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What If They Really Have The Snppc No Minimum Range?
#1
Posted 11 March 2017 - 10:17 PM
#2
Posted 11 March 2017 - 10:28 PM
![Posted Image](http://i.imgur.com/1dIpbuSs.png)
#3
Posted 11 March 2017 - 10:30 PM
#4
Posted 11 March 2017 - 10:43 PM
#5
Posted 11 March 2017 - 10:43 PM
Edited by El Bandito, 11 March 2017 - 10:44 PM.
#7
Posted 12 March 2017 - 04:26 AM
I still think that the tech jump might go a ways toward evening out some of the IS/Clan balance issues. I've thought that for a long time now. It'll be ultra ACs and ER lasers for everyone, SNPPCs for midrange IS energy brawlers, MRMs to offset Clan missiles, and both HAGs and rACs to be the new dakka everyone Must Carry.
A Kodiak 3 with four HAG40s. Could that even happen? There has to be *some* kind of drawback to that loadout. The best way to deal with a dakkabear is to pound it with LRMs from behind cover, in my opinion.
As for me, I want to try putting dual rAC5s or dual uAC10s on a Rifleman 3N.
#8
Posted 12 March 2017 - 04:29 AM
#9
Posted 12 March 2017 - 04:45 AM
#10
Posted 12 March 2017 - 04:53 AM
Appogee, on 12 March 2017 - 04:45 AM, said:
Well, if the Skill Tree gets improved *enough* and the 'mechs & tech they release (not announce) appeal to me, then I can probably be convinced to trust PGI for the rest of the year.
#11
Posted 12 March 2017 - 06:03 AM
Personally I'm hoping for Light PPC's. Same range at the PPC, same min range, half the damage and 3 tons. I have a few 'mechs jonesing for those. In TT they obsolete AC5's hard, but in MWO AC's have better fire rates, so...fingers crossed...
#13
Posted 12 March 2017 - 06:15 AM
Appogee, on 12 March 2017 - 04:45 AM, said:
Am I completely satisfied with the skill tree? No
Would I have prefered more of a "role" for each class? Yes
Can I nevertheless live with it? Yes
I am sorry that I can put the skill tree issue -at least for myself - ad acta for the time being.
And sure I am interested in new stuff and how it possibly affects gameplay. You know PGI can screw that up as well!
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#14
Posted 12 March 2017 - 06:15 AM
Chados, on 12 March 2017 - 04:26 AM, said:
Nope, it cannot happen. HAG40s are 10 slots, 16 tons each.. there are not 20 slots in a ST, and 64 tons of guns before ammo is completely unreasonable even if there was a mech with 1/1/1/1 B slots that could mount it (Dire cant due to locked DHS in STs).
#15
Posted 12 March 2017 - 06:39 AM
Still, 10 points of ammo independent PPFLD at brawling range for 10 heat, 6 tons, and 2 crits isn't too bad. Only problem I see is that it will be a flash in the pan, popular when new, then it will disappear except for a few brawler/skirmisher builds (Atlas and Locust come to mind). The mid to long range hide-n-poke meta will not likely be disrupted.
#16
Posted 12 March 2017 - 06:45 AM
Escef, on 12 March 2017 - 06:39 AM, said:
Still, 10 points of ammo independent PPFLD at brawling range for 10 heat, 6 tons, and 2 crits isn't too bad. Only problem I see is that it will be a flash in the pan, popular when new, then it will disappear except for a few brawler/skirmisher builds (Atlas and Locust come to mind). The mid to long range hide-n-poke meta will not likely be disrupted.
Yeah, though some mechs would definitely benefit from the swap (Panthers could really use 2 extra tons and slots on the twin PPC build, and losing min range would also be a blessing, for example). Another thing is that ghost heat limits are unknown. Giving it a GH limit of 3 for example would definitely mean it saw use.
Personally im more interested in the plasma rifle than anything else .. it needs ammo and is just as hot, but ramping up opponent heat is a very interesting feature for a weapon with some real range, would open some interesting builds and team strategies imo.
Edited by Widowmaker1981, 12 March 2017 - 06:49 AM.
#17
Posted 12 March 2017 - 07:01 AM
Widowmaker1981, on 12 March 2017 - 06:45 AM, said:
Yeah, though some mechs would definitely benefit from the swap (Panthers could really use 2 extra tons and slots on the twin PPC build, and losing min range would also be a blessing, for example). Another thing is that ghost heat limits are unknown. Giving it a GH limit of 3 for example would definitely mean it saw use.
Personally im more interested in the plasma rifle than anything else .. it needs ammo and is just as hot, but ramping up opponent heat is a very interesting feature for a weapon with some real range, would open some interesting builds and team strategies imo.
Plasma Rifle will just be the last nail in the coffin of brawling. Why? Peek-a-boo warriors can afford of being hit. They can just hide again and cool down. A brawler will be a sitting duck and has to pull out while taking shots.
#18
Posted 12 March 2017 - 07:56 AM
Chados, on 12 March 2017 - 04:26 AM, said:
I still think that the tech jump might go a ways toward evening out some of the IS/Clan balance issues. I've thought that for a long time now. It'll be ultra ACs and ER lasers for everyone, SNPPCs for midrange IS energy brawlers, MRMs to offset Clan missiles, and both HAGs and rACs to be the new dakka everyone Must Carry.
PGI could have salved the clan balance issues by giving the clan and IS weapons the same damage values and reducing clan weapon ranges. Also giving the C ER PPC, and LRM, a min range. But hay Clan fan boys demand that their stuff is better because "lore".
I honestly do not know much about the Snub PPC. I dont like playing with any tech past T2. Clan stuff is only intersting when it's clan v clan on the table top for me.
If PGI needs to add weapons to balance the game between Clan and IS then it will not fix any thing. THe problem exist with the core weapons.
#19
Posted 12 March 2017 - 09:21 AM
Agent1190, on 12 March 2017 - 06:14 AM, said:
Where/when was this revealed? The only thing I've seen so far is Heavy Machine Guns.
https://mwomercs.com...93#entry5645693
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