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Public Test - C-Er Ppc


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#21 Vanguard319

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Posted 12 June 2014 - 06:47 PM

Easily the worst of the clan weapons. the between the splash damage, and damage not always registering, killing anything with it takes forever. Why should I waste the tonnage when the ER Large Laser is superior in every way?

#22 Livewyr

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Posted 12 June 2014 - 09:03 PM

Questionable Hit detection. (And the tooltip says 10 dmg?)

#23 Vanguard319

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Posted 12 June 2014 - 10:01 PM

View PostLivewyr, on 12 June 2014 - 09:03 PM, said:

Questionable Hit detection. (And the tooltip says 10 dmg?)

Good point, I noticed that too, for a weapon that supposedly does 15 dmg, I'm wondering where the rest of it is.

#24 Koniving

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Posted 12 June 2014 - 11:27 PM

View PostLightfoot, on 12 June 2014 - 03:07 PM, said:

Too hot. But you knew that I am sure. Still, it is too hot to use even two of them. If they did 15 point damage well, you would have a leg to stand on by making two take 10 seconds to cool down enough to shoot again. Suggest you give us a bone and lower Clan ERPPCs to 12 heat since they do 5 splash and Clan has no regular PPC. See how that works.

I didn't see any Clan mech with ERPPCs today, not even the Masakaris and Adders That's just not right.


Technically it's supposed to be too hot to fire more than one at a time, but cold enough to use 20 DHS to fire 4 back to back and be at a level 2 shutdown risk in 10 seconds. >.>; They aren't brawling weapons but sharp shooting weapons that can be used in a pinch. Much like the IS PPCs aren't supposed to be used that way either, but the regular PPC is cold enough to do so.

Reducing the heat is going to lead to the same problems that brought us ghost heat in the first place.

(I personally used them a fair bit; though every time I tried to make a poptart build I'd get an error saving my loadout as if the game didn't want me testing their viability).

-----------------

That said.. Here's my complaints. With Clan LPL doing 11+ damage and having so much range, there isn't a lot of reason to use the ER PPC. Why not consider 11 damage direct, 2 and 2 splashed?
Also the color. Everything else got another color. Why not the Clan ER PPC?

Edited by Koniving, 13 June 2014 - 10:21 AM.


#25 Star Colonel Silver Surat

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Posted 12 June 2014 - 11:39 PM

I got sniped on forest colony by one but it did damage to my rear and left my front torso totally fresh.

I really like the fast projectile speed on these, though. Makes them a lot more fun to use than the I.S. PPCs which I never cared for.

That said, this weapon is likely overpowered once it starts being abused en masse by poptarts.

Edited by Star Colonel Silver Surat, 12 June 2014 - 11:40 PM.


#26 Ashaira

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Posted 13 June 2014 - 01:18 AM

I have to say the splash does not bother me, but it is too hot. I don't see myself using this over lasers. It is just too hot. At 15 dmg straight i might use them but even that is streching it. It is simply too hot. Even my atlas with 4 ERPPC s and full of heatsinks can't manage them properly let alone a 85 ton warhawk or a 75 ton timberwolf.

#27 Snowseth

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Posted 13 June 2014 - 02:42 AM

2xERPPC seemed to take 2-3 alphas before it got too hot.

Is it cooler than IS ERPPC? Or are C-DHS just that much better?

GH needs to be checked to make sure it's working.

#28 CyclonerM

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Posted 13 June 2014 - 02:51 AM

The splash is fine but maybe 14 heat could make it more viable compare to the large laser.

#29 BladeXXL

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Posted 13 June 2014 - 03:28 AM

I was not able to hit a cockpit with CERPPC.
Also the splash seems never being applied to the head/cockpit!

#30 Aleski

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Posted 13 June 2014 - 03:38 AM

This is impossible to have more of two C-ERPPC. This weapon is just too hot!

I really like the splash damage, it's sad this is a little buggy at the moment =)

#31 TheKatzMan

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Posted 13 June 2014 - 03:51 AM

I put 3 CERPPC on my summoner and they worked great on chain fire. I only had the 3 erppc, and the rest of tonnage was in heat sinks. Could fire the 3 about a second apart or less, then when they recycled I could do so again and finally get a heat warning. firing all 3 on group fire immediately went to heat warning.

#32 Wolf Clearwater

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Posted 13 June 2014 - 04:57 AM

I actually preferred the CERPPC to the CERLL in my Kit Fox, the damage/hit registration seemed a little buggy. However, when they did hit and register damage, I liked the spread damage - this is great for hitting those exposed components. When hit reg is fixed I can see lots of complaints about this weapon being OP. I think the heat is perfect for balancing it out. In the end - this is almost a really light gauss rifle with unlimited ammo....

#33 Sable

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Posted 13 June 2014 - 08:09 AM

I was using my warhawk and it seemed kinda meh damage wise and I was going to suggest that damage for clan ppcs be adjusted to 12 with 1.5 to each side. But from what i see in here it looks like there may be some hit registration issues that might have contributed to why they didn't feel as punchy as they should have been.

the splash effect would be nice on regular IS PPCs and i know they mentioned something about eventually getting to them but i still feel like cERPPCs should have slightly more damage to them than Inner sphere.

Edited by Sable, 13 June 2014 - 08:17 AM.


#34 LordKnightFandragon

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Posted 13 June 2014 - 11:37 AM

View PostSnowseth, on 13 June 2014 - 02:42 AM, said:

2xERPPC seemed to take 2-3 alphas before it got too hot.

Is it cooler than IS ERPPC? Or are C-DHS just that much better?

GH needs to be checked to make sure it's working.



Clan DHS work better because Clan mechs tend to have far more DHS packed in then an IS can even dream of mounting.

My Victor had like 3 extra DHS, my Warhawk has 7, in addition to the 20 is has by default...unless PGI changed heatsink loadouts. My Warhawk was able to chain fire like 5 ER PPC on Terra Therma before overheating. My Victor could fire like 3 times on Alpine Peaks before over heating.

Edited by LordKnightFandragon, 13 June 2014 - 11:38 AM.


#35 Pezzer

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Posted 13 June 2014 - 11:55 AM

Clan ERPPC should be purple-ish like in MechAssault, if we're going to talk about changing color.
I like the ERPPC, but the hitreg needs to be fixed. Making the weapon do 11 direct, 2 in adjacent components would make it more viable for the heat. Nerfing LPL range while buffing its' DPS would give the ERPPC legs to stand on.

I loved using the weapon, but one thing's for sure: it's not doing 15 damage across 3 components. I'm sure everyone's critiques will give the programming engineers a headache to work on, but it's for the greater good. Hitreg is borked.

EDIT: I'm sure the people in PGI are smarter than this, but I'm just warning them. Do not lower the heat on ERPPCs. If anything, let them do 15 damage with an extra 2 going to adjacent components with a sharp heat increase. Just DO NOT lower the heat!

Edited by Pezzer, 13 June 2014 - 11:57 AM.


#36 GreyGriffin

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Posted 13 June 2014 - 01:35 PM

The PPC really did feel like it had some hit registration issues, as my Warhawk seemed to occasionally throw devastating 1-2 punches and occasionally gently hose dirt off the enemy's armor.

The sound effect could definitely use a bit of crack, something nice and solid amidst all the clan wubwub and zwee zwoosh.

#37 Smoke Jagaur MAX

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Posted 13 June 2014 - 03:07 PM

After using only the C-ERPPC it glitches like the IS ER/PPCs in hit locations it's playable in a pair, but is still the worst weapon in the game like the IS counter parts. In 3 or more numbers like the Prime Warhawk it seemed to be suicide making it the weakest mech/weapon in the game.

1. A Clan mech with it equiped can't turn it's arms left or right making for dull gameplay and super weak against everything. Clan Mechs don't need that nerf it just makes them not fun to play in this game.

2. It lacks the damage to equalize against C-UAC5s. This is because of the lack of 15 direct damage and true 2.0 double heat sinks. Giving Ballictics a huge advantage against Clan Vs. Clan combat. 4 C-ERPPC's are weaker than in any other mech game, because the IS can run 2PPCs and 2ERPPCs to counter the heat and no damage readings. Clans can't do that.

3. Please consider that possibly making it fair damage wise against IS may have made it crappy against other Clan Mechs/ArmSwing IS mechs. Breaking my fave build in all of MechWarrior, 4 C-ERPPCs. Not only is it a ton of heat, but also because the arms can't turn left and right(Hope that was a bug) to shoot on the retreat using chain fire to keep the damage going as you pull back. This makes the weapon even more direct fire than the IS mechs that have Arm Swing. Giving the Clans a huge disadvantage for gameplay and being fun to play in general.

4. Solutions: Give us arm swing left and right on the Clan Mechs and it will solve the dull game play and raw suicideness that the C-ERPPC on non JJ mechs are at. Espcially the WarHawk are currently at point that is no fun at all, because you can't JJ or turn your arms making it weaker than the BattleMaster who can armswing fully...Splash Damage doesn't make-up for the loss of tactical movement and shooting that the WarHawk is known for and all Clan Battling is known for when the C-ERPPC is being shot on fully turnable arms like in Mech 3 and 4. It was fine in Mech 2 because no one's arms could move left and right, but everyone could use JJs and Turn with them. Thank you for reading this.

#38 Fire and Salt

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Posted 13 June 2014 - 04:57 PM

First of all, let me say that i think the splash mechanic is a good way to allow this weapon to fulfill its higher damage requirement, without being OP.

However, I like the idea of having 11 + 4 splash, as opposed to 10 + 5 splash.

Gives the clan PPC a bit of an edge for the genetically engineered and highly skilled clan warriors, who shoudn't really care what it does to the panel they weren't even aiming for... right...?


I think this is one case where the clan weapon can exceed the IS weapon in all ways.

Why? Because the IS also has the regular PPC. And the regular PPC is way better than the ER-PPC in most cases. Check the usage stats in the top elo games and I'm sure you will see more PPCs than ERPPCs. (Only time you mount IS ERPPCs instead of IS regular PPCs is if its your only energy and you have heat to spare, or you have few or no other backup weapons and want something without a min range)

The clan ERPPC has to fill both roles. It can outshine the IS ERPPC completely, as long as the IS regular PPC outshines it from 90m to 550m, which it does, because the spalsh damage - although a great gimmick wihch I approve of - doesn't actually matter that much in the pinpoint damage game.




In my testing... I got a red reticle when I swear I missed. The game was kinda laggy (I blame the high numbers of people on the test) so maybe it was just HSR messing up...

Let me just say that I HOPE the splash damage isn't applied when you miss. If you can get a red indicator while only dealing 2.5 damage, you are going to get a lot of people complaining about damage registration, even if it is 'working as intended'

Edited by Fire and Salt, 13 June 2014 - 04:58 PM.


#39 Vanguard319

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Posted 13 June 2014 - 05:57 PM

Ran a little more testing before the public test ended, putting two CERPPCs on my Nova Prime, trying to find something good about the weapon. The only good thing I can say is that the heat is about right, though that has more to do with the fact that clan DHS properties let you mount more of them than on an IS mech. I did finally score a few kills, but the mechs I had killed were nearly destroyed to begin with.

so the good: you can fire two at once with enough heat sinks, their long range, and compact nature.

the bad: damage is just not worth it for their tonnage and range profile, cannot compete with a player using ER large lasers with good aim.





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