4.5 Second Cool Down On C-Erppcs Kinda Blows
#1
Posted 16 July 2017 - 09:15 AM
Note; this isn't a PLEASE FIX OR STOP DEGRADING CLAN-TECH TO THE POINT OF IT BEING STUPID USELESS IN THE FIELD SO WE HAVE NO CHOICE BUT TO BOAT ALL TEH LAzORS thread.
There's no point in it, it's not good for me, it's not good for you. So before you get on your high-horse and barge in here, bear that in mind. Just an observation.
Maybe something to do with fire discipline idk, but it is definitely noticeable.
#2
Posted 16 July 2017 - 09:16 AM
Because sure,you can't alpha strike all the time,long run,hopefully,youll run cooler.
#3
Posted 16 July 2017 - 09:22 AM
Dr Hobo, on 16 July 2017 - 09:16 AM, said:
Because sure,you can't alpha strike all the time,long run,hopefully,youll run cooler.
Was gonna say to the OP, that'd help you run colder and perhaps incline you to long range tactics.
We have a snub nose for those who want to shoot up close, with a much faster firing rate.
Edit: Accidentally quoted twice.
Of course, on Clan tech that does kinda suck. I mean it's hot as heck, but the Clans don't really have an alternative beyond say the LPL or Heavy laser.
(Can I have 4.5 cooldown on my IS ER PPCs? For regular Clan ones uh... I'm kind of on the fence, I'd want a little more utility out of them, but running cool by waiting longer is pretty useful...)
Edited by Koniving, 16 July 2017 - 09:23 AM.
#4
Posted 16 July 2017 - 09:25 AM
Clan ERPPC deals 10 damage + 5 splash damage. It weighs 6 tons and takes 2 slots.
IS ERPPC deals 10 damage and no splash damage. It weighs 7 tons and takes 3 slots.
Are you mad that the clan ERPPC fires only 91% as quickly?
#5
Posted 16 July 2017 - 09:34 AM
Edited by Tarl Cabot, 16 July 2017 - 09:35 AM.
#6
Posted 16 July 2017 - 09:35 AM
#7
Posted 16 July 2017 - 10:15 AM
#8
Posted 16 July 2017 - 10:34 AM
#9
Posted 16 July 2017 - 10:37 AM
#10
Posted 16 July 2017 - 10:38 AM
Mister Blastman, on 16 July 2017 - 10:37 AM, said:
I'm a big fan of removing the gauss charge up, and giving it a massive cooldown. Make it a proper sniping weapon. But not many agree with me on that.
#11
Posted 16 July 2017 - 10:40 AM
RestosIII, on 16 July 2017 - 10:38 AM, said:
Well, PGI actually did try a super long cooldown in the past. The weapon's pickrate plummeted so hard that they reverted it after only a month or so.
#13
Posted 16 July 2017 - 11:15 AM
RestosIII, on 16 July 2017 - 10:38 AM, said:
I'm a big fan of removing the gauss charge up, and giving it a massive cooldown. Make it a proper sniping weapon. But not many agree with me on that.
I hate the charge up because its just bad doctrine.. its akin to waiting until you've been shot to load your weapon and fire back.. the only way i'd be more okay with gauss charge up is if they removed explosion chances seeing as the whole risk of explosion would be from an uncontrolled electrical discharge from a fully charged capacitor bank.. Seeing as full charge is only held for like a second or so would be logicial just to remove the explosion..
Either charge on reload and keep explosion.. or keep current charge mechanics and remove explosions.. one or the other is the trade off..
#14
Posted 16 July 2017 - 11:32 AM
What it does do is hit poke builds when they are firing more than one shot. They have to hang out a little longer to unload a second or third volley before they withdraw back into cover. Personally I'll take the velocity buff for a cooldown hit. If you'll notice, every PPC-centric mech for the past few years has carried velocity quirks.
Now that PGI has recognized that the PPC was only particularly powerful in combination with Gauss and taken some action on that specifically, they can afford to give it back some of the velocity that was taken away in failed attempts to break the power of the combination.
Personally I'd rather the gauss had a long cooldown with no charge, because my favourite Gauss build was a fast mover that used an arm-mounted gauss for snap shots. Using just one gauss with the chargup mechanic is a hassle, particularly if you're not a parked sniper.
#15
Posted 16 July 2017 - 12:02 PM
Its the same thing as CLPL vs HLL as described by Victor Drake here:
https://mwomercs.com...ost__p__5827537
While it is true that you cannot fire them continuously a shorter cooldown means that you weapon is ready more often when you need it. Since even a Shadow cat can fire it twice in a row this means that if you are at 0 heat, you fire your PPCs once and miss another target of opportunity by 0.5 sec i.e. just wasted an entire shot just beause of that 0.5 sec cooldown increase.
In summary short cooldown allows you to burst out more damage in a controlled way and then to retreat to dissipate heat. Even if you could not keep up with the heat generated a PPC with shorter cooldown is always preferable.
Edited by Antares102, 16 July 2017 - 12:08 PM.
#16
Posted 16 July 2017 - 12:24 PM
#17
Posted 16 July 2017 - 12:50 PM
#18
Posted 16 July 2017 - 01:06 PM
Edited by LordNothing, 16 July 2017 - 01:07 PM.
#19
Posted 17 July 2017 - 03:35 AM
10 shots is about the limit before shutdown anyway.
#20
Posted 17 July 2017 - 06:26 AM
Prosperity Park, on 16 July 2017 - 09:25 AM, said:
Clan ERPPC deals 10 damage + 5 splash damage. It weighs 6 tons and takes 2 slots.
IS ERPPC deals 10 damage and no splash damage. It weighs 7 tons and takes 3 slots.
Are you mad that the clan ERPPC fires only 91% as quickly?
may be, but surely that IS is doing more dps on relevant sections at less hps, so when you get your shots done properly Is ones are better. if you have aim issues that splash may do help.
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