Imperius, on 09 February 2014 - 02:34 PM, said:
PPC does 10 DMG
Reduce heat back to normal values.
Remove minimum distance.
PPC will do +6 DMG to targeted point +2 or +4 to adjacent hit boxes.
Ex you hit the Left Arm +6 DMG to the arm +4 DMG to the left side torso.
Ex you hit CT +6 DMG to CT +2 to LTorso and RTorso.
How to explain this to make sense? It's electricity and metal conducts electricity so it would spread across the mech and nerf all PPC alphas while still keeping the weapon useful and good. Also brings the stat values back to canon numbers.
Splash damage is broken in MWO, which is why they had to nerf the crap out of SRMs (which they've only partially restored, and which won't really be back until hit registration is more reliable and/or they bump the damage back up a bit).
Instead, PGI should implement damage arcing for PPCs. On impact, a PPC does 50% damage. It then checks for all adjacent locations and randomly picks one, excepting the head, where it does 30% damage. It then checks all adjacent locations, excepting the initial impact point or the head, where it does the final 20% damage. It uses a different mechanism than splash, preventing it from breaking the game and doing triple or quadruple damage on hit, while still retaining the on-point impact of the hit and mitigating group-fired PPCs.
As for the minimum range, either keep it as it is now, or have it do scaling damage loss with any lost damage instead being inflicted on the location where the PPC is mounted. If that Highlander wants to put two PPC shots into me at 45m, he should take 10 damage (5 from each PPC) and I should take 10 damage. After all, he's overriding the field inhibitor, which is in place to prevent damage backwash. Still, the 90m hard limit is a decent balancing mechanic as-is, and I fear that people would QQ too loudly if PGI let them hurt themselves by shooting a PPC inside its minimum.