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How To Balance Ppcs. Please Vote.


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Poll: Balancing The PPC (175 member(s) have cast votes)

How Would You Balance PPCs?

  1. Decrease PPC projectile speed. (14 votes [8.00%] - View)

    Percentage of vote: 8.00%

  2. Add PPC heat. (73 votes [41.71%] - View)

    Percentage of vote: 41.71%

  3. Increase PPC critical slot cost. (7 votes [4.00%] - View)

    Percentage of vote: 4.00%

  4. Increase PPC weight. (2 votes [1.14%] - View)

    Percentage of vote: 1.14%

  5. Current 'weapon boating' heat penalty for 2+ PPCs (with PPC and ERPPC linked). (9 votes [5.14%] - View)

    Percentage of vote: 5.14%

  6. Change how convergence works (Example: Homeless Bill) (31 votes [17.71%] - View)

    Percentage of vote: 17.71%

  7. Buff the other weapons until they're in line with PPCs. (9 votes [5.14%] - View)

    Percentage of vote: 5.14%

  8. PPCs are currently balanced. (11 votes [6.29%] - View)

    Percentage of vote: 6.29%

  9. Other (Explain in thread). (19 votes [10.86%] - View)

    Percentage of vote: 10.86%

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#61 Inhibition

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Posted 23 July 2013 - 11:42 AM

View PostTypatty, on 21 July 2013 - 09:20 PM, said:

What would balance PPCs best?


Remove boating penalty first. Then increase minimum effective range on ppc's and add a minimum
effective range on er ppc's.

In the current boating penalty, why didn't you give the option to buff ppc's?

#62 Joseph Mallan

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Posted 23 July 2013 - 11:54 AM

To actually answer Typatty properly, players need to stop bringing 6 PPCs 3-4 should be enough to get er dun!

#63 80sGlamRockSensation David Bowie

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Posted 23 July 2013 - 11:55 AM

Make PPC's 9 heat and ERPPC's 13 heat.


Problem solved.

Edited by mwhighlander, 23 July 2013 - 11:56 AM.


#64 Joseph Mallan

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Posted 23 July 2013 - 12:39 PM

I'd go with the tried and true 10 and 15 myself.

#65 TB Azrael

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Posted 23 July 2013 - 05:59 PM

They need a longer recharge time, it's still a bit too short. Also PPCs should have a chance to explode when hit just a like a gauss - after all you have coils holding a large charge before they fire.

#66 Joseph Mallan

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Posted 23 July 2013 - 06:12 PM

View PostTB Azrael, on 23 July 2013 - 05:59 PM, said:

They need a longer recharge time, it's still a bit too short. Also PPCs should have a chance to explode when hit just a like a gauss - after all you have coils holding a large charge before they fire.

That is a drawback of PPC Capacitors not the gun itself.

#67 Khobai

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Posted 23 July 2013 - 07:35 PM

Quote

But remember that the illusion of perfect pinpoint weapon fire is a true show of skillz Khobai!


Yeah and ive seen this ruin other games. Youll have a weapon like the sniper rifle that can kill other players in one shot. And once a large enough percentage of the playerbase get good enough to consistently headshot, everyone starts using sniper rifles, and the game just ceases to be fun anymore. Its better if pinpoint Alphastrikes are just taken out of the game entirely.

Quote

I'd go with the tried and true 10 and 15 myself.


Unfortunately that ratio of damage to heat only works if ERPPCs fire at the same rate as all other weapons (once every 10 seconds). PGI changed the cooldown times on all the weapons so those ratios no longer apply.

Plus youre falling into the same trap as PGI by thinking heat is the solution. Its not. People will just stop using PPCs and move onto the next weapon that lets them pinpoint alpha (PPC/Gauss is already coming back). The problems not going away until the root cause is addressed. Convergence needs to be fixed, although in an intelligent way, not just a derpy random cone of fire.

Edited by Khobai, 23 July 2013 - 07:49 PM.


#68 Josef Nader

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Posted 23 July 2013 - 08:17 PM

View PostZyrusticae, on 21 July 2013 - 09:50 PM, said:

How about "no"?

We need to revert PPC heat back to the levels they were at before they got buffed (10 for PPCs, 13 for ER-PPCs). There is simply no reason not to. This is not enough, however, as PPCs also need their projectile speed reduced, and medium lasers should have their heat reverted as well. Then we'll finally see something approaching a semblance of balance (though LB X-10s, machineguns, flamers, AC/2/5/10s, and pulse lasers will all still need some form of buffing).


Ah, but then PPCs swing back over onto the "useless" pile and everyone finds something else to boat.

#69 Nryrony

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Posted 24 July 2013 - 02:30 AM

Fix them by multiplying all mechs speed, and make medium/lights more maneuverable and therefor less like to be hit. While making heavys and assaults much less maneuverable so even the average player can doge shots at medium to close ranges against heavy/assaults. This includes turning degrees as well as time needed to turn/twist.

@ mech speed, keep the kph numbers just multiply the actual in-game movement speed with X (50% or even 100%)

Edited by Nryrony, 24 July 2013 - 02:35 AM.






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