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Ppc Rebalance 3.0


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#61 The6thMessenger

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Posted 30 June 2019 - 06:52 AM

View PostWillard Phule, on 30 June 2019 - 05:41 AM, said:


Nice. So, with your proposal, the Clans....the guys that actually developed the ERPPC, get 15 heat and the IS gets 10. Sweet idea. Here's another suggestion to help all the IS PPC family....how about getting rid of the "ghost heat" dynamic for all IS PPCs and limit cERPPCs to 2 before a 150% ghost heat penalty for more than 2? That should pretty much guarantee PPC dominance for the IS.

That IS the point of the entire thread, correct?


Calm down man. The "unchanged" part is prolly where he forgot that IS PPC is actually at 14.5.

#62 Reno Blade

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Posted 30 June 2019 - 06:55 AM

View PostThe6thMessenger, on 30 June 2019 - 04:11 AM, said:


The IS PPC Splash damage seems to be a nice touch, but honestly I still don't see much point in taking the ERPPC if I could just get closer and use the standard PPC with more damage, and better damage/heat.

Yes it's a tough situation.
1. most people hate splash
2. most times you dont need ERPPC range or the min-range, so the standard PPC is fine.
So when I just dumped the heat, the ERPPC will only have that + higher velocity and range for it.
But similar thing you could say of LL vs ERLL trading heat for range.

I didnt want to increase ERPPC dmg to not make it overlapp too much with HPPC...
otherwise, I would go with my old values (posted often enough with charts) where all PPCs have splash, but the ERPPC doesnt, so it is more focused or something.

Anyway, if the "buffs" in my list are not enough, playing with splash would be my next step, as its the least intrusive, but can provide raw dmg.

e.g. adding 2 splash to ALL PPCs by default (e.g. even LPPC and CERPPC) to make them just stronger in general.
BUT, someone already stated before in this thread that this could easily go too much toward power creep.


View PostWillard Phule, on 30 June 2019 - 05:41 AM, said:


Nice. So, with your proposal, the Clans....the guys that actually developed the ERPPC, get 15 heat and the IS gets 10. Sweet idea. Here's another suggestion to help all the IS PPC family....how about getting rid of the "ghost heat" dynamic for all IS PPCs and limit cERPPCs to 2 before a 150% ghost heat penalty for more than 2? That should pretty much guarantee PPC dominance for the IS.

That IS the point of the entire thread, correct?

Not sure what exactly you compared...
a 10+2 dmg 9heat PPC vs the 10+5 15heat CERPPC sound a bit asymetrical, but overall you have to consider weight, size and FF/Endo/XL and DHS also.
See overall Laser values IS vs Clan and then tell me that my numbers look so different again.

OR you could just reply and write what you prefere instead!
e.g.
10+2 PPC for 10 heat and 10+6 CERPPC for 14 heat
Being constructive in a conversation is the key, if you want to achieve a goal.

#63 Reno Blade

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Posted 30 June 2019 - 07:00 AM

This here was an old suggestion from my sig, but it shows possible considerations for splash/dmg distribution over the different types of PPCS.
This could be used as base and total damage tweaked by changing the splash.


Spoiler

PPCs are great for mid-long range and have 0 dmg min range
LPPCs have constant ratio and 0 dmg min range (so they are less efficient on mid-long range)
ERPPCs have highest direct damage (100%) on long-extreme only and have high splash on shorter range
CERPPCs is using increasing direct damage, but has good averages
HPPCs have some splash at min range, but get high direct damage overall (more than combinations of other types)
SNPPCs start with high direct damage but drop off quickly and also have a shorter range and damage drop


If using constant ratios, my suggestion would be this:
Spoiler

That way you get more total damage from HPPC and still can combine quite nicely the LPPC with the other types and also not making multiple LPPCs stronger than the other types (considering 2x LPPC would be 6+2+2 and normal PPC would be 8+1+1).

EDIT:
todays take with splash PPCs:
Posted Image
Note: Heat & cooldown to be adjusted separately from this dmg graph.

Edited by Reno Blade, 30 June 2019 - 08:11 AM.


#64 Y E O N N E

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Posted 30 June 2019 - 07:33 AM

View PostThe6thMessenger, on 30 June 2019 - 06:52 AM, said:


Calm down man. The "unchanged" part is prolly where he forgot that IS PPC is actually at 14.5.


Clans also didn't develop the ER PPC anyways, so lul.

#65 Willard Phule

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Posted 30 June 2019 - 09:51 AM

View PostThe6thMessenger, on 30 June 2019 - 06:52 AM, said:


Calm down man. The "unchanged" part is prolly where he forgot that IS PPC is actually at 14.5.


Well, that makes ALL the difference then. 14.5 vs 10 is quite reasonable. FFS.

#66 Willard Phule

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Posted 30 June 2019 - 10:08 AM

View PostY E O N N E, on 30 June 2019 - 07:33 AM, said:

Clans also didn't develop the ER PPC anyways, so lul.


Really. They certainly developed the cERPPC, based on the original Star League design. A technology lost to the Inner Sphere while the Clans continued to improve upon it. Lighter, further range although hotter, but does 15 damage instead of 10. Granted, here it suffers the Paul nerf of having 33% of it's damage potential spread as some kind of splash.

Perhaps that would help the IS PPCs dominate as well. Get rid of all ghost heat penalties for all IS PPC weapons as well as keep them as all pinpoint accuracy, no splash. Maybe giving all Clan weapons a 33% splash effect would work, as well.

#67 Y E O N N E

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Posted 30 June 2019 - 10:22 AM

View PostWillard Phule, on 30 June 2019 - 10:08 AM, said:


Really. They certainly developed the cERPPC, based on the original Star League design. A technology lost to the Inner Sphere while the Clans continued to improve upon it. Lighter, further range although hotter, but does 15 damage instead of 10. Granted, here it suffers the Paul nerf of having 33% of it's damage potential spread as some kind of splash.

Perhaps that would help the IS PPCs dominate as well. Get rid of all ghost heat penalties for all IS PPC weapons as well as keep them as all pinpoint accuracy, no splash. Maybe giving all Clan weapons a 33% splash effect would work, as well.


You are bad at this.

The Star League was an Inner Sphere power. They developed the ERPPC before there was anything other than the Inner Sphere, ergo the ERPPC is an Inner Sphere development.

Furthermore, both the successor states and the Clans are descended from the Star League.

So.....yeah. ERPPC is an IS development. The Clans just made it better.

As for actual MWO balance, I don't really like Reno or 6th's changes, so don't put me in that basket; I'm just here to slap down your misconceptions. I actually think the cERPPC needs some buffs. That cool-down nerf needs to be reverted, and it might even be worth taking a half point of heat off in exchange for nerfing the cERPPC quirks on the 'Mechs that already dominate with it (i.e. WHK) because, overall, cERPPCs are not doing as well as alternative options. By the same token, though, IS PPCs are doing even worse and all of them are pretty mediocre other than the HPPC...which also got pointlessly nerfed to try and make the other ones look more appealing.

#68 Khobai

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Posted 30 June 2019 - 01:58 PM

the CERPPC does need buffs because its not doing good as an alternative to clan lasers. clan lasers are universally good on any clan chassis. While CERPPC are only good on clan chassis that are specifically quirked to use it.

I dont agree with reverting the cooldown nerf though. Cooldown isnt the problem with the CERPPC. Velocity is.

If you have to take a clan targeting computer to increase the velocity of the CERPPC to where it needs to be it actually ends up weighing more than the ISERPPC.

the CERPPC does need buffs because its not doing good as an alternative to clan lasers. clan lasers are universally good on any clan chassis. While CERPPC are only good on clan chassis that are specifically quirked to use it.

They also need to fix the splash damage mechanic so you always get the full amount of splash damage. The disappearing splash damage is BS.

View PostReno Blade, on 30 June 2019 - 06:55 AM, said:

1. most people hate splash


I dont think most people hate the overall concept of splash damage.

They just hate the specific implementation of splash damage in MWO where splash damage disappears if you hit arms or legs or heads. Its BS. You should always get the full 5 full splash damage regardless of where you hit.

PGI needs to change how the splash damage mechanic works. If you hit an arm or a leg it should do 2.5 splash damage to the respective ST AND 2.5 splash damage to the CT. If you hit a head it should do 2.5 splash damage to the CT AND 1.25 splash damage to each ST.

Edited by Khobai, 30 June 2019 - 02:26 PM.


#69 FupDup

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Posted 30 June 2019 - 02:01 PM

View PostKhobai, on 30 June 2019 - 01:58 PM, said:

the CERPPC does need buffs because its not doing good as an alternative to clan lasers. clan lasers are universally good on any clan chassis. While CERPPC are only good on clan chassis that are specifically quirked to use it.

Huntsman, Hunchie IIC, and Veagle sure aren't quirked for it but they can do CERPPCs very well.

#70 Khobai

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Posted 30 June 2019 - 02:07 PM

View PostFupDup, on 30 June 2019 - 02:01 PM, said:

Huntsman, Hunchie IIC, and Veagle sure aren't quirked for it but they can do CERPPCs very well.


Only because CDHS are way better than ISDHS. But that has nothing to do with the CERPPC itself. Its a separate balance issue entirely.

Clans can fit so many more DHS on their mechs than IS its only natural that their energy weapons will have higher performance as a result. But its not because the CERPPC is significantly better than the ISERPPC. Its because CDHS are significantly better than ISDHS.

If you buff all the IS PPCs than the CERPPC also needs to be buffed because its really not that much better than the ISERPPC. And CDHS and ISDHS need to be balanced better so ISDHS arnt so crappy in comparison.

Edited by Khobai, 30 June 2019 - 02:22 PM.


#71 FupDup

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Posted 30 June 2019 - 02:26 PM

View PostKhobai, on 30 June 2019 - 02:07 PM, said:


Only because CDHS are way better than ISDHS. But that has nothing to do with the CERPPC itself. Its a separate balance issue entirely.

Clans can fit so many more DHS on their mechs than IS its only natural that their energy weapons will have higher performance as a result. But its not because the CERPPC is significantly better than the ISERPPC. Its because CDHS are significantly better than ISDHS.

If you buff all the IS PPCs than the CERPPC also needs to be buffed because its really not that much better than the ISERPPC. And CDHS and ISDHS need to be balanced better so ISDHS arnt so crappy in comparison.

You moved the goalpost. You first said that mechs had to be specifically quirked to make CERPPCs good and that they weren't good on mechs lacking such quirks.

#72 Khobai

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Posted 30 June 2019 - 02:27 PM

View PostFupDup, on 30 June 2019 - 02:26 PM, said:

You moved the goalpost. You first said that mechs had to be specifically quirked to make CERPPCs good and that they weren't good on mechs lacking such quirks.


I didnt move the goalposts. You misunderstood the context. I meant CERPPCs had to be specifically quirked to be good compared to other clan loadouts like clan laser boats. And yes its my opinion that a non-quirked clan laser boat is generally better than a non-quirked CERPPC mech. Because I think the vastly superior heat efficiency of clan lasers wins out in the long run. Given how much more popular laser builds are I think thats a fair assessment.

I didnt mean CERPPC had to be specifically quirked to be good compared to what IS is capable of. Because we already know Clan DHS are vastly superior to IS DHS. Clan energy loadouts will always be better than IS energy loadouts for that reason irregardless of quirks. In other words CDHS are the problem.

Its not that hard for a clan mech with CERPPCs (even without quirks) to be better than an IS mech with ISERPPCs. Because clan mechs get CDHS and IS mechs have to suffer with ISDHS. I mean really... The only reason CERPPCs noticeably outperform ISERPPCs is because of CDHS. Thats it. Thats the reason. And CDHS vs ISDHS is still one of the biggest imbalances in the game.

If CDHS are whats making clan energy weapons overperform then its CDHS that need to be nerfed. Or alternatively buff ISDHS. Nerf or buff depending on where PGI wants to set the baseline for heat dissipation.

View PostThe6thMessenger, on 30 June 2019 - 03:05 PM, said:

So basically you wanted to turn PPCs basically Gauss but hot-garbage. Waaaat? That's like saying lets just incorporate Artemis on all Missile weapons for free -- i mean we did it on ATMs right?


why would allowing PPCs to charge up for more damage be garbage?

if you could fire a PPC immediately for 10 damage or charge it up for say 15 damage at the cost of a few extra points of heat, thats nothing but a straight buff to PPCs. especially since PPC capacitors wouldnt cost any tonnage/crits and would just be integrated for free into the base weapon.

and no its nothing like gauss. gauss doesnt have variable charge levels. again you dont know what youre talking about.

and yes artemis absolutely shouldve been integrated for free on all missiles. instead of making it cost 1 ton and 1 crit it shouldve just been an on/off toggle with some kindve downside when artemis is activated. the way artemis works in MWO is absolutely re tarded Having to pay a huge amount of cbills to equip it. Look at all the balance problems its caused and its still not worth 1 ton and 1 crit. It would be so much better and more dynamic as a toggle.

Edited by Khobai, 30 June 2019 - 09:55 PM.


#73 The6thMessenger

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Posted 30 June 2019 - 03:05 PM

View PostReno Blade, on 30 June 2019 - 06:55 AM, said:

2. most times you dont need ERPPC range or the min-range, so the standard PPC is fine.
So when I just dumped the heat, the ERPPC will only have that + higher velocity and range for it.
But similar thing you could say of LL vs ERLL trading heat for range.

I didnt want to increase ERPPC dmg to not make it overlapp too much with HPPC...
otherwise, I would go with my old values (posted often enough with charts) where all PPCs have splash, but the ERPPC doesnt, so it is more focused or something.


No-Min-Range is not a saving-grace for the ERPPC, if you find yourself at that distance, you're probably better off with an SNPPC anyways. And guess what, the PPCs doing the same niche, they will inevitably overlap, that's why if you do want to make ERPPCs relevant, either give it a different niche or give it more damage.

View PostReno Blade, on 30 June 2019 - 06:55 AM, said:

Anyway, if the "buffs" in my list are not enough, playing with splash would be my next step, as its the least intrusive, but can provide raw dmg.

e.g. adding 2 splash to ALL PPCs by default (e.g. even LPPC and CERPPC) to make them just stronger in general.
BUT, someone already stated before in this thread that this could easily go too much toward power creep.


Kinda why I didn't go for splash damage in the first place. I don't disapprove of it, but honestly I'm not for it.

#74 Kubernetes

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Posted 01 July 2019 - 02:46 PM

View PostKhobai, on 30 June 2019 - 01:58 PM, said:


I dont agree with reverting the cooldown nerf though. Cooldown isnt the problem with the CERPPC. Velocity is.


Cooldown is absolutely a huge problem. In the past you could take 2 cERPPCs on a Summoner or HBK-IIC and do real work. That's gone now.

ERPPCs are a tough weapon to build around because they're so hot. In the past you could combine them with gauss, but that's gone. Way back in the day, before it got torso energy omnipods, the Summoner had amazing quirks for cERPPCs. You could put out a really fantastic rate of fire, like less than 3sec cooldown. That made the loadout worthwhile for a 70 ton heavy. Now the DPS is pathetically low for only two weapons. The popular cERPPC platform now is the Veagle carrying THREE of them. It's telling that the only time you see two cERPPCs is on Shadowcats.

#75 FupDup

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Posted 01 July 2019 - 02:52 PM

View PostKhobai, on 30 June 2019 - 01:58 PM, said:

I dont agree with reverting the cooldown nerf though. Cooldown isnt the problem with the CERPPC. Velocity is.

The velocity is adequate, particularly because it's an energy weapon (ballistics and missiles sacrifice ammo when they miss, energy weapons have infinite ammo so it's not as punishing to miss).

The CERPPC doesn't really have one singular fatal flaw. It's basically like a knife that just needs to be sharpened up a little bit since the blade has gotten a little dull (but it's still "sharp" enough to be a threat so it's not in urgent need, compared to something nearly useless like the LB 5-X).

View PostKubernetes, on 01 July 2019 - 02:46 PM, said:

It's telling that the only time you see two cERPPCs is on Shadowcats.

I still see doubles used by Hunchies, Huntsmen, and Thors. I'm a weirdo who uses two of them on a Cauldron Born (with 6 SPL backup, because I'm ultra super weird).

#76 Khobai

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Posted 02 July 2019 - 12:11 AM

View PostFupDup, on 01 July 2019 - 02:52 PM, said:

The velocity is adequate, particularly because it's an energy weapon (ballistics and missiles sacrifice ammo when they miss, energy weapons have infinite ammo so it's not as punishing to miss)


no the velocity really isnt adequate because its an ERPPC. its supposed to be able to hit targets at long range with ease. Its velocity should definitely be higher to make it easier to hit targets at its max range.

and just because its an energy weapon doesnt mean its not punishing to miss. I dont know where you got that ridiculous notion. missing opportunities to damage the enemy team is always punishing. especially when youre generating lots of heat with nothing to show for it.

View PostKubernetes, on 01 July 2019 - 02:46 PM, said:

Cooldown is absolutely a huge problem. In the past you could take 2 cERPPCs on a Summoner or HBK-IIC and do real work. That's gone now.


If the CERPPC is supposed to do more damage than the ISERPPC why shouldnt it have a longer cooldown? That makes perfect sense. Its no different than the HPPC having a longer cooldown than the PPC.

The problem is the inconsistent splash damage mechanics where splash damage disappears half the time and makes it so the CERPPC doesnt always do significantly more damage the ISERPPC. Its splash damage that needs to be fixed.

Velocity on CERPPC should also be increased as well because the role of the weapon is long range.

View PostKubernetes, on 01 July 2019 - 02:46 PM, said:

ERPPCs are a tough weapon to build around because they're so hot.


Then how does lowering their cooldown and making them even hotter help? It doesnt. Cooldown isnt the problem because very rarely will you be firing them at their maximum cooldown anyway.

CERPPC needs to be more consistent with its splash damage. The crappy inconsistent splash damage mechanic is the problem.

Edited by Khobai, 02 July 2019 - 12:28 AM.


#77 The6thMessenger

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Posted 02 July 2019 - 01:07 AM

View PostKhobai, on 30 June 2019 - 02:27 PM, said:

why would allowing PPCs to charge up for more damage be garbage?


Because you're ruining them. You might as well just give them longer cooldown.

View PostKhobai, on 30 June 2019 - 02:27 PM, said:

if you could fire a PPC immediately for 10 damage or charge it up for say 15 damage at the cost of a few extra points of heat, thats nothing but a straight buff to PPCs. especially since PPC capacitors wouldnt cost any tonnage/crits and would just be integrated for free into the base weapon.


Hold up, I thought it's going to work like gauss?

And if that is the case, how is that not overpowered? No tonnage/crit costs too.

View PostKhobai, on 30 June 2019 - 02:27 PM, said:

and no its nothing like gauss. gauss doesnt have variable charge levels. again you dont know what youre talking about.


Says the one who failed to elaborate the idea, and the one who is basically retired. You're accusing me of not knowing what I'm talking about, yet you're the one who hasn't played the game for several seasons, likewise suggesting ridiculous ideas like removing SRM2s.

View PostKhobai, on 30 June 2019 - 02:27 PM, said:

and yes artemis absolutely shouldve been integrated for free on all missiles. instead of making it cost 1 ton and 1 crit it shouldve just been an on/off toggle with some kindve downside when artemis is activated. the way artemis works in MWO is absolutely re tarded Having to pay a huge amount of cbills to equip it. Look at all the balance problems its caused and its still not worth 1 ton and 1 crit. It would be so much better and more dynamic as a toggle.


Really? You might as well argue free AMS. Vellron's going to have a fit, and admittedly it would be funny to see that.

But then you've been arguing about removing AC2s and SRM2s so I'm not surprised, just disappointed.

Don't get me wrong, I would like the Artemis to be equippable and unequippable for free, we're already paying for the separate weapons anyways.

The balance problem stems from PGI being unwilling to make better mechanics, I mean look at when PGI actually bothered? You got better LRMs when they introduced the dual-arc, it could be better, but it at least nailed it.

For example you could make the SRMs have tighter grouping by default, like SRM6s having SRM2 level spread, but it fires at a stream -- and Artemis would remove/reduce that stream, now you got either a reasonably accurate SRMs for hit-and-runs, or you could use Artemis for brawling builds.

View PostKhobai, on 02 July 2019 - 12:11 AM, said:

no the velocity really isnt adequate because its an ERPPC. its supposed to be able to hit targets at long range with ease. Its velocity should definitely be higher to make it easier to hit targets at its max range.


I think you have a messed-up standard in your head. People are landing PPC shots fine.

Regular PPCs have a quite shorter range with less projectile speed, that is more than enough to make it capable at long range, the problem is that it's only ever useful for winning attrition. Give ERPPC like 5000 m/s, you still have the same hot-garbage that's not going to give you enough damage for the heat-gauge you've been beating to death with.

Or in Clan's case, it's at least doing up to 15 damage.

View PostKhobai, on 02 July 2019 - 12:11 AM, said:

and just because its an energy weapon doesnt mean its not punishing to miss. I dont know where you got that ridiculous notion. missing opportunities to damage the enemy team is always punishing. especially when youre generating lots of heat with nothing to show for it.


True, it's in a way punishing to miss, but still I'd rather miss with ERPPCs versus an AC20.

View PostKhobai, on 02 July 2019 - 12:11 AM, said:

If the CERPPC is supposed to do more damage than the ISERPPC why shouldnt it have a longer cooldown? That makes perfect sense. Its no different than the HPPC having a longer cooldown than the PPC.


Because it's a massive investment to keep it going. Chances are, if you're using CERPPC, just as IS ERPPC, you'd be allotting the rest of the tonnage for heat-sinks to keep firing. Even if it's 12 tons, it's realistically at least 20 tons for an effective build, even the Shadow-Cat is having heat problems with ERPPC.

View PostKhobai, on 02 July 2019 - 12:11 AM, said:

The problem is the inconsistent splash damage mechanics where splash damage disappears half the time and makes it so the CERPPC doesnt always do significantly more damage the ISERPPC. Its splash damage that needs to be fixed.

View PostKhobai, on 02 July 2019 - 12:11 AM, said:

CERPPC needs to be more consistent with its splash damage. The crappy inconsistent splash damage mechanic is the problem.


You're not even going to elaborate how is that a problem? You're doing more damage than most PPCs in game, it's not like LRM splash, but it's still relevant. It's like ATMs in the sweet spot, it's doing a whole lot of damage for that inefficiency, or in this case the Clans could mass a lot of DHS versus IS would, and keep firing better than them.

View PostKhobai, on 02 July 2019 - 12:11 AM, said:

Velocity on CERPPC should also be increased as well because the role of the weapon is long range.


Actually, I kind of agree with that, cause at 1500 m/s it's rather harder to hit targets at longer range versus competing CERLL. That being said, consider that Clans only have the one PPC, so being an amalgamation of the PPCs, it shouldn't be the best at everything, prolly velocity to 1650 m/s will do. But the IS ERPPC doing 1900 m/s is enough.

View PostKhobai, on 02 July 2019 - 12:11 AM, said:

Then how does lowering their cooldown and making them even hotter help? It doesnt. Cooldown isnt the problem because very rarely will you be firing them at their maximum cooldown anyway.


Clans can MASS so much DHS, even more so than the IS, they literally could take advantage off the lower cooldown and thereby the higher ROF. And guess what, even if does run hot, you still maximize your damage output and minimized the window time in dealing the damage, so yeah, hows about play the game?

View PostFupDup, on 01 July 2019 - 02:52 PM, said:

I still see doubles used by Hunchies, Huntsmen, and Thors. I'm a weirdo who uses two of them on a Cauldron Born (with 6 SPL backup, because I'm ultra super weird).


I use them on anything I could put two LB20X with still some space left.

Edited by The6thMessenger, 02 July 2019 - 01:19 AM.


#78 Willard Phule

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Posted 02 July 2019 - 04:57 AM

View PostY E O N N E, on 30 June 2019 - 10:22 AM, said:


You are bad at this.

The Star League was an Inner Sphere power. They developed the ERPPC before there was anything other than the Inner Sphere, ergo the ERPPC is an Inner Sphere development.

Furthermore, both the successor states and the Clans are descended from the Star League.

So.....yeah. ERPPC is an IS development. The Clans just made it better.

As for actual MWO balance, I don't really like Reno or 6th's changes, so don't put me in that basket; I'm just here to slap down your misconceptions. I actually think the cERPPC needs some buffs. That cool-down nerf needs to be reverted, and it might even be worth taking a half point of heat off in exchange for nerfing the cERPPC quirks on the 'Mechs that already dominate with it (i.e. WHK) because, overall, cERPPCs are not doing as well as alternative options. By the same token, though, IS PPCs are doing even worse and all of them are pretty mediocre other than the HPPC...which also got pointlessly nerfed to try and make the other ones look more appealing.


The Star League is NOT the Inner Sphere. The fall of the Star League precipitated two things....the exodus of the SLDF, which became the clans, and the beginning of the Succession Wars. Following the fall, the "Clans" continued to develop existing technology, making it lighter lighter and more powerful. The Inner Sphere proceeded to bomb itself back into the stone age, to the point where much of the previous technology was no longer even understood. The Gauss Rifle falls into the same category.

But, I suppose you're right. The Inner Sphere, with only a few years to reverse engineer Clan Weapons actually SHOULD be able to come up with better technology than people that spent centuries doing the same thing.

And that's why all IS weapons need to have their damage doubled, heat cut in half and no ghost heat. Clans should have their damage halved, heat doubled and no more than 2 of anything should be fired without a 150% ghost heat penalty....including MGs.

As for "alternative options"....what alternatives do the Clans have? We've got the ERPPC and....well.....um.....yeah. Nope, that's pretty much our only PPC.

Edited by Willard Phule, 02 July 2019 - 05:00 AM.


#79 Kubernetes

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Posted 02 July 2019 - 09:20 AM

View PostKhobai, on 02 July 2019 - 12:11 AM, said:


If the CERPPC is supposed to do more damage than the ISERPPC why shouldnt it have a longer cooldown? That makes perfect sense. Its no different than the HPPC having a longer cooldown than the PPC.


Both Clan and IS ERPPCs should have 4 second cooldown. Like I said, they're too hot to play well with other weapons, so building around them means they have to serve as standalone weapons. 20 pinpoint damage every 5 seconds is not enough. Like I said, you used to be able to drive a 2 cERPPC Clan mech and do real work. Now you can't. HPPC works because it has 50% more damage.

Quote

Then how does lowering their cooldown and making them even hotter help? It doesnt. Cooldown isnt the problem because very rarely will you be firing them at their maximum cooldown anyway.


Then why do you care? Allow those of us who know how to use them get back to the 4 sec cooldown. If what you say is true, faster cooldown won't change much for you.

Edited by Kubernetes, 02 July 2019 - 09:20 AM.


#80 Gas Guzzler

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Posted 02 July 2019 - 11:23 AM

View PostFupDup, on 27 June 2019 - 09:57 AM, said:

Because you're you.


Yaaaasss





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