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Heavy Ppcs Don't Kill.

weapon balance

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#1 Lightfoot

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Posted 20 March 2018 - 02:04 PM

Seriously. I shoot and shoot with PPCs and only rarely get a kill. Fortunately I have 4x Machine Guns also. They kill very fast. So that defies logic for a 10 ton, 15 damage, extreme heat weapon to be outclassed by a half ton no heat weapon for getting the critical hit and thus the Kill credit. Make PPCs better for getting critical hits/kills. I just want some realism added to PPCs please.

Edit: HPPCs work as expected in Testing Grounds so it must be something else. Lag?, although my connection is less than a 10th of a second. Sometimes it feels like they are not working, other matches everything is fine. It's not me, I am doing the same thing when PPCs work or don't work. Just some feedback.

Edited by Lightfoot, 21 March 2018 - 02:23 PM.


#2 Stonefalcon

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Posted 20 March 2018 - 03:25 PM

Are you perhaps firing said ppcs within minimum range?

#3 Tarl Cabot

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Posted 20 March 2018 - 05:32 PM

IS tech, only the isERPPC and Snub-nose PPC have no min range. The others do not damage under 90m, thanks to PGI "translation" of having a higher difficulty of hitting a target in TT where that is determined by the roll of dice to not doing any damage at all in a FPS and items hitting where the cross hairs line up for most weapons.

For the TT, under 90m equated to +1 (3 hexes away), +2 (2 hex) or +3 (1 hex) being added to gunnery skill+ other modifiers to determine a hit/miss. Then if a hit, dice to determine location.

Thanks PGI...



Below is only part of the equation. Total gunnery is range to target + minimum range modifers (as shown below), then attacker movement (walk, run,jump), target movement (number of hexes moved, not number of movement points spent), terrain modifiers, plus heat scale/damage modifiers.

So target mech moved 8 total hexes (+3) to 2 hexes (+2) before the attacker. The attacker had jumped (+3) to its possible. Attacker has +4 gunnery.

4+2+3+3 = 12 (2 x 6-sided dice) Heat scale is at 5 heat (+0) and no sensor/shoulder/upper-lower arm actuator and no terrain modifiers. The attacker would need to roll 12 for a hit, afterwards he would roll for location if he does hit.

In MWO there is no dice, gunnery skill essentially becomes a +0 or even a negative. if the crosshairs is on a mech at 90m it is going to hit, the crosshairs simply determines location, unless PGI added Bloom effect :) and/or reduced damage/feedback.

Quote

In the Minimum Range diagram below, a 'Mech mounts a particle projector canon (PPC), which has a minimum effective range of three hexes. If the 'Mech is firing the PPC at a target unit three hexes away, the modifier would be +1 (3 (minimum range) – 3 (target range) +1 = 1). If the target unit is only two hexes away, the modifier is +2 (3 (minimum range) – 2 (target range) +1 = 2). If the target is one hex away, the modifier is +3 (3 (minimum range) – 1 (target range) +1 = 3); these numbers assume a Gunnery Skill of 4.

If the ’Mech in the above example allows its target to move to within 2 hexes of its position, the player must modify the BattleMech’s to-hit number because the target stands inside its weapon’s minimum effective range. The Base ToHit Number is 4 because the MechWarrior’s Gunnery Skill Level is 4, and the Minimum Range Modifier is +2. This gives the attacking ’Mech a Modified To-Hit Number of 6, the same as if the target were at medium range.

Edited by Tarl Cabot, 20 March 2018 - 05:58 PM.


#4 PraetorGix

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Posted 20 March 2018 - 08:23 PM

You can fix the Heavy PPC bug by doing 2 things:
1. Stay at more than 90 meters from intended target.
2. Aim at intended target when firing. (Pro tip: You can use your mouse for this)

#5 Lightfoot

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Posted 20 March 2018 - 08:31 PM

View PostStonefalcon, on 20 March 2018 - 03:25 PM, said:

Are you perhaps firing said ppcs within minimum range?

LoL. I understand checking the range finder.

This is really just a 'Quality of Life' issue. An attempt to create a more satisfying game. I mean you hit with an LB20X and if the mech has taken enough damage a kill is almost certain. Same with Gauss. Certainly massed Lasers. What's wrong with PPCs doing the same? Maybe it's a lag time error or lag in the computation of the hit.

Anyway, not a big deal. Just pointing out the problem.



View PostPraetorGix, on 20 March 2018 - 08:23 PM, said:

You can fix the Heavy PPC bug by doing 2 things:
1. Stay at more than 90 meters from intended target.
2. Aim at intended target when firing. (Pro tip: You can use your mouse for this)


Sounds like a Solaris 7 challenge. I accept. ;)

Edited by Lightfoot, 21 March 2018 - 08:09 AM.


#6 CaptainNapalm

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Posted 09 April 2018 - 05:20 PM

PPcs in general are sorta "less than" but i still use'em on account of i like the visuals.





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