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Ppc Boats!


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#41 Josef Nader

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Posted 23 January 2014 - 06:46 AM

They have. Ghost heat. It works rather well.

It's just kind of baffling that people are complaining about people using ACs and PPCs in conjunction when it shows up all the time in battletech. These configurations are -supposed- to play nicely together. They're -supposed- to be powerful.

Honestly, if missiles get a buff (LRMs are still in need of something to make them serious and SRMs are still bugged) and lasers get tweaked to be a touch better, we'll be golden. We don't need large, sweeping changes right now. We need a few minor tweaks and fixes and the balance will be perfect.

Also, I hope the Targeting Computer gives you a little lead reticule a la MW3. If it does, I'll be thrilled.

Edited by Josef Nader, 23 January 2014 - 06:47 AM.


#42 Lucian Nostra

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Posted 23 January 2014 - 06:59 AM

View PostAlex Warden, on 21 January 2014 - 07:31 PM, said:

you are reffering to the Masakari... that´s a Clanmech, with Clan ERPPC´s and Clan DHS.. and that´s what makes your whole post pointless... Clans (originally) were developed as a jump forward, generally enabling way more powerful builds than in the initial Battletech rules... (luckily this probably won´t be the case in MWO, and that´s just my opinion)

Inner Sphere Mechs (at least with the technology level we currently have) aren´t supposed to carry overgunned loadouts like 4 ERPPCs and still being effective ..if you want a Masakari, wait for the Masakari...


AWS-9Q A basic upgrade introduced in 3057[6] for the 8Q and 9M Awesome, the heat sinks are upgraded to double heat sinks and are reduced to nineteen. The saved weight is used to add a fourth PPC to the 'Mech as well as a Guardian ECM Suite. BV (1.0) = 1,623[3][12], BV (2.0) = 1,875[13]

40 heat generated by weapons, 38 sinked a turn. 4 PPCs a turn for two turns, 3 PPCs the next. Rinse n repeat never suffer a heat penalty. Seems IS machines could be built to sustain fire of 4 PPCs.. as the OP points out you can't sustain regulars in MWO let alone ERs.. 3 PPCs + 22 DHS isn't sustainable either.. (30 heat 44 dissipation)

Im a little afraid to see how clan machines are going to perform. 15 heat for an ERPPC is going to be rough. Yeah the damage will also be 15 but you hardly see ERPPCs in MWO right now because of that 15 heat. Nothing so far has been stated that clanners will get true 2.0 DHS so we have to assume they'll be 1.4 like the DHS we have now but being 2 crits in size allows a few more to be placed. Doubt it'll make a huge impact

Edited by Lucian Nostra, 23 January 2014 - 07:01 AM.


#43 Joseph Mallan

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Posted 23 January 2014 - 07:11 AM

View PostAlex Warden, on 21 January 2014 - 07:31 PM, said:

you are reffering to the Masakari... that´s a Clanmech, with Clan ERPPC´s and Clan DHS.. and that´s what makes your whole post pointless... Clans (originally) were developed as a jump forward, generally enabling way more powerful builds than in the initial Battletech rules... (luckily this probably won´t be the case in MWO, and that´s just my opinion)

Inner Sphere Mechs (at least with the technology level we currently have) aren´t supposed to carry overgunned loadouts like 4 ERPPCs and still being effective ..if you want a Masakari, wait for the Masakari...

So our Clan Overlords will be perfectly acceptable bringing this kind of damage? Then why are you mad now? If yer mad now, whatcha gonna do when the real enemy shows up? Its why I haven't ha a problem with any Meta to date... I am anticipating the Clans being much worse! :D

#44 Kenyon Burguess

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Posted 23 January 2014 - 07:25 AM

Masakari will be fine. just put 2 linked per trigger and follow the 2 second rule. then every 2, 2 erppcs will slam into your target with lrms as fast as you can push the 3rd trigger. an opposing 100 ton mech ddead in 6-8 seconds. no one really cares about overheating at that point

#45 Joseph Mallan

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Posted 23 January 2014 - 07:33 AM

I gues thats kinda the point I am getting at. There are a lot of players here waiting for the Clan equipment to drop, and our IS weak ash knock offs are kinda the same as the Omni Builds just a bit UP. Stalker with 4 PPC is not as good a Warhawk was but lots of tears. Timberwolf with 4 SSRM6s is better than a Pult with 6 SSRM2! 2 Gauss on a heavy= Glass Spider, 2 AC20 on a Mech= Hunchback IIC(almost!)

We have been seeing the enemy to come and all I see is a bunch of quit from the forums! Guess some of us are cut out of sterner stuff! :D

#46 Josef Nader

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Posted 23 January 2014 - 08:08 AM

Frankly, I can't wait to both play and fight Clan mechs. They're going to be really challenging to take full advantage of, but if you're good enough to handle the firepower, the heat load, and the weapon management, they're going to be terrifying.

I'm super hype.

#47 VIPER2207

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Posted 23 January 2014 - 08:52 AM

View PostMadMaxMKII, on 23 January 2014 - 05:58 AM, said:


you forgot the aspect of ppc range. 40 alpha in <270m against 30 Alpha in <540m


i didn't forget it, i just ignored it :D
even if you take the range into the calculation (not easy though, would have to introduce some kind of "damage/heat/range"-number nobody could get familiar with), i'm pretty sure that the AC40 would still be better.

There is another aspect nobody ever mentioned (at least, i didn't ever read it here on the forums) is the tactical advantage of ballistics.
when you fire an energy-weapon, the enemy will clearly know where you are, because the beam (even a ppc-blast is easily viewable) is like a giant pointer.... pointing on your own position. that doesn't happen with ballistics (of course, you may be able to see a AC20-bullet, but only by accident, not on purpose).

so, i didn't take range into the calculation, but i also didn't take the strategical advantage of ballistics in. should be even then.





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