Change PPC & ERPPC min range to 0
PPC & ERPPC gain full 10 damage potential at 100 meters, ramp up 1 damage each 10 meters, or decimal percentages for inbetweens.
EMP knockout starts at 50 meters to full max range on both PPC & ERPPC.
PPC & ERPPC deliver 50% of heat used to fire, and gives that heat to the enemy on a hit.
Heat tapers off starting at 50% for optimal range, and ramps down beyond that range.
PPC heat is pretty good where its at 10.
ERPPC heat reduced to 12.5 or 13
Since convergence can't be figured out in any sensible manner, PPC's need a little softening on how they deal damage.
So simulate a little splash.
On point, damage is 7.5 directly where it hits. Each body part near the hit recieves a % of splash damage and would require a formula for how it spreads.
A perfect CT hit in optimal range would give
7.5 to CT
0.75 to RT LT (1.25 total), 0.42 to HEAD/RA/LA (1.25 total)
Or randomly 1.25 to RT, 1.25 to RL (total 2.5) (as though its trying to ground the circuit, as lightning would do)
An arm hit
7.5 to Right Arm
2.5 to RT
Does this sound reasonable?
Edited by Marvyn Dodgers, 05 June 2014 - 04:21 PM.