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Roofer Madness
1096
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Posted - 2014.04.29 17:16:00 -
[1] - Quote
I highly agree. It reminds me of the "don't buff remotes" argument. If they already almost OHK every suit in the game then what is the difference?
I spent half my ISK on gambling, alcohol and wild women. The rest I wasted.
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Roofer Madness
1097
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Posted - 2014.04.29 17:25:00 -
[2] - Quote
Darken-Sol wrote:Making it able to destroy a lav with out reloading would be a start.
Or fixing the reload skill so that it actually does something would be a heck of an even better start!!!!
I spent half my ISK on gambling, alcohol and wild women. The rest I wasted.
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Roofer Madness
1099
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Posted - 2014.04.29 17:44:00 -
[3] - Quote
Asha Starwind wrote:IMO increasing the damage wouldn't do much unless the buffed damage to 3k or something
- limited range - steep firing arc - slow projectile speed - long reload - lock-up after firing - charge to fire - 1-round magazine - low reserve ammo
Trying to figure out how much to buff it's damage by would be the same thing as figuring out what shade of lipstick the pig is going to wear.
Well, given the known cons what could be addressed?
-limited range
This is fine. Not exactly meant to be super long range anyways.
-steep firing arc/projectile speed/charge to fire/1-round magazine
I would classify these as characteristics of the weapon and not necessarily problems.
-long reload
Fix the reload skill
-lock-up after firing
Doesn't happen if you sprint-cancel it out. I switch to my SMG quickly to finish off people. Still, the animations and workings of the Plasma Cannon really do need to work properly. Too buggy.
-low reserve ammo
I have the ammo skill maxed out and I don't really find this to be an issue. I also rock nice hives so meh.
In my opinion until the bugs are fixed we can never know the true power of this weapon. In true CCP fashion, what will most likely happen is they will buff it and fix the bugs and then it will be OP. I could see the splash radius being increased if the splash damage went down and I could see the direct hits being stronger, but not until the bugs are fixed.
I spent half my ISK on gambling, alcohol and wild women. The rest I wasted.
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Roofer Madness
1100
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Posted - 2014.04.29 18:31:00 -
[4] - Quote
Awry Barux wrote:Roofer Madness wrote:Asha Starwind wrote:IMO increasing the damage wouldn't do much unless the buffed damage to 3k or something
- limited range - steep firing arc - slow projectile speed - long reload - lock-up after firing - charge to fire - 1-round magazine - low reserve ammo
Trying to figure out how much to buff it's damage by would be the same thing as figuring out what shade of lipstick the pig is going to wear. Well, given the known cons what could be addressed? -limited range This is fine. Not exactly meant to be super long range anyways. -steep firing arc/projectile speed/charge to fire/1-round magazine I would classify these as characteristics of the weapon and not necessarily problems. -long reload Fix the reload skill -lock-up after firing Doesn't happen if you sprint-cancel it out. I switch to my SMG quickly to finish off people. Still, the animations and workings of the Plasma Cannon really do need to work properly. Too buggy. -low reserve ammo I have the ammo skill maxed out and I don't really find this to be an issue. I also rock nice hives so meh. In my opinion until the bugs are fixed we can never know the true power of this weapon. In true CCP fashion, what will most likely happen is they will buff it and fix the bugs and then it will be OP. I could see the splash radius being increased if the splash damage went down and I could see the direct hits being stronger, but not until the bugs are fixed. What bugs are you referring to? It's my understanding that the post-firing lock-up is deliberate to try to prevent fast-swap tactics. From using the PLC for the past week, I haven't encountered any problems with it working from a technical standpoint- it just doesn't do enough damage to make it a remotely viable AV weapon. IMO, due to its shotgun-like range requirement (on the AV weapon scale) and the extreme difficulty of hitting moving targets, it should have both the highest alpha and highest DPS of any AV weapon. The projectile is so slow that, from 50m, a situationally aware stationary nitro HAV can literally see the shot coming and have time to dodge it with a quick forward or backward boost. For reference, a PRO SL puts out 517 base DPS with no rapid reload skill, proficiency, or damage mods. To bring the PLC in line with the current PRO SL in terms of DPS, the PRO PLC should be doing at least ((.6*.75) + 3.5) * 517 = 2042 damage per shot. I would argue that, due to the extreme range limitations and difficulty of landing shots in comparison to other light and heavy AV weapons, the PLC should be rewarded with an additional roughly 20% damage, brining the proto PLC's direct damage per shot up to 2400. Splash damage, of course, should remain unchanged, or even nerfed slightly to further focus the weapon on AV.
The bug that I am referring to that I believe to be the main offender would be the bug that causes a lot of splash damage to not register on infantry.
See - I actually have quite a bit of luck using the PLC as AV. I run it in combination with remotes/proximities and av nades. I have blown up countless tanks, hell even dropships. But this is because I am not relying on the PLC to do the brunt of the damage really. it's just a shield killer for AV. You still need explosives or you have no chance against the armor.
I generally use the proto variant (cuz I'm a baller lol) but really, you are indeed correct, there is just not enough of a scale up in damage output from STD to PRO. I would like to see the 20% buff to the direct hits only to AV, which as someone else pointed out, should be do-able with the built in efficiencies.
Come to think of it, the missing variants could solve all this mess. The breach could be more AV and the Assault could be more infantry.. Hmmmmmm....
I spent half my ISK on gambling, alcohol and wild women. The rest I wasted.
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Roofer Madness
1105
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Posted - 2014.04.29 20:34:00 -
[5] - Quote
Awry Barux wrote:Roofer Madness wrote: The bug that I am referring to that I believe to be the main offender would be the bug that causes a lot of splash damage to not register on infantry.
See - I actually have quite a bit of luck using the PLC as AV. I run it in combination with remotes/proximities and av nades. I have blown up countless tanks, hell even dropships. But this is because I am not relying on the PLC to do the brunt of the damage really. it's just a shield killer for AV. You still need explosives or you have no chance against the armor.
I generally use the proto variant (cuz I'm a baller lol) but really, you are indeed correct, there is just not enough of a scale up in damage output from STD to PRO. I would like to see the 20% buff to the direct hits only to AV, which as someone else pointed out, should be do-able with the built in efficiencies.
Come to think of it, the missing variants could solve all this mess. The breach could be more AV and the Assault could be more infantry.. Hmmmmmm....
Oh, I thought that bug was just a sharp splash damage falloff and me being bad. It's nice to know that maybe it's not just me. I use the PLC in the same way for AV- 2-3 remotes, 1 PLC shot, 2 AV nades, detonate remotes -> dead tank, but of course that means that the PLC is really doing at most about 1/4 of the work. Like the other AV weapons, it should be able to potentially do 100% of the work with good positioning and aim. One very important point- I'm not saying there should be a bigger gap, percentage wise, between the STD and PRO versions. Swarms clearly demonstrate why that sort of balancing is just awful- a 10% gap between STD and PRO is good, 50% is not. The PLC just needs a major raw direct damage buff at all tiers, or a huge anti-vehicle efficiency increase. Variants would be a great solution, I would love to see variants.
It is a light weapon after all. It shouldn't have the damage of the forge gun (a heavy weapon). They sacrifice mobility for the forge whilst I can slap a PLC on a scout that runs 10+ mps.
I think part of the Plasma Cannon is weapon synergy. Now granted that synergy was born out of necessity but it's a defining characteristic of the weapon IMO. I enjoy blapping out shields with the PLC and then quickly switching to SMG/res/whatever to finish the job.
I spent half my ISK on gambling, alcohol and wild women. The rest I wasted.
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Roofer Madness
1109
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Posted - 2014.04.29 22:28:00 -
[6] - Quote
Quil Evrything wrote:Roofer Madness wrote:[
I think part of the Plasma Cannon is weapon synergy. Now granted that synergy was born out of necessity but it's a defining characteristic of the weapon IMO. I enjoy blapping out shields with the PLC and then quickly switching to SMG/res/whatever to finish the job. Errr... at SMG distances, I would think an MD would be better for you at taking out shields. It has larger splash, and/or higher rate of fire, and no weaponswitch lag.
I would pair the MD with a flux and lead with the flux. When I say synergy I mean using both your weapons against their appropriate damage type in a devastating and quick manner. The PLC is the Gentleman's Mass Driver.
I spent half my ISK on gambling, alcohol and wild women. The rest I wasted.
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