you know if ppcs acted like the quake 1 lightening gun or whatever, that would be pretty cool and it would fix the problem of pin point high damage. It'd be like a really long range large laser.
What If Ppcs Were A Beam, And Pulse Lasers Were A Projectile?
Started by One Medic Army, Jul 08 2013 10:04 AM
23 replies to this topic
#21
Posted 08 July 2013 - 05:06 PM
#22
Posted 08 July 2013 - 05:14 PM
Praetor Shepard, on 08 July 2013 - 04:16 PM, said:
Therefore, if you prefer to read that thread you mention fine by me, but why try to tease others with a dismissive tone?
Some people are proposing to limit possible changes to the game based on imaginary physics.
That's why I am poking fun at the imaginary physics.
#23
Posted 08 July 2013 - 05:33 PM
jeffsw6, on 08 July 2013 - 05:14 PM, said:
Some people are proposing to limit possible changes to the game based on imaginary physics.
That's why I am poking fun at the imaginary physics.
That's why I am poking fun at the imaginary physics.
The game needs better balance, do you have any ideas to share beyond calling something imaginary, and being dismissive? And if you have nothing constructive to share related to the topic that's fine by me also.
#24
Posted 08 July 2013 - 06:35 PM
I personally think that reducing the beam time on pulse lasers down to .25 of a sec across the board would work nicely to represent their accuracy bonus from TT. I also think that damage and heat should return to the original values from TT. Then I would reduce the cool down on all of them by about a second each. I think this would turn the pulse lasers into a hard hitting close range brawler/striker weapon, and give it a place on the battlefield and make them worth their tonnage/crit space.
As for PPCs, I think returning the heat to the original levels would put them back in line provided PGI gets proper penalties to the heat scale.
As for PPCs, I think returning the heat to the original levels would put them back in line provided PGI gets proper penalties to the heat scale.
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