#61
Posted 24 February 2016 - 02:41 PM
#62
Posted 24 February 2016 - 04:22 PM
Widowmaker1981, on 24 February 2016 - 02:01 PM, said:
Well, if you wanted to get technical, a particle projection cannon does damage by kinetic energy transfer, just like a Gauss rifle, except the projectile is MASSIVELY lighter (being a stream of charged particles instead of a big hunk of metal) meaning that in order to actually do any damage whatsoever its velocity would need to be a significant fraction of light speed.
But that would be hitscan, and OP as hell. (i never played previous MW games multiplayer.. how the hell were hitscan lasers with no burntime not the only weapons ever used??)
Wouldn't be OP if it had a duration and/or spool-up time. Like, an extremely short < 0.25 second duration and a spool-up of something like 0.5 seconds.
Now I don't know that that would be a good compromise, but I do know it would be mechanically fun to play with.
#63
Posted 24 February 2016 - 09:36 PM
The low velocity is just the final nail in the coffin of the ERPPC when it comes to extreme range combat. In the engagement ranges of the regular PPC I did not find it extraordinarily hard to hit targets with the standard velocity, although I needed to get used to it.
Today I made a run with the MAD-3R and ERPPCs. It was ok, I guess, as I had mostly solid games. But the massive need for DHS in order to support sustained fire (i.e. more than two or three shots) severly limits the ability to mount meaningful secondary armament. And that is on the MAD-3R with -10% heat gen on the PPCs.
Edit: forget my suggestions. I need to think about it. Anyway, the PPCs must be cooler.
Edited by FLG 01, 24 February 2016 - 09:42 PM.
#64
Posted 24 February 2016 - 09:41 PM
#65
Posted 24 February 2016 - 09:42 PM
Benjamin357, on 24 February 2016 - 09:41 PM, said:
Slower cool-down with more honestly ought to be a thing universal to energy weapons (or energy-intensive weapons, which includes the Gauss).
#66
Posted 24 February 2016 - 10:05 PM
+5% cooldown(Per Ton) x Number of Energy Fired(After the First)
so a Nova would get 25% Longer Cooldown on its ER-ML if firing 6 at a Time,
a WHK would get 30% Longer Cooldown on its ER-PPCs when Firing 2 At a Time,
would this Replace Ghost Heat?
lets see 6ER-ML + 2LPL = 85% Longer Cooldown on all Energy, Penalty for Alphas?
#67
Posted 24 February 2016 - 10:19 PM
Andi Nagasia, on 24 February 2016 - 10:05 PM, said:
+5% cooldown(Per Ton) x Number of Energy Fired(After the First)
so a Nova would get 25% Longer Cooldown on its ER-ML if firing 6 at a Time,
a WHK would get 30% Longer Cooldown on its ER-PPCs when Firing 2 At a Time,
would this Replace Ghost Heat?
lets see 6ER-ML + 2LPL = 85% Longer Cooldown on all Energy, Penalty for Alphas?
Just like with ghost heat, limiting cool-down by number of weapons fired is terrible. Instead, it should be a function of damage points dealt.
#69
Posted 24 February 2016 - 10:46 PM
#72
Posted 26 February 2016 - 12:05 PM
They don't necessarily need to match up with gauss rifles, and they don't need to be OP again just because they were in MW4, but I'd at least like ppcs to be usable on the mechs that are quirked to run them.
#73
Posted 26 February 2016 - 12:09 PM
RedScrambles, on 26 February 2016 - 12:05 PM, said:
They don't necessarily need to match up with gauss rifles, and they don't need to be OP again just because they were in MW4, but I'd at least like ppcs to be usable on the mechs that are quirked to run them.
I wonder if the slow travel time is causing that? I know when you lead with ACs you don't get convergence but on a medium that shouldn't be as pronounced as a problem than, say, a broard shouldered Jagermech mech.
#74
Posted 26 February 2016 - 12:14 PM
Quicksilver Kalasa, on 24 February 2016 - 09:05 AM, said:
The biggest problem with the PPC is the LPL, for both clan and IS.
All the other problems the PPC has are irrelevant as long as the LPL is that significantly better than the PPC.
#75
Posted 02 March 2016 - 02:46 PM
Hit reg on the PPC is awful its worse than the SRM's have ever been.
#76
Posted 02 March 2016 - 03:38 PM
mad kat, on 02 March 2016 - 02:46 PM, said:
Hit reg on the PPC is awful its worse than the SRM's have ever been.
I think hit reg issues are a myth and until i see some videos proving otherwise i will continue in that belief. Usually hit rig "issues" are:
1. Lag - Either you or the server is lagging, probably both.
2. Missed shots - PPCs are projectiles not beam weapons, they can go between legs or between arm and torso and miss.
3. You hit an invisible magic wall - These are all over the place, anytime you are shooting at someone partially hidden behind a structure and your shot does not hit, it is probably because you hit the magic wall he was hiding behind instead.
4. Projectile is too big - this also can be rolled into #3 but many times your shot will just slightly clip the edge of a hill/rock/structure and terminate itself.
#77
Posted 02 March 2016 - 03:46 PM
#78
Posted 02 March 2016 - 03:58 PM
#79
Posted 02 March 2016 - 04:15 PM
1. hitreg (a miss shot hurts badly because of point 3)
2. velocity speed (only usable with like 30-50% velocity quirks that only IS-mechs have)
3. too hot.
4. minimum range for standard ppc's (makes lore wise no sense)
5. splash dmg for clan er-ppc's that no one needed or wanted
In MW4 Mercenaries ppc's were feared but here? Just a LOL-weapon. And I miss the negatives for the guys who gets hit from ppc's (hud-issues for example).
Edited by Steve Pryde, 02 March 2016 - 04:17 PM.
#80
Posted 02 March 2016 - 04:17 PM
mad kat, on 02 March 2016 - 02:46 PM, said:
Hit reg on the PPC is awful its worse than the SRM's have ever been.
I didn't know LPL has an effective range of 800m and also does full dmg to a single section.
Dual PPC on group fire is equivalent of doing AC20 dmg at 800-900m. Similar weight. Trading distance advantage and ammo restriction for 3 times the heat.
If you want to use PPCs, and I admit only mechs with a good quirk should run more than one, you can't use it like a regular energy weapon. It's basically a massive sniper cannon that can be used at medium distance brawl in a pinch. Plan your load out around that concept and you'll do fine.
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