So aside from better hit detection, what REALISTIC ideas do you have for making them more viable, but keeping in mind the razors edge they sit upon as potentially long range, PP-FLD weapons with no need of ammo?
And how to keep them somewhat distinctive?
Here are a few of my thoughts:
1) The Inner Sphere PPC:
-Raise Speed to 1400 m/s
-Bring back the scaling minimum range with one change: scales to a minimum of 5 damage.
-So: DMG 10, Heat 10, Velocity 1400 m/s, Range 90*-540/1080
*see minimum range scaling
2) The Inners Sphere ER-PPC
-Reduce Heat by 1 pt.
-Increase Projectile Velocity to 1500 m/s
-So: DMG 10, Heat 14, Velocity 1500 m/s, Range 810/1620
3) The Clan ER-PPC
-Reduce Heat by 1 pt
-Remove splash damage, increase base projectile damage to 12.5 or 13 dmg
-Leave velocity the same, or mild boost. Possibly shorter range? Hits harder, weighs less, 1 crit smaller, needs a trade off
-So: DMG 12.5/13, Heat 14, Velocity 1200-1300 m/s, Range 750/1500*
*(or 810/1620 if that is too much a trade off, but without the extra projectile speed, of limited use at extreme ranges anyhow)
these ideas are based off of a discussion I am having with Pariah Devalis, to improve the PPCs without (hopefully) overpowering them, but to give each some distinctive characteristics. Basically, the IS PPC is coolest, the IS ER-PPC the best long range, and the C-ER-PPC hit the hardest. Considering Clan Mythos and fighting style being a little more down and dirty seemed to fit, plus Clans often complain they are at a brawling disadvantage, this gives a PP-FLD alternative to the C-LPL.
***No claims the ideas are "perfect as presented", numbers may need to be tweaked, other ideas explored (hence my asking you, the forums) and for a certainty, Quirks re-assessed. But the less reliant a weapon is on quirks to be viable, the better, IMO.
Thoughts?
Edited by Bishop Steiner, 17 December 2015 - 12:05 PM.