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Thoughts On Plasma Cannons


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#1 1Exitar1

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Posted 19 March 2024 - 03:50 PM

Pros:
I love the sound and the visuals.

Cons:
Way to slow in firing
Does almost no damage
Unsure of the heat it inflicts on the target.


I have the cooldown maxed and it is still a very slow cycling weapon system. I know it is supposed to be the equivalent of a light PPC, but I do better with the LPPCs and the lights cycle faster.

I will be moving away from the Plasma Cannons.

These are just my thoughts on the weapon. Your experiences may vary.

Edited by 1Exitar1, 19 March 2024 - 03:51 PM.


#2 DarkBazerker

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Posted 19 March 2024 - 08:27 PM

To little damage, and to much heat to the user for the damage.

#3 1Exitar1

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Posted 19 March 2024 - 08:35 PM

View PostDarkBazerker, on 19 March 2024 - 08:27 PM, said:

To little damage, and to much heat to the user for the damage.


I wasn't really noticing that much heat. By the time it was ready to shoot again, my heat had either entirely dissipated or nearly so. I had a lot of heat gen nodes though.

#4 DarkBazerker

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Posted 19 March 2024 - 08:41 PM

Could be im go aggressive :/

#5 LordNothing

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Posted 19 March 2024 - 11:37 PM

they look and sound awesome but they dont perform awesome. wouldnt mind the gh limit going up on it so i could use more than a couple at a time. im used to boating lppcs in 3s and 4s (with hsl quirks).

#6 MrTBSC

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Posted 20 March 2024 - 06:35 AM

aren´t they supposed to be more utility than pure damage though?
each deals 4.5 points of damage (which imo is still good) while dealing heat like flamers to the target as well

"equivalents to Lppc" ... only in weight though ... also the actual plasmacannon from BT uses ammo where the MWO version doesn´t

Edited by MrTBSC, 20 March 2024 - 06:36 AM.


#7 ScrapIron Prime

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Posted 20 March 2024 - 06:47 AM

View PostMrTBSC, on 20 March 2024 - 06:35 AM, said:

also the actual plasmacannon from BT uses ammo where the MWO version doesn´t


Yeah, Navid confirmed on NGNG twitch stream this past week that there is nothing in the game code that allows energy weapons to have ammunition. So that was dropped. Means we won't see chemical lasers either.

#8 MrTBSC

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Posted 20 March 2024 - 07:09 AM

View PostScrapIron Prime, on 20 March 2024 - 06:47 AM, said:

Yeah, Navid confirmed on NGNG twitch stream this past week that there is nothing in the game code that allows energy weapons to have ammunition. So that was dropped. Means we won't see chemical lasers either.


thought so ... explains why they take 2 slots instead of one

#9 Meep Meep

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Posted 20 March 2024 - 01:20 PM

These are waaaay too hot for what they do. You are better off just using er ppc because even as hot as er ppc are they still do more damage per heat than plasma. A lot of the new weapons came in doa and I guess thats by design now. They would rather launch them underpowered then buff than have to nerf.

#10 Ihlrath

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Posted 20 March 2024 - 01:33 PM

View PostMeep Meep, on 20 March 2024 - 01:20 PM, said:

These are waaaay too hot for what they do. You are better off just using er ppc because even as hot as er ppc are they still do more damage per heat than plasma. A lot of the new weapons came in doa and I guess thats by design now. They would rather launch them underpowered then buff than have to nerf.


Yeah you're right. But... and hear me out....they sound awesome. And I can put 3 of them on a Hashke and pop tart to be mildly irritating.

#11 Xetelian

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Posted 20 March 2024 - 02:47 PM

Word is that next patch they'll adjust it and next patch we'll get some quirks related to the new weapons

#12 Wraith 1

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Posted 20 March 2024 - 03:06 PM

Not green enough. Needs more green.

On a functional note, I get that they don't want the heat to be a significant part of the weapon, but the heat could be quadrupled and still be pretty insignificant. It's not even a flavor mechanic right now, it takes a mech with no skills and the minimum 10DHS around a tenth of a second to dissipate the heat damage from a direct plasma cannon hit.

#13 LordNothing

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Posted 20 March 2024 - 04:42 PM

View PostXetelian, on 20 March 2024 - 02:47 PM, said:

Word is that next patch they'll adjust it and next patch we'll get some quirks related to the new weapons


yes. this is a multi patch process.step one is get the patch out and look at the live game data. revisions could last several months. quirks and tweaks for sure in the next patch.

#14 Weeny Machine

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Posted 21 March 2024 - 12:36 PM

View Post1Exitar1, on 19 March 2024 - 08:35 PM, said:


I wasn't really noticing that much heat. By the time it was ready to shoot again, my heat had either entirely dissipated or nearly so. I had a lot of heat gen nodes though.


Use them on a light mech. Then come again.

#15 1453 R

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Posted 21 March 2024 - 12:44 PM

My thoughts on plasma cannons is that the VPR-B with its velocity and heat gen quirks can fire two of them all day comfortably, and that I am apparently a terrible shot on high-speed LPPC skirmisher-style 'Mechs and need to try and improve. Heh. And yes, I know THE META would insist on dropping the lasers, the sink, the LCAP, and whatever armor I had to in order to cram a third PC into one arm, but hell with that. Two high mount pokeable PCs that are nearly heat neutral is fine for general play.

Have I gotten any 1k+ games with it yet, no. Am I ever likely to, no. Am I an amazing LPPC/PC skirmisher, no. But hecc if it ain't a lot of fun.

#16 1Exitar1

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Posted 21 March 2024 - 12:52 PM

View PostWeeny Machine, on 21 March 2024 - 12:36 PM, said:

Use them on a light mech. Then come again.


I was in a Kitfox with 2 of them.

#17 Meep Meep

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Posted 21 March 2024 - 01:52 PM

Two are subpar with the low pin point damage. It takes three lppc on an IS light mech to do any appreciable damage over a game. Two lppc can be done like on a pirates bane but you have to work mighty hard for any meaningful damage. Whereas three lppc on a spider can do some pretty good work. Scuttlebutt from some streams is that they don't really want plasma cannons to be an lppc counterpart since clan have so many mechs that could boat them with sufficient heat sinks and cycle fire them with a script to avoid ghost heat. So don't expect any real buffs to it past maybe a bit of reduced heat.

#18 Battlemaster56

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Posted 21 March 2024 - 01:53 PM

View PostWeeny Machine, on 21 March 2024 - 12:36 PM, said:

Use them on a light mech. Then come again.
My Sabre runs 2 with 3 srm 6 it's nice little thing in a knife fight. Gets toaty fast tho after 3 alphas.

#19 Ihlrath

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Posted 21 March 2024 - 08:10 PM

I run 3 on my Urbie Hashke with either LMG's or the AP Gauss and its a little warm but a great little pop tarter.

#20 ScrapIron Prime

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Posted 21 March 2024 - 08:27 PM

View PostIhlrath, on 21 March 2024 - 08:10 PM, said:

I run 3 on my Urbie Hashke with either LMG's or the AP Gauss and its a little warm but a great little pop tarter.

I may have to try this. Posted Image





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