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Skill Based Ppc


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#1 FireBlood

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Posted 12 February 2014 - 05:10 PM

So a lot of people are still upset that the charge-up change happened to the Gauss and not the PPC. Here is an interesting idea that actually came from the MW 3050 SNES game.

Have the PPC be a charged weapon but have it charge slightly slower than the Gauss.

Have an Overcharge feature.

With the overcharge Bitchen Betty will chime in and say something like "Warning PPC Overcharge" and have it flash on the screen like an overheat warning. If the player continues to hold the shot the PPC will explode, destroying itself and damaging whatever compartment it is located in. This way timing would be involved with firing them, they would be more true to lore and it will break up the PPC AC5 builds a little bit more.

#2 Naduk

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Posted 12 February 2014 - 05:32 PM

im not sure i like the idea
however if it was to happen
it should have a sweet spot mechanic

much like changing gears in NFS drag races
you need to hit the trigger right in the zone that give maximum effect and efficiency for the weapon
missing the sweet spot could penalize you with less damage and more heat on the low side, with hud burn out and/or cockpit/lifesupport damage on the overcharge side
the ppc would still be fireable in any state however

so the way i see it
fire ppc and it goes off and does its thing
enter recharge/reload phase
the ppc charge bar automatically fills (instead of click and hold like gauss)
and you must hit the trigger at the right time to load the charge
then hit it again to fire

this way if you get an overcharge and are on the verge of death or its just not worth the risk, you can wait a few seconds for the charge to dissipate (like holding the gauss for to long) and charge it again

they could do an awesome death animation for pilots that cook them selfs via ppc overcharge hahaha

#3 Dymlos2003

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Posted 12 February 2014 - 05:33 PM

So aiming doesn't take skill?

#4 Mechteric

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Posted 12 February 2014 - 06:09 PM

PPCs are an easy fix, just make them do less direct damage, a wee bit of splash to compensate and you're good! (MWLL did this and it worked well!)

#5 Khobai

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Posted 12 February 2014 - 06:37 PM

Just give PPCs a splash damage component (6 damage and 4 damage split evenly among adjacent locations). In exchange reduce their heat back to something approaching reasonable and get rid of their awful minimum range (make the min range a linear dropoff from 90m to 0m like how it used to be).

Do the same thing for the ERPPC but also reduce its max range from 810m back to its canon range of 690m.

That would fix PPCs once and for all. Even the four PPC mechs would be perfectly balanced. And the six PPC mechs were always a joke.

Edited by Khobai, 12 February 2014 - 06:40 PM.


#6 Naduk

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Posted 12 February 2014 - 08:34 PM

giving them splash damage would just make them even more powerful
larger mechs would shrug off your 4 adjacent damage
however lights would be shredded
and your only taking into account 1 ppc
that adjacent damage only stacks with every other ppc fired

if you took a hit in the arm from 3 ppc, you would take 18damage to the arm and 12 damage to the side torso
tell me how is that a fix ? sounds more like a buff to me

minimum range is good, gives the ER a reason to exist other than just further and hotter, flavor is good
i love coupling regular ppc's with Ssrm's


what i would really like to see is the convergence value to be tweaked for each weapon
then the PPC could have a longer conversion to its counterparts
thus desyncing it from the AC's and it can still sit happy with its good pinpoint dmg and no ammo

the PPC is a scary weapon, its meant to be scary, it should stay scary
but all the other weapons need to be viable

Edited by Naduk, 12 February 2014 - 08:34 PM.


#7 BillyM

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Posted 13 February 2014 - 08:27 AM

View PostCapperDeluxe, on 12 February 2014 - 06:09 PM, said:

PPCs are an easy fix, just make them do less direct damage, a wee bit of splash to compensate and you're good! (MWLL did this and it worked well!)


.,..but make that percentage increase drastically with number of PPC's fired within ___ time.

IE:
1ppc, 90% dmg 10% splash
2pp, 75% dmg 25% splash
3ppc 60% dmg 40% splash
4ppc 50% dmg 50% splash

Leaves a single PPC viable as a pinpoint weapon while the boaters get reduced pinpoint ability.

--billyM

Edited by BillyM, 13 February 2014 - 08:28 AM.


#8 Durahl

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Posted 13 February 2014 - 03:44 PM

I'd like to see some more variation how all the weapons work... Right now pretty much everything is a pinpoint weapon.

Turn it into something that works like a Water Cannon shooting energy charged streams of blue glowing goo at your enemy.

On a slow moving target you're probably able to focus the shot on one, maybe two locations at most turning it into a pinpoint weapon necessary to take large targets out but on a fast one you would expect to have a more splash damage like behavior as the damage gets spread over more locations and maybe even past the Mech hitting something else or nothing.





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