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Ppc's Are The Meta Still 6 Months Later


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#161 BillyM

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Posted 25 January 2014 - 07:58 AM

A single PPC has never been an issue, it has always been multiples that caused problems.

My suggestion for the TEST server would be to introduce a de-sync for either firing or recharging rate of PPC's.

You have 2 ppc's and you currently mash the button to fire them off, BOOM, 20pts of dmg to a single component (plus whatever AC weapon you have on there), wait 4sec and do it again!

Well, instead of that, make up some reason (protection circuit) that PPC's cannot recharge simultaneously if fired simultaneously, so when you alpha, one recharges fully before the other begins (f you chain fire they recharge normally). Now you're looking at a 8sec recharge rate for 2ppc's (one ready in 4sec).

This would further decrease the over-use of PPC's as a jumpsnipe special that happens to sync very well with the 2ac5 or ac20 that we see unendingly.

--billyM

Edited by BillyM, 25 January 2014 - 08:01 AM.


#162 Lightfoot

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Posted 25 January 2014 - 08:33 AM

PPCs are awesome, everything should be as awesome as PPCs and then maybe we could talk Clan Tech.





. :P

Edited by Lightfoot, 25 January 2014 - 08:34 AM.


#163 Jalik

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Posted 25 January 2014 - 08:47 AM

i wonder what would happen if PGI simply follows every nerf/balance suggestion players make in the forum. i really wonder whether we would end up just where we started :( just kidding :P

#164 80sGlamRockSensation David Bowie

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Posted 25 January 2014 - 09:34 AM

@topic

Just 6 months? Here is a video from nearly 12 months ago. Loadout look familiar?



#165 St4LkeRxF

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Posted 25 January 2014 - 10:24 AM

View Postmwhighlander, on 25 January 2014 - 09:34 AM, said:

@topic

Just 6 months? Here is a video from nearly 12 months ago. Loadout look familiar?




Ah the days when mechs didn't get stuck on pebbles, can we get those days back

#166 kapusta11

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Posted 25 January 2014 - 10:32 AM

PPCs are bad because they are cheap, you need no additional heatsinks in order to run them efficiently. With low heat cap/high dissipation and meaningful heatsinks you can easily limit PPC+AC alpha (any alpha in fact) to a certain number.

#167 MischiefSC

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Posted 25 January 2014 - 10:33 AM

To clarify, the ideal solution is some sort of cone of fire or convergence. We're not getting that though.

Since we don't get that solution we have to look at solutions that are possible. Dialing back pinpoint damage to varying lengths of DOT (from 0.2, virtually instant, to 1.0 second burns) to account for the lack of a convergence system.

It's not about making all weapons the same. It's about finding a solution for a separate, unfixable issue.

#168 kapusta11

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Posted 25 January 2014 - 10:48 AM

View PostMischiefSC, on 25 January 2014 - 10:33 AM, said:

To clarify, the ideal solution is some sort of cone of fire or convergence. We're not getting that though.

Since we don't get that solution we have to look at solutions that are possible. Dialing back pinpoint damage to varying lengths of DOT (from 0.2, virtually instant, to 1.0 second burns) to account for the lack of a convergence system.

It's not about making all weapons the same. It's about finding a solution for a separate, unfixable issue.



Lack of convergence can be fixed by forcing players to split their huge alphas in 2 shots.

#169 Charons Little Helper

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Posted 25 January 2014 - 11:24 AM

View Postkapusta11, on 25 January 2014 - 10:48 AM, said:



Lack of convergence can be fixed by forcing players to split their huge alphas in 2 shots.


Like with ghost heat? :P





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