stealthraccoon, on 10 March 2017 - 05:52 PM, said:
3
Snub Nose Ppc...how Will It Work?
Started by Bishop Steiner, Mar 10 2017 12:29 PM
117 replies to this topic
#101
Posted 10 March 2017 - 06:22 PM
I think you nailed it - and for no reason at all, I have always wanted a Spider with a PPC in it's belly.
#102
Posted 10 March 2017 - 06:33 PM
it will work as clear alternative to IS LPL
#103
Posted 10 March 2017 - 06:49 PM
With the snub-nosed PPC, you can make the Protector into Kerensky's actual Orion!
#107
Posted 10 March 2017 - 08:40 PM
10 heat is too much in MWO. DHS 1.4 makes this so. Fix the Orion's CT for Kerensky's sake.
#109
Posted 11 March 2017 - 12:03 AM
Snub-Nose PPC:
Optimal Range: 360m (no min. range per TRO)
Max. Range: 720m
Damage Function at 360m or above: D(x) = -(1/36)x + 20, which translates to:
Speed: 1800 (1.5x PPC's speed)
Heat: 9.5 (same as PPC)
Cooldown: 4s (same as PPC)
A little improvement over the TRO version which is a bit too short ranged (270m). The spirit of SNPPC as a short ranged weapon is kept. The to hit bonus is simulated with the high velocity which can be increased further through buffs.
This is for IS internal balance only. IS vs Clan balance isn't considered.
Need much more work because Light, Heavy, and PPC Capacitor have to be taken into account, not to mention the IS vs Clan balance.
Optimal Range: 360m (no min. range per TRO)
Max. Range: 720m
Damage Function at 360m or above: D(x) = -(1/36)x + 20, which translates to:
- 8.9 damage at 400m
- 6.1 damage at 500m
Speed: 1800 (1.5x PPC's speed)
Heat: 9.5 (same as PPC)
Cooldown: 4s (same as PPC)
A little improvement over the TRO version which is a bit too short ranged (270m). The spirit of SNPPC as a short ranged weapon is kept. The to hit bonus is simulated with the high velocity which can be increased further through buffs.
This is for IS internal balance only. IS vs Clan balance isn't considered.
Need much more work because Light, Heavy, and PPC Capacitor have to be taken into account, not to mention the IS vs Clan balance.
#110
Posted 11 March 2017 - 12:12 AM
Do weapons have to have a consistent velocity? could it travel very fast for the first second, then slow down as it travels further?
Velocity is our only tool for simulating accuracy buffs for pinpoint weapons, really. That or making the projectile really, really big so it's hard to miss with.
Hmm... New idea- SNPPC fires a small nebula of particles.
Velocity is our only tool for simulating accuracy buffs for pinpoint weapons, really. That or making the projectile really, really big so it's hard to miss with.
Hmm... New idea- SNPPC fires a small nebula of particles.
#111
Posted 11 March 2017 - 12:15 AM
TheMadTypist, on 11 March 2017 - 12:12 AM, said:
Do weapons have to have a consistent velocity? could it travel very fast for the first second, then slow down as it travels further?
Velocity is our only tool for simulating accuracy buffs for pinpoint weapons, really. That or making the projectile really, really big so it's hard to miss with.
Hmm... New idea- SNPPC fires a small nebula of particles.
Velocity is our only tool for simulating accuracy buffs for pinpoint weapons, really. That or making the projectile really, really big so it's hard to miss with.
Hmm... New idea- SNPPC fires a small nebula of particles.
s it doable? Probably...can PGI do it? Is it worth the effort? IDK
#112
Posted 11 March 2017 - 02:26 AM
Devastating firepower within 200m, rapidly tapering off to nothing beyond 250m...
It's basically an ammoless LBX-AC/10. An energy shotgun.
It's basically an ammoless LBX-AC/10. An energy shotgun.
#113
Posted 11 March 2017 - 07:14 AM
TheMadTypist, on 11 March 2017 - 12:12 AM, said:
Do weapons have to have a consistent velocity? could it travel very fast for the first second, then slow down as it travels further?
Velocity is our only tool for simulating accuracy buffs for pinpoint weapons, really. That or making the projectile really, really big so it's hard to miss with.
Hmm... New idea- SNPPC fires a small nebula of particles.
Velocity is our only tool for simulating accuracy buffs for pinpoint weapons, really. That or making the projectile really, really big so it's hard to miss with.
Hmm... New idea- SNPPC fires a small nebula of particles.
No weapons have changing velocity, so not out of the gate.
Adding that functionality would involve engine modifications, and as such is both unlikely and fraught with peril.
So I'm gonna say no, it's not really on the table.
#114
Posted 11 March 2017 - 07:23 AM
Better accuracy, huh? Why not just give it a bigger hitbox?
#116
Posted 11 March 2017 - 07:37 AM
Yah the PPC has a big enough hitbox at it is. The many times the PPC hits a rock/wall when it should have not is anoing allready.
#117
Posted 11 March 2017 - 08:13 AM
Hit the Deck, on 11 March 2017 - 07:32 AM, said:
I don't want the lightning to disappear when it flies near rocks, trees, walls, etc.
...or friendly mechs.
And I want it to hit the component I aim at, not the arm that intersected it's large hitbox, despite the bolt itself having a clear path to the CT.
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