

Is It So Hard To Just Nerf Ppcs?
#1
Posted 26 June 2013 - 06:59 AM
#2
Posted 26 June 2013 - 07:04 AM
(Closest they've come is removing the Ally info blocking from ECM)
#3
Posted 26 June 2013 - 07:05 AM
#4
Posted 26 June 2013 - 07:08 AM
this is one of the major reason i have little faith in PGI balancing the game. they dont even have consistent strategy to attack the problem.
#5
Posted 26 June 2013 - 07:10 AM
#6
Posted 26 June 2013 - 07:10 AM
DocBach, on 26 June 2013 - 07:05 AM, said:
Sorry Doc, have to disagree with you here.
Compare PPC to AC10
7 tons vs 12
3 crits vs 7
UA vs limited explosive ammo
8 heat versus 3 (only attribute mitigated by Double heat sinks and a larger engine)
540 range vs 450
2000 speed vs 1100
90min versus 0
Lots of advantages.. not much disadvantage.
Need to kick the heat back up, that's what kept it in check.
(And then add heat penalties for the overall meta)
#7
Posted 26 June 2013 - 07:16 AM
Raise the PPC's heat up a little, I agree with.
#8
Posted 26 June 2013 - 07:20 AM
yes, it is that hard, and you just have to wait while PGI fixes it.
#9
Posted 26 June 2013 - 07:22 AM
DocBach, on 26 June 2013 - 07:16 AM, said:
Raise the PPC's heat up a little, I agree with.
i can't fit ac20s in the arms of my cataphract...
#10
Posted 26 June 2013 - 07:27 AM
#11
Posted 26 June 2013 - 07:31 AM
I can put 3 PPCs in the side torso of my HGN-732... even WITH an XL..
How many AC10s can I fit on there.. just going on size, let alone weight. Even before Ammo.
#12
Posted 26 June 2013 - 07:32 AM
We want every weapon out there to be a useful, viable choice. Right now, I'd say we're pretty close overall given the rest of the systems surrounding the actual heat scale. Not there, but close. I'm in the lower tolerance/increase dissipation camp for fixing Stalkers and other high-heat alpha builds rather than this...questionable group-fire penalty they're working on, but what the hell. Let's try it. If it's junk, we'll see about getting it pulled. That's what betas are for. Even if this is a messed-up sort of beta.
#14
Posted 26 June 2013 - 07:42 AM
(They weren't before, because of the horrid PPC convergence, splash damage and just overall hit detection...now they have all that and a bag of chips)
#15
Posted 26 June 2013 - 07:46 AM
DocBach, on 26 June 2013 - 07:05 AM, said:
While I think the PPC/ERPPC needs to add +1.0 to the heat, I agree with this statement that is this the major factor.
Also, I would suggest adding ripple firing to SRMs and upping the damage to 2.0.
#16
Posted 26 June 2013 - 07:51 AM
#17
Posted 26 June 2013 - 07:53 AM
#18
Posted 26 June 2013 - 08:03 AM
Heat - Effects everything that runs one or two PPCS (spiders, some ravens, some mediums like centurions), and does not really effect the boaters (as they are shutting down behind hills from poptarting or using stalkers) UNLESS the heat is raised in such a way that it becomes impossible for 4 or more PPCs to be fired simultaneously without shutting down.
For your information, to shut down a 4 PPC stalker with 18 DHS on fire would take (30 + 20 + (8*1.4))*heat containment bonus (10%?) = 67.32 heat, or 17 heat a PPC. 17 Heat would make a PPC useless on all but assault mechs.
A heat cap nerf would be a far better option than nerfing the heat of the PPC (for instance, making all heat sinks count as singles for heat cap calculations would drop the stalker from 67.32 cap to 53, and PPC heat can go down to 13.2 if you want an autoshutdown at this level. Not to mention making stacking single heat sinks somewhat viable for mechs such as the awesome which when using a XL engine has plenty of crit slots and tonnage to drop into singles as you are now sacrificing cooling for a higher heat cap limit).
DPS: Increasing the cooldown once again effects mechs with 1 PPC rather than 4-6. Not to mention that by steadily increasing the PPC cooldown, it actually makes them more heat efficient, nullifying any changes to their heat cost, making a change to both meaningless for high alpha boaters because they are typically behind cover when firing.
Damage: Once again, even a 20% decrease to PPCs damage (making it 8 instead of 10) still leaves boaters with a 32-54 point alpha, which at the end of the day is still better than 2 guass rifles while making that spider switch to a large pulse laser because 8 damage isn't going to kill ****.
Convergance: Never going to happen.
Edited by hammerreborn, 26 June 2013 - 08:06 AM.
#19
Posted 26 June 2013 - 08:11 AM
As some here have pointed out in this thread, as well as so many others, the heat of the PPCs back then were never really an issue, the issue was hit detection, which have been for the most part fixed. But with all the buff it was given to help it compensate for the hit detection errors is now just flat out to damn good. It needs to be brought back into line. Also, we need some real heat penalties implemented as well.
#20
Posted 26 June 2013 - 08:14 AM
Edited by Syllogy, 26 June 2013 - 08:15 AM.
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