In early MWO days, they trialed PPC having ramping damage under min range, like what heavy PPC has in latest PTS.
TT rules had reduced accuracy at minimum ranges, rather than a damage cut-off. Lore described this as an inhibitor of some kind, thus hard cut-off in MWO, i believe.
What I suggest is using the arcing mechanic applied to cERPPC and HPPC to spread proportionally more damage as the range of engagement decreases.
At minimum range, damage spread to each arc location and the impact location is effectively the same, ramping to pinpoint (or nearest value for cER and HPPC) at minimum range.
Thoughts? too OP, crap idea, if so, why?
Ppc Min Range, Use "arcing Damage" Mechanic
Started by Gryphorim, Jul 01 2017 03:41 AM
3 replies to this topic
#1
Posted 01 July 2017 - 03:41 AM
#2
Posted 01 July 2017 - 04:03 AM
Just to clearify. You suggest that PPC turn into LBX when the enemy is in min range?
In that case...no. I would prefere to have decreased damage over spreading your damage all over the target. The reason for that is that PPCs are pointdamage weapons or should be, yes looking at you cER-PPC, and don't turn into crit seaking weapons.
In that case...no. I would prefere to have decreased damage over spreading your damage all over the target. The reason for that is that PPCs are pointdamage weapons or should be, yes looking at you cER-PPC, and don't turn into crit seaking weapons.
#3
Posted 01 July 2017 - 04:05 AM
How would decreased damage to a single location be preferable to that same reduction in damage to the hit location, but remainder still applied through arcing damage?
#4
Posted 01 July 2017 - 04:28 AM
One part is that from my experiance with the cER-PPC you can use the splash damage very well to seek crits and hit open CTs from the side, as the damage is transfered from the side to the center.
I often use that mechanic to my advantage on a weapon that shouldn't do that. We have special weapons for that like the LBX and SRM, soon MRMs too.
So you would take away a reason to use one of the other weapons to give it to one that shouldn't be used in that way.
The other part is that originaly minimal range meant that you would miss more likely. Meaning that you either do damage or not. Contrary to your suggestion to spread the damage all over the place.
Since we can't have hitchance modifiers in the game the best similar way is to reduce the damage the closer a target gets.
Its kinda like a statistic, from 3 shots fired at this distance 1 hits, so the averge damage is 1/3.
Also the mechanic is allready used with the falloff of damage at range. So it would be logical to translate the same mechanics in the same way.
min = reduced hitchance = reduced damage
long range = reduced hitchance = reduced damage
I often use that mechanic to my advantage on a weapon that shouldn't do that. We have special weapons for that like the LBX and SRM, soon MRMs too.
So you would take away a reason to use one of the other weapons to give it to one that shouldn't be used in that way.
The other part is that originaly minimal range meant that you would miss more likely. Meaning that you either do damage or not. Contrary to your suggestion to spread the damage all over the place.
Since we can't have hitchance modifiers in the game the best similar way is to reduce the damage the closer a target gets.
Its kinda like a statistic, from 3 shots fired at this distance 1 hits, so the averge damage is 1/3.
Also the mechanic is allready used with the falloff of damage at range. So it would be logical to translate the same mechanics in the same way.
min = reduced hitchance = reduced damage
long range = reduced hitchance = reduced damage
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