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Snub Nose Ppc...how Will It Work?


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#101 Barantor

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Posted 10 March 2017 - 06:22 PM

View Poststealthraccoon, on 10 March 2017 - 05:52 PM, said:

I think you nailed it - and for no reason at all, I have always wanted a Spider with a PPC in it's belly.


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#102 Kin3ticX

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Posted 10 March 2017 - 06:33 PM

it will work as clear alternative to IS LPL

#103 Edward Hazen

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Posted 10 March 2017 - 06:49 PM

With the snub-nosed PPC, you can make the Protector into Kerensky's actual Orion!

#104 Bishop Steiner

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Posted 10 March 2017 - 06:49 PM

View PostJENNER llC, on 10 March 2017 - 06:40 PM, said:

its going to be nice to have a close range ppc that you can tuck in mechs CT, even the spider 5d will benefit since ppc was awkward and erppc too hot
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#105 Ted Wayz

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Posted 10 March 2017 - 08:19 PM

View PostBishop Steiner, on 10 March 2017 - 12:29 PM, said:

....and representative of it's "enhanced short range accuracy" as seen in the TT stats.


Why not reduced splash?

#106 Bishop Steiner

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Posted 10 March 2017 - 08:21 PM

View PostTed Wayz, on 10 March 2017 - 08:19 PM, said:

Why not reduced splash?

how reduced? What stats do you have in mind?

#107 Lightfoot

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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.

#108 Andi Nagasia

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Posted 10 March 2017 - 08:45 PM

View PostTed Wayz, on 10 March 2017 - 08:19 PM, said:

Why not reduced splash?

why not have 400m range with x3 Max Range?(1200 Max Range)

#109 Hit the Deck

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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:
  • 8.9 damage at 400m
  • 6.1 damage at 500m
Damage: 10
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 TheMadTypist

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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.

#111 Bishop Steiner

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Posted 11 March 2017 - 12:15 AM

View PostTheMadTypist, 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.

s it doable? Probably...can PGI do it? Is it worth the effort? IDK

#112 Undercover Brother

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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.

#113 Wintersdark

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Posted 11 March 2017 - 07:14 AM

View PostTheMadTypist, 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.


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 Skipmagnet

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Posted 11 March 2017 - 07:23 AM

Better accuracy, huh? Why not just give it a bigger hitbox?

#115 Hit the Deck

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Posted 11 March 2017 - 07:32 AM

View Posteyeballs, on 11 March 2017 - 07:23 AM, said:

Better accuracy, huh? Why not just give it a bigger hitbox?

I don't want the lightning to disappear when it flies near rocks, trees, walls, etc.

#116 Nesutizale

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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 Wintersdark

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Posted 11 March 2017 - 08:13 AM

View PostHit 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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