ltwally, on 20 November 2012 - 08:43 PM, said:
But this is pure fluff. There is no mechanics for implementing this. Correct?
Indeed; I said as much myself.
However, the same is also essentially true of all other projectile velocities - there is no gameplay mechanic for differentiating the actual time-to-target (and, thus, muzzle velocities) of an AC/5 at 400 meters vs an UAC/5, AC/10, LB 10-X, or Gauss Rifle at the same range at the same range. Yet, the fluff tends to imply that a GR slug should generally be far faster than any AC shell.
Additionally, the TT game mechanics do not generally account for things like recoil and knockback - things that would have some effect in a real-time simulator. A single GR slug or a triplet of Medium Lasers may not cause the 20 points of damage needed to check for a fall, but in real-time both should have some effect (with the effect of the former being more pronounced than the latter), yes?
The TT includes a substantial level of abstraction, that is generally necessary to make the game playable within reasonable space and time constraints;
Total Warfare explicitly states as much, as a way of explaining (among other things) why weapon ranges are so short.
However, much of that previously-abstracted information can be determined easily and in very short order by modern computers, and (IMO) a lot of it (like reasonable/believable projectile velocities) are necessary in order to make a real-time game workable.
ltwally, on 20 November 2012 - 08:43 PM, said:
Disagree. Strongly. PPC is pretty good where it's at, and potentially much cooler once they add in secondary effects (which I'm pretty sure I read are on their To-Do list).
I agree that PPCs will see a benefit - and a rise in popularity - when the secondary effects (which, as noted above, are strictly fluff where the TT game is concerned) are implemented.
However, I feel that PPCs could also benefit substantially from a higher projectile speed.
From a gameplay perspective, it would reduce the degree by which players would have to lead targets at range, which would help to offset its lower per-salvo damage and high heat cost versus the currently-ubiquitous Gauss Rifle. Additionally, it should also help to combat some of the effects of network latency by reducing the degree by which a given player should have to "lag shoot".
From an immersion perspective, it would make the PPC better fit the common description of resembling a "azure/cerulean bolt/flash of man-made lightning" as well as bring it closer to fitting what is currently known/believed of the capabilities and limitations of directed-energy weapons technology.
Perhaps, ltwally, you could elaborate on the specifics of why you strongly disagree?
How might MWO's gameplay and weapon balance suffer if the PPC muzzle velocity were substantially increased?
If the PPC muzzle velocity was so increased anyway, how might the MWO gameplay and weapon balance bebefit from reverting from that to the now-current setting?