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Will Ppcs Really Counter Ecm?


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#201 Jakob Knight

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Posted 01 February 2013 - 12:58 PM

View PostElkarlo, on 01 February 2013 - 12:15 PM, said:


And yes ECM counters abilies of the BaP but only the Shut down Mech detection Ability.
The Range Increase of the BaP is untouched by ECM. (Maximum Tech. p.52 Double Blind Rules)


Well, by those same rules, ECM has no effect beyond its area-of-effect (which is why it's called that), so it shouldn't be doing anything beyond 180 meters anyway. Since it's clear MWO isn't following the rules, it's hard to base any requests for changes on ground the devs have already cast aside, especially when they make a blanket statement saying that ECM stops BAP from working and BAP does not increase the detection range vrs. ECM.

The best and simplest way they could have made BAP work would simply allow BAP to remove the penalties to detection outside the ECM area of effect distance. That would have gone a long way to making BAP useful, limit ECM effectiveness to something like where it should be, and not require much coding changes.

Edited by Jakob Knight, 01 February 2013 - 12:59 PM.


#202 StalaggtIKE

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Posted 01 February 2013 - 01:00 PM

View PostSuprentus, on 01 February 2013 - 12:54 PM, said:


The "." at the end of your link screwed it up.

I prefer this D-DC loadout, myself: http://mwo.smurfy-ne...7ef8b3ded7376f2

DPS isn't everything to me though, it all depends on the situation. My Awesome is all about positioning, precision, and knowing when to fire. It can also snipe and have a bigger range of motion with the arm-mounted ER PPCs. Those variables can't be put into numbers. I've had the advantage against Atlases and Stalkers by staying out of their main line of fire, merely because I could stick to their sides more and aim with my arm.

Ugh! It's fixed now. D-DC build: http://mwo.smurfy-ne...bca2b41c477ac8d
My build is pretty much the same as yours. That is true, somethings can not be put to numbers. I am sure if I wasn't careful, you could snipe me a bit before I got within range.

Edited by StalaggtIKE, 01 February 2013 - 01:00 PM.


#203 Tincan Nightmare

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Posted 02 February 2013 - 02:58 PM

View PostSolis Obscuri, on 31 January 2013 - 04:18 PM, said:

You really think people will buy a 6,000MC Awesome for its one PPC when they could just buy a PPC for 400,000CB? Well, perhaps I assume too much human intelligence... some people might.

View PostNovawrecker, on 31 January 2013 - 04:20 PM, said:

Tis not just any PPC, tis a Pretty Baby PPC! :(


Hey I put a smily face, I was just joking (though looking at lots of events that occur in various places, never assume too much human intelligence :P.)
And it would only count as a Pretty Baby PPC if it was mounted low in the CT about where....... on second thought lets stop here :P.

#204 Jyaksus

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Posted 09 April 2013 - 08:40 PM

View PostOrzorn, on 29 January 2013 - 05:41 PM, said:

See, that makes me believe that is related to the laser/srm damage issue discovered about a week ago. Some of those weapons weren't doing the right amount of damage, and others, like lasers, were doing too much. PPCs may very well be affected by the same bug, or perhaps a bug of their own. Regardless, I remember comments from a dev saying that PPCs use a projectile that is actually the same size as an autocannon round, and hits the same way. So if PPCs are "spreading" (or, from what it sounds, just not doing the proper damage), then its likely a bug, and not by design.


My personal take on the issue at hand revolves around this information.

As far as the devs tell us, and as far as we can test, the PPC fires an extremely fast projectile that is the same size as an AC round, which is what makes it blast annoyingly against certain rocks, buildings, and architecture, when it looks like it should go on by. This makes it unreliable for shooting through, around, or past cover. The range and heat of the weapon implies that it's meant to be the energy equivalent of a cannon weapon, burst fire rather than sustained.

I have noticed what appears to be a "bubble" when the weapon hits, as if the projectile itself doesn't know where it went off. I can be sure I'm landing a shot on a back left, and have the front light up, or vice-versa. The game seems to read the projectile speed wrong, and latency issues cause the strike to register, even though it's either already passing through the mech, or it's a few feet away, causing the phantom PPC explosion that indicates you made a hit, but no damage appears.





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