w0qj, on 19 June 2022 - 01:15 PM, said:
https://mwomercs.com...2610-21june2022
Snub Nose PPC
+30% more damage (more splash and less pinpoint damage). New damage profile: 2.5 / 10 / 2.5
Reduced to 2x Snub Nose PPC without Ghost Heat penalty
pseudo -33% Heat (since 3x Snub Nose PPC ==> 2x Snub Nose PPC)
Therefore a lot more Light/Medium mechs can field 2x Snub Nose PPC,
effectively for more damage and less heat (dph). Good times!
That is a good analogy.
I suspect that 2 SNPPC will be used a fair bit in the long-run. Also, I doubt these SNPPC changes will impact the game balance of mid-low range fast mechs when you consider its competitors.
Of course, there are too many unforeseen factors to predict: must first test in the game before deciding whether this is a good idea.
D A T A, on 19 June 2022 - 01:34 PM, said:
While I guess I understand some reasons for your viewpoint on PPD (please elaborate on why you think this way), I wouldn’t say that higher PPD is an absolute no:
TLDR: I personally think implementing splash damage sucks, but I can see why people want it. I think keeping PPCs PPFL improves build variety, while splash damage could make dealing with PPCs more forgiving. However, when considering this issue seriously, I think it best for all of us to consider all possible situations and scenarios, and the probabilities that they occur. Instead of making sweeping statements.
Higher PPD hurts lights more, and it generally punishes harder than if the damage was spread across your mech as you have to shield your damaged part more. Plus, maybe splash damage on FL (single-shot) PPCs could be a unique feature.
However: Splash damage from PPCs means that if your mech is heavily damaged, death is unavoidable on some mechs which can be very annoying in many situations, especially ones that rely on deadsiding or IS XL engines. In relation to this, torso twisting is less effective against this kind of damage since whatever damage is dealt to your arm will always transfer slightly to your ST, just as some damage on your ST will always transfer to your CT. So this actually makes defending yourself against IS PPCs more difficult IMO.
I also think that keeping IS PPCs PPFL will open up more build options than if IS PPCs had splash damage. I always believed that FL splash damage acts similarly to LBX, though not identically. From this, I could see builds that will act as if PPCs had splash damage, even if the IS PPCs themselves are PPFL. On the other hand, I cannot see splash-damage PPC builds substituting PPFL PPC builds. Also, I don’t think IS ERPPCs should be near-identical to Clan ERPPCs.
I don’t care if people think PPFLD is a high-skill weapon, as long as it has the potential to compete with the current best weapons – that is why I think some kitchen sink and bracket builds do have great potential at the highest level, its just that it takes too much time to master all the weapon groupings, what salvo goes with what, and when to fire specific weapons.
Now when discussing both options, and bare in mind the in-game differences are likely to be small in practice: whether PPCs are PPFLD or have splash damage isn’t going to affect how deadly it is in practice – otherwise we have a balance problem! Also, I feel that the difficulty in using and defending against both versions will be similar: maybe PPFLD will be less forgiving and require better aim, but splash damage is more difficult to defend against and punishes rush tactics more than PPFLD.
That said, splash damage on PPCs is an interesting talking point that should be discussed carefully among the Cauldron, not only for upcoming patches but for possible future content. You could buff PPFLD, or splash damage, or a combination of these things – just make sure to test it out in practice. You never know...
TheCaptainJZ, on 19 June 2022 - 06:25 PM, said:
You are against weapon balance then?
Because the changes proposed are there to REMOVE a low TTK build, while buffing builds that are/ will be underpowered.
What about the 60+ laser alphas? Or the 6 ERLL combo for IS or Clans? Or 4 RAC2s? Or the barely touched MRM90? Or the barely touched 70+ dakka bursts? Or countless super deadly kitchen sink builds that have existed for years, even before the Cauldron showed up? Or...
Lower TTK among weaker builds increases build variety.
Lower TTK among stronger builds lowers TTK in-game.
Any worries about TTK in general should be resolved by increasing TTK universally (e.g. armor buffs, heat management tweaks, etc.)
katoult, on 20 June 2022 - 01:12 AM, said:
Of course one might say that that is to what extent LPPC have replaced MPL already anyway.
I am with Meep Meep on this one, although I don’t think PGI should be focusing on weapon balance too much now, what about matchmaker, faction play, or map balance?
Don’t understand the link between LPPC and MPL – they are completely different weapons.
Also don’t understand confracto’s point: isn’t there a separate 3D model for weapons? All it takes is to place the model where the hardpoint is programmed to appear at. There might be bugs, but I don't think it will be the end of the world.
What Meep Meep suggested would do the following, IMO:
1. Hurt existing LPPC boat builds, though with the proposed PPC changes, there are more options to use PPCs on lights and mediums.
2. Buff PPC hybrid builds on lights and mediums – with lighter LPPCs, you can invest more into MRMs or AC’s to complement PPCs.
3. Buff LRM hybrid builds on all mechs – lights to assaults.
4. Should be looked at: Make the Spider-5V extremely overpowered, though this can be fixed with tuning.
I think the overall benefit would be positive bar from ironing out some important issues.
Glaive-, on 20 June 2022 - 10:21 AM, said:
It's not a fun mechanic (IMO), isn't "high skill", and really doesn't de-link gauss and PPC once you get the muscle memory down.
It feels like a weird crutch to balance guass+ppc that in practice is more annoying to deal with than effective. I'd rather other measures be taken to balance the combo.
That is a good point! I actually missed that! That’s why I encourage people to point out flaws in my thinking – helps me find improvements and better my understanding.
Yes, first remove gauss charge and do nothing else to the weapons (maybe set Gauss cooldown to 5s?).
Game has changed a lot since the charge mechanic was implemented almost a decade ago, and I can't think of a reason to keep it anymore.
Guess the charge mechanic ought to go...
Edited by CrimsonPhantom6sg062, 20 June 2022 - 11:25 PM.