In the Past the PPC was a sniper weapon that was probably a bit too hot but the speed felt right as you could dodge it at long range easily, mid range it took effort to dodge and right before you got too close you could rarely ever evade the hit.
The current weapon is used primarily around 200-400m as a high damage alpha strike. This is just stupid considering the intended ranges for these weapons. And while the poptart craze will die down with the addition of JJ shake I am worried it will not be enough. You will still see PPCs as the dominant weapon because they are so much better than everything else.
We as a community were skeptical when you doubled armor (and didn't double ammunition /sigh) but it made sense with the pace of the game last year. The pace of the game this year almost makes me want to ask you to double armor against PPC weapons. Yes they are that bad. I don't know about you but I had a lot of fun last year when I first got into this game. Boating was still a problem but it wasn't that big of a deal because higher damage weapons (pulse lasers) had less range. You didn't die from 2-3 hits like you do now. It is way too easy to die in just a few volleys and PPCs are the main culprit.
If you decide that the PPC is a sniper weapon I humbly ask that you make it terrible for "short range" fighting (anything less than 450m). The best way to do this is to make the weapon travel slowly at first and increase as it moves away from the shooter. What speed should the PPC travel at 450 meters? I think the answer is something like 100m/s or less. With a little bit of work you can still make the ERPPC hit a target at 1500m at the same speed as though it were traveling 2000m/s the entire time. Likewise you can scale back the regular PPC for its intended range.
If you decide the PPC is a brawler weapon (note that is what it is right now) then you need to make significant changes to the lasers weapons and SRMs as they pale in comparison to the 'OP' PC.
Every game is the same boring crap. A couple of lights try to make you chase them and then their friends come along when you do and put 6-8 PPCs in your torso and the game is over. Or you have an entire team all sitting in the same spot (even in conquest) with PPCs and Gauss rifles poping up to shoot you with large alphas and taking no damage in return.
I still feel that any and all FPS games need to come with the anti bunny hop mechanic: receive 300% damage while you are jumping. It's a guaranteed end to B*llsh*ttery mechanics. Even if the enemies missed you this measure would make jumpers save fuel for the landing (which they never do now) because they would break their legs in ~20 jumps. Note the increased jump damage should only be for mechs heavier than 40 tons.
Edited by Glythe, 30 May 2013 - 07:49 AM.