PPC shouldn't quietly stop making damage at close range.
I was fighting this one guy in CW with a hellbringer and my enemy had 2 medium lasers and 2 PPCs. I laughed hard when I closed in on his mech (and I was running 4 Large Lasers), I laughed harder when my enemy tried to shoot me with his PPCs, no I felt sorry for the guy because there is always people who don't understand PPCs do no damage at close range.
PGI fix
0
Fix Those Ppcs
Started by RolfS, Mar 31 2015 10:55 AM
5 replies to this topic
#1
Posted 31 March 2015 - 10:55 AM
#2
Posted 31 March 2015 - 11:03 AM
PPC damage should decreasing slowly as clans LRMs.
If we are on that, same mechanics could be used on gauss, AC5 and AC2.
If we are on that, same mechanics could be used on gauss, AC5 and AC2.
#3
Posted 31 March 2015 - 11:18 AM
Read: http://www.sarna.net...rojector_Cannon
PPCs fire a concentrated stream of protons or ions at a target, causing damage through both thermal and kinetic energy.
PPCs are equipped with a Field Inhibitor to prevent feedback which could damage the firing unit's electronic systems.[6] This inhibitor degrades the performance of the weapon at close ranges of less than 90 meters.
So yeah, I'd imagine it would do *some* damage at low ranges, following an exponential decay graph. I'd prefer that, and I'm sure someone in some scientific feild somewhere could back that up.
PPCs fire a concentrated stream of protons or ions at a target, causing damage through both thermal and kinetic energy.
PPCs are equipped with a Field Inhibitor to prevent feedback which could damage the firing unit's electronic systems.[6] This inhibitor degrades the performance of the weapon at close ranges of less than 90 meters.
So yeah, I'd imagine it would do *some* damage at low ranges, following an exponential decay graph. I'd prefer that, and I'm sure someone in some scientific feild somewhere could back that up.
#4
Posted 31 March 2015 - 11:22 AM
Getting hit by a jet of concentrated protons should do damage no matter how far away you are from the target......
#5
Posted 31 March 2015 - 11:34 AM
Real physics have no place in Battletech (for example Gauss Rifles in BT have high recoil even though they use magnets to propel a metal slug and so should have minimal to no recoil). The Inhibitor in Battletech prevents all damage from the weapon within 90 meters. It may do "some" damage but not enough to even kill a person. However, you can turn off the inhibitor in TT with the risk that it might result in feedback at which case you lose the PPC and take 10 damage to that location's structure. They could always add that into the game and then you have the ability to fire within 90 meters but at risk to your mech. Or they could even make it like the Ultras and have it "jam" where it takes awhile to "unjam" before becoming usable again. Or have it do a set amount of damage each time you fire it while the Inhibitor is off.
#6
Posted 01 April 2015 - 03:06 AM
Once upon a time, PPC had a gradually decreasing damage the closer the target is under 90m. They changed that due to PPCs being too good, though I attribute that to HSR phase 2, lower heat and 2000m/s velocity.
Stop right there. The Inhibitor makes hitting targets under 90m more difficult, but they still do full damage.
TheSilken, on 31 March 2015 - 11:34 AM, said:
The Inhibitor in Battletech prevents all damage from the weapon within 90 meters. It may do "some" damage but not enough to even kill a person. However, you can turn off the inhibitor in TT with the risk that it might result in feedback at which case you lose the PPC and take 10 damage to that location's structure. They could always add that into the game and then you have the ability to fire within 90 meters but at risk to your mech. Or they could even make it like the Ultras and have it "jam" where it takes awhile to "unjam" before becoming usable again. Or have it do a set amount of damage each time you fire it while the Inhibitor is off.
Stop right there. The Inhibitor makes hitting targets under 90m more difficult, but they still do full damage.
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