise, it's not OP on it's own.
You try to hide / couch your real issue ... ALPHA from multiple PPC's ... or even ALPHA in general.
The issue with ALPHA's is simple ... there is no heat penalty for firing multiple weapons at the same time.
To the best of my knowledge, right now, there is no penalty incurred for firing two or more weapons at once.
I also believe that the intent from PGI is to change that at some point and that is what is needed to balance the whole "Alpha" issue, be it PPC's, LRM's (once they don't suck), LL's, etc, etc.
So, stop asking for individual weapons to be nerfed because of Alpha and start asking for the fix, that is already planned, to be completed / rolled out.
Edited by NinetyProof, 01 May 2013 - 11:54 AM.
#13
Posted 12 May 2013 - 08:19 AM
#14
Posted 12 May 2013 - 08:49 AM
Edited by FireSlade, 12 May 2013 - 08:49 AM.
#15
Posted 25 June 2013 - 09:59 AM
So if they can't fix how these guns work.. they would have to do it for ALL over heating.
Lets remember that it NOT the gun that is overheating.. humm perhaps it should for some?
It's our engines and all those component that aren't designed to tale contunious overheating.. just some.
I can see this different ....if heat sinks were attached to weaopns or whatever and heat is spread that way.. but no.. it's not.
Cumlative heat buildup is what I'm talking about.
But weapons next to each other do not share heat? Yea is shunted to another area of the mech..but thier is still a slight buildup.. in the surounding materials and air of all things that produce heat.
How do you get ride of this excess buildup.. either you change the guns.. or the whole Mech.
#16
Posted 25 June 2013 - 07:07 PM
That might help with the PPC boats that seem to nail you but good every time you see one.
#17
Posted 11 August 2013 - 10:16 AM
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