LordKnightFandragon, on 28 May 2015 - 09:21 AM, said:
No new PPCs needed, just buff the current ones. All a new gun would do is add an entirely new dimension to the CF that is MWO weapon balancing.
But there is a problem...
Clan ER PPC's due to being smaller and lighter to IS thus forces the fact there is NO quirks for these things to the same scale as IS mechs... compare the warhawk to the awesome.... adder to the panther... summoner/ hellbringer to the thunderbolt/ quickdraw....
Due to the quirk difference, in many cases Clan ER PPC's are worse then IS ER and standard ppc's.
(Cicada has a 50% velocity quirk for eg, this is much greater then the targeting computer 7's velocity bonus and theoretically you would need a targeting computer "16" to match the velocity... 16 tons and slots of computer just to make a clan ER PPC perform the same as a ER PPC on a 40 tonner?)
However IS vs Clan sin't the only problem of ballance for the C ER PPC, another problem is the fact that the clan tech (which BT does "vaguely' ballance in TT) ballanced the clan ER PPC to the large pulse laser with the fact the clan er ppc has more range and higher damage at all ranges (15), in MW: O we nerfed the damage to 10 which is less damage then a large pulse laser (and 2.5 damage to each boardering component. hit an arm, leg, or head, it's only 1 x 2.5 damage going throw, if the mech is a walking ct, or is already legged, or you are firing at a static structure (turret, generator, etc) you got no extra damage upon the 10 pinpoint damage.
Thus making the clan large pulse laser superior up until 680 meters where it damage is already dropping till it matches the 10 damage approximately.
The best way to buff the clan ER PPC would be to give it more then 12 damage pinpoint.
ie 13 damage pinpoint then +1 +1. Another change would be to decrease it's damage fall at range as before hte higher damage would have made it still do a punch at range, what would have been 11 damage at range with ER PPC above normal range is in MW: O 7-ish damage and microscopic splash.
I have suggested that some clan mechs should have quirks to pinch away at the nerfs for the tech. for instance a mech like the adder could have true 15 point damage er ppc's or the warhawk gets 14 damage er ppcs with +0.5 x 2's. While timberwolf is still stuck at 10 + 2.5 x2. (wouldn't mind the D variant getting a range quirk though)
Or an ice ferret having a smaller cluster of missile distance between first and last missile and the damage drop from under 180 meters is dropped a lot.
The clan one would require serious buffs. Which would leave a void so to say...
The Enhanced Clan ER PPC (one suggested in this thread) would be the Clan equivilant of the PPC kinda...
Does 12 damage, same heat, but size and weight of it is different. Would help clan mechs of all weight classes, support non meta builds, and provides an alternative to the ER PPC, would be cool if the Clan E ER PPC is basicly the sturdy 12 damage ppc through the series while the ER PPC varies from 10 + splash to 15 depending on mech. So it creates a dynamic sense of weapons through mechs with different trade offs and stuff.
Also this is the easiest and kinda important weapon to add considering the other options are...
Long tom artillery (30 slots, 30 tons... barely any assault mech will able to use it with extreme crit splitting involved....)
Long Tom Cannon (15 slots, 15 tons, still involves crit spltiting more more realistic.)
Arrow (15 slots (Clan 12), this time around it can fit on mechs in game... only clan battlemechs though with standard engines... otherwise crit splitting again)
Morters ( possible, but has ballancing problems. Such as how the velocity will work, aimming, direct vs indirect fire, ammo types, and how to ballance between clan and IS. ... clan basicly got half weight and half sized mortars and they are made to fire in volleys like current clan AC's, making the IS one pinpoint can make that more OP while having both volley fire the same makes clans the superior one...)
1 shot missiles (very low ammo... literally enough to make 1 shot... might as well add rockets)
Rockets (better... but can be OP or UP... Stalker doing a 100 damage alpha and then left with 3 large pulse lasers and a pair of mediums for post 1 shot kill game. COuld be Op, but could be UP ie velocity and accuracy is so bad it's not worth wasting the weapon slot for it.)
And much more...