

Ppc Monster
#1
Posted 14 December 2016 - 03:49 PM
#2
Posted 14 December 2016 - 03:53 PM
#3
Posted 14 December 2016 - 03:55 PM
#4
Posted 14 December 2016 - 03:58 PM
Can't really give advice for PPC mechs outside of the Adder and Warhawk, so I won't be helpful there.
#5
Posted 14 December 2016 - 04:00 PM
PPC:
Mass: 7 tons
Slots: 3
Damage: 10
Cooldown: 4 -> 3.5
DPS: 2.5 -> 2.86
Heat: 9.5 -> 9
HPS: 2.375 -> 2.57
Speed: 1200
Minimum range: 90 meters
Optimal range: 540 meters
Max range: 1080 meters
I wanted to give each PPC type a distinct and specific role. For the standard PPC, lowered heat and increased RoF gives a decent DPS buff for a marginal HPS increase, making the PPC's role fit that of a medium range brawler.
ERPPC:
Mass: 7 tons
Slots: 3
Damage: 10
Cooldown: 4
DPS: 2.5
Heat: 13.5 -> 13
HPS: 3.38 -> 3.25
Speed: 1300 -> 1800
Minimum range: n/a
Optimal range: 810 meters
Max range: 1620 meters
For the ERPPC, a significant velocity buff makes for a very accurate, but hot, sniper weapon, capable of easily landing precise strikes even past its optimal range.
Clan ERPPC:
Mass: 6 tons
Slots: 2
Damage: 10 -> 13
Cooldown: 4 -> 6
DPS: 2.5 -> 2.17
Heat: 14 -> 16
HPS: 3.5 -> 2.67
Speed: 1300
Minimum range: n/a
Optimal range: 810 meters
Max range: 1620 meters
With the Clan ERPPC I wanted to see the weapon having evolved to be something different from the IS's version. While the IS ERPPC is an accurate sniper, the Clan ERPPC turn into something more of a hole-puncher, being more powerful, but slower firing, hotter and less accurate at range in comparison.
Edited by Gentleman Reaper, 14 December 2016 - 04:01 PM.
#6
Posted 14 December 2016 - 04:07 PM
#7
Posted 14 December 2016 - 04:08 PM
#8
Posted 14 December 2016 - 04:12 PM
#9
Posted 14 December 2016 - 04:16 PM
They have range, they have a minimum of face time required, they're PPFLD, and they have a considerable amount of damage.
At least for the clans.
#10
Posted 14 December 2016 - 04:18 PM
super high heat and you hit people and its like it does nothing
but for a change they are fun to use
I just mounted 2 on one of my Huntsman
#11
Posted 14 December 2016 - 04:22 PM
Davegt27, on 14 December 2016 - 04:18 PM, said:
super high heat and you hit people and its like it does nothing
but for a change they are fun to use
I just mounted 2 on one of my Huntsman
I'd say whether they're great or mediocre depends on the mech and how many heatsinks you're running.
#12
Posted 14 December 2016 - 04:40 PM
cazidin, on 14 December 2016 - 03:49 PM, said:
Grasshoppers can poptart 3 PPC alphas. Although I don't remember if running that build was a good or bad idea.
Warhammers and marauders can do 4 PPC's in weapon groups of 2 (and chainfire) with good PPC quirks.
Hellbringer, summoner and night gyr work well with 2 ER PPC.
Timberwolf can run PPC's with high energy mounts on the left torso.
But I think other clan heavies run PPC better than the tbr.
#13
Posted 14 December 2016 - 04:54 PM
It's like having a double-range AC/20, which isn't a bad thing to have on an IS medium. Heat isn't prohibitive if you have 10 trudubs and a few external DHS on top.
IS ERPPC I haven't really found a use for. I have one on the CDA-3C because what else can you do with that 'mech. The extra range is too situational (I don't enjoy the snipe-from-1-km play style) and the heat is bad.
#14
Posted 14 December 2016 - 04:55 PM

#15
Posted 14 December 2016 - 05:20 PM
I mix it up, sometimes I run cERPPC's, some times I run LPL.
I have found the clan Orion to really fit my play style.
Enjoi
Edited by Flak Kannon, 14 December 2016 - 05:22 PM.
#16
Posted 14 December 2016 - 05:26 PM
#17
Posted 14 December 2016 - 05:41 PM
cazidin, on 14 December 2016 - 04:55 PM, said:

HBK IIC-A is a good medium choice and so are Huntsman's. (I think I mastered the last three on mine as pop tarts, no loyal summoner… but still very useful) , maybe a ECM shadow cat - but nah really you want MG’s instead post patch.... and you wont have enough ammo room for more than 1 erppc

and if a light then you need an ADDER prime!
#18
Posted 14 December 2016 - 11:28 PM
Lily from animove, on 14 December 2016 - 05:26 PM, said:
A casualty of the poptart era...we had damage that ramped up from 0-90 meters at one point but they took it away:
Gameplay
- SRM2 and SRM4 cooldown times reduced to 2.5s and 3.25s respectively.
- PPC damage under 90m has been reduced to 0.
- Gauss Fire Delay:
- The Gauss Rifle requires a 0.75 second charge before it will fire.
- Once charged, the shooter has 1.25 seconds to fire the round.
- If not fired during the 1.25 second charge, the Gauss Rifle will instantly dissipate the charge and require another charge to fire.
- Both the cooldown bar and the weapon group ready light will turn green when the Gauss is ready to fire.
- The Gauss Rifle requires a 0.75 second charge before it will fire.
- PPC base heat increased to 10 (up from 9).
- ERPPC base heat increased to 15 (up from 13).
- PPC/ERPPC projectile speed slowed to 1500m/s down from 2000m/s.
- Gauss projectile speed increased from 1200m/s up to 2000m/s, internal health increased to 5 (up from 3).
- Reduced the size of the Kintaro's center torso hit boxes by increasing the coverage of the side torso and leg hit boxes.
- Reduce lava damage/second by 30%.
- Advanced Zoom Module's implementation slightly changed giving it increased picture fidelity. Instead of returning to the default FoV before overlaying the PIP, it now zooms in closer and then applies the PIP zoom.
- Small changes to the third person camera position and angle to better show off the lower half of the 'Mech.
- Known issue: The tops of the following 'Mechs partially obscure the player's view of where the crosshairs are aiming. A fix is currently being worked on.
- Cataphract
- JagerMech
- Orion
- Cataphract
- Known issue: The tops of the following 'Mechs partially obscure the player's view of where the crosshairs are aiming. A fix is currently being worked on.
#19
Posted 14 December 2016 - 11:53 PM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users