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Gauss And Ppcs


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#1 Tizzer

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Posted 07 August 2013 - 06:47 AM

I for some reason had a think about this and the large number of the dual PPC and gauss builds out there (cataphract , highlander etc). I was vaguely thinking as a way to push the game away from the high pin point alpha , why not slow down the gauss round this would mean that you would require to get a pinpoint shot twice to get similar damage? This would end up spreading the damage and removing the pinpoint alpha except for the players skilled enough to do pinpoint shots effectively.
So why not slow down the PPC? The logic behind this is the PPC is a particle cannon firing to my knowledge a very small projectile but at insane speeds , it becomes the easy sniper weapon for ease of use and travel time, but it more difficult to boat because of the ghost heat so with limited returns in theory. (I don't like it but I think we're stuck with it sadly).
What happens to the gauss? It becomes the expert snipers weapon , with a slower travel speed it requires a greater lead meaning you have more time to reach cover, this spreads the snipers builds out creating more variation something I see lacking in snipers, to me it seems to make a sniper it's just a case of how many PPCs and gauss can I fit on this. It's already difficult to boat the gauss with the weight and the fact it is a time bomb so is also dangerous to use in a brawl.
I'm expecting this idea to have flaws , something blindingly obvious to someone I just couldn't see before but that's why I'm posting it so it can have feedback and hopefully someone can tweak it to work better.

#2 Redwood Elf

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Posted 07 August 2013 - 05:06 PM

The particles from a PPC move just under the speed of light, making them just a fraction slower than a laser. That's why they do damage.

#3 Lightfoot

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Posted 07 August 2013 - 08:01 PM

PPC=2000 meters/sec, Gauss=1200 meters/sec so they already have a large speed seperation that spreads damage at longer ranges.

MWO will always have mechs being cored in my opinion because of the double recharge rates which force mech face-offs because at 2-4 second recharge there is no time to turn away between shots. It's hardwired into the game and was not in previous MechWarrior games.

Previous MechWarrior games had 6-8 second recharge on the large weapons, so pilots counted down their opponent's recharge and turned away as the countdown ended to try to take the hit on an arm, and this was 50-60% successful. Strangely this is actually more immersive than MWO's double recharge since it has high simulation value and takes advantage of the mech's multiple hitbox structure.

Double recharge guarentees you will be cored, the weapon used is just a flavor of the month.

#4 Alreech

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Posted 12 August 2013 - 12:50 PM

Even with slow speed both PPC Projectiles will hit the same location, doing 20 Points of damage.

And at short range projectile speed doesn't matters. Fire 2 PPCs and a Gauss at 100 meter and all 3 Projectiles hit the same spot.

The problem is not the speed or heat of the PPCs, it's the possibility to mount dual PPCs in almost any Mech.
Take for example the upcoming Battlemaster.
Battletech Standard: 1 PPC, 4 Medium Lasers, 1 SRM6, 2 Machine Guns.
MWO Standard (after dropping out the "useless" Medium Lasers and Machine Guns) 1 Gauss or 2 AC5s, 2 PPCs and 2 ER-Large Lasers...





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