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Large Laser vs PPC - Tactical considerations
#141
Posted 09 July 2012 - 11:22 PM
As far as we've been told, every pilot skill unlocks a module that needs to be installed on a 'Mech to grant a benefit (I can't find the exact quote, though the Devblogs on Role Warfare for example strongly imply this as well). The entire pilot skill tree exists only to unlock modules.
Of course, there are also the 'Mech- and variant-specific Efficiencies, which you unlock by gaining XP on that variant. These things have been stated to represent little 'hacks' and personalizations your pilot invents to increase his performance while piloting that variant of that 'Mech. Things like torso turn speed, jump jet regeneration speed and so on will be affected by Efficiencies. Will weapons be affected? I have no idea.
#142
Posted 10 July 2012 - 08:57 AM
When considered as a grouped weapon, something interesting happens. 3 PPCs come in at 21 tons, produce 30 points of heat and 30 POD with a 90 meter long range advantage. 4 LLs are 20 tons, produce 32 heat and 32 damage with a 90 meter close range advantage. The difference comes down to style and how one wants the damage inflicted. Like the Duke said in Big Jake, "Near or far". If there is no minimum range for the PPC, it is the hands down winner. Otherwise, it is a personal choice.
If one wants to make it more interesting, begin substituting MLs for one of the larger weapons.
#143
Posted 10 July 2012 - 09:45 AM
Der Zivilist, on 09 July 2012 - 11:22 PM, said:
As far as we've been told, every pilot skill unlocks a module that needs to be installed on a 'Mech to grant a benefit (I can't find the exact quote, though the Devblogs on Role Warfare for example strongly imply this as well). The entire pilot skill tree exists only to unlock modules.
static.mwomercs.com/img/news/dev_blog4_02.png
Look on over to the scout tree and you'll see IDF accuracy. Now I can't think of any weapon in the game that has an indirect fire mode other than the LRM. I have no idea in the slightest why the scout tree would be making LRMs more accurate when the average scout has no ability to use them. But the point remains that there is one skill that makes one class of weapon more accurate.
#144
Posted 10 July 2012 - 09:57 AM
Glythe, on 10 July 2012 - 09:45 AM, said:
static.mwomercs.com/img/news/dev_blog4_02.png
Look on over to the scout tree and you'll see IDF accuracy. Now I can't think of any weapon in the game that has an indirect fire mode other than the LRM. I have no idea in the slightest why the scout tree would be making LRMs more accurate when the average scout has no ability to use them. But the point remains that there is one skill that makes one class of weapon more accurate.
I would assume that this helps the spotted indirect fire your allies are using, rather than your own missles
#145
Posted 10 July 2012 - 10:04 AM
With the PPC, you get a short window to be on target, leaving more likelihood of completely wasting your shot.
#146
Posted 10 July 2012 - 11:43 AM
Fahr, on 10 July 2012 - 09:57 AM, said:
That's my assumption as well; else, why is it in the Scout tree and not in the Assault/Defend tree?
Of course, I don't mind being proven wrong, I'd get it for a Catapult/Stalker in a heartbeat.
#147
Posted 10 July 2012 - 11:51 AM
Fahr, on 10 July 2012 - 09:57 AM, said:
That would mean that the average gamer who is probably playing alone is going to take an ability to increase missiles for someone else? How often do think that is going to be the case? I'm guessing 10-20% at best.
Der Zivilist, on 10 July 2012 - 11:43 AM, said:
Why is the UAV/Satellite sweep in the commander tree? They are both recon abilities. If it was an improved spotting ability wouldn't it be called something like improved target designation? The pilot skills were described as a hack that makes things work better for your pilot. IDF Accuracy to me suggests that this hack makes your missiles more accurate.
Edited by Glythe, 10 July 2012 - 11:53 AM.
#148
Posted 10 July 2012 - 12:27 PM
Glythe, on 10 July 2012 - 11:51 AM, said:
So bring 3 lancemates in Catapults?
![:D](https://static.mwomercs.com/forums/public/style_emoticons/default/tongue.png)
Glythe, on 10 July 2012 - 11:51 AM, said:
Because it is not enhancing your scouting abilities, but rather grants you the ability to request third party assistance using the Battlegrid. And only the Commander has the ability to do anything on the Battlegrid other than viewing it.
#149
Posted 10 July 2012 - 12:35 PM
#150
Posted 10 July 2012 - 01:13 PM
Fahr, on 10 July 2012 - 09:57 AM, said:
I would assume that this helps the spotted indirect fire your allies are using, rather than your own missles
I cannot find confirmation on this one way or another. Either way, I'll probably be taking the scout tree since my preferred mode of operation is either scout or fire support. And indirect fire support is the best kind of fire support. (i.e. firing over ridges, buildings, other terrain and 'mechs)
Der Zivilist, on 09 July 2012 - 11:22 PM, said:
As far as we've been told, every pilot skill unlocks a module that needs to be installed on a 'Mech to grant a benefit (I can't find the exact quote, though the Devblogs on Role Warfare for example strongly imply this as well). The entire pilot skill tree exists only to unlock modules.
Of course, there are also the 'Mech- and variant-specific Efficiencies, which you unlock by gaining XP on that variant. These things have been stated to represent little 'hacks' and personalizations your pilot invents to increase his performance while piloting that variant of that 'Mech. Things like torso turn speed, jump jet regeneration speed and so on will be affected by Efficiencies. Will weapons be affected? I have no idea.
Individual weapons/weapon types do not appear to be affected by the 'mech xp, however there is "max heat", "heat loss", and "weapon cooldown times".
Glythe, on 10 July 2012 - 11:51 AM, said:
Why is the UAV/Satellite sweep in the commander tree? They are both recon abilities. If it was an improved spotting ability wouldn't it be called something like improved target designation? The pilot skills were described as a hack that makes things work better for your pilot. IDF Accuracy to me suggests that this hack makes your missiles more accurate.
Really, people shouldn't be just blindly joining groups. They should be looking for people to join that could benefit from their skill set/play style. Unfortunately, I have no idea how the matchmaking thing will work, or if there will be something like a mass lobby for each "allegiance". Ideally there should be a mass lobby, or a group finder type deal where people can put up a "LFG" type thing with slots for roles. Of course without such a thing, hilarity may ensue as random people get lumped together and they find out they're a group of all scout mechs when they end up in game.
Edit: their -> they're*
Edited by Bobfrombobtown, 10 July 2012 - 01:14 PM.
#151
Posted 10 July 2012 - 02:08 PM
In this game though, after hearing about sustained fire rules for lasers, I'm really going to need to actually try them to judge. Presumably, lasers will "near-instantaneously" make contact with a mech and the skill will be in holding the laser on the target while it moves. Conversely, the PPC I assume will work more like a normal gun, and have at least some flight time, no matter how small, to account for when aiming at a moving mech. I may use lasers if my aim ends up sucking when using a PPC.
Edited by Necronous, 10 July 2012 - 02:09 PM.
#152
Posted 10 July 2012 - 04:52 PM
Noahbash, on 10 July 2012 - 10:04 AM, said:
With the PPC, you get a short window to be on target, leaving more likelihood of completely wasting your shot.
I think that averages out with the fact that the PPC dumps all it's damage in the same spot. But yes I also think I will prefer the Large Laser, because I plan on doing a lot of evasive maneuvering, and Large Lasers will be a lot easier to aim, and to make snap shots with.
Nik Van Rhijn, on 10 July 2012 - 12:35 PM, said:
The ERPPC is probably a good enough choice for a smaller mech, but with the high heat cost it will possibly limit mobility, since moving also generates heat. There's nothign worse than stepping out to fiire from cover and then shutting down, or being too hot to run away without shutting down. If that's so, the Large Laser may well become the preferred "big gun" for smaller mechs, since it also lacks a minimum range and is light enough to allow extra heat sinks to actually use it to the limit.
#153
Posted 10 July 2012 - 09:26 PM
Bloodweaver, on 09 July 2012 - 08:46 AM, said:
Very good points! I especially hadn't considered a faster mech's ability to dictate engagement range: A fast mech with a PPC can always retreat to open up the range again to avoid the 90m short-range cutoff.
Glythe, on 09 July 2012 - 03:00 PM, said:
(...)
Mediums that can move quickly could really cause a lot of havoc with a single PPC. But fast mechs who can dictate the range of a fight might be well suited to using dual PPC (or perhaps a single ER PPC) to engage heavier mechs with guerrilla style tactics.
More good points in favour of PPCs for smaller/faster mechs.
Xandre Blackheart, on 09 July 2012 - 03:19 PM, said:
It sounds better to me than trying to tag a fast moving small target at distance with a PPC where a miss is as good as a mile.
It sounds like that is going to be an observable dynamic - large mechs using Large Lasers because of stacking efficiency and aiming bonuses, and smaller fast mechs preferring PPC's because of the compact damage dealing ability and less concern about aiming.
I think it depends on how much your own mech sways around from running. If things are nice and stable while you move then it might be easier to snap off that PPC shot while running at 100+ kph, otherwise you might have to hose a bit with a laser in order to not miss completely.
Nik Van Rhijn, on 10 July 2012 - 12:35 PM, said:
Also a good point in favour of PPCs for lighter mechs. If I have to stand around waiting for the LL to finish its cycle then I have to stay out of cover that second or two longer... this can mean the difference between safety and a face full of LRMs!
Xandre Blackheart, on 10 July 2012 - 04:52 PM, said:
The ERPPC is probably a good enough choice for a smaller mech, but with the high heat cost it will possibly limit mobility, since moving also generates heat. There's nothign worse than stepping out to fire from cover and then shutting down, or being too hot to run away without shutting down. If that's so, the Large Laser may well become the preferred "big gun" for smaller mechs, since it also lacks a minimum range and is light enough to allow extra heat sinks to actually use it to the limit.
I think the heat dynamic will be a big player here. Since lighter mechs will probably favour a hit-and-run approach, you can have a relatively 'hot' weapon on your mech. Basically, fire once or twice, build up lots of heat, but then break off and run away to cool down. A brawler or assault isn't going to have the luxury of breaking off because they will be too slow. That means heat management will be critical for the heavier, slower mechs. Speedy designs can always run away.
Of course then you have other speedy mechs chasing you down... I anticipate the anti-scout role will be highly entertaining...
![:D](https://static.mwomercs.com/forums/public/style_emoticons/default/smile.png)
#154
Posted 10 July 2012 - 09:37 PM
#155
Posted 10 July 2012 - 09:50 PM
i cannot tell you the number of table top games that6 i have won because i was a total dick about keeping range and plucking away with that single PPC.
#156
Posted 10 July 2012 - 11:22 PM
DEHK, on 10 July 2012 - 09:50 PM, said:
i cannot tell you the number of table top games that6 i have won because i was a total dick about keeping range and plucking away with that single PPC.
Yep. PPC wins at range, IF you can dictate range.
If you can't you are in trouble.
I guess a lot of it will depend on how the developers treat longer ranged weapons in game....
#157
Posted 11 July 2012 - 01:01 AM
AlphaKale, on 10 July 2012 - 09:26 PM, said:
Of course then you have other speedy mechs chasing you down... I anticipate the anti-scout role will be highly entertaining...
Really it's going to come down to information and your loadout. Good teams will Say for example your team figures out theres a stock Awesome terrorizing one side of the map. Unless he has some heavy of backup it is only a matter of time until you send 2 fast mechs inside his minimum range. At that point you don't even need to be fast as all he has is a small laser.
A PPC could be amazing on a scout for harassing a heavier enemy but there's a few problems with this strategy. One PPC isn't going to kill anything quickly (watch the Hunchback repeatedly shoot a catapult with the AC/20 and you get the idea); you won't be able to support much more than one ER PPC on a scout due to heat and weight restrictions. And if you do run hot hoping you have time to cool down while you run away then an enemy scout built for close range combat will eat you.
You also have to consider that smarter Assaults might build for a hot pair group. You can build an 80 damage close mech to pair up with a 60 damage range mech. Any scout trying to take a few PPC pot shots is likely to pay dearly (even from partial hits).
#158
Posted 12 July 2012 - 12:18 PM
Glythe, on 11 July 2012 - 01:01 AM, said:
Your points on team dynamics are quite good. A heavy or assault can alpha strike to take down a light or medium on the other team, then step back to cool down while a teammate with a more sustainable loadout covers for them. I think mixtures of "roles within the Roles" will be important for a team's success. For example within the scout class, there is scout and anti-scouts designed to chase down enemy scouts. Within the Brawler category you can have my previous example of short, high-damage output machines or slower damaging but more staying-power loadouts. Then there's the ballistic vs energy loadout variation. Ballistics will give you more immediate hitting power, but energy loadouts will give much more endurance. Of course that endurance assumes your mech is still standing, so your energy design is going to have to be cleverly piloted and/or have heavy armor or speed.
#159
Posted 12 July 2012 - 12:25 PM
#160
Posted 13 July 2012 - 08:31 PM
Maximillian Steel, on 12 July 2012 - 12:25 PM, said:
Depends on the video game. Or depends on the rules you use.
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