Jump to content

4.5 Second Cool Down On C-Erppcs Kinda Blows


21 replies to this topic

#1 Jackal Noble

    Member

  • PipPipPipPipPipPipPipPipPip
  • 4,863 posts
  • LocationTerra

Posted 16 July 2017 - 09:15 AM

As title states, that extra half second added to the cooldown for C-ERPPCs(with all the cooldown nodes you can shave of a whopping .432 seconds, whoopee) is very very noticeable in the field, and it blows.
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 Dr Hobo

    Member

  • PipPipPipPipPipPipPip
  • Little Helper
  • Little Helper
  • 530 posts
  • LocationA cardboard box drinkin mah hooch.

Posted 16 July 2017 - 09:16 AM

I actually kind of like that.

Because sure,you can't alpha strike all the time,long run,hopefully,youll run cooler.

#3 Koniving

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 23,384 posts

Posted 16 July 2017 - 09:22 AM

View PostDr Hobo, on 16 July 2017 - 09:16 AM, said:

I actually kind of like that.

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 Felicitatem Parco

    Professor of Memetics

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 13,522 posts
  • LocationIs Being Obscured By ECM

Posted 16 July 2017 - 09:25 AM

12v12 game.

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 Tarl Cabot

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Tai-sho
  • Tai-sho
  • 7,791 posts
  • LocationImperial City, Luthien - Draconis Combine

Posted 16 July 2017 - 09:34 AM

The cooldown timers used to be even longer, more in line with MPBT/Solaris VII delays, before Friends/Family complained mechs were not dying fast enough (chuckles), or was the complaint they could not fire fast enough /shrugs. iirc that was in a 4vs4 environment with only a few IS mechs using BT armor/is values. It was later that armor and internal structure values were doubled.

Edited by Tarl Cabot, 16 July 2017 - 09:35 AM.


#6 Monkey Lover

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 7,918 posts
  • LocationWazan

Posted 16 July 2017 - 09:35 AM

I could see it sucking on say a light with only 1 but with two its fine.

#7 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 16 July 2017 - 10:15 AM

If you wanna talk slow cooldowns, try Heavy Lasers...

#8 RestosIII

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 7,322 posts
  • LocationDelios

Posted 16 July 2017 - 10:34 AM

As someone who regularly uses the Adder Prime and a Warhawk, I think I'm fine with the changes. Sure, longer cooldown, but we're also getting a velocity boost. It'll lower our DPS, but give us a little bit more help in making sure that the damage we do is on target.

#9 Mister Blastman

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 8,444 posts
  • LocationIn my Mech (Atlanta, GA)

Posted 16 July 2017 - 10:37 AM

PPCs and Gauss rifles aren't brawling weapons. Thus, they should have a much longer cooldown to prevent them from being overpowered versus brawling weapons.

#10 RestosIII

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 7,322 posts
  • LocationDelios

Posted 16 July 2017 - 10:38 AM

View PostMister Blastman, on 16 July 2017 - 10:37 AM, said:

PPCs and Gauss rifles aren't brawling weapons. Thus, they should have a much longer cooldown to prevent them from being overpowered versus brawling weapons.


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 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 16 July 2017 - 10:40 AM

View PostRestosIII, 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.

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.

#12 RestosIII

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 7,322 posts
  • LocationDelios

Posted 16 July 2017 - 10:57 AM

View PostFupDup, on 16 July 2017 - 10:40 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.


'grumbles about how maybe that was a good thing'

#13 JadePanther

    Member

  • PipPipPipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 967 posts

Posted 16 July 2017 - 11:15 AM

View PostRestosIII, 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 Fleeb the Mad

    Member

  • PipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 441 posts

Posted 16 July 2017 - 11:32 AM

If we're being honest, cooldown doesn't really matter for sustained damage on Clan PPCs. They run too hot to fire continuously.

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 Antares102

    Member

  • PipPipPipPipPipPipPipPip
  • Death Star
  • Death Star
  • 1,409 posts

Posted 16 July 2017 - 12:02 PM

For all those hat say that CERPPC cooldown with 4.5 sec is fine because they are too hot to use continuously anyway.
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 Coolant

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,079 posts
  • Facebook: Link
  • LocationCalifornia

Posted 16 July 2017 - 12:24 PM

I prefer another second or two longer cooldown. Why? Because of cookie cutter ERPPC builds. Think outside the box please

#17 Jay Leon Hart

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Spear
  • The Spear
  • 4,669 posts

Posted 16 July 2017 - 12:50 PM

I agree, it should really be a 6s cooldown.

#18 LordNothing

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 17,233 posts

Posted 16 July 2017 - 01:06 PM

i see any cooldown nerf on any ppc as free heat management. they are meant to run a little hot and are never meant to be heat neutral.

Edited by LordNothing, 16 July 2017 - 01:07 PM.


#19 Fiona Marshe

    Member

  • PipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 756 posts
  • LocationAustralia

Posted 17 July 2017 - 03:35 AM

4.5 sec cooldown? Won't even notice, with the amount I chain fire in a row.

10 shots is about the limit before shutdown anyway.

#20 Lily from animove

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Devoted
  • The Devoted
  • 13,891 posts
  • LocationOn a dropship to Terra

Posted 17 July 2017 - 06:26 AM

View PostProsperity Park, on 16 July 2017 - 09:25 AM, said:

12v12 game.

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.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users