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Increase Ppc Min Range To 180M
#41
Posted 05 July 2013 - 03:38 PM
However I've always been a fan of just giving ERPPC's an extended minimum range of 180m....why you may ask well it's simple since they have an extended max range, they should have an extended min range above the standard 90m...
#42
Posted 05 July 2013 - 03:40 PM
#43
Posted 05 July 2013 - 03:45 PM
Sprouticus, on 05 July 2013 - 10:22 AM, said:
Why not? Unlike before, it's not going to be a random duration delay, but a fixed one. Think of it as the reverse of holding the lasers on target. It'll increase base skill necessary for using PPCs effectively, and give targets a slightly better chance at evading. All good stuff.
Meanwhile, about the extra heat for alpha builds... Instead of per-weapon stacking, why not just do something along the lines of (and those are just numbers to illustrate the principle) "an alpha of 20 heat generates further 4 extra heat, an alpha of 25 heat generates 6 extra heat, an alpha of 30 generates 10 extra heat..." and so on?
#44
Posted 05 July 2013 - 03:49 PM
Those are the hardpoint standards most 70+ ton mechs are judged by these days.
That's a serious problem for game balance.
#45
Posted 05 July 2013 - 04:13 PM
#46
Posted 05 July 2013 - 08:09 PM
Okay, just joking. The problem with PPCs is that DHS 1.4's Engine DHS set at 2.0 gives players free Energy weapons if they also carry Ballistics or some missiles. So suddenly Ballistics plus energy or PPCs becomes top dog due to all the weapons using Battletech balancing which uses DHS at a set value, Engine or not.
So if all DHS were set to 1.6-1.7 Ballistics and other configs would not get to use energy weapons without properly heatsinking them, including those with only energy weapons since these configs are always very hot. Except when they start out with free heat sinking. On the high end DHS would work better than they do now once you get past 17 or so, but by then you are excluding heavier ballistics by investing the weight in heatsinks. This is the balancing Battletech utilizes, but MWO circumvents.
#47
Posted 05 July 2013 - 08:37 PM
#48
Posted 05 July 2013 - 09:13 PM
Powerful long range weapons having less dmg at close range to me is a good balancing mechanic & I would somewhat agree that an increase of the minimum range would not be a bad thing...........for a few sniper type weapons......not just the ppcs.
Basically, at 180m min range like the OP suggested, the PPC would be doing 5 dmg at 90m, that is still a fair amount for a supposed long range weapon.
I wouldn't be against 240m being the min, but not much higher. (as long as normal ppcs and ER's got a slight range increase.)
Basically it gives a weakness to powerful long range hitters. (just like the short range weakness of the other weapons just in reverse)
Similar to how a sniper rifle fires 1 shot and takes a bit to reload in most FPS's. If the guy with the MG can avoid the shots (or absorb a few and avoid a few in MWO's case) then once they hit that min range, they gain the advantage somewhat 2x. (1 being the min range on the enemy weapons dropping their dmg output, and 2 being your close range weapons out dpsing/dmging at that range anyway)
Unlike now where the min range really does nothing at all.
All that said I don't really care if they increased it for the ppc and added it to the gauss + ERLL (providing the ERLL got a dmg boost) or just left it as is.
Edited by Fooooo, 05 July 2013 - 09:27 PM.
#49
Posted 06 July 2013 - 01:57 AM
#50
Posted 06 July 2013 - 02:10 AM
TT heat values and 8 second ought to be good enough. (It may need a slight damage buff, though.)
#51
Posted 06 July 2013 - 04:01 AM
SweetWarmIce, on 06 July 2013 - 01:57 AM, said:
Most brawling scenarios occur between 50m and 180m. That way, 90m is pretty easy to achieve.
Increasing the minimum range to 180m would efficiently remove PPCs from use within brawling radius. Brawling weapons become viable once the only sniper-brawling weapon is excluded from the equation.
#52
Posted 06 July 2013 - 04:09 AM
#53
Posted 06 July 2013 - 08:04 AM
EX: at 75M, PPCs deal 5 damage.
50m: 2 damage
etc...
#54
Posted 06 July 2013 - 09:26 AM
PanzerMagier, on 06 July 2013 - 08:04 AM, said:
EX: at 75M, PPCs deal 5 damage.
50m: 2 damage
etc...
Again, damage within 90m is not the problem as that distance can easily be achieved in any brawl and PPC will then do full damage.
It needs to be made obsolete in a brawl, and that is putting it in the same situation as LRMs.
Let's put it this way.
Give LRMs 90m minimum range and see what happens.
They're both long range weapons and easy to hit with, and thus need to be treated the same.
#55
Posted 06 July 2013 - 09:34 AM
#57
Posted 06 July 2013 - 09:43 AM
#58
Posted 06 July 2013 - 09:44 AM
#59
Posted 06 July 2013 - 09:48 AM
Personally, i would really just wish PGI would revamp the ranges at which weapons work, and give every weapon a hard cap on min/max ranges and tailor each weapon to work well within its own range. Othwerise there will always be weapons that are pointless to use or become very powerful, such as the ER LL, AC10, or PPC/ERPPC on the other end.
its not like were actually using current TT values for range on weapons in MWO anyway.
Edited by Blackadder, 06 July 2013 - 09:49 AM.
#60
Posted 06 July 2013 - 09:49 AM
Boating Single Shot Damage Weapon + Group FIre + Convergence = Awesome > Mixed weapon builds, laser builds, missile builds.
What do we with the AC/20? Lower the range to 180m?
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