Khobai, on 25 December 2015 - 08:09 AM, said:
um it used to be a good pinpoint damage weapon and thats the WHOLE REASON it had to be NERFED.
the game needs to move AWAY from pinpoint damage, because it completely breaks the whole armor system.
thats why making ppcs do splash damage is the best solution, because it allows for PPCs to have higher velocity and lower heat, without repeating the failings of the past.
The less pinpoint damage the better off the game will be. That goes for all weapons including lasers. They really need to crackdown on laser vomit by putting all lasers in the same ghost heat group.
..............
I agree in theory that the whole game should move away from pinpoint damage. However, that requires an entire game re-balance moving away from near instant convergance, pinpoint IS ACs, pinpoint Gauss, and default "alpha" as the best firing solution. I doubt it could be done without breaking the game mechanics so that it would no longer be a fast paced fun game. I also don't think that lasers need to be nerfed with ghost heat to move in the direction of less pinpoint for them.
To move lasers alone away from pinpoint damage, just lengthen their firing duration. Add 25% to every laser firing duration, and remove the same actual time from their cycle time, and you get rid of a LOT of their pinpoint damage.
Putting splash on all the PPCs, and spreading the damage out more does allow for higher velocities and lower heat. But they become worthless for sniping and the velocity becomes meaningless. Unless you get into insane velocities (1800mps+), people will complain that they are hard to hit with at 1000+m (they still require lead). They will also complain that when they do hit they spread damage so much as to not be worth much. Yet when someone closes with them, the high recycle times makes the low heat meaningless and them worthless in brawling.
Look at this comparison:
Current stats for:
IS-PPC: 10 dmg, 10 heat, 4 cooldown, 90-540 range, 7 tons, 1100 speed, max range 1080
Current stats from IS AC10
10 dmg, 3 heat, 2.5 cooldown, 450 range, 12 tons, 950 speed, max range 900
The AC to has only 90 m less ideal range and 180 m less max range than the PPC. Flight times compare as:
AC10: time to peak ideal range: 0.47 s, time to max range: 0.947 s
PPC: time to peak ideal range: 0.49 s , time to max range: 0.982 s
Yet no one considers the AC10 a sniper weapon. Its firmly a brawling weapon. So why would the PPC not be considered a brawling weapon? Other than being completely outclassed in heat generated and cycle time?
Comparison time to target at 450 m:
AC10: 0.47 s
PPC: 0.41 s
ER PPC: 0.375 s
Gauss: 0.225
suggested changes from Gunner Kisiel PPC: 0.375 s
suggested changes from Gunner Kisiel ER PPC: 0.32 s
The Gauss is 100 ms faster to target (than the suggested changed versions) at 450 m and does 15 pinpoint damage. That's what makes it a good sniper weapon in this game. Splitting the difference in velocity between the AC10 and the Gauss does not turn the PPCs into sniper weapons, it just lets them use their longer range more effectively.
Bishop Steiner, on 25 December 2015 - 10:12 AM, said:
PGI will not change weapon weights or crits as it breaks stock builds and loadouts.
How does lowering the weight break a stock build?
Worst case, it leaves weight available in that build for added armor, heat sinks or equipment.
Edited by Quaamik, 25 December 2015 - 10:23 AM.