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Ppc & Tag Upcoming Changes. Attn: Paul


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#1 Skyfaller

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Posted 04 December 2012 - 08:46 PM

Quote

As I said I would keep you up to date... going into test today... possibly live next patch...

1) AutoCannon projectile speeds increasing. AC/20 ~ 900m/s. AC/LBX10 ~ 1100m/s. AC/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.


1. PPC/ERPPC issue is not the speed of the projectile although the speed up is nice.

The real issue has to do with the convergence system and the click->to->fire delay.

The convergence makes it so that when you click fire it inputs the angle of the ppc pulse and the location where the pulse needs to travel to.

The delay between click and fire then makes the thing worse as a moving mech can travel 100m~ in that quarter second. The result? The PPC pulse is released from the mech 100m off the original firing location so the dispersion code makes the round fly off at a really weird angle in order for it to reach the point you were aiming at when you clicked fire.

That is why PPC pulses sometimes can just fly out at really weird angles and miss the mech that SHOULD have gotten hit as the round flies to target. You cant lead a target with a PPC because of this.

Increasing the pulse speed will not fix this.

Instead simply detach the PPC from the convergence code and remove the click->fire delay. Increase the refire delay by whatever the click->fire delay is.

...and please DO introduce an EMP effect to the PPC. Now that ECM is in the game the PPC could be a perfect counter to it. Slam the ECM mech with a PPC round and any advanced electronic modules (ECM,BAP,ARTEMIS, etc), PPC weapons and Gauss weaponry will cease to function for 3 seconds.

2. TAG range increase is good but its too simplistic and too much.

Instead leave the TAG as it is an introduce an ER TAG. 2 tons, 2 slots, 800m range.

3. NARC needs to be useful. Give it 30 seconds and the ability for it to 'draw in' any LRM that are in flight that no longer have a lock. That alone would make it an excellent light mech launcher as LRM support boats can fire in the air and the light can NARC them and the missiles can home in without needing a lock.

Increasing NARC ammo to 10 per ton would also be very helpful.

#2 General Taskeen

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Posted 04 December 2012 - 09:16 PM

What puzzles me is why NARC/TAG still have no functional use for indirect fired SRMs/LRMs. There could be a new functional mode added to switch to direct/indirect mode for missile launchers. Indirect mode could cause dumb-fired missiles (if in range) to seek nearest NARC/TAG target.

The NARC 'keep on target' time to 20s will still keep it useless, imo. NARC already can be permanently shut down by ECM. With a super effective counter like that, its time on target should be several minutes or infinity. If NARC gave indirect dumb-fired missiles the ability to home in and the time on target was increased for a few minutes/infinity they then wouldn't need any ammo increase period.

Likewise if TAG actually gave the same ability (except the drawback being the pilot needs to keep the laser on the target) to have indirectly fired missiles home in, it would be an extremely better counter to ECM than it currently is.

Edited by General Taskeen, 04 December 2012 - 09:21 PM.






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