Jump to content

Are Ppcs Decent Now?


96 replies to this topic

#81 LordKnightFandragon

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • 7,239 posts

Posted 02 June 2016 - 08:58 AM

View Postwanderer, on 01 June 2016 - 09:00 PM, said:

So in other words, rebuild the entire system to fit your narrative. If we had an actual heatscale, no mega-energy layout like that would be done other than as a novelty build. Which I wouldn't mind, but call me oldfashioned.

You've still given people a 33% discount in tonnage and heat to get the current results with PPCs that already weigh in at less than IS 10-point ERPPCs.


Where did I give anyone any discount for tonnage and HEAT? The CERPPC already does 50% more dmg, 2 less crits and 1 less ton on it's own. I made heat worse, not better. As for novelty builds, yeah, you might have to actually chain fire and think about what and when you shoot. Even the Warhawk, I read somewhere the pilots had to stagger fire to maintain heat efficiency, I would hardly call what we can do in this game stagger fire. I can dual fire them, then go back to single firing them, wait a little then dual fire again.

I personally would rework the entire system, energy would have the unlimited ammo benefit, be easier overall to use, but hotter then hell and taking alot more skill to use efficiently, while ballistics would have TT lvls of ammo, making them difficult to use, due to ammo issues, but alot cooler. Ballistics would also have worse velocity then energy, making them harder to hit with, AC2: 1150ms, AC5: 1050ms, AC10: 950ms, AC20: 850ms, paired alongside a longer reload time on the larger AC10 and 20, with a 5s and 8-10s respectively. AC2 and 5 I would remain unchanged, they are meant to be dakka.

Oh, I would also reduce ranges to 1x, with insane damage drop off after that, doing 0 at probably 1.5x range. Weapons would return to their original uses. AC20 would be a CQC weapon, PPC would be the ultimate long range energy weapon. ERLL would be even better in range, since i think it does shoot further.

#82 wanderer

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Civil Servant
  • Civil Servant
  • 11,152 posts
  • LocationStomping around in a giant robot, of course.

Posted 02 June 2016 - 10:35 AM

Quote

Where did I give anyone any discount for tonnage and HEAT? The CERPPC already does 50% more dmg, 2 less crits and 1 less ton on it's own.


Currently, to get 30 points of PPFLD with CERPPCs, you need three of them. 45 heat, 18 tons.

If the CERPPC does 15 damage to one location, you only need two CERPPCs. 30 heat, 12 tons. You use a third less heat and tonnage to get the same results.

#83 Variant1

    Member

  • PipPipPipPipPipPipPipPip
  • 1,148 posts

Posted 02 June 2016 - 11:22 AM

Dear op ppcs are fine. However the ppc quirks need to be removed since they have been recently buffed. With the ppc quirks removed it will be much easier to get used to the projectile speed the ppc uses making it easier to transition between each mech.

edit: ignore the scrubs saying its weak, they just want their weapon to be incredibly op

Edited by Variant1, 02 June 2016 - 11:23 AM.


#84 LordKnightFandragon

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • 7,239 posts

Posted 02 June 2016 - 03:17 PM

View Postwanderer, on 02 June 2016 - 10:35 AM, said:

Currently, to get 30 points of PPFLD with CERPPCs, you need three of them. 45 heat, 18 tons.

If the CERPPC does 15 damage to one location, you only need two CERPPCs. 30 heat, 12 tons. You use a third less heat and tonnage to get the same results.


Righto, IC now.

#85 wanderer

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Civil Servant
  • Civil Servant
  • 11,152 posts
  • LocationStomping around in a giant robot, of course.

Posted 02 June 2016 - 03:33 PM

A better comparison would be if CERPPCs had their full 15 damage to target, they'd pretty much outdo twin-Gauss builds, being able to devote the tonnage previously used for ammo + the heavier guns into enough heat sinks to keep the whole thing running.

The Clan version of the Gaussjager would be something like a fully armored Ebon Jaguar with it's high torso mount, twin ERPPCs, and a TC5. And 60% heat efficiency. Zap, muthafooka.

#86 GLaDOSauR

    Member

  • PipPipPipPipPip
  • The Ravenous
  • The Ravenous
  • 142 posts
  • LocationEating your cake while you're not looking.

Posted 02 June 2016 - 03:39 PM

PPC's are good on certain quirked mechs(I love you vindicator 1AA!) but pretty lackluster compared to LPL on pretty much everything else.

#87 Gyrok

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 5,879 posts
  • Twitch: Link
  • LocationPeriphery of the Inner Sphere, moving toward the core worlds with each passing day.

Posted 02 June 2016 - 04:48 PM

View PostMister Blastman, on 31 May 2016 - 11:18 AM, said:

No, they are still bad. My poor HGN 733C is sad.


I wish like hell they would just put -20% UAC jam chance -10% ballistic cooldown and +25% PPC velocity on that mech. Jump quirks would certainly help, but just give that bugger the old UACs + PPCs build back. 30 damage is not scary anymore, and it is not like that mech is breaking the game either.

By the same token, I wish the Victor could have some agility back, too...but, then the points I made about giganerfing agility on that mech 3 years ago would have been right, and all the people talking about it being game breakingly overpowered would be rolling over in the shallow graves dug out behind their hangar full of mech bays...

#88 LordKnightFandragon

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • 7,239 posts

Posted 02 June 2016 - 06:15 PM

View Postwanderer, on 02 June 2016 - 10:35 AM, said:

Currently, to get 30 points of PPFLD with CERPPCs, you need three of them. 45 heat, 18 tons.

If the CERPPC does 15 damage to one location, you only need two CERPPCs. 30 heat, 12 tons. You use a third less heat and tonnage to get the same results.


To bad they cant quirk on damage to certain mechs. It would be awesome if like the Warhammer, Summoner, Marauder, Warhawk, Adder and Mechs that main PPCs got their little damage quirks and were made the "superior PPC mechs".

Warhawk: +3 dmg
Warhammer: +3 dmg
Adder: +2 dmg
Marauder: +3 dmg.

IDK, i dont think we need 15, but 13 would be nice.

Edited by LordKnightFandragon, 02 June 2016 - 06:16 PM.


#89 EvilCow

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 2,243 posts

Posted 02 June 2016 - 10:25 PM

To prevent boating the damage could be made proportional to the number of PPCs fired in the same moment.
1: full 15 -> 15
2: 12 -> 24
3: 10 -> 30
4: 8 -> 32
5: 7 -> 35
6: 6 -> 36

Heat would be always 15. It would be less obnoxious than ghost heat and explained by power drain during the shot and interferences between magnetic fields. You could alpha them but the best use would be used in chain fire.

IS ones could have a more favorable scaling.
1: full 10 -> 10
2: 10 -> 20
3: 9 -> 27
4: 8 -> 32
5: 7 -> 35
6: 6 -> 36

Clans would have their 15 damage, IS would scale a bit better when used in small groups. Quad PPC configs would have their place without being overpowered.

Edited by EvilCow, 02 June 2016 - 10:30 PM.


#90 Ace Selin

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,534 posts
  • LocationAustralia

Posted 03 June 2016 - 12:31 AM

View Postwanderer, on 02 June 2016 - 03:33 PM, said:

A better comparison would be if CERPPCs had their full 15 damage to target, they'd pretty much outdo twin-Gauss builds, being able to devote the tonnage previously used for ammo + the heavier guns into enough heat sinks to keep the whole thing running.

The Clan version of the Gaussjager would be something like a fully armored Ebon Jaguar with it's high torso mount, twin ERPPCs, and a TC5. And 60% heat efficiency. Zap, muthafooka.



View PostLordKnightFandragon, on 02 June 2016 - 06:15 PM, said:



IDK, i dont think we need 15, but 13 would be nice.

No definitely not, not even 13.

#91 Corrado

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 817 posts
  • Locationfinale emilia, italy

Posted 03 June 2016 - 01:09 AM

if damage would be 15, just imagine the tears when a Poptart Gyr (2gauss 2erppc for 60 PPFLD) would be in game oneshooting meds on the fly with a ST hit.

Edited by Corrado, 03 June 2016 - 01:09 AM.


#92 LordKnightFandragon

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • 7,239 posts

Posted 03 June 2016 - 11:03 AM

Yeah, I remember now, the issue with PPCs, they dont ******* kill anything, thye hit and hit and hit and hit and hit and hit and hit and hit....937 ******* damage and no kills. I put like 8 into the CT of an Atlas that had like the entire team shooting it, I put like 8 into the stripped sides of a Warhammer who was orange and stripped across all his torsos, I put 3 into a stripped orange CT Dragon, I put like 6 into a Stormcrow CT, only stripped his armor, I put like 3 or 4 into a Commando, not even a destroyed section. Goddamn.

Thats what I remember about PPCs, they dont kill ****. Fire alot, for no real results. 13 straight damage please. Then hit reg has less to **** up.

And yes, alot of my kills are really finishing blows, I fire and fire and fire and not much, then my buddies blow it up a little and I get a lucky last shot into a cherry red section and it happens to die. I dun ***** get it with these things. Thats why I liked the LPL better.

*EDIT*Then to top it all off, due to 10 dmg, its just as soon as you start to have an effect on the enemy mech, your over heated, and gotta stop firing. Thats probably the biggest issue with the PPCs. The PPC is like the EM1 in Planetside 2. Its just bad enough that your damage falls just short of killing something, then your either dead, or over heated.....

Its why for PPCs, I think the 10/10 or 10/9 they are now is fine, the ERPPC 14 heat was a good start, but still could come lower, to 12 or so, then the CERPPC either give it 12-14 dmg or reduce it's heat further as well. Even on a Warhawk, it falls just short of being able to kill something. Its one thing I notice with the PPCs. I will put the 80 into a mech, but it doesnt quite kill em. Even smaller mechs, I can sometimes strip the armor off, but then they run off as I cool down for the next 10 seconds, or I gotta back up and cover. Give them 13 or 15 damage and they would out be able to kill what they hit before over heating entirely. LPL, you can just keep the fire on them, Dakka, that is why they are effective, they can kill what they are firing at, no need to back up and cool down. Every build but PPCs you can keep on target till its dead. ITs why I think giving it 12-14 damage would make it equal to a Gauss Rifle, not better than a GR. GR has 2000ms and 1 heat, so you can sit and shoot until the guy dies.

Edited by LordKnightFandragon, 03 June 2016 - 11:44 AM.


#93 Quicksilver Aberration

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Nightmare
  • The Nightmare
  • 12,063 posts
  • LocationKansas City, MO

Posted 03 June 2016 - 01:01 PM

View PostCorrado, on 03 June 2016 - 01:09 AM, said:

if damage would be 15, just imagine the tears when a Poptart Gyr (2gauss 2erppc for 60 PPFLD) would be in game oneshooting meds on the fly with a ST hit.

It's too bad that mech would have to sacrifice a lot of armor or some armor and a significant amount of heat efficiency.

Edited by Quicksilver Kalasa, 03 June 2016 - 01:01 PM.


#94 cazidin

    Member

  • PipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 2
  • FP Veteran - Beta 2
  • 4,259 posts

Posted 03 June 2016 - 03:01 PM

View PostEvilCow, on 02 June 2016 - 10:25 PM, said:

To prevent boating the damage could be made proportional to the number of PPCs fired in the same moment.
1: full 15 -> 15
2: 12 -> 24
3: 10 -> 30
4: 8 -> 32
5: 7 -> 35
6: 6 -> 36

Heat would be always 15. It would be less obnoxious than ghost heat and explained by power drain during the shot and interferences between magnetic fields. You could alpha them but the best use would be used in chain fire.

IS ones could have a more favorable scaling.
1: full 10 -> 10
2: 10 -> 20
3: 9 -> 27
4: 8 -> 32
5: 7 -> 35
6: 6 -> 36

Clans would have their 15 damage, IS would scale a bit better when used in small groups. Quad PPC configs would have their place without being overpowered.


I hereby dub your proposal... GHOST DAMAGE!!!

#95 LordKnightFandragon

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • 7,239 posts

Posted 03 June 2016 - 03:47 PM

View Postcazidin, on 03 June 2016 - 03:01 PM, said:


I hereby dub your proposal... GHOST DAMAGE!!!


This is a very paranormal game....

We have:

Ghost Heat
Ghost Armor
Ghost Reload
Ghost Velocity
Ghost Speed
Ghost heat dissipation
Ghost traverse/agility mods
Ghost just about everything.....the only thing were missing is a Ghost Mode, where mechs can project images of themselves as decoys.....but ****, now that ive said it, light mechs might just get that to.

Edited by LordKnightFandragon, 03 June 2016 - 03:49 PM.


#96 Steel Claws

    Member

  • PipPipPipPipPipPipPip
  • The Clan Cat
  • The Clan Cat
  • 665 posts
  • LocationKansas

Posted 03 June 2016 - 05:47 PM

Heat is still about 1.5 points too high on a weapon that takes some skill to aim at range - even with quirks. Damage needs to go back to 15 if hey are going to insist on tis heat scale.

#97 Gorgo7

    Member

  • PipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 1,223 posts
  • LocationOntario, Canada

Posted 03 June 2016 - 06:28 PM

PPC's suck.
Seen alot of them in comp games???
really?
B#llSh#T
Run into them frequently in Pug games?
I don't.
I don't play them either.
I tried earlier this week and they sucked.

FIX PPC's!!!





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users