Quote
The Rework aims to redefine the PPCs roles, for them to better fit niches and at the same time work well with other weapons. Leave the meta behind, the PPCs as I try to redefine them is more than just for pokes. If you're going to argue from the standpoint of poking (except for PPC Capacitor, then you're missing the point.
Quote
Damage: 10
Speed: 2300
Heat: 11.5 (From 13.5)
Range [m]: 810 - 1620
Cooldown [s]: 4.5
GH Limit: 3 (From 2)
There's simply just little instance of where ERPPC is kinda useful. Sure it's good for long range where it's supposed to be, but long range is rarely the range. PPC is quite adequate for most distances, that the extra heat isn't necessary. And PPC is not even that much of a choice when talking about PPFLD cause HPPC.
With extra projectile speed offset by longer cooldown, it's further cemented to long range role. Being able to deliver 30 damage from afar is really important.
Quote
Damage: 10
DPS: 2.5
Speed: 1350
Heat: 8.5 (from 9.5)
Range [m]: 90 - 540 - 1080 [Progressive Damage Min-Range]
Cooldown [s]: 4
GH Limit: 3 (From 2)
PPC currently has little to offer. It doesn't hit as hard as HPPCs, sure it's cold but it's still pretty hot. It has minimum range that further mitigates it's close range use. It's at an awkward place that it doesn't suck or excel at something, that it doesn't give much reason to be picked over other in specialized fields. The increase in GH limit allows it to compete with HPPC, as trading for 1 ton is - 1s of cooldown time. HPPCs is for better convergence and heat overtime, but PPCs could compete with better firing rate and DPS.
Quote
Damage: 10
Speed: 1050 (from 1200)
Heat: 8 (From 10)
Range [m]: 270 - 720 (from 270 - 630)
Cooldown [s]: 3.5
GH Limit: 3 (From 2)
SN-PPC is just too damn hot for it's short range, and it deters use with close-range builds where it's supposed to shine over the PPC. The extra range is there for the fact that it's supposed to be a bit longer range still. But the reduction in projectile speed is supposed to be the counterbalancing factor to make sure that it is still limited to short range despite increase in range, in addition of it being the relatively coolest PPC in terms of heat/damage. The reduced cooldown also makes this competitive against medium lasers.
Quote
Damage: 5
DPS: 2 (from 1.25)
Speed: 1200
Heat: 4.5 (from 5)
Range [m]: 90 - 540 - 1080 [Progressive Damage Min-Range]
Cooldown [s]: 2.5 (from 4)
GH Limit: 4 (From 3)
LPPC is literally blah, it's not that good on its own nor within it's GH Limit. And the target demographic mechs of the LPPC such as lights, won't have much use for it because of low damage/ton and most likely will just be scoffed at over other more sensible choice like ER ML.
By reducing CD, this becomes a bit more viable weapon, and the difference from other PPC behavior geared towards ACs would provide a uniqueness that would open up for different strategies, and would make LPPCs synergize with ACs.
Yes, PPCs are not supposed to be ACs, but all things considering, the difference in what role they could take up would allow them to have a niche in the field, as opposed of just which PPC hits harder in which invariably the rest of the PPC would be left out.
Quote
Damage: 15
DPS: 3
Speed: 1500
Heat: 12.5 (from 14.5)
Range [m]: 90 - 540 - 1080 [Progressive Damage Min-Range]
Cooldown [s]: 5
HPPC is relatively fine. In fact, the point of PPFLD is to dump most damage at a single point, in which HPPC does exceptionally well. The problem is the diversity (lack there-of) of roles within the entire series, it's just a matter of which dumps the most damage with what, and just a bit playing of heat and range, and because HPPC results the MOST damage dumped, then it will be invariably be picked with respect to meta.
Additional Notes:
- Difference in Projectile Speed is there to disturb PPC convergence between different sizes of PPC.
- LPPC and PPC no longer has dead-zone, but progressive damage min-range like HPPC. That they still do damage, but reduced as closer the target is with respect to minimum range.
Quote
+ Damage
+ Velocity
+ CD
+ Charge Time
- DPS
The mechanism of how PPC capacitor would work is that, it will have + 1 ton and + 1 slot like Artemis and Missile Weapons, and costing more even. As a weapon, it would be literally a high-heat, low range, unlimited ammo, light-weight Gauss. CD is calculated by the DPS/ton of equivalent damage profile balanced by the difference in weight, minus 1 for the charge time.
The Idea of PPC Capacitor is that it increases the heat and damage, but if that is added vanilla with our weapon system then it will literally be unbalanced because we have weapon systems doing superior damage/ton with account for LPPC, and that's something we have to address, and so i chose to address it with severely reduced DPS and charge time, also reduced GH.
The Philosophy of PPC Capacitor is that, it would be a stand-in for doing good damage at a poke, but it would have worse DPS than their counterpart. It is only built for pure poking in mind. When push comes to shove, the low HPS would be great when weapons are being used as secondary to other weapons.
LPPC + Capacitor:
4 Ton
3 Slot
Damage: 10
Speed: 1400
Heat: 9.5
Range [m]: 90 - 540 - 1080 [Progressive Damage Min-Range]
Cooldown [s]: 6
Charge Time [s]: 1
DPS: 1.4285
GH Limit: 2
PPC + Capacitor:
8 Ton
4 Slot
Damage: 15
Speed: 1400
Heat: 13.5
Range [m]: 90 - 540 - 1080 [Progressive Damage Min-Range]
Cooldown [s]: 5.75
Charge Time [s]: 1
DPS: 2.2222
GH Limit: 2
SN-PPC + Capacitor:
7 Ton
3 Slot
Damage: 15
Speed: 1400
Heat: 13
Range [m]: 270 - 720
Cooldown [s]: 5.0
Charge Time [s]: 1
DPS: 2.5
GH Limit: 2
ER-PPC + Capacitor:
8 Ton
4 Slot
Damage: 15
Speed: 2400
Heat: 16.5
Range [m]: 810 - 1620
Cooldown [s]: 6
Charge Time [s]: 1
DPS: 2.1428
GH Limit: 2
HPPC + Capacitor:
11 Ton
5 Slot
Damage: 20
Speed: 1400
Heat: 17.5
Range [m]: 540 - 1080 [Progressive Damage Min-Range]
Cooldown [s]: 7.5
Charge Time [s]: 1.0
DPS: 2.3529
GH Limit: 2
Changes:
- Balanced Total heat with 2x HPPC and 3x PPC -- with 3x PPC having worse heat, and tweaked SNPPC.
- Rebalanced HPPC with minimum changes, and rebalanced the other PPCs with respect of HPPC as base.
- Rebalanced SNPPC to be competitive at close range.
- Rebalanced ERPPC to be better at long range.
- Added PPC Capacitor Concept -- it increases PPC damage, but adds CD and Charge time, enough to completely normalize DPS/Ton.
- Rebalanced Heat.
- Rebalanced Velocity.
[TOPIC]
Edited by The6thMessenger, 05 July 2018 - 04:17 PM.