

The Ppc: Why Are We Complicating Things? Just Reduce The Damage
#81
Posted 09 February 2014 - 03:44 PM
Daishi with x3 uac20s does 120 damage in less than 4 seconds (assuming .5 delays for ghost heat)
Pgi simply cant leave autocannons alone and expect uac20s not to completely break the game
#82
Posted 09 February 2014 - 04:06 PM
Khobai, on 09 February 2014 - 03:44 PM, said:
Daishi with x3 uac20s does 120 damage in less than 4 seconds (assuming .5 delays for ghost heat)
Pgi simply cant leave autocannons alone and expect uac20s not to completely break the game
Heh. That's easy and ghost heat IS the solution. Second shot of the UAC would be a second ac20 shot in under .5 seconds, thus double tapping one automatically incurs ghost heat. It escalates from there.
#83
Posted 09 February 2014 - 04:37 PM
Jman5, on 07 February 2014 - 01:40 PM, said:
If PPCs are central to a lot of these problematic builds, why not just reduce the raw damage of PPC's? This way you reduce the overall damage of these high alpha pinpoint builds, increase Time to Kill, lower the amount of 1-hit item crits, and create better balance for weapons that aren't as accurate.
Instead of 10 damage, make the PPC do 8 damage.
PGI has shown they are willing to alter damage values for SRMs, LRMs, machine guns, and lasers. Why not change the PPC to something a little lower? 10+ precision damage introduces a whole new advantage that doesn't exist on weapons that are less than 10. You automatically 1-hit kill items any time you crit an exposed component.
Even if alternative lasers+ballistic builds have technically better DPS or damage/heat, you can't just slap Large Lasers on a jump sniper and continue business as usual. You have to use PPCs for your energy slots.
KISS (Keep It Simple Stupid)
Apply that to Ballistics - energy weapons are already hampered a lot.
#84
Posted 09 February 2014 - 05:14 PM
Bishop Steiner, on 09 February 2014 - 04:06 PM, said:
Ghost heat isn't a solution at all. You can Macro up the three uac20s to fire .5 seconds apart and there's no ghost heat at all. 20x6 damage. Even an Atlas is dead in two or three firings.
Autocannons are gonna have to change to burst fire I don't see any other way. Even heavily nerfed Clan weapons make our current weapons look like hello kitty bubble guns by comparison.
Edited by Khobai, 09 February 2014 - 05:25 PM.
#85
Posted 09 February 2014 - 05:34 PM
Bishop Steiner, on 09 February 2014 - 04:06 PM, said:
Correct me if I'm wrong here, but doesn't the current Ultra 5, if double-tapped, fire its second bullet 0.5 seconds after the first bullet? If so, that means that the Ultra 20 bypasses

That is a 12-ton, 8-slot weapon capable of dealing 40 damage within a very short period of time. Even if it was spread out like a buckshot, that would be an incredibly powerful weapon. Now imagine that it quite probably will have its damage split between only 2 projectiles. Even if you made it fire at literally random body locations like TT or our current SSRMs, it would still crush most of the mechs in this game. This is a 12-ton weapon that can carry the firepower of a Jagerbomb, by itself. Now remember that you can carry more weapons than just the singular CUAC/20. Prepare for a time-to-kill that makes Call of Doody look like Hello Kitty Island Adventure.
Remember,



Edited by FupDup, 09 February 2014 - 05:37 PM.
#86
Posted 10 February 2014 - 08:02 AM
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And since we can't fix that from the point of "everything hits the crosshair'd target", we need to fix it in terms of letting the target have options to spread damage/the weapon itself spreads/splashes. Fire eight mediums at something immobile and it burns, hit a moving target and those lasers end up cutting into 2-3 locations, hit a fast enough target and some damage gets lost as the sights slip off-target entirely. Other weapons that can deliver damage to a single spot need similar fixes, and that's the AC and the PPC at this point.
Quote
Why look, a potential benefit for PPC's vs. damaged targets.
#87
Posted 10 February 2014 - 08:08 AM
2. PPC fires a ball of plasma that hits for 5 damage and the remaining 5 points are a tail like a laser blast, so that if the target is torso turning the damage will be spread out.
Problem SOLVED.
#88
Posted 10 February 2014 - 08:19 AM
Trauglodyte, on 09 February 2014 - 12:43 PM, said:
I swear, I keep saying this in just about every thread:
1. Remove the Lock Arms To Torso - it was intended to help new player but has been abused and bastardized by the meta community to get around the JJ nerfs
2. Fix JJs so that they're not as monstrous as they are now (needs a longer thrust and recharge w/ a turn nerf based on a static number for the JJ class instead of being locked into the mech's ground based turning rate and more heat)
3. Work on current weapons that are NOT in the meta (ie. LRMs, SRMs, and Pulse Weapons)
4. Add in heat based penalties once mech exceeds 40% of its heat capacity. These would include:
- the reduction of all non-heat sink based efficiencies up to -200% of current (if owned)
- HUD flicker and removal
- current JJ spread applied as a mech heats up to 200% of current
Boating 4-6 ppcs has already been solved by ghost heat, so why does it matter? The splash also helps newer or less skilled players by lessening the impact of perfect aim. Additionally it increases combat times and reduces"Coring" issues in some mechs with small LT/RT that rarely get targeted due to hitbox design/issues. Although I don't like lights (lol), it could also help with one-two shotting component problems that mechs like the locust are vulnerble to.
And so you are saying they have weapon spread implemented in-game right now for arm mounted weapons? That is a good start. I think fully actuated arms should have slightly more spread than single actuator arms (ie raven/stalker), with the least spread going with non-actuated torso mounts. The more I think about it the more I like the spread solution as long as it doesn't hurt single weapons or chain firing as much as the 30+ pinpoint shots (and without nerfing single/dual PPCs as much since they are a fairly hot build and vulnerable to close range.)
I don't really see arm lock as a feature that needs to be removed because some mechs have really bogus hardpoint designs that benefit from the arm lock (ie the Pretty baby's hardpoints are partially in the arms for both missiles and energy.) I do see how it could be abused to get better pinpoint damage though so it may need to be looked at.
Edited by Tw1stedMonkey, 10 February 2014 - 08:27 AM.
#89
Posted 10 February 2014 - 08:22 AM
maybe after making my ppc awesome useless you will be able to defeat flying victors with autocannons - idk how but hey! seems that logic is not that important here
also, why don't we buff autocannons while we're at it.
it's not like ppc users ever need to fight AC users, right? lets put the energy builds right in the trash, and if a ppc user wants to defend himself from an AC user, make his engine explode instantly! pretty sweet idea huh?
Edited by Mazzyplz, 10 February 2014 - 08:26 AM.
#90
Posted 10 February 2014 - 08:25 AM
I just searched for another suggestion I've seen some time ago and found it:
http://mwomercs.com/...391-ppc-damage/
probably the best idea I've seen so far, but very unlikely to be ever implemented because that'd be too much work for PGI

This would make them something between Laser and AC weapons
There was also a much simpler suggestion to make make the damage and heat by half but increase reload.
http://mwomercs.com/...crazy-ppc-idea/
#91
Posted 10 February 2014 - 08:36 AM
Kazma, on 10 February 2014 - 08:25 AM, said:
I just searched for another suggestion I've seen some time ago and found it:
http://mwomercs.com/...391-ppc-damage/
probably the best idea I've seen so far, but very unlikely to be ever implemented because that'd be too much work for PGI

This would make them something between Laser and AC weapons
There was also a much simpler suggestion to make make the damage and heat by half but increase reload.
http://mwomercs.com/...crazy-ppc-idea/
ok half the damage, half the reload time, half the heat... sure.
and what happens when the ac40 jager turns the corner, the ppc awesome shoots 3 ppc for 15 dmg and has to wait 2 sec to do 30 and 4 to do 45.
while the jag does 40 and 80 after 4 sec. and i'm not talking only about ac40, any ac20 from even a hunchie will have a lot more bang for the buck, the ac20 would do 20, in 4 sec 40... and it's only ONE ac20. i was comparing it to 3 PPC above (take a look, 3 ppc for 5 dmg each)
no... the hardpoints then would be even worse, people would flock to AC mechs even more
ppc SHOULD be half the damage of the AC20, not ONE QUARTER.
if you wanna nerf the ppc this way you need to nerf the autocannons also if you make the ppc do 5 then AC20 does 10. - ppc is not the only projectile pinpoint weapon, in fact among those, it is PRETY FREAKIN WEAK
Edited by Mazzyplz, 10 February 2014 - 08:39 AM.
#92
Posted 10 February 2014 - 08:39 AM
Bishop Steiner, on 09 February 2014 - 04:06 PM, said:
And unlike PPCs that Ghost heat is a whopping +14 with the first double tap. Twin Ultra 20 should melt the user in about 3-4 shots!
Khobai, on 09 February 2014 - 03:44 PM, said:
Daishi with x3 uac20s does 120 damage in less than 4 seconds (assuming .5 delays for ghost heat)
Pgi simply cant leave autocannons alone and expect uac20s not to completely break the game
And recoil would solve the convergence issue right up.If you survive the heat of double tapping with the UAC20, keeping a Mech on target when firing 2 12 ton cannons should have the mech suffering whiplash and spinal decay post haste.
#93
Posted 10 February 2014 - 08:41 AM
Joseph Mallan, on 10 February 2014 - 08:39 AM, said:
And recoil would solve the convergence issue right up.If you survive the heat of double tapping with the UAC20, keeping a Mech on target when firing 2 12 ton cannons should have the mech suffering whiplash and spinal decay post haste.
SHOULD*
but we know pgi
#94
Posted 10 February 2014 - 08:44 AM
If there is a problem, it's with ballistics, not PPCs. To prove it to yourself, go run any Awesome, any Quickdraw, a HGN 733P, or any Stalker that isn't a Misery. See how your effectiveness plummets along with your enjoyment.
PPCs need to be buffed, not nerfed. There are already huge downsides to running an energy build. We don't need any more downsides.
#95
Posted 10 February 2014 - 08:44 AM
Mazzyplz, on 10 February 2014 - 08:41 AM, said:
SHOULD*
but we know pgi
Yes we do. Hit them in the wallet and they fold like a Valentine's day card.
Gentle reminder that those of you with a significant other, Friday is the Lover's Holiday.

Edited by Joseph Mallan, 10 February 2014 - 08:59 AM.
#96
Posted 10 February 2014 - 08:54 AM
#97
Posted 10 February 2014 - 08:58 AM
PPC got nerfed on heat, on projectile speed and got linked with the ERPPC for the infamous ghost heat. Energy boat mechs like the Stalkers, Awesomes and Quickdraws do rely on PPC since its the only energy weapon with ''low drawback''.
I dont mind if you reduce the damage then the heat should follow, 8 damage for 8 heat. But in the end that would be nerfing again the energy boat chassis. The reason why PPc are still part of the meta is because they act like AC and are ''being dealt'' with heat by using cover too cool down, yes i am currently pointing at poptarts. This jump/ shoot/ hide gimmick is giving them a huge advantage compared to regular mechs and because of this dont really suffer the drawbacks of shooting 2 some time 3 PPc's since they get back in cover right after shooting.
Some wont agree with what i am about to say but the 4PPC Stalker was a strong build but is was far more manageable than the popers that are barely exposing themselves to shoot you, the 4PPC stalker had to get out in the open.
So long story short its not the weapon the problem its the application, nerfing poptarts will reduce the PPC use. Just reducing the PPc damage will just be another nerf to the ernegy arsenal...
#98
Posted 10 February 2014 - 09:06 AM
1. Wherever the PPC hits, it deals 6 damage. The rest, 4 damage, is spread onto other parts near the impact point.
2. Autocannons should follow this rule aswell. An AC20 will deal 12 damage to where it hits and 8 damage to the surrounding area.
Boom, 2xPPC + AC/20 meta destroyed!
60% pinpoint damage and 40% area damage. The numbers are of course subjective, just mere examples. I know this is not an original suggestion but it seems good to me. Otherwise we'll need to have them shoot several rounds after each other, like in the old games.
#99
Posted 10 February 2014 - 09:54 AM
#100
Posted 10 February 2014 - 10:07 AM
Jman5, on 10 February 2014 - 09:54 AM, said:
Technically, the PPC is actually the 2nd fastest. The AC/2 and Gauss are both tied for 1st at 2000 m/s.
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