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Heavy Ppc's And The Awesome-8Q, A Quick Question...


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#1 Rosh87

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Posted 07 September 2019 - 06:03 AM

Hello all !

I bought the Awesome 8Q (the very heavily PPC-quirked one) during one of the last big sales on Assaults, as I tend to like having mechs with particular "themes" to them, as opposed to generic types. I admit though, I rarely ever messed with PPC's (of any type), and found them both really Hot - and also tough to land hits on (because of the travel time), even though I'm quite skilled with (and love) Dakka / ballistic weaponry, and can regularly hit targets with those ...Posted Image

There's just something about the way the "blob" of PPC energy flies out, I guess, that makes it the hardest weapon for me to land consistent hits with. That said, the amount of Quirks the Awesome has, that are PPC related, encouraged me to try it out and see if I could get a little better with the weapon-type.

However...I just noticed something in a few fights I had with the Awesome today, that encouraged me to go into the testing ground and see if I was actually correct, or just imagining things....

-------

What I am puzzled by, and what I wanted to ask you all, is - are the Quirks on the Awesome actually working correctly, or is it my mistake in assuming they are more general than they actually are ? Specifically, the Awesome is listed as having "PPC Family HSL+1, PPC Heat Generation -10%, (generic) Energy Heat Generation -10%, Energy Range +10%, and PPC Velocity +20%".

This is an insane amount of quirks that theoretically make the Awesome one of the mightiest PPC carriers in the game, you'd think...

But what I have tried to do with my own, is equip Triple Heavy-PPC's, and some 4 ER Small Lasers, to take advantage of the PPC Family HSL+1 quirk. It "SEEMS" to be working with HPPC's, because I don't see the usual "Warning Triangle" in the Mechlab, unless I mount a 4th one onto the chassis. Theoretically, this seems to be telling me I can regularly fire all 3 HPPC's, and won't sustain a Ghost Heat Penalty, right ? Posted Image

==

But what I observed when going into the Frozen City Testing Grounds, and firing all 3 of the Heavy PPC's at the nearby Commando you see when first spawning in, was that my Heat Bar jumped immediately to 56%, upon a single press of the mouse ! According to the Mech Lab stats, the actual Heat Generated by a single HPPC should be 14.5 ...and all the mech quirks (plus the handful of -Heat Gen% Skill Nodes I'd already unlocked) had that with a -4.096 value, after the base stat shown.... meaning (I think) that I should only be generating 10.404 Heat per HPPC being shot ?

Thus....all three of them at once, should only be generating 31.212 Heat (less than 32 total), on my Heat Bar - no ? Instead... 56% is what I'm seeing "in game".

Any thoughts on the discrepancy ?

(apologies if this is something really obvious and I'm just being dim due to lack of general PPC knowledge, etc - // I only started playing 'ever' at the end of Jan this year, and only "in earnest" as of April, so my in-game experience is still arguably limited) Posted Image

#2 Sigmar Sich

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Posted 07 September 2019 - 06:39 AM

The HSL quirk appears to work in testing grounds, at least for ERPPCs, i just tested it.
Try this - shoot all three, and measure your heat scale after a second. Then shoot one, and after a second shoot two others, and immediately measure the heat scale. Both times heat scale should match. If it doesn't, quirk doesn't work for HPPC.

Congrats on the mech, one of my favorites (for sentimental reasons: had it since the start, and through the Tukayyid battles).
If you'll ever need a sniper, try it with ERPPCs and 22 DHS. 1km full damage, almost non-stop pew-pew.
CT was easy to hit though, IIRC. Before size rework mech was like a baseball glove...

#3 Shanrak

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Posted 07 September 2019 - 06:51 AM

32 heat isn't 32% of your total heat capacity. Your awesome only has around 60 heat capacity

#4 FRAGTAST1C

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Posted 07 September 2019 - 08:41 AM

Don't quote me on this but I think the maximum Heat for all mechs is around 50'ish which can be boosted by adding heat sinks and getting Heat Containment nodes.

Firing your triple HPPC racks up quite a lot of heat. Each HPPC has 15 heat generation per shot minus your mech's quirks. So, that's 45 without quirks and around 35'ish with quirks heat when you fire all 3 of them. Now, if you add in the cooling, heat containment, etc., you'll be reaching half of your Heat guage and start cooling quickly at the rate of how efficient your mech is. If it's 50% efficient, then 50% of the heat generated in the heat gauge will lower to 25% before your HPPCs are ready to be fired again.

#5 Rosh87

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Posted 07 September 2019 - 09:20 AM

View PostFRAGTAST1C, on 07 September 2019 - 08:41 AM, said:

Don't quote me on this but I think the maximum Heat for all mechs is around 50'ish which can be boosted by adding heat sinks and getting Heat Containment nodes.

Firing your triple HPPC racks up quite a lot of heat. Each HPPC has 15 heat generation per shot minus your mech's quirks. So, that's 45 without quirks and around 35'ish with quirks heat when you fire all 3 of them. Now, if you add in the cooling, heat containment, etc., you'll be reaching half of your Heat guage and start cooling quickly at the rate of how efficient your mech is. If it's 50% efficient, then 50% of the heat generated in the heat gauge will lower to 25% before your HPPCs are ready to be fired again.



Ahh, see that might be my problem / mistake then ! I always assumed the Heat Caused (when you looked at a weapon in Mechlab or Armory) was the "% of your Heat Bar" that would fill up when you fired it. Thus, I thought an AC-2 would cause "2 % of heat" or a Heavy PPC would cause 14.5% of Heat... I never knew there was a hidden 'actual heat bar' that each Mech possessed, and thus 14.5 "points" of that might actually be a higher or lower % of the cockpit bar (shown on your screen), when you fire that particular weapon. Hmm.. quite interesting.

That said.. is the 3 Heavy PPC setup still good - or is there better luck to be had with other PPC variants on that same chassis?

= for example, on a whim, I dropped the Heavy PPC's for the very next game after posting this question, before seeing the replies of course, and popped on 3 Snub-Nose PPCs (which I also rarely mess with) - and had 4 medium lasers backing them up (all ranges roughly equal, etc) - and the Snubs can damage point-blank targets too. They also fire slightly faster. I managed to produce a 712-damage match, with that setup, and it seemed (perhaps) more viable than the Triple HPPC version ? Thoughts ?

#6 JediPanther

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Posted 07 September 2019 - 11:42 AM

View PostRosh87, on 07 September 2019 - 09:20 AM, said:



Ahh, see that might be my problem / mistake then ! I always assumed the Heat Caused (when you looked at a weapon in Mechlab or Armory) was the "% of your Heat Bar" that would fill up when you fired it. Thus, I thought an AC-2 would cause "2 % of heat" or a Heavy PPC would cause 14.5% of Heat... I never knew there was a hidden 'actual heat bar' that each Mech possessed, and thus 14.5 "points" of that might actually be a higher or lower % of the cockpit bar (shown on your screen), when you fire that particular weapon. Hmm.. quite interesting.

That said.. is the 3 Heavy PPC setup still good - or is there better luck to be had with other PPC variants on that same chassis?

= for example, on a whim, I dropped the Heavy PPC's for the very next game after posting this question, before seeing the replies of course, and popped on 3 Snub-Nose PPCs (which I also rarely mess with) - and had 4 medium lasers backing them up (all ranges roughly equal, etc) - and the Snubs can damage point-blank targets too. They also fire slightly faster. I managed to produce a 712-damage match, with that setup, and it seemed (perhaps) more viable than the Triple HPPC version ? Thoughts ?

I've got the cptl k2 and the pnt-kk both have ppc velocity quirks of 20-30% when you have all the velocity nodes. For ppc use I generally go with snubs as you can do damage with them under the magic 90m range or use lppcs. Hppcs are just too much heat unless chainfired so I use the others. About the only time to fire them grouped in three or more is on a snow map when you have no heat to get to cover once you fire.

How I set up my mech is any ppcs on group one with it set to chain fire when using more than one ppc and back up lasers on group two. Group three will be the grouped non chain fire ppcs for the high heat hard hit alpha.

My main problem with the hppc is the heat to damage ratio seems to be almost one-to-one in one damage for one heat making them the hottest weapon to use. That means you'll want to skill mech ops first for cool run and heat containment. Next fire power for cool down and heat generation nodes. Any skills after that you use however you want but I suggest five into sensors for adv zoom.

#7 Horseman

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Posted 07 September 2019 - 12:44 PM

View PostRosh87, on 07 September 2019 - 09:20 AM, said:

Ahh, see that might be my problem / mistake then ! I always assumed the Heat Caused (when you looked at a weapon in Mechlab or Armory) was the "% of your Heat Bar" that would fill up when you fired it. Thus, I thought an AC-2 would cause "2 % of heat" or a Heavy PPC would cause 14.5% of Heat... I never knew there was a hidden 'actual heat bar' that each Mech possessed, and thus 14.5 "points" of that might actually be a higher or lower % of the cockpit bar (shown on your screen), when you fire that particular weapon. Hmm.. quite interesting.

Multiply these values by 2 and you're in the right ballpark - your base heat capacity is 50 points, plus 0.75 for each additional Single Heat Sink or 0.5 for each additinal Double Heat Sink above the mandatory 10 (unless you're seriously boating a bunch of SHS, you won't go above 60 capacity.

View PostRosh87, on 07 September 2019 - 09:20 AM, said:

That said.. is the 3 Heavy PPC setup still good - or is there better luck to be had with other PPC variants on that same chassis?
Try 4x standard PPC.

Quote

= for example, on a whim, I dropped the Heavy PPC's for the very next game after posting this question, before seeing the replies of course, and popped on 3 Snub-Nose PPCs (which I also rarely mess with) - and had 4 medium lasers backing them up (all ranges roughly equal, etc) - and the Snubs can damage point-blank targets too. They also fire slightly faster. I managed to produce a 712-damage match, with that setup, and it seemed (perhaps) more viable than the Triple HPPC version ? Thoughts ?
Snubs are pretty bad IMO - a pair of MLs or ERMLs is lighter and more heat-efficient at similar ranges.

Edited by Horseman, 07 September 2019 - 12:44 PM.


#8 tutzdes

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Posted 07 September 2019 - 01:39 PM

I consider SNPPCs as a sister-weapon for AC/20, due to cooldown and range similarities. Otherwise, like Horseman said before me, 2xMPLs or 2xMLs (not a fan of IS ERMLs) are better than SNPPC if you have slots to spare.

ERPPCs are mostly for FP (or Group Q) long range shootouts. For PPC with close range ability it is too hot and extra range is rarely meaningful in Solo Q.

So, it is HPPCs or PPCs. 3xHPPCs are IMO better here, energy 2xHGoose is pretty devastating if you can aim. For 4xPPCs I would probably take another chassis with better hardpoints and stagger the shots.

#9 Roland09

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Posted 07 September 2019 - 02:45 PM

View PostHorseman, on 07 September 2019 - 12:44 PM, said:

Multiply these values by 2 and you're in the right ballpark - your base heat capacity is 50 points, plus 0.75 for each additional Single Heat Sink or 0.5 for each additinal Double Heat Sink above the mandatory 10 (unless you're seriously boating a bunch of SHS, you won't go above 60 capacity.


(Before skill tree), any mech starts with a base heat threshold of 30, plus 0.5 per double heat sink or 0.75 per single heat sink, including the heat sinks which come with the engine.
Since any mech needs a minimum of 10 heat sinks total (whether included in the engine or additional ones for engine sizes <250), this gives every valid mech a heat threshold of either 35 or 37,5, depending on whether DHS or SHS are installed. Additional heat sinks increase the threshold (so, 18 DHS will give you a heat threshold of 39). This threshold is then multiplied with the total of your heat containment nodes in the skill tree, if any (so, three heat containment nodes with +3% each on an IS mech with 18 DHS will give you a heat threshold of 39 x 1,09 = 42,51).

Smurfy is still a good friend.

#10 Tarl Cabot

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Posted 07 September 2019 - 03:04 PM

View PostRoland09, on 07 September 2019 - 02:45 PM, said:


(Before skill tree), any mech starts with a base heat threshold of 30, plus 0.5 per double heat sink or 0.75 per single heat sink, including the heat sinks which come with the engine.

Since any mech needs a minimum of 10 heat sinks total (whether included in the engine or additional ones for engine sizes <250), this gives every valid mech a heat threshold of either 35 or 37,5, depending on whether DHS or SHS are installed.

Additional heat sinks increase the threshold (so, 18 DHS will give you a heat threshold of 39). This threshold is then multiplied with the total of your heat containment nodes in the skill tree, if any (so, three heat containment nodes with +3% each on an IS mech with 18 DHS will give you a heat threshold of 39 x 1,09 = 42,51).

Smurfy is still a good friend.


Not exactly correct for heat capacity. Baseline 30 Heatscale + straight 20 from engine HS (SHS or DHS) = 50, then additional HS are added as a percentage.

https://mwomercs.com...41840-16oct2018

Heat System Overhaul

Based on the results of the recent PTS series and player feedback, this month we are releasing an overhaul of the current heat system. This overhaul will have 3 major impacts over the current heat system:
Across the board increases to Heat Dissipation
Reductions to Shutdown Threshold Scaling
Unifying the behavior of all heatsinks
The net result of these changes will see higher heat dissipation rates across the board. However, for builds that exceed the initial 10 heat sinks, there will be a constriction of the total shutdown threshold. While resulting in higher overall DPS, heat spikes run a greater risk of shutting you down if they are not properly managed.

General:
The first 10 Heatsinks equipped on a 'Mech will always provide a flat 20 total points of Heat Threshold (2 per heatsink) regardless of whether they are internally mounted in the engine, or must be externally equipped in crit slots on a 'Mech.
When a heatsink must be externally mounted to meet the 10 heat sink requirement, its provided threshold is increased up to 2, overriding the stated value in the 'Mechlab.

Any heatsink equipped passed the required 10 base heat sinks act as stated in the 'Mechlab.

When a heatsink is destroyed, only the threshold value stated in the 'Mechlab is deducted from the total shutdown threshold pool. This is a buff over the previous behavior for when a heatsink from a sub 250 engine 'Mech was destroyed and ensures consistency in penalties regardless of which heatsink was destroyed in-match.

Heatsinks:
Dissipation rate increased to 0.14 (from 0.13)
Heat capacity reduced to 0.75 (from 1.3)

Double Heatsinks (Both Inner Sphere and Clan)
Dissipation rate increased to 0.22 (from 0.15)
No more division between engine and externally based heat sinks. All dissipation rates are now at a consistent 0.22 per-heat sink.
Heat Capacity reduced to 0.5 (from 1.5)

#11 Roland09

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Posted 07 September 2019 - 03:25 PM

Thank you.

#12 panzer1b

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Posted 07 September 2019 - 03:39 PM

While it can be very scary when piloted by a aimbotter err good player, triple HPPC is way too hot to use on non snowy maps, and even then it has serious drawbacks (cant fire more then twice b4 roasting, and any build with enough heatsinks to have sustain will move slower then 100t mech), and is one of the harder builds to play effectively (PPFLD or not, velocity is just too low to guarantee a hit every time, and while ACs have the same issue, those fire quickly and have like 10 times the sustain).

If you want to play PPCs, i strongly suggest trying the 4x standard which ive been able to make alot of work with on mechs like the marauder (it was never meta, but 2 PPCs in each arm was alot of fun on the 3R with its old 50% velocity quirk). Ofc it is still a team build (min range), but if you find yourself stuck up close often 2 snubs and 2 standards isnt the dumbest idea i can think of (myself never liked snubs as they are too heavy and hot to justify over 4-6MLs, but they are an option).

Anyways, ERPPCs as fun as the velocity is nowadays (2km/s), are niche and can only be used well at 1km ranges on sniper maps like alpine where the bad DPS and extreme heat is less of a drawback. I would NEVER bring ERPPCs (with the exception of maybee the 2GR 2ERPP MAD-II which is actually serviceable with that loadout since it has gauss to counter the heat) into quickplay, but they can be solid in FP (not that anyone seriously plays that mode anymore).

#13 FRAGTAST1C

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Posted 07 September 2019 - 07:24 PM

View PostRosh87, on 07 September 2019 - 09:20 AM, said:

= for example, on a whim, I dropped the Heavy PPC's for the very next game after posting this question, before seeing the replies of course, and popped on 3 Snub-Nose PPCs (which I also rarely mess with) - and had 4 medium lasers backing them up (all ranges roughly equal, etc) - and the Snubs can damage point-blank targets too. They also fire slightly faster. I managed to produce a 712-damage match, with that setup, and it seemed (perhaps) more viable than the Triple HPPC version ? Thoughts ?


If you ask me, the IS PPC and ERPPC are very bad. The regular PPC has minimum range, which makes no sense and the ERPPC does less damage than the heat it produces which is nonsensical engineering and whoever got a degree from whichever war-torn college should be slapped and sent back to school.

Snubnose and HPPC are probably the only IS PPC weapons that are good based purely on the Heat, Weight and Damage. The Triple HPPC Awesome works if you only spend the whole battle keeping the enemies at around 100m-500m distance from you, which is hard to do. I have a Warhammer 9D(S) that runs 2 HPPC, some MLs with JJs and an XL engine. When I manage to maintain the distance mentioned above, I do really well. So, it's entirely your on-field reading-of-the-battle dependant to do well.

Snubnose can be very good up close but they're not the kind of weapons to brawl with. I have a Warhammer Black Widow that I tried 2 LBX10s and 2 Snubnose on it. It felt great and offered a nice way to manage heat by just letting me firing the LBX 10s for a few volleys before going back to full-on alpha strike again. So, yeah, pair the Snubnose with a cold weapon to sustain yourself.

The Clan version of 4 ERPPC can't really be done on IS mechs 'cause the IS DHS takes up one too many slots and can't boat enough of them to cool off quickly. So, yeah, IS ERPPC isn't great. You could do two of them but then, you can do that on a medium mech like the Blackjack and get more speed and manoeuvrability. You could do 4 IS PPCs but they run into min-range-engineering-fail problem.

That said, if you're able to use the Awesome as a brawler running Snubnose PPCs, then go for it. I'd rather use MPLs or something else than Snubnose at close range. Ultimately, it comes down to what you can do. It's just that the Awesome is so broad, big and cumbersome to use, I'd keep away from close-ranged weapons and stick to mid-ranged ones like the HPPCs. But like I said, if you can do better with Snubnose, then go for it and wreck havoc.

#14 Rosh87

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Posted 07 September 2019 - 11:17 PM

View Posttutzdes, on 07 September 2019 - 01:39 PM, said:

I consider SNPPCs as a sister-weapon for AC/20, due to cooldown and range similarities. Otherwise, like Horseman said before me, 2xMPLs or 2xMLs (not a fan of IS ERMLs) are better than SNPPC if you have slots to spare. ERPPCs are mostly for FP (or Group Q) long range shootouts. For PPC with close range ability it is too hot and extra range is rarely meaningful in Solo Q. So, it is HPPCs or PPCs. 3xHPPCs are IMO better here, energy 2xHGoose is pretty devastating if you can aim. For 4xPPCs I would probably take another chassis with better hardpoints and stagger the shots.


- I generally like to (as I said earlier) keep special mechs with themed quirks using their "quirked weapons" - if possible. For example, I bought the Blackjack with the AC-2 quirks, a while back during the Medium sale, and use it with that setup, even if "techncially" it could be more optimal with RAC-2's or something... why ? because I have plenty of mechs that can run Rac-2's, but none that have the insane AC-2 specific cooldown quirks other than the Blackjack.

In a similar case, there's the Awesome - which feels so massively geared towards PPC fire, that it's a shame to drift from that and mount mere ML's or ER-ML's. I can (and do) that on many other mechs - but no others in my garage have the PPC quirks that the Awesome-8Q does (just to explain my mentality on this).

====

That said, if ER-ppc's are too hot - why would HPPC's be better (as they are even hotter) ? Simply for the extra 5 damage ?


* ps - thanks to Tarl and the others who offered some of the inner-mechanics of the Heat system for us to consider :-)

Edited by Rosh87, 07 September 2019 - 11:35 PM.


#15 Feral Clown

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Posted 07 September 2019 - 11:57 PM

View PostRosh87, on 07 September 2019 - 11:17 PM, said:


- I generally like to (as I said earlier) keep special mechs with themed quirks using their "quirked weapons" - if possible. For example, I bought the Blackjack with the AC-2 quirks, a while back during the Medium sale, and use it with that setup, even if "techncially" it could be more optimal with RAC-2's or something... why ? because I have plenty of mechs that can run Rac-2's, but none that have the insane AC-2 specific cooldown quirks other than the Blackjack.

In a similar case, there's the Awesome - which feels so massively geared towards PPC fire, that it's a shame to drift from that and mount mere ML's or ER-ML's. I can (and do) that on many other mechs - but no others in my garage have the PPC quirks that the Awesome-8Q does (just to explain my mentality on this).

====

That said, if ER-ppc's are too hot - why would HPPC's be better (as they are even hotter) ? Simply for the extra 5 damage ?


* ps - thanks to Tarl and the others who offered some of the inner-mechanics of the Heat system for us to consider :-)


Yes simply for that five extra damage times three.

Pinpoint damage is very effective damage. A couple of shots on a torso and it's gone. A few to a ct and a mech is dead. One shot lights. It's very, strong which is why so many run it.

#16 Horseman

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Posted 08 September 2019 - 12:50 AM

View PostRosh87, on 07 September 2019 - 11:17 PM, said:

That said, if ER-ppc's are too hot - why would HPPC's be better (as they are even hotter) ? Simply for the extra 5 damage ?

45-point salvo vs 30-point salvo. 50% more damage is a pretty major difference.

Edited by Horseman, 08 September 2019 - 12:57 AM.


#17 LowSubmarino

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Posted 08 September 2019 - 07:35 AM

No matter the quirks....the awesone is a terrible trader. In such a barn door chassis you need 2 things. 1. Bad/weak opposition and 2. Üerfect positioning. But even if you meet Nr. 2 youd be at a massive disadvantage in an awesome. Its just way too easy to hit that ct. You dont even have to aim at it. No matter where you aim that shot...its gonna hit that ct. And it has no JJs and harpoints arent exactly high. Quirks dont matter if too many disadvantages are concentrated in a mech. Youre a liability for your team that will hope you can and will share some armor in your assault, only to realize youll melt faster than any medium xl or not.

When I see an awesome in our team I know were down 1 assault. Cause awesome is worthless.

No matter the quirks....the awesone is a terrible trader. In such a barn door chassis you need 2 things. 1. Bad/weak opposition and 2. Üerfect positioning. But even if you meet Nr. 2 youd be at a massive disadvantage in an awesome. Its just way too easy to hit that ct. You dont even have to aim at it. No matter where you aim that shot...its gonna hit that ct. And it has no JJs and harpoints arent exactly high. Quirks dont matter if too many disadvantages are concentrated in a mech. Youre a liability for your team that will hope you can and will share some armor in your assault, only to realize youll melt faster than any medium xl or not.

When I see an awesome in our team I know were down 1 assault. Cause awesome is worthless.

#18 Koniving

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Posted 08 September 2019 - 01:17 PM

View PostRosh87, on 07 September 2019 - 06:03 AM, said:

Hello all !

I bought the Awesome 8Q (the very heavily PPC-quirked one) during one of the last big sales on Assaults, as I tend to like having mechs with particular "themes" to them, as opposed to generic types. I admit though, I rarely ever messed with PPC's (of any type), and found them both really Hot - and also tough to land hits on (because of the travel time), even though I'm quite skilled with (and love) Dakka / ballistic weaponry, and can regularly hit targets with those ...Posted Image

There's just something about the way the "blob" of PPC energy flies out, I guess, that makes it the hardest weapon for me to land consistent hits with. That said, the amount of Quirks the Awesome has, that are PPC related, encouraged me to try it out and see if I could get a little better with the weapon-type.

However...I just noticed something in a few fights I had with the Awesome today, that encouraged me to go into the testing ground and see if I was actually correct, or just imagining things....

-------

What I am puzzled by, and what I wanted to ask you all, is - are the Quirks on the Awesome actually working correctly, or is it my mistake in assuming they are more general than they actually are ? Specifically, the Awesome is listed as having "PPC Family HSL+1, PPC Heat Generation -10%, (generic) Energy Heat Generation -10%, Energy Range +10%, and PPC Velocity +20%".

This is an insane amount of quirks that theoretically make the Awesome one of the mightiest PPC carriers in the game, you'd think...

But what I have tried to do with my own, is equip Triple Heavy-PPC's, and some 4 ER Small Lasers, to take advantage of the PPC Family HSL+1 quirk. It "SEEMS" to be working with HPPC's, because I don't see the usual "Warning Triangle" in the Mechlab, unless I mount a 4th one onto the chassis. Theoretically, this seems to be telling me I can regularly fire all 3 HPPC's, and won't sustain a Ghost Heat Penalty, right ? Posted Image

==

But what I observed when going into the Frozen City Testing Grounds, and firing all 3 of the Heavy PPC's at the nearby Commando you see when first spawning in, was that my Heat Bar jumped immediately to 56%, upon a single press of the mouse ! According to the Mech Lab stats, the actual Heat Generated by a single HPPC should be 14.5 ...and all the mech quirks (plus the handful of -Heat Gen% Skill Nodes I'd already unlocked) had that with a -4.096 value, after the base stat shown.... meaning (I think) that I should only be generating 10.404 Heat per HPPC being shot ?

Thus....all three of them at once, should only be generating 31.212 Heat (less than 32 total), on my Heat Bar - no ? Instead... 56% is what I'm seeing "in game".

Any thoughts on the discrepancy ?

(apologies if this is something really obvious and I'm just being dim due to lack of general PPC knowledge, etc - // I only started playing 'ever' at the end of Jan this year, and only "in earnest" as of April, so my in-game experience is still arguably limited) Posted Image

Spoiler

Anyway TL;DR: your stuff is working. "Heat" from a weapon is in units. You have between what might now be 35 minimum to 60 units depending on how many heatsinks you've boated. In the end, whether you had 3 units max or 130 units max, that max is "100%".

Follow up:
34.8 : 62.142857142857 = 56 : 100
So yeah, 62 threshold. But this isn't accounting for the skill tree reducing total heat down even further, so it easily can be lower, just think the 40 to 45 I got out of smurfy was too low for 20 DHS from what I used to get and I haven't heard of any changes...

Using your numbers for the heat gen skill trees...
31.212 to get an accurate threshold number.
31.212 : 55.735714285714 = 56% : 100%

So your threshold at the moment is 55.736-ish, in case if you're wondering.

Edited by Koniving, 08 September 2019 - 01:34 PM.


#19 Aidan Crenshaw

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Posted 08 September 2019 - 10:19 PM

MechDB has the correct numbers and also accounts for the quirks.

AWS-8Q

#20 LowSubmarino

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Posted 09 September 2019 - 02:42 AM

Awesome is a mech for ppl that perform exceptionally well in almost any mech. Im not talking about okayish stats in pretty strong mechs. If youre somebody that does okay, gets 500 plus dmg pretty often, then I wouldnt take the Awesome. You gotta play it like a weaker heavy mech. No matter what ppl aim at, theyll hit your ct. Even with max armor via skill tree the Awesome is just way too easy to core.

Even the massive quirks have no hope to compensate those evil disadvantages. You need perfect positioning and you need to do the opposite of what most assault pilots I see do: trailing somewhat isolated behind the main formation, peaking and poking ineffectively for 100 - 300 dmg matches, engaging multiple mechs either cause they failed to keep up or because of bad trading.

Awesome will melt faster than you can scream SOS.

ALl you will achieve is that half your team or your entire team will hate you cause you brought an awesome while team red has a Mad Cat MK II in that spot. Awesome is terrible for trading. They can easily hit yout ct when you havent even cleared your cover to start trading. ****, you can take out an awesome in so many mechs cause it goes down so easily.

Its just a trash mech. YOu need skills to do well. Assault pilots have a tendency to not perform well though, as they almost always understimate how vital speed truely is in this game. They watch streamers and copy their usually über slow assault builds and get owned in literally basically every single match.

Its a team game. Know your own skills and try to contribute cause your team might really want to win. FIelding über weak mechs when you yourself arent really that strong a player to begin with is just a way to annoy ppl. Its basically the same as suiciding in lights ten seconds into the match by running directly into the combined death ball of team red. Griefing your team. I dont see a difference there.

Awesome sucks so hard that you need to invent a new category of trash.

Id say maybe 0.001 % of players can actually own in such a mech. So chances are massively high that you will be just that and nothing more:

Cannonfodder.





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