Heard a lot of suggestions for PPC's, most of which focus around making it either a less effective brawler weapon, or a less effective sniper weapon.
So here's another one! This one is a little of both.
Since there's already a minimum distance, why not have a shot acceleration? Instead of an instant 2K/s launch, have the weapon accelerate to full speed over 1/2 of its effective range or so.
The non-linear speed would give it some skill aspect, like the drop of ballistics does, and it would make it harder to alpha along with beam weapons in close range, and harder to sync with gauss at long range.
Thoughts?


Another (Interesting?) Thought On Balancing Ppc
Started by zazz0000, Jul 14 2013 08:43 PM
2 replies to this topic
#1
Posted 14 July 2013 - 08:43 PM
#2
Posted 14 July 2013 - 09:10 PM
it's not a missile it's an energy weapon. the projectile speed is already an illogical and veryvery fake/stupid/arbitrary non fix.
the only fix that will work is to change the heat cost back and put in real appropriate heat effects....
the only fix that will work is to change the heat cost back and put in real appropriate heat effects....
#3
Posted 14 July 2013 - 09:21 PM
zazz0000, on 14 July 2013 - 08:43 PM, said:
Thoughts?
PPCs actually used to do this in closed beta. This is why when you see one appear on screen after it's been fired it appears to "grow" before it actually flies by.
Everyone complained. Personally I loved it except when lag didn't register a hit. It also travelled at 1200m/s and had a 0.5 second delay on top of the growing acceleration.
There's many ways to fix it. I think putting its heat back to where it used to be is one of the better ways.
In the long run PGI's plan to fix is found on NGNG podcast 79, 32 minutes to 40. (Click Community up top). Keep in mind that's a fix that requires the splash damage scripts to be rewritten; a task that isn't so easy since it is a core component/class of CryEngine. The goal is to have it take a percentage from a damage pool to splash rather than CryEngine's normal method of taking base damage and multiplying it.
Example using the quoted percentage: You hit an Atlas center torso with 1 PPC. 10 damage - 25% = 7 damage to the CT. That leaves 3 damage to "splash," and you've splashed the left and right torsos. "1.5" is dealt to each side torso. 7 to CT, 1.5 to RT, 1.5 to LT. Total damage dealt = 10.
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