

Weird Erppc Idea
#21
Posted 27 June 2015 - 08:52 PM
ERPPC: 10/12, 4s CD, 1250ms
CERPPC: 12/15, 4.5s CD, 1220ms
THen quirk them a little for certain mechs,
#22
Posted 27 June 2015 - 08:59 PM
Edited by Ace Selin, 27 June 2015 - 09:00 PM.
#23
Posted 27 June 2015 - 09:10 PM
Mardek, on 27 June 2015 - 02:24 PM, said:
thoughts?
Hell no.
With the possible exception of the adder prime arms. I think a case could be made to give it 12.5 direct and 1.25 splash to each side.
#24
Posted 27 June 2015 - 09:20 PM
Scratx, on 27 June 2015 - 03:23 PM, said:
Gauss doesn't outrange cERPPC by much, actually. 660m range with x3 range vs 810m vs x2 range. Gauss projectile speed does make it rather easy to hit, though.
Weapons no longer have a x3 range increment. Everything is only a x2 range now. (If that is what you are saying here that is.)
Besides that, I'm just going to walk away from this thread, and pretend I didn't see someone seriously try to make already very decent CERPPCs even stronger by giving them a pure PPFLD aspect and no splash damage (which I think may not be conical, but I do feel gives the weapon a decent flavor and distinction within this game, as well as makes for a good balancing point as well).
Now, a speed buff I can see...

#25
Posted 27 June 2015 - 09:25 PM
Tesunie, on 27 June 2015 - 09:20 PM, said:
Weapons no longer have a x3 range increment. Everything is only a x2 range now. (If that is what you are saying here that is.)
Gauss is still 3x
http://mwo.smurfy-net.de/equipment
#26
Posted 27 June 2015 - 10:28 PM
Mcgral18, on 27 June 2015 - 09:25 PM, said:
That's strange... I thought they changed all weapons to x2 ranges. I'll have to check this out farther at a later time. Would make sense with the Gauss Rifle though out of all the weapons in the game, being a sniper like weapon after all.
#27
Posted 28 June 2015 - 01:21 AM
It's the HEAT that causes problems. And both IS and Clan ERPPCs are way too hot to be usable currently. (even with quirks)
#28
Posted 28 June 2015 - 01:37 AM
Now the question is, do people want them to be more than this? You certainly don't want them to replace the Clan's ballistics because they (the ballistics) don't need to be less useful.
#29
Posted 28 June 2015 - 03:10 AM
Lord Perversor, on 27 June 2015 - 06:06 PM, said:
I always tought some quirk on specific variants clan CT that reduce the spread damage may be worthwhile to try.
Adder Prime and Warhawk Prime CT with a 100% reduction in dmg spread so they can put 15 dmg shoots with PPc may be a different way to balance quirks.
I love this idea. Especially on the WHK which is supposed to be slinging ERPPCs like a gunslinger in saloon shootout.
Tesunie, on 27 June 2015 - 10:28 PM, said:
That's strange... I thought they changed all weapons to x2 ranges. I'll have to check this out farther at a later time. Would make sense with the Gauss Rifle though out of all the weapons in the game, being a sniper like weapon after all.
They made it only 2x for all ballistics EXCEPT Gauss.
#30
Posted 28 June 2015 - 03:17 AM
Yosharian, on 28 June 2015 - 01:21 AM, said:
It's the HEAT that causes problems. And both IS and Clan ERPPCs are way too hot to be usable currently. (even with quirks)
Not really but it requires dedication and being finesse means each time you pick it up on a diff mech wit diff quirks and thus diff velocity is gonna throw everything out of wack. Is it a power wep currently, lol **** no. But it's more than usable. Yes it's the heat.
#31
Posted 28 June 2015 - 04:51 AM
Yosharian, on 28 June 2015 - 01:21 AM, said:
It's the HEAT that causes problems. And both IS and Clan ERPPCs are way too hot to be usable currently. (even with quirks)
Ace Selin, on 27 June 2015 - 08:59 PM, said:
I don't want to reduce the heat on either factions' PPC weaponry because the heat serves as a bottleneck to prevent them from being substitute brawling weapons. If you want to spam energy volleys constantly, vomit some lasers or something.
PPCs should be a long-range "sledgehammer" type of gun that can't easily be sustained in closer ranges as their weakness.
Edited by FupDup, 28 June 2015 - 04:53 AM.
#32
Posted 28 June 2015 - 05:24 AM
FupDup, on 28 June 2015 - 04:51 AM, said:
PPCs should be a long-range "sledgehammer" type of gun that can't easily be sustained in closer ranges as their weakness.
Then it's a good thing you're not in charge of balancing this game.
#33
Posted 28 June 2015 - 05:40 AM
Hit the Deck, on 27 June 2015 - 02:52 PM, said:
It's the PPC which needs speed buff, not the ER.
agreed, the buff really did help the adder a lot, i leveled the stock prime up without the quirk and it was pain. now, with quirks and an extra dhs for the nearly useless flamer it is somewhat decent and actually fun to play.
#34
Posted 28 June 2015 - 06:14 AM
FupDup, on 28 June 2015 - 04:51 AM, said:
PPCs should be a long-range "sledgehammer" type of gun that can't easily be sustained in closer ranges as their weakness.
Even at 8 heat, a standard PPC is too hot and too slow to cycle for that to become a real danger. And, it's still got that 90 m minimum range to deal with.
10 heat on an ERPPC doesn't let it become better than a C-LPL, since all of the heat is dumped at once into the sinks. A C-LPL effectively generates ~6 heat the instant after it has fired given a nominal Clan dissipation of 4 hps. ERPPC? A friggin' full 15.
#35
Posted 28 June 2015 - 06:17 AM
Yeonne Greene, on 28 June 2015 - 06:14 AM, said:
Even at 8 heat, a standard PPC is too hot and too slow to cycle for that to become a real danger. And, it's still got that 90 m minimum range to deal with.
10 heat on an ERPPC doesn't let it become better than a C-LPL, since all of the heat is dumped at once into the sinks. A C-LPL effectively generates ~6 heat the instant after it has fired given a nominal Clan dissipation of 4 hps. ERPPC? A friggin' full 15.
Using your calculation, that's ~11, isn't it?
#36
Posted 28 June 2015 - 06:33 AM
IraqiWalker, on 28 June 2015 - 06:17 AM, said:
No, because it's instantaneous. Lasers output their heat over the duration of the burn. Ergo, the heat remaining in the system when the firing cycle is complete is less than the rated heat output.
#37
Posted 28 June 2015 - 07:12 AM
Yeonne Greene, on 28 June 2015 - 06:14 AM, said:
Even at 8 heat, a standard PPC is too hot and too slow to cycle for that to become a real danger. And, it's still got that 90 m minimum range to deal with.
10 heat on an ERPPC doesn't let it become better than a C-LPL, since all of the heat is dumped at once into the sinks. A C-LPL effectively generates ~6 heat the instant after it has fired given a nominal Clan dissipation of 4 hps. ERPPC? A friggin' full 15.
The heat was supposed to justify the speed they used to have, along with being frontloaded/pinpoint.
Keeping them slow but making them cool seems like it would promote spamming them at midrange similar to the laser vomit builds.
Basically, I would like for their purpose/utility to be more distinctive from lasers, given that they're a whole different type of weapon with their own snazzy visual effects. We already have lasers for low-heat continuous spammage, I have never really understood why people object to PPCs being long-range hard-hitters.
#38
Posted 28 June 2015 - 07:16 AM
Yosharian, on 28 June 2015 - 05:24 AM, said:
If I was in charge of balancing this game, changes would happen a lot more often and crappy weapons wouldn't be allowed to stay crappy for as long as they have currently.
For PPCs in particular, I would just ramp up their velocity back to where they used to be or at least close to it, and then bump their cooldown a bit slower (like by 1 second or so?) to help emphasize their long-range role (lower DPS in short range). Perhaps make regular PPC min-range use scaled damage (like Clan LRMs) rather than instantly going to 0 damage.
Edited by FupDup, 28 June 2015 - 07:19 AM.
#39
Posted 28 June 2015 - 07:23 AM
#40
Posted 28 June 2015 - 09:47 AM
FupDup, on 28 June 2015 - 07:12 AM, said:
Keeping them slow but making them cool seems like it would promote spamming them at midrange similar to the laser vomit builds.
Basically, I would like for their purpose/utility to be more distinctive from lasers, given that they're a whole different type of weapon with their own snazzy visual effects. We already have lasers for low-heat continuous spammage, I have never really understood why people object to PPCs being long-range hard-hitters.
I don't object to PPCs being long-range heavy-hitters, but two PPCs alone isn't enough to qualify as heavy-hitting, three can't be fired together, and laser volleys out-gun the PPCs even at long range and after dissipating some of it with spread. Throwing a Gauss into the mix exacerbates the effect. Anybody worth his salt can even hold a burn on a pop-tart in the air, firing at the apex of his jump.
I think a better way to regulate the PPC is cycle time. If you want a heavy-hitting PPC, bump the ghost to 3, raise velocity by 20%, drop the heat a little bit, and increase the cycle up to perhaps 5 or 6 seconds. Firing a pair of ERPPC twice with 15 DHS should not be placing the 'Mech at 82%, and that's exactly what it does when you have no quirks. Even with 20 DHS, you are at 45% from one firing. That is a bit insane for only 20 damage and having invested 24 tons in the ERPPCs and 10 extra DHS.
Edit: IS PPC/ERPPC would have to ghost at 3, C-ERPPC would have to ghost at 2 and have their 15 damage be all up front instead of splashed.
Edited by Yeonne Greene, 28 June 2015 - 09:48 AM.
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