Can We Please Get A Hotfix On Ppc's!
#41
Posted 04 December 2012 - 10:56 AM
#42
Posted 04 December 2012 - 11:00 AM
MustrumRidcully, on 04 December 2012 - 05:22 AM, said:
But let's look at AC/10 vs PPC.
AC/10 in MW:O: 10 damage and 3 heat per shot, Cooldown 2.5; Max DPS is 4, Max Heat per second is 1.2
PPC in MW:O: 10 damage and 9 heat per shot, Cooldown 3; Max DPS is 3.33, Max Heat per Second is 3.
For the AC/10: 12 heat sinks, 12 tons for the AC/10, say 6 tons for the Ammo = 30 tons for 4 DPS => 0.13 DPS per ton
For the PPC: 30 heat sinks, 7 tons for the PPC= 37 tons for 3.33 DPS => 0.09 DPS per Ton
44 % damage/weight advantage for the AC/10.
With real Double Heat Sinks:
AC/10: 24 tons => 0.167 DPS/Ton
PPC: 22 tons => 0.151 DPS/Ton
10 % damage/weight advantage for the AC/10.
Edited by LaserAngel, 04 December 2012 - 11:01 AM.
#43
Posted 04 December 2012 - 11:29 AM
#44
Posted 04 December 2012 - 12:41 PM
FerretGR, on 04 December 2012 - 09:41 AM, said:
Minor nitpick, but electrons don't move at the speed of light.
neat point.
speed of lightning: 50-670 km/s
http://wiki.answers....ed_of_lightning
but you kinda have to discount that slightly. meteorologic events have a crazy large energy pool to work with. probably better thinking of it as an energy based slugger, since you're strictly limited by first the mech's power plant and second the limits of cannon power throughput.for comparison modern tank gun will chuck a 8 kg shell at 1,750 m/s which works out north of 24 MJ.
http://en.wikipedia....tall_120_mm_gun
since this is battletech and some future unobtaininum is probably involved you can probably increase these values to get your cannon output. then all you need to do is figure out how many electrons you're chucking out of your gun probably apply some loss rate for the cannon. and work backwards like these guys.
http://answers.yahoo...21223014AAS1bUY
that's probably too much trouble though, just weigh the electrons and apply the simple formula.
kilogram sound good? that's a lot of electrons
presto the average flight speed of an unladen swallow. (unless you're using the coconut variant of the PPC)
ie: double the power and use 1kg of electrons and you're in the neighborhood of 28km/s
which still seems a little high. :shrug: unobtainium go figure. probably need to adjust shot weight for the damage.
for reference: c approx 3x10^8m/s=3x10^5 km/s
fast lightning approx 0.002c
notional cannon: 0.00009c
this fix would of course introduce a new problem...i got hit by a ppc shot i never saw... animation should conclude under 1/28 sec (or less under 1km) what with lag might never render.
#45
Posted 04 December 2012 - 12:57 PM
OriginalTibs, on 04 December 2012 - 05:48 AM, said:
Have you played this game lately? Honestly?
They changed that aspect of PPC's like 3 or 4 months ago. They only hit one location.
#47
Posted 04 December 2012 - 01:21 PM
Glucose, on 04 December 2012 - 04:40 AM, said:
ERPPCs have no minimum range.
The PPC/ ERPPC is bugged or nerfed to not be like other projectile weapons (Battletech describes the PPC as an energy projectile that does damage similar to high caliber autocannons). I suspect at this point that it is a nerf that causes the PPC to do splash damage, making it worthless, but also preventing 3x PPC from equaling 2x Gauss Rifles. They need to balance it so they are a bit more effective if they expect anyone to use them in MWO.
#48
Posted 04 December 2012 - 01:42 PM
Seriously, there are dozen other bugs that are real issue, PPC balance is good enough for now IMO.
Edited by xRatas, 04 December 2012 - 01:43 PM.
#49
Posted 04 December 2012 - 01:48 PM
#50
Posted 06 December 2012 - 04:41 PM
They simply shoot somewhere but never where you point them, at least once you are moving and don't sit somewhere for sniping.
When being stationary myself and trying to hit moving targets it seems to be more reliable once you figure out how much lead they need.
But moving and shooting at moving and even stationary targets is only generating heat, I miss 9/10 shots, maybe more.
Once they hit, the damage is ok but might be better.
I didn't have this issues with Gauss, ACs or lasers so I think I am not completely inapt when it comes to aiming my shots. I am rather sure something is bugged.
Maybe adjusting the travel speed of the "round" as discussed above might fix this, but it definitely needs to get under investigation by the devs.
At least for me, they are almost unusable in the current state.
Edited by Gulinborsti, 06 December 2012 - 04:42 PM.
#51
Posted 06 December 2012 - 04:57 PM
#52
Posted 06 December 2012 - 07:23 PM
Gulinborsti, on 06 December 2012 - 04:41 PM, said:
They simply shoot somewhere but never where you point them, at least once you are moving and don't sit somewhere for sniping.
When being stationary myself and trying to hit moving targets it seems to be more reliable once you figure out how much lead they need.
But moving and shooting at moving and even stationary targets is only generating heat, I miss 9/10 shots, maybe more.
Once they hit, the damage is ok but might be better.
I didn't have this issues with Gauss, ACs or lasers so I think I am not completely inapt when it comes to aiming my shots. I am rather sure something is bugged.
Maybe adjusting the travel speed of the "round" as discussed above might fix this, but it definitely needs to get under investigation by the devs.
At least for me, they are almost unusable in the current state.
http://mwomercs.com/...ost__p__1546429
Quote
1) AutoCannon projectile speeds increasing. AC/20 ~ 900m/s. AC/LBX10 ~ 1100m/s. AC/UAC/5 ~1300m/s.
2) PPC and ERPPC projectile speeds increasing to 2000m/s (AC/2 speed).
I've also looked into doing some tweaks with the NARC and TAG systems. So far I'm planning on increasing the time that a NARC beacon lasts from 15 seconds to 20 seconds. TAG range will be boosted from 450m to 750m.
These changes will go through testing and if it feels right, you'll see them next patch.
Edited by LaserAngel, 06 December 2012 - 07:24 PM.
#53
Posted 06 December 2012 - 07:26 PM
If you know what I mean
#54
Posted 10 December 2012 - 04:48 PM
#55
Posted 10 December 2012 - 05:00 PM
PPC speed is being improved to be equal to the AC/2. Plus it is getting some kind of EMP effect.
#56
Posted 10 December 2012 - 05:28 PM
What I learned is not to aim with the PPC where the target is, but estimate the general direction and shoot somewhere into the nether, hoping the shot connects. With the only exception if the target is standing still and even then, some shots do not connect. Furthermore the PPCs do not seem to penetrate or dismantle armor like an AC/10 does..
I guess the PPC simply suffers strongly from the hit detection and netcode. Personally its my least favoured weapon because it does not deliver the expected (10 damage) punch and the performance is unpredictable.
The ER PPC has too many negatives/non-benefits attached to it to make it it worth while equipping.
Yes I know they are getting some love soon, maybe we can revisit this thread afterwards.
Edited by Taizan, 10 December 2012 - 05:39 PM.
#57
Posted 10 December 2012 - 06:00 PM
#58
Posted 10 December 2012 - 06:04 PM
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