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10-15 Damage On Cerppcs?


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#1 DONTOR

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Posted 16 June 2014 - 09:49 AM

In the mechlab on the PTS yesterday CERPPCs were described as 10 damage. Is the extra 5 split between components not yet implemented, or is it just ghost damage that isnt being represented in the mechlab stats?

Havent seen a post about them reducng the damage so I figured I would ask.

#2 Lord Perversor

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Posted 16 June 2014 - 09:49 AM

View PostDONTOR, on 16 June 2014 - 09:49 AM, said:

In the mechlab on the PTS yesterday CERPPCs were described as 10 damage. Is the extra 5 split between components not yet implemented, or is it just ghost damage that isnt being represented in the mechlab stats?

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 Trauglodyte

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Posted 16 June 2014 - 09:51 AM

What Perv said.

#4 Xarian

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Posted 16 June 2014 - 09:56 AM

View PostDONTOR, on 16 June 2014 - 09:49 AM, said:

In the mechlab on the PTS yesterday CERPPCs were described as 10 damage. Is the extra 5 split between components not yet implemented, or is it just ghost damage that isnt being represented in the mechlab stats?

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 Lykaon

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Posted 16 June 2014 - 10:16 AM

The C ER-PPC splash mechanic works as follows.

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 Almond Brown

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Posted 16 June 2014 - 10:20 AM

And it is assumed that unless it penetrates open space, a Hit to an arm, on a side-on target, will lose the whole 5 splash when that arm takes its 10 PP.

#7 DONTOR

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Posted 16 June 2014 - 12:06 PM

Hmm ok, I would think that it would say specifically what the splash does in the weapons details, but I geuss not. Also seems like they would still have it as 15 damage in the stats as that is the damage that is still dealt albeit "splash".

#8 ShadowWolf Kell

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Posted 16 June 2014 - 12:09 PM

View PostDONTOR, on 16 June 2014 - 12:06 PM, said:

Hmm ok, I would think that it would say specifically what the splash does in the weapons details, but I geuss not. Also seems like they would still have it as 15 damage in the stats as that is the damage that is still dealt albeit "splash".


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 DONTOR

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Posted 16 June 2014 - 12:11 PM

I was hoping that was the case, if someone torso twists quickly as you fire at their red CT and hit a side torso you can still pop em. Ill take that.

#10 NRP

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Posted 16 June 2014 - 12:18 PM

I like the concept of the splash damage mechanic, but the more I used the C-ERPPC, the more underwhelming it felt. Maybe it was lag, borked hit registration, or just bad luck. Nevertheless, I feel that C-LPL is a better option for 6T, especially when you consider the heat penalty.

#11 SirLANsalot

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Posted 16 June 2014 - 12:21 PM

It needs to have a quirk listed on the weapon stats that says +2.5 damage to each adjacent location upon impact.

#12 DONTOR

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Posted 16 June 2014 - 12:25 PM

View PostSirLANsalot, on 16 June 2014 - 12:21 PM, said:

It needs to have a quirk listed on the weapon stats that says +2.5 damage to each adjacent location upon impact.

I know right! Thats the whole reason I started this topic the damage it was dealing wasnt clear at all in the mechlab.

#13 Livewyr

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Posted 16 June 2014 - 12:27 PM

I tested it in the training area: the component splash does work. (And also tested that you could kill a CT with the splash.)

#14 DONTOR

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Posted 16 June 2014 - 12:37 PM

Good investigating! TY

#15 ShadowWolf Kell

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Posted 16 June 2014 - 12:38 PM

View PostNRP, on 16 June 2014 - 12:18 PM, said:

I like the concept of the splash damage mechanic, but the more I used the C-ERPPC, the more underwhelming it felt. Maybe it was lag, borked hit registration, or just bad luck. Nevertheless, I feel that C-LPL is a better option for 6T, especially when you consider the heat penalty.


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 Bhael Fire

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Posted 16 June 2014 - 01:01 PM

View PostAlmond Brown, on 16 June 2014 - 10:20 AM, said:

And it is assumed that unless it penetrates open space, a Hit to an arm, on a side-on target, will lose the whole 5 splash when that arm takes its 10 PP.


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 Levi Porphyrogenitus

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Posted 16 June 2014 - 01:21 PM

It's not splash, it's arcing. The distinction is a key mechanical one, and conceptualizing it is vital to understanding how the damage distribution works.

#18 ScarecrowES

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Posted 16 June 2014 - 02:19 PM

It's too bad that the arching damage seems to screw up the hit detection on subsequent PPC hits. I was finding on the PTS server in matches and in the testing grounds that if you hit one ERPPC on a component immediately after another in chain fire, that the second one wouldn't register a hit. I suspect this was related to the arching mechanic for splash damage. So I was only getting damage on every other PPC hit if I was firing at a decent burst rate. Slow down enough to let the arching damage transfer (after about 1-1.5 seconds), and suddenly hits register consistently. Of course, what's the point of building a PPC boat (Warhawk) and not actually be able to make use of all 4 PPCs?

#19 Voranis

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Posted 16 June 2014 - 02:49 PM

Warhawk, Ha! You've got to go Dire Wolf and you can throw 4 in one arm and still have plenty of room for a range of weapons in the other. Just gotta watch the Alpha's, two in a row and you suicide. But yeah, I noticed the same issue with chain fire. I was all WTF! two of my shots just ghosted through their CT! Game really needs an option to adjust chain-fire time between shots, and ability to chain fire by a multiple. Fire two, then fire the next two etc.

#20 ScarecrowES

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Posted 16 June 2014 - 03:05 PM

View PostVoranis, on 16 June 2014 - 02:49 PM, said:

Warhawk, Ha! You've got to go Dire Wolf and you can throw 4 in one arm and still have plenty of room for a range of weapons in the other. Just gotta watch the Alpha's, two in a row and you suicide. But yeah, I noticed the same issue with chain fire. I was all WTF! two of my shots just ghosted through their CT! Game really needs an option to adjust chain-fire time between shots, and ability to chain fire by a multiple. Fire two, then fire the next two etc.


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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