Y E O N N E, on 21 April 2019 - 06:26 PM, said:
If we want PPCs to be hot to offset being powerful, they first need to be powerful. Firing them needs to be an event with a correspondingly potent conclusion. This will never happen as long as they are 10 damage, each. As long as they have the damage they currently do, at the ranges they currently do, and with the cooldowns they currently do, they will forever get out-classed by LPLs, AC/10s, or simply stacked Medium-class lasers. No amount of fancy HUD effects will do this, and even a min-range removal won't do this.
I mean, let's say we removed min-range on the PPC. What does this accomplish? It means I can bring an IS 'Mech which can sling PPCs more similarly to a WHK now, without having to cripple myself up close. This outcome is a direct function of the fact that PPCs are colder than ERPPCs and nothing else; reducing ERPPC heat to the same degree would have the same result, and actually be more even since the ERPPC would also match range if not damage output.
Unless we're willing to let PPCs be more singularly potent, doing bigger damage per shot commensurate with how hot they run, they are not going to be popular choices unless we reduce the heat. The other alternative is to nerf everything else in the game and, while I'm not inherently opposed to re-jiggering all of MWO, that amount of work isn't necessary just to make PPCs good.
Well....you dont want to reduce the heat (or improves the damage to heat ratio), that is okay. There are many other ways to buff it,
- increase the velocity (say 2000 for standard ppc, 3000 for erppc), making them almost hit-scan weapon;
- increase the range (say 800 for standard ppc, 1200 for erppc), making them better as long range weapon;
- reduce the weight (say 2 ton for light ppc, 5 ton for standard ppc), making them easier to carry by lights/medium for hit-and-run warfare;
Plenty of options out there, whether you (or PGI) like it or not, is another story though.