Posted 02 April 2015 - 02:47 PM
Well, I kinda started the ball on this, so I guess it's time to be more specific on the discussion.
PPCs, ERPPCs, and to a lesser extent Clan ERPPCs aren't used w/o quirks. They are meddling in effectiveness, and only "useful" at mid range due to their velocity... so let's take a look at the numbers...
IS PPC
10 damage (all frontloaded)
10 heat
4 second cooldown
540m range (min range of 90m, dealing 0 damage)
950 m/s projectile speed
IS ERPPC
10 damage (all frontloaded)
15 heat
4 second cooldown
810m range
1050 m/s projectile speed
Clan ERPPC
15 damage (10 frontloaded, 2.5 damage to the left and right side "adjacent" of hit location)
15 heat
4 second cooldown
810m range
1050 m/s projectile speed
Just ignoring the 1 ton+crit savings that the Clan weapon has (it's a factor, but not exactly a seriously overriding one unless you like putting CERPPCs in the CT)... the IS ERPPC is screwed in this comparison due to generating the same heat as the Clan ERPPC, but having no real tangible benefit otherwise. Adding +5 heat while gaining no min range from the IS PPC is not exactly a great tradeoff currently.... and the Clan ERPPC does generally 2.5 more damage when a target is hit, which has a decent side benefit (and Clans tend to put in more crit friendly Clan DHS than IS can do with IS DHS).
My original opinion previously was to tweak the heat on the IS ERPPC from 15 to 13.5 or 14, but projectile speed is an honestly better option as a direct heat change would cause unintended side effects down the road of balance (which is filled with potholes and detours).
So, here's my proposal (numbers could change as needed)... the changes are directed towards projectile velocity as that is the most important factor for PPC use generally..
PPC: 1050 m/s (current ERPPC value)
Clan ERPPC: 1200 m/s
IS ERPPC: 1300 m/s
The Clan ERPPC can regain some of its velocity through the Targeting Computer (which most competitive players would be using anyways... the 1st version anyways - Targeting Comp v1 provides 4.5% velocity increase for reference). If you wanted more velocity for the Clan version, you could commit a bigger version, but that should even itself out.
That should help PPCs in general, but we need to talk about a serious issue... like Cooldown.
Gauss does 15 pt frontloaded damage for the requirements it has (Clan or IS, it's the same), but it does it at a ridiculous "4.75 second total minimum recycle time" (4s firing + .75s charge = 4.75s total). While I think Gauss AND PPC needs a cooldown increase... you need to "normalize" other weapons.
Here's a list of weapons with recycle times... see if you can spot some issues..
Med Laser: 3s cooldown, .9s duration, 3.9s total
Large Laser: 3.25 cooldown, 1.0s duration, 4.25s total
Clan ER Med: 3s cooldown, 1.15s duration, 4.15s total
Clan Med Pulse: 3s cooldown, .85s duration, 3.85s total
Clan ER Large: 3.25s cooldown, 1.5s duration, 4.75s total
Clan Large Pulse: 3.25s cooldown, 1.12s duration, 4.37s total
PPC/ERPPC/CERPPC: 4s cooldown
Gauss: 4s cooldown, .75 min charge, 4.75 total min
Now, this doesn't really account for heat as PPCs in general are hot, but the frontloaded damage nature somewhat favors coolant and to some degree poptarting... as jumping, shooting and getting back into cover (through landing) was somewhat favorable over lasers.
So, let's rework all the long range weapons... laservomit and PPCs shall we?
Increase IS Large and Large Pulse laser cooldown to somewhere between 3.5s and 3.75s (an increase of .25s to .5s cooldown)
Increase Clan ER Medium and Medium Pulse laser cooldown to 3.25s (an increase of .25s)
Increase Clan ER Large Laser and Large Pulse laser cooldown to 4s (an increase of .75s)
Decrease Clan ER Large Laser duration from 1.5s to between 1.33s and 1.4s (compensation for increasing cooldown)
Increase PPC/ERPPC/CERPPC cooldown from 4s to 5s.
Increase Gauss/Clan Gauss cooldown from 4s to 5s.
This is a nerf for the most part (CERLL gets a slight buff though), but it should bring in line some of the long range weapons with their shorter range counterparts... on both IS and Clan sides. Of course, this doesn't account for ballistics on the whole or missiles, but I guess it's better to be said now.
I can put together what the final numbers look like in a much nicer form if needed.