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Delay-Fire: Solution To The Ppc/ac Problem


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#21 Rofl

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Posted 29 May 2014 - 02:09 PM

View PostHellcat420, on 29 May 2014 - 02:05 PM, said:

the recoil wouldnt affect the first shot, but not having instant perfect pinpoint convergence would.

Fair enough. I'd even be down for a "circle" of fire that quickly reaches pinpoint accuracy if you don't move, to reach out and touch some poor dumb mech not moving and/or moving slow. Perhaps the speed in which you move the above mentioned reticle determines how much ballooning occurs within it.

Edited by Rofl, 29 May 2014 - 02:18 PM.


#22 darkkterror

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Posted 29 May 2014 - 02:10 PM

View PostKoniving, on 29 May 2014 - 01:58 PM, said:

I agree, but so is the Gauss Rifle charge up. However it would require the macro to be activated half a second in advance, consuming precious time from the perfect shot to make a not so great shot.


One of his points in favor of this fire delay mechanism is that it would desync PPCs from ACs. A macro easily re-syncs them, eliminating this point. I do agree, however, that a delay would still make snap-shooting slightly more difficult, but not enough for me to be in favor of this mechanic.

Also, this delay would make firing back at poptarts harder, which is not something I think the game needs right now. Poptarts already expose themselves for a limited amount of time. PPCs are one of the weapons best suited for hitting them during that window of opportunity. Adding a 0.5 second delay to a situation where you already have a limited amount of time to make the shot is a bad idea.

This reminds me of a sniper rifle recently added to Planetside 2 called the Phaseshift. It relies on a charge-up mechanic to do full damage, which makes it absolutely terrible at counter-sniping since any decent sniper in that game gives you a very, very small amount of time to fire back at them. This means you have to try to preempt them pre-charging your shot (which you can only hold for a limited amount of time), but any decent sniper isn't going to be predictable enough to make that a possibility.

Edited by darkkterror, 29 May 2014 - 02:11 PM.


#23 Bill Shakespear

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Posted 29 May 2014 - 02:13 PM

Back in the days of closed beta, there was a bug that caused all ballistic type weapons to have a slight fire delay after you pulled the trigger. It was supremely annoying.

#24 Hellcat420

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Posted 29 May 2014 - 02:18 PM

View PostRofl, on 29 May 2014 - 02:09 PM, said:

Fair enough. I'd even be down for a "circle" of fire that quickly reaches pinpoint accuracy if you don't move, to reach out and touch some poor dumb mech not moving and/or moving slow. Perhaps the speed in which you move your reticle determins how much ballooning occurs within the circle of fire.

it should just take time for the mech to calculate the distance to lead the targeted mech and move its weapons into position, like they are supposed to work. these mechs are not running around with 100 pound weapons, they are multi ton weapons, which take time to move into place for accurate shots. we are piloting battlemechs after all, not space magic gundams that move around at the speed of light.

#25 Eddrick

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Posted 29 May 2014 - 03:12 PM

Add the PPC Capasitor and you have a deal. It makes it make more sense that way. Also, 5 extra damage with 5 extra heat is well worth it to me. http://www.sarna.net...i/PPC_Capacitor

#26 Mystere

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Posted 29 May 2014 - 03:30 PM

Sigh! Another suggestion that will destroy more things in this never ending but ultimately futile attempt to get rid of poptarts.

No wonder PGI is now openly saying that the suggestions being presented by the player base are facepalm worthy. Because frankly, many of them are.

PPCs are not the ******* problem!


And not only that, but

Awesomes will suck even more!

Edited by Mystere, 29 May 2014 - 03:34 PM.


#27 Tincan Nightmare

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Posted 29 May 2014 - 03:51 PM

It's amazing how many people want to nerf PPC's, when it is only a problem when used in combination with gauss/AC's, but don't want to see any changes to AC's. Its especially funny, as multiple AC's are still very useful and deadly without PPC's, while boating PPC's is practically useless due to overheating, so that most mechs carry 2 at the most. Even funnier when you think of the Awesome, a mech designed to carry 3 PPC's as its primary purpose.

As alternatives to random damage locations or firing delays, simple stat changes might work, such as increased CD and maybe reducing its damage. It could do 9 or 8 points of damage instead of 10, lowering the overall damage output.

#28 Impyrium

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Posted 29 May 2014 - 04:13 PM

You haven't played with significant lag before, have you?





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