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<<<Cauldron>>> Open Discussion Regarding The State Of Is Ppc And Gauss Family

Balance Gameplay Weapons

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#1 Navid A1

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Posted 18 June 2022 - 08:48 PM

Hello people.

======================
TLDR:
Would you be ok if Light Gauss rifles were linked again with PPC family in their heat penalty group (like regular Gauss), IF it allows us to boost individual PPC type and Gauss rifles weapons on their own?


======================

More than a year has passed since the group known as the Cauldron started recommending changes to weapons / mechs /quirks /game mechanics to PGI to improve the state of the game in terms of overall balance, viability of as many mechs and builds possible and also gameplay fun.

We've been trying as best as we can to evaluate what changes have been successful and what changes didn't really hit the mark, and tried to do adjustments.

With the new revamped skill tree, We are looking both at possible skill tree node adjustments and overall state of the game in terms of viability of different weapons/roles/builds.

One of the main changes that were made last year to encourage more usage was better damage and unlinking of Light Gauss rifle from the the PPC family, so it could fire at the same time with them with no heat penalty. This change succeeded in bringing Light Gauss rifles from an almost extinct state to the forefront of "meta", establishing a strong PPFLD (PinPoint Front Loaded Damage) role mainly paired with IS ERPPC.
However, such a change came with a consequence. Light Gauss not being linked in heat penalty with PPC family meant that any boost to the under-performing PPCs on their own would have caused a direct boost to a strong LGR+(ER)PPC combo that did not need further boosts.

The current discussion at hand in the Cauldron group is the state of PPFLD weapons in the game. More specifically in this discussion, Viability of IS PPC Family and IS Gauss rifle family (Light and Regular Gauss) on their own.

Current discussion is at a junction point with a question:
Would it be ok if Light Gauss rifles were linked again with PPC family in heat penalty group, IF it allows us to boost individual PPC type and Gauss rifles weapons on their own?


An example (emphasis on example) adjustment like this:

PPC: 10 damage increased to 11 damage, Penalty limit reduce from 3 to 2 with no penalty

ERPPC: 10 damage increased to 11 damage

HPPC: 15 damage increased to 16 damage (or 1.5+15+1.5), and linear damage drop-off (same as PPC drop-off)

LGR: 10 damage increased to 11 damage, relinked with PPC heat penalty family

GR: 4.75 cooldown decreased to 4 cooldown, and its charge time reduced to 0.5 (similar to LGR)

=======

PPC reasoning: Currently 3x PPC competes with 2x HPPC too much (and loses unless there are heavy quirks involved). Lower number of PPCs fired with no penalty allows us to further boost them to be decent in single or double PPC combos without stepping over HPPCs

ERPPC reasoning: Currently they are on a crutch of either LGR or huge quirks to compete against Clan ERPPC. Linking to LGR in heat penalty allows us to better boost ERPPCs themselves without also boosting a powerful combo so they are more viable on their own and on more mechs (including more medium mechs)

HPPC reasoning: Securing a heavy hitter role. Would be less reliant on quirks

LGR reasoning: Mainly viable in combination with ERPPC. goal is to make them viable on their own and in combination with other weapon systems as well.

GR reasoning: Underperforming outside of a few select Assaults that can run 2x GR and 3/4 ERLL or HSL+2 with ERPPC.

Further boosts to SNPPCs might also be considered following this.

=======

What do people think?
Is this something you think will make the situation better?
Or will this make builds relying on LGR/PPCs harder to play and changes should focus on small tuning under the current system to make underused weapons more appealing?

Let us know what you think.

I should also say that this change is not being planned for any specific month. It is to get more views on a proposal.

I apologize for the wall of text.

Edited by Navid A1, 20 June 2022 - 06:07 PM.


#2 ScrapIron Prime

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Posted 18 June 2022 - 08:57 PM

Speaking as someone partial to PPCs but not gauss rifles, I like the concept of these changes. Linking light gauss to PPC again would help reduce "insta-delete" builds, and boosting both ERPPC and Heavy PPC is a great idea as it makes both more viable choices. (Dropping PPC to limit 2 plus adding the minimum range dropoff to the HPPC is exactly what these two weapon systems need.)

Supported.

#3 Heavy Money

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Posted 18 June 2022 - 09:31 PM

I support the idea. Some of these weapon combos and heavily quirked mechs are a lot of fun, but I've always thought it was at the cost of other functional loadouts that should take priority.

LGR+ERPPC combo seems to have come at the cost of other long range PPFLD. It seems like it ought to be possible to do pure ERPPC sniping, pure gauss sniping, or a combo, with each having pros/cons. But LGR+ERPPC overshadows the others and keeps them from being rebalanced. And we don't see loadouts where stagger firing these long range weapons works either (unlike clan, where we see 2+2 ERPPC mechs, or even some 2GR+2ERPPC options.) Buffing these weapons will make that more worthwhile.

IS should be able to do nice PPFLD mid range loadouts with ACs+PPCs. These work at some tonnages, like AC5s+LPPCs on heavy mechs are great. You'd think that this would scale up to assaults with AC5's+PPCs. But it just doesn't that well. It sort of works, but its just too hot. And even on mechs where it mostly works, its only the variants with a decent amount of ballistic hardpoints. 2AC10+2PPC works. AC10+3PPC is inferior without big quirks. PPCs should be a bread-and-butter general weapon system like Large Lasers and ACs. But instead they are a niche even within the PPC family. It seems odd that the longer range PPFLD loadout is often better!

I never quite understood the Cauldron's changes to Gauss and Light Gauss either. Previously, Gauss was closer range. Heavy Gauss for close range, Gauss for long, and Light Gauss for super long makes sense. Of course, Gauss was not strong enough to compete in its previous range bracket. Making it longer range rather than higher damage seems to have been the logic? I'm not necessarily suggesting we change it, but I don't understand the reasoning behind the change. We've ended up with Gauss and Light Gauss being mostly redundant. You do Gauss + ERPPC if you have a HSL. Otherwise, you do Light Gauss + ERPPC.

The IS Gauss rifle is supposed to be a strong primary weapon (from my understanding of the lore, which is not strong, and of course the lore is not the law). It gets some use, but it should have a lot more. There are a couple of heavy mech gauss loadouts that are decent (Gauss+3ERLL on rifleman, Gaussvomit on Marauder BH2). Other loadouts like two gauss rifles that should be good just don't cut it. Any amount of buffs to it should start opening up options. Having a gauss rifle involved immediately starts raising the skill requirement of playing a loadout, and the risk. It'd be nice if that extra effort was worth it!

Beefing Gauss up, even at the cost of some range, could open up a lot of options. Or returning Light Gauss to its previous state of higher CD and more dps could be interesting. If LGR is 12 dmg and GR is 15, I still think we'll rarely see GRs. Maybe we'll see more 2LGR+ERLL, which would be a nice change of pace. Should we be considering reducing GR range and giving it even more damage output? I know that'd be tough since we're trying to reduce PPFLD. CD reduction, or even better ammo/ton could be alternatives? I don't know what should be done specifically, but I like the idea of trying something!

Improving Gauss Rifles would also let us dial back the MAD-4L's ERPPC HSL without making it worthless. Back to 40PPFLD but better dps than now would be fine! And MAD-BH2 being able to alpha GR+2ERPPC would be good if either improved even a little bit.

(Clan gauss rifles also don't see much use outside GR+ERLL. Its too bad, because I'd like the Shadowcat Prime So8 to be worthwhile with GR+2ERML. If Gauss Rifles got stronger but lost range, it would open up options like that without breaking the game because they wouldn't have the range for the current GR+ERLL loadouts to be what they are. But GR+Large Pulse might become a problem. And it'd leave Clans without sniper gauss, which probably isn't ideal? I don't really have a suggestion to handle all that either, I'm just noting the big Gauss Rifle shaped hole in clan medium and heavy loadouts.)

Note: All of the above is said in general. I know there are exceptions to a lot of the things I just said.

Edited by Heavy Money, 18 June 2022 - 10:11 PM.


#4 Krovakon

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Posted 18 June 2022 - 09:38 PM

I think almost the entirety of IS ballistics need to be looked at, not just the gauss family. If you were to re-link LGAUSS to PPC HSL and buff Gauss and PPC weapons, you'd almost completely invalidate (most) IS ballistics on everything except the largest of mechs. I think before "we" can go around making changes to Gauss and PPC's, we need to establish a very clear design goal to each of the various types and calibers of Ballistics and build around that. Which would be a massive undertaking in of itself. LBX autocannons for example have gotten significantly worse with the cauldron conversions of structure quirks into armor quirks.

Edited by Krovakon, 18 June 2022 - 09:39 PM.


#5 Nightbird

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Posted 18 June 2022 - 09:48 PM

I think

1. LG should be linked to PPC for GH, but have no charge time. (Low DPS, high velocity AC10 replacement. Roll current charge time into CD)
2. IS PPCs need some splash to even out low MS earnings, so 10+2+2 for PPCs, 15+3+3 for HPPC. LPPC is fine without because of high DPS.
3. Disagree on GR (IS and Clan) needing any buffs whatsoever

#6 katoult

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Posted 18 June 2022 - 11:55 PM

View PostNavid A1, on 18 June 2022 - 08:48 PM, said:

An example (emphasis on example) adjustment like this:

The example reads oddly reminiscent of
https://mwomercs.com...-16-march-2020/
"We're playing with the PPC lineup in a way that gives us more overall design space to find a niche for the many PPC sub-types in the game, as well as promote different overall battlefield roles. To this end, we are providing the baseline PPC a 20% boost to the up-front damage"
And we all remember how that patch was received.

That said, i do agree with the notion that PPCs (plain IS PPCs) especially in singles/doubles need some sort of buffing. Not so much for competition with HPPC, but instead because the changes to LPPCs have completely undermined them from the other end.

#7 Dogstar

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Posted 19 June 2022 - 12:47 AM

View PostNavid A1, on 18 June 2022 - 08:48 PM, said:

What do people think?
Is this something you think will make the situation better?
Or will this make builds relying on LGR/PPCs harder to play and changes should focus on small tuning under the current system to make underused weapons more appealing?

Let us know what you think.



I think it sounds like an excellent idea. Gauss and PPC are definitely a bit sub par on their own and not everyone likes to play the gauss+ppc combo as it's kind of fiddly

Are there any other options other than linking them in HSL groups though?


Edit (after thinking about it a bit more)

Rather than increasing pinpoint damage how about increasing splash instead but by twice the amount suggested by Navid?

e.g. PPC - 1+10+1 - a 20% increase but only in splash

If all PPCs do splash then that's a common, consistent, and unique feature of the weapon type making it distinct from others and allowing it to do more damage overall without making it any better at PPFLD boating

Edited by Dogstar, 23 June 2022 - 12:33 AM.


#8 Randall Five

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Posted 19 June 2022 - 01:22 AM

As a tier 5 player, I always consider the gauss and PPC as higher tier weapons they are sniper weapons that have some velocity. But I'm finding the more I play the more I think ...could chuck that ppc on ... especially with all the insanely invisible stealth lights we are seeing that seem to soak more LBX, MRM'S and UAC fire then any Steiner scout squad had a man dream about...

Especially with higher teirs now bleeding into the t5 death matches. Lets face it who wouldn't want to be part of the shenanigans, Tier 5 should be a bloody mess of madness that way...

I think Gauss needs more tactical to use, or at least have it's fire system and range changed - right now it's a no brain ballistic LRM.

#9 Burning2nd

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Posted 19 June 2022 - 01:56 AM

please dont change anything..

every time .. EVER SINGLE TIME there is a weapons change..
or a stat change.. or a change of anything in general..

It messes everything up.. and 3 hotfix's later we are still dealing with a kinda sorta fixed problem..

considering rolling back a few years worth of patches...

maybe revisiting mwo from 8 years ago..
maybe a whole nother server playing the original release?

every weapon change has always messed the math of this game up..

Dont do it

#10 klozz

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Posted 19 June 2022 - 03:29 AM

I would like to have a menu button:
get rid of release the button end of spool time

just end of spool time weapon releases automaticly

#11 Bud Crue

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Posted 19 June 2022 - 05:09 AM

Three thoughts came to mind upon reading this:

1) AC10 sure seems like a mediocre weapon in the proposed schema.

2) I have no patience, so even when I take ranged builds I end up brawling in them, so I really don't care about any of these changes in terms of my use of these weapons or builds I might take. I probably will experiment with them for a day and then never play any of them again; but I do feel like increasing the damage to these weapons individually will likely just increase the prevalence of PPCs (all types), which in my games are already the most frequent weapon class observed, second only to mid range laser vomit. Though admittedly, those PPCs are mostly LPPCs and C-ERPPCS, which are not directly impacted.

3) I still think MPL and SRMs feel in more need of a buff than ANY long range weapon.

Edited by Bud Crue, 19 June 2022 - 05:53 AM.


#12 Yllirion

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Posted 19 June 2022 - 05:27 AM

LGR, GR, PPC - are fine. You rarely can see a meta WHM-6R (2LGR+2ERPPC) in QP, or something like that. But, you dont said anything about LPPC, and its very strange. Now, a lot of fast and small mechs, can overtrade everything with PPFLD (3LPPC, 4LPPC) without any risk to get a any payback.

#13 TELEFORCE

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Posted 19 June 2022 - 05:36 AM

I'd take linking LGR with the PPC heat penalty again if it meant that the LGR lost its charge-up mechanic. The heat penalty for firing the LGR with the PPCs can also be adjusted such that group-firing the weapons together causes a ton of heat problems.

I'd consider this change for the Gauss rifle family in general. I think their strength is not so much being a sniper weapon, but a long-range low-heat main weapon that makes all other weapons direct-fire weapons secondary.

If brawling with the weapons is still a concern, I think a minimum range enforced by the charging mechanic would be a neat idea. This can be fluffed as the battlemech's computer taking extra time to aim the Gauss rifle at close targets. Full damage would be retained. Outside of the minimum range there would be no charging mechanic.

#14 FupDup

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Posted 19 June 2022 - 08:02 AM

Conceptually, very much yes. Weapons having synergy is nice but there should never be "forced" synergy that makes the weapons weak outside of those combos.

In terms of specific values, I'm not sure that we need to make all of these weapons do more damage. I feel like we're getting into a cycle of buffing damage, then buffing survival quirks, then buffing damage again to keep up and so on.

IMO at some point we need to sit down and pick an immovable baseline (for damage, armor, everything else etc.) that everything that gets measured against and make sure that everything stays near that line. Right now that line is jumping all over the place and quirk lists are starting to get disorienting to read even with the recent UI improvements.

#15 Vladokapuh

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Posted 19 June 2022 - 08:56 AM

LGR change sounds good to me
for ppcs though i think reducing heat and/or cooldowns instead would be the way to go

#16 CrimsonPhantom6sg062

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Posted 19 June 2022 - 09:21 AM

Been keeping quiet for a while since I am not interested in having lengthy discussions now, but this post has caught my eye. This is a very tersely written comment, so that I avoid writing a thesis on MWO weapon balance since I have a DEEP passion for this game - I can elaborate on my points if needed (if I feel like it)Posted Image . I hope my comments make sense and I don't screw up >_< 1*


Problem with discussing weapon balance now is that current game balance is pretty good now thanks to the extraordinary work from Cauldron/ Gulag, so things aren’t as black and white as since March 2021.*2

This means we can no longer balance weapons and mechs in the game because they are clearly unbalanced – as there are few builds that are so obviously unbalanced now (e.g. C-ERPPC and MC-II-DS in March 2021, MLX as of recent):
So before I make concrete suggestions, I want to ask the Cauldron the following questions:

What kind of game do you envisage MWO to be?*3

What does the Cauldron and the community think of the following aspects of not just IS PPC/ Gauss, but weapons in general:

Long range vs. Short range.

Alpha-focused vs. DPS-focused.

PPFLD vs. Laser Burn vs. Burst Damage vs. Kitchen Sink vs. Freeform.


1* I understand that lore is a part of the MW community, but my comments will not consider lore at all. Discuss this as you please, bearing in mind the balance between lore vs. fun factor.

2* Should we even be focusing on mech and weapon balance now? I feel it is better to balance out modes and maps before we fine-tune mechs and weapons – I think the current sniper meta is not because the weapons are imbalanced, but because the majority of the current map pool such as Tourmaline Desert, Frozen City (new), and Polar Highlands (new) favor long-range builds moreso than short-range builds, plus cap points in Conquest and Domination are usually in exposed spaces for some stupid reason.

3* I realise that MWO is never going to work as a game that follows the lore closely, as the disastrous Beta versions have shown. Nevertheless, does the community want the game to be a battle of attrition like World of Warships or original Mechwarrior games? Or a true tactical shooter like Counter-Strike or Valorant? Or some deathmatch free-for-all like Call of Duty? Because the whole game will have to be built and balanced towards ONE of these concepts sooner or later – it can’t cater to everything without being super complicated.
Wherever the game is headed, I think there will always be room for casual and competitive game modes in my experience.


====================
That said I can make some basic points regarding OP’s discussion – hopefully it adds to the discussion and helps most folks gain deeper understanding about how the game works:

TLDR: I agree and mostly in accordance with Navid’s suggestions, but beware of future updates, meta bias, and map/ mode balance.


====================
Comparison with other weapons:

I feel that to properly balance IS PPC/ Gauss at this point, we need to consider the big picture:

Recall that PPCs are generally high-heat slow-firing PPFLD weapons with an anti-ECM mechanic in MWO, while Gauss are virtually heatless high-velocity long-range slow-firing PPFLD weapons with a charge mechanic in MWO.

To cut a long story short, I think, based on my calculations and observations in community and in-game:
Laservom is currently slightly too strong in long and mid-range (including the unbuffed IS-MPL – a mid-short weapon), IS PPC/ Gauss are mostly OK with HPPC a bit weak and SNPPC a bit weak by themselves, Clan PPC is OK, AC’s are OK, UAC’s are OK (can be very powerful, but always difficult to use in these particular builds), most brawl builds are OK (except IS-LBX20, SRMs, SSRMS, flamers), etc.

I do agree that IS PPCs are propped up by quirks moreso in comparison with other weapon types: so a minor buff is probably in order for STD PPC, HPPC, SNPPC, and ERPPC, while quirks for PPCs are cut back.

Now: If LGRs are re-linked with IS PPCs, then IS PPCs and LGRs will need a buff to compensate.

The problem is the consideration of hybrid, bracket, and kitchen sink builds:

For example, the current Gaussvom build is a very strong combo: following through with OP’s suggestion would no doubt buff this combo. I think I know exactly which builds OP is referring to in the Gaussvom argument, and these mechs can be nerfed without affecting too many builds.

Another build type to consider is LRM hybrid builds. With this buff, it would be easier to confirm kills with LRMs after a PPC salvo.


All things considered, I personally would like to see LGR get relinked to PPC, but I sure as hell hope it doesn’t buff stuff such as Gaussvom or stronger AC/ PPC combos to ridiculous levels. Posted Image


====================
OP’s Example of Changes:

My opinions on what each weapon should do:

LPPC: “Cheaper” PPC option.

PPC: The bridge between LPPCs to max alpha PPCs, or bridge between low alpha PPCs to HPPCs.

HPPC: Specialized long-range heavy-hitter, strongly disagree that min-range gets linear drop-off. I want this to have a heavy-hitter sniper feel, but with difficulty to compensate.

SNPPC: “Cheaper” and hotter AC20 option.

ERPPC: Clan ERPPC, but better and without splash damage.

Std Gauss: ERPPCs, but without the heat. Can be combined with lasers. I agree to lower cooldown and charge time.

LGRs: Similar to Gauss, but trades a lot of alpha damage for cooldown and “cost”. Should be a viable alternative whether used single or double.


Since PPC/ Gauss are supposed to be high-alpha, slow-firing, PPFLD weapons: I do not want these weapons to have faster ROF or lower alpha.

I also think adding splash damage is a bad idea, especially considering aim convergence, UACs, missiles, etc. has made pure PPFLD a rarity. For example, if I wanted to trade a bit of DPS from an AC10 for anti-ECM, I will simply switch to a double LPPC. And if I wanted to reduce heat on my PPCs in a kitchen sink build, but don’t have the heat sinks – I switch to AC’s.

In addition, I have often seen 2 ERPPC + 2 Gauss (and dual Heavy Gauss) NOT act like PPFLD alphas.


====================
In Practice:

I have often thought of IS PPC/ Gauss as suitable in the following roles:
Finisher, Punishes Peeking, Hit-And-Fade, Anti-ECM.

Compare this to an oft compared weapon, ERLL:
Suppression, Damager.

Therefore, I feel that whatever changes are made to IS PPC/ Gauss should emphasize the role that it has fitted into over the lifetime of MWO, especially if weapons such as the Railgun and Plasma Cannon get introduced into MWO in the future.

The example of changes of increased alpha damage as the primary buff is something I very much support, because it fits perfectly into PPC/ Gauss’s current roles.

Also, its worth mentioning that mid-long range lasers, bracket builds, PPFLD, LRMs, and MRMs are all low skill floor weapons IMO, compared to kitchen sink builds, LRM hybrids, AC-vomit, etc. (SRMs, ATMs, AC2s, MG’s, etc. are average skill-floor IMO)

So, pure PPFLD builds should be inherently a bit weaker at the highest level gameplay (e.g. Faction Play, Competitive) when compared to AC2s for example, but stronger at lower levels (e.g. Quick play at tiers 4 to 5).


====================
The Big Picture: The Debate of Alpha vs. DPS:

As IS PPC/ Gauss are generally high-alpha builds that compete with other high-alpha builds such as lasers:

I would like to propose adjusting heat sink values (especially heat cap) in order to buff DPS builds relative to alpha builds:

1. This will reduce the prevalence and ease of use of high-alpha builds (e.g. 63 alpha laservom, 100+ alpha builds), but not eliminate them since these builds can still be accessed by single heat sink mods.

2. This should reduce firepower across the board, since worse heat values will influence how long DPS builds can fire, as well as the max alpha a mech can fire without instantly overheating. In addition, “odd” weapons such as RACs, Gauss, and MG’s can be nerfed to compensate, and NPC’s can be adjusted.

3. This should increase the range of builds available to ALL mechs: For lights, more builds will obviously become viable. For assaults, you have more to choose from between DHS (DPS) and SHS (alpha) builds.

4. You have a choice of putting more crap on your mech to boost its alpha and burst damage, or removing some crap to boost its DPS.

My suggestion can be tested: if it doesn’t work, then ditch it of course!Posted Image

#17 MaximusBlastalot

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Posted 19 June 2022 - 10:58 AM

And what about the +1HSL quirked mechs that require LG as their primary schtick for running effective erppcs builds or is that just getting ignored because not many people play dragonslayer anymore or bounty hunter II with erppcs.

So HGN-HM now cant effectively do lg + 2 erppcs for a whopping 30 alpha (despite the recent jump shake changes) so a pnt-10k can do 3 more dmg per alpha? Also are light mechs that can only take a couple ppcs hurting at this moment, didnt you just nerf a bunch of lppc mech (which occasional quirks asside are largely the same)? Is it just goint to cycle now so 2 erppcs light mechs are just better than 3-5 lppcs light mechs at the same ranges because the dmg/cd/heat was changed?

Also how is this going to help mechs that dont have jets or dont have a "paper sheet" like the clans vgl that "works out" for loading up on heat sinks?

Speaking of, If I could swap out clan erppcs for is erppcs on a vapor eagle or a warhawk prime would it suddenly become a trash tier mech particularly in a quick play environment? Would sacrficing rng spread dmg for low cd/lower heat/faster projectile speed hurt or help these mechs (really the big cost is the size/weight difference)?

Also how does this help the ppc family (really snubs/ppcs/heavy) when this is primarily an erppc "thing"?How is nerfing erppcs mechs that have ballistic slots helping ppc/hppc? Even if you swap out erppcs for hppc in lgr/erppc builds your getting what 5 dmg for more heat and instant death if somones gets below your min range.You could delete is erppcs from the game ppc/hppc are still going to not be terribely popular due to the min range unless they become as broken as the fish (even then people will still likely prefer brawl assaults just as they do now while getting eaten by the fish & friends over and over and over etc).

This looks like a massive nerf to particularly "medicore" and offlavor mechs (many of whom are heroes) so that mechs that cant poptart or reach ~>4.5 cooling per second can still be bad at ppcs. This is about as silly as trying to balance clan by removing gaussvomit (sorry deathstrike players... but look we made er meds do 1 more dmg).

Of all the problems with this game,really nerfing things like mad-4m and as7-k3 waddling around at 50kph around doing 40 dmg alphas with 2xlg 2x erppcs ....will somehow this will help IS ppc mechs compete with the clan mechs...with what will no matter what end up being being less dmg and worse heat or somehow make "bad ppcs" mechs closer to being medicore (when its a paper doll issue involving heatsinks/jj/hardpoint placement on top of quirks).

Edited by MaximusBlastalot, 19 June 2022 - 11:59 AM.


#18 caravann

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Posted 19 June 2022 - 11:43 AM

If quick play becomes faction play we might as well just run with ppc and gauss rifle and forget all other weapons in the game.

Quick play work with Faction mechs but quick play mechs do not work in faction play.

In faction play there's only Autocannons and ppc and gauss rifle and SRM, LPL.

The question asked is if we want to remove weapons because they can't alpha strike and core a mech in a single hit.

It proves a thing. PPC is still used in faction play. Focus on what is not already superior.

#19 CFC Conky

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Posted 19 June 2022 - 12:18 PM

Buffing the PPC family damage numbers will certainly help light and lower weight medium mechs (I'm looking at you Panther and Blackjack).

Good hunting,
CFC Conky

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Posted 19 June 2022 - 12:26 PM

Sounds good to me, ISPPCs are not very good.





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