

10-15 Damage On Cerppcs?
#1
Posted 16 June 2014 - 09:49 AM
Havent seen a post about them reducng the damage so I figured I would ask.
#2
Posted 16 June 2014 - 09:49 AM
DONTOR, on 16 June 2014 - 09:49 AM, said:
Havent seen a post about them reducng the damage so I figured I would ask.
AS far i know 10 points of pinpoints and extra 5 of splash dmg to adjacent sections.
#3
Posted 16 June 2014 - 09:51 AM
#4
Posted 16 June 2014 - 09:56 AM
DONTOR, on 16 June 2014 - 09:49 AM, said:
Havent seen a post about them reducng the damage so I figured I would ask.
The splash damage isn't shown in the mechlab, unfortunately, because it's triggered rather than being on the damage stat for the weapon.
#5
Posted 16 June 2014 - 10:16 AM
10 points to the location hit with 2.5 splashed to the two adjacent areas.If there is no second adjacent area the 2.5 damage is lost.
Example one: you hit the right torso of a target. RT takes 10 damage RA 2.5 damage CT 2.5 damage.
Example two: You hit the target in the right arm, the RA takes 10 damage the RT takes 2.5 damage and the remaining 2.5 is lost due to the arms only having one adjacent location the side torso they are attached to.
Edited by Lykaon, 16 June 2014 - 10:17 AM.
#6
Posted 16 June 2014 - 10:20 AM
#7
Posted 16 June 2014 - 12:06 PM
#8
Posted 16 June 2014 - 12:09 PM
DONTOR, on 16 June 2014 - 12:06 PM, said:
The only caveat was that if you aimed for a leg (which I did against lights), only 2.5 was transfered and the other was wasted. Still worked out against lights though and actually got a few XL crits and killed them that way. Can't wait for the crit bonus from Targeting Computers.
As long as you aim for the torsos, all the splash should apply.
#9
Posted 16 June 2014 - 12:11 PM
#10
Posted 16 June 2014 - 12:18 PM
#11
Posted 16 June 2014 - 12:21 PM
#12
Posted 16 June 2014 - 12:25 PM
SirLANsalot, on 16 June 2014 - 12:21 PM, said:
I know right! Thats the whole reason I started this topic the damage it was dealing wasnt clear at all in the mechlab.
#13
Posted 16 June 2014 - 12:27 PM
#14
Posted 16 June 2014 - 12:37 PM
#15
Posted 16 June 2014 - 12:38 PM
NRP, on 16 June 2014 - 12:18 PM, said:
I felt that way at first, until I optimized my build and then began to feel almost invulnerable. I was getting way too aggressive and had to dial it down a bit.
Most clan damage is just too easy to spread all over compared to IS damage. It also means you're vulnerable to getting cored while trying to keep the beams/ACs on target during the ridiculous beam times. I exploited that mercilessly and tomorrow I'm pretty positive people playing IS will do the same.
Edited by ShadowWolf Kell, 16 June 2014 - 12:38 PM.
#16
Posted 16 June 2014 - 01:01 PM
Almond Brown, on 16 June 2014 - 10:20 AM, said:
2.5 damage still carries through to the side torso on arm hits from the side.
Basically, it doesn't matter which angle you hit from...it's based entirely on adjacent hit boxes to the location you hit rather than being a "wide" projectile that has a soft edge. In other words, there's no hit detection for the splash damage; the system automatically assigns the extra damage to the appropriate parts (if any).
At least that's what I've observed.
#17
Posted 16 June 2014 - 01:21 PM
#18
Posted 16 June 2014 - 02:19 PM
#19
Posted 16 June 2014 - 02:49 PM
#20
Posted 16 June 2014 - 03:05 PM
Voranis, on 16 June 2014 - 02:49 PM, said:
I actually stripped my WH-P down to barebones and stuffed it with 28 DHS. Regardless, you still instantly overheated (and then some) if you fired all 4 at once, and you couldn't fire more than 2 volleys of 2 in a row without having to wait for a good cooldown period. BUT chain fire worked out well. If I was REALLY good about managing my heat, I could get 6 or so shots out in fairly quick succession. Too bad only 3 of them actually register as hits.
Other than the obvious fix needed here, PGI really needs to rethink PPCs. This is one weapon, especially, for which tabletops rules just don't work in real time.
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