Orzorn, on 13 July 2013 - 01:38 PM, said:
So how do we fix PPCs so they aren't absolutely pinpoint? Make them fire a stream of ions, say, a meter or two in length. If a mech gets hit by part of the stream, they take a certain % of damage. That means that if you manage to land a shot on a moving mech, your damage will still split between 2 or 3 locations potentially. If they're standing still, they get hit by all of it.
How is this different than a laser? Well, its fire and forget. Once that stream of ions is in the air, you can forget about it, whereas lasers must be held on targets as they burn.
Listen to NGNG Podcast 79. Found here.
http://mwomercs.com/community 32 minutes to 40 minutes, the question is asked about PPCs. The CEO literally tells us what is going to be done. To summarize it:
Russ Bullock (the CEO) says (Paraphrased) "Once we fix the splash damage mechanic, one of our ideas is to apply this to the PPC."
By fixing the splash mechanic he means taking damage from a preset pool rather than expansively multiplying it as the CryEngine's default mechanic was.
(Example: SRM at 2.5 damage per missile would generate an average of 12 to 18 damage per missile against skinny targets like the Trebuchet and the Commando).
"Once we fix the splash damage mechanic, one of our ideas is to apply this to the PPC. For example if you hit the enemy, it would do 10 damage total, but 25% of that would go to an adjacent section."
75% of 10 is 7, so it would be 7 damage on the place you hit, and then 3 damage "splash" nearby. So if you hit CT with 1 PPC, you'd do 7 damage and possibly splash 1.5 to each side torso, totalling 10 damage.
So, that's how PGI's decided to balance them in the long run.
Orzorn, on 13 July 2013 - 01:38 PM, said:
What about the Gauss rifle? I'd say is such a large and occasionally unwieldy weapon that its OKAY if its pinpoint. Its travel time isn't exactly conducive to crazy shots like the PPC is, and it weighs 15 tons and can explode. I think that is enough to balance the weapon. But maybe I'm wrong. I'd like some perspective on these thoughts.
I agree. Does this mean that there should only be one kind of Gauss Rifle? Nah. Some balancing traits is while the single shot gauss rifle might be very self-destructive, variants may be a bit more stable but also fire multiple shots to total out their damage.
Nothing says every variant has to do a different number of shots, either. There can be 2 or 3 different Gauss Rifles that does 2 shots. For example if we look at the current gauss rifle the cooldown time from the trigger pull is 4 seconds. So one 2 shot variant might do a 2 evenly distanced shots 2 seconds apart, giving us the illusion of it being a faster firing 7.5 damage gauss rifle. Another might do a rapid, recoil-less twin-shot burst for identical damage per shot but might have more or less component health or might cause more or less damage when it explodes -- or simply a higher or lower chance of exploding. These are just examples.
Also nothing says that each shot has to do identical damage, either; for example a Gauss Rifle variant by such-and-such might build a design that slings out a test shot which does 1 damage to help you calibrate your aim and lead-time, followed 0.25 seconds after by the real 14-damage shot.
I found this on Sarna about Gauss Rifle "types" and manufacturers. Sadly there's no details about each but this keeps PGI free to be inventive. (it's scroll worthy, so spoiler inserted.)
Edited by Koniving, 13 July 2013 - 03:24 PM.