Jump to content

The Future Ppc Emp Effect?


29 replies to this topic

#21 Hobo Dan

    Member

  • PipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 597 posts
  • Twitter: Link
  • LocationWest Virginia

Posted 07 December 2012 - 11:52 AM

Love this idea. Makes PPCs useful without the need to buff damage or heat. Also brings a nice meta aspect to the game and could make Awesomes better.

I brought it up in the suggestions fourm a while ago. Here.

#22 Wolfways

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Mercenary
  • 6,499 posts
  • LocationIn a shutdown overheated mech near you.

Posted 07 December 2012 - 12:13 PM

Tbh i'm not bothered about an EMP "buff".
If the ERPPC is always going to be a fire "every now and then" weapon, which fires up to 2 seconds after you press fire it will always make the K3 useless as they are its main weapons.

#23 bionicbadger

    Member

  • PipPip
  • 30 posts

Posted 07 December 2012 - 02:04 PM

I'd like to see the effect of losing targeting and lock on when hit, losing the HUD and having slowly regenerate back to full visibility over the course of a few seconds. And if ECM mech is hit, ECM should be "rebooted" and take at least as long to come back as it does to power up the mech from shutdown.

#24 The Amazing Atomic Spaniel

    Member

  • PipPipPipPipPipPipPip
  • 932 posts
  • LocationBath, UK

Posted 07 December 2012 - 02:11 PM

View Postverybad, on 07 December 2012 - 09:48 AM, said:

Good old Awesome, Unpicked at the prom, still wins the beauty contest at the end.


You sir, are a man after my own heart.

#25 Walk

    Member

  • PipPipPipPipPipPip
  • 351 posts

Posted 07 December 2012 - 02:19 PM

Only thing I would add is diminishing return effect. Otherwise, having too many ppcs on one side(whether from one mech or multiple) can effectively render an enemy mech completely useless.

If it were up to me, I'd increase the PPC damage to 12, add a 3 second disrupt to anything it hits (ecm, lose lockon, hud flickers) and a .1 second disrupt to the one firing it(essentially, just loses any missile lockons), while keeping heat exactly as is now. Every consecutive shot within a set amount of time reduces the disrupt, so even if you are chain firing it it will only be effective for a max of 5 or 6 seconds before it would be beneficial for you to switch targets, at least for a bit. The mini-self EMP effect will prevent people stacking LRMS and PPCS and shutting down enemy LRM boats.

edit: I am envisioning the HUD disrupt is as follows: everything flickers, but your reticules return first, after 1.0 seconds, instead of the full 3. That way, you don't lose ability to aim for the full 3 seconds, just for 1.0, but the rest of your hud will still be flickering.

Edited by Walk, 07 December 2012 - 02:22 PM.


#26 mekabuser

    Member

  • PipPipPipPipPipPipPipPip
  • Philanthropist
  • 1,846 posts

Posted 07 December 2012 - 02:25 PM

I like it, but the self imposed damage should be minimal, and the primary system affected should be ecm.
Also, please for gods sake dont up the speed of ppc. Thats the last thing that needs to be done to weapon system.

JA, actually love OP idea. Its the kinda aspect that increases immersion 1000fold.

#27 Orzorn

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,327 posts
  • LocationComanche, Texas

Posted 07 December 2012 - 02:30 PM

The self imposed EMP should only happen in minimum range.

Otherwise, I love the idea.

Someone else had suggested it should shut down modules (such as the 360 target lock and PIP zoom) as well. Do you think that would also be good?

#28 mekabuser

    Member

  • PipPipPipPipPipPipPipPip
  • Philanthropist
  • 1,846 posts

Posted 07 December 2012 - 02:33 PM

View PostWolfways, on 07 December 2012 - 12:13 PM, said:

Tbh i'm not bothered about an EMP "buff".
If the ERPPC is always going to be a fire "every now and then" weapon, which fires up to 2 seconds after you press fire it will always make the K3 useless as they are its main weapons.

I understand your frustration, but if implemented as OP envisions, It could be a great build. The trial awesome, contrary to cw, can put round after round of erppc downrange with very little heat buildup.. Set up in the right spot, I could target 3,4,5 mechs with 3 erppc. Not necessarily the end of the world for the enemy, but important psychologically for my guys..
Kinda how I used to use lrm vtol if we were getting<or i jumped into a game>where we were getting stomped. It was a suppression tactic.

#29 soarra

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • 1,312 posts
  • Locationny

Posted 07 December 2012 - 05:47 PM

how about we forget about this stupid emp effect and change the heat/min range on ppc's

#30 Mr Mantis

    Member

  • PipPipPipPipPipPip
  • 413 posts
  • LocationCouch

Posted 07 December 2012 - 05:58 PM

In other games it just causes havoc on your hud.
If it only dropped the enemy hud for a second it would be a powerful weapon. (ever try to fight with the hud glitch, super difficult)
right now it is pretty useless, too much heat for less power than gauss, and for the HS you have to put in it even weighs more. Also with lag shield it is near impossible to use on light mechs, even if it had no minimum range.





6 user(s) are reading this topic

0 members, 6 guests, 0 anonymous users