Difference between revisions of "Particle Projection Cannons"

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'''Particle Projection Cannons''', most commonly referred to as '''PPC'''s, are the [[Energy Weapons|energy weapon]] equivalent of a [[Gauss Rifles|Gauss rifle]].  Unlike [[Lasers]], which fire an energy beam or pulse, the PPC fires high-energy ion bolts.
'''Particle Projecter Cannons''', most commonly referred to as '''PPC'''s, are the [[Energy Weapons|energy weapon]] equivalent of a [[Gauss Rifles|Gauss rifle]].  Unlike [[Lasers]], which fire an energy beam or pulse, the PPC fires high-energy ion bolts.
 
  
 
==Overview==
 
==Overview==
 
Currently there are 4 PPC weapons in MWLL and they are all considered among the most potent weapons in the game thanks to their respectable damage and long range.  In addition to the standard PPC there is an Extended Range (or ER) version as well.  With an improved reach the ERPPC also generates noticeably more heat, with a modest improvement to damage and longer recharge time.  The CERPPC has the same range as the Inner Sphere version of the weapon, but does almost 50% higher damage.  The BA PPC can be carried by any [[BA|Battle Armor]] and is frequently the main weapon of dedicated infantry players.
 
Currently there are 4 PPC weapons in MWLL and they are all considered among the most potent weapons in the game thanks to their respectable damage and long range.  In addition to the standard PPC there is an Extended Range (or ER) version as well.  With an improved reach the ERPPC also generates noticeably more heat, with a modest improvement to damage and longer recharge time.  The CERPPC has the same range as the Inner Sphere version of the weapon, but does almost 50% higher damage.  The BA PPC can be carried by any [[BA|Battle Armor]] and is frequently the main weapon of dedicated infantry players.
  
In addition to simply causing damage PPC weapons have several other effects.  First, the unit hit will be shaken about, making it possible to cause the enemy to miss with their own weapons thanks to a well timed shot.  In addition, all PPC weapons cause a noticeable heat spike in the enemy unit hit.  Finally the PPC deals EMP damage, which can interfere with the enemy's HUD and also knocks out any attached [[NARC]] beacons.  Because PPC's deal splash damage this EMP effect can be useful for removing NARC's on yourself or friendly units by standing next to a wall and shooting the wall, letting the splash EMP damage remove the beacon while dealing little other damage.
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In addition to simply causing damage PPC weapons have several other effects.  First, the unit hit will be shaken about, making it possible to cause the enemy to miss with their own weapons thanks to a well timed shot.  In addition, all PPC weapons cause a noticeable heat spike in the enemy unit hit.  Finally the PPC deals EMP damage, which can interfere with the enemy's [[night vision]] and also knocks out any attached [[NARC]] beacons.  Because PPC's deal splash damage this EMP effect can be useful for removing NARC's on yourself or friendly units by standing next to a wall and shooting the wall, letting the splash EMP damage remove the beacon while dealing little other damage.
  
 
Although often not too useful against BA jumping in the air the PPC's are very effective against BA on the ground, where the splash damage often kills them and if not the EMP disables their HUD, seriously hampering their ability to fight, and also disables their suit's ability to protect them from damage.
 
Although often not too useful against BA jumping in the air the PPC's are very effective against BA on the ground, where the splash damage often kills them and if not the EMP disables their HUD, seriously hampering their ability to fight, and also disables their suit's ability to protect them from damage.
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==Weapon Stats==
 
==Weapon Stats==
All stats are current as of release 0.8.6.
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All stats are current as of release 0.9.0
  
 
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<!-- Use this template when adding new energy weapons. It should match the column format above.
 
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| ---
 
| ---
 
| ---
 
| ---
| 40 Heat on target<br>Concussive<br>Kicks<br>Removes NARC
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| Concussive<br>Kicks<br>Removes NARC
 
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| 700m
 
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| Concussive<br>Removes NARC
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| HPPC
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| 650m
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| Energy
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| EMP
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| 0.8m / 6m
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===PPC===
 
===PPC===
 
The PPC often ends up being the main weapon of [[Mechs|BattleMechs]] which carry it.  The 700 meter range and high damage make it a good sniping weapon.  Because of the concussion it causes in enemy units when it strikes it is also a suitable close range weapon where a well timed shot can throw off an enemy salvo.  Unfortunately low rate of fire does hamper it somewhat in close quarters, forcing a pilot to take care not to miss.
 
The PPC often ends up being the main weapon of [[Mechs|BattleMechs]] which carry it.  The 700 meter range and high damage make it a good sniping weapon.  Because of the concussion it causes in enemy units when it strikes it is also a suitable close range weapon where a well timed shot can throw off an enemy salvo.  Unfortunately low rate of fire does hamper it somewhat in close quarters, forcing a pilot to take care not to miss.
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===HPPC===
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Effectively two regular PPCs sharing a single barrel, the Heavy PPC is slightly shorter-ranged than the standard PPC, but deals exactly twice as much damage with a doubled splash radius at the cost of twice as much heat. It also takes longer for the HPPC to recharge as well. For this reason, it is vital that every HPPC shot you fire finds its mark, as missing even once can place yourself in a very tough situation.
  
 
===(C)ER PPC===
 
===(C)ER PPC===
The (C)ER PPC has a 200 meter advantage over the standard PPC, but produces more heat (especially for the Clan version).  Although the damage-per-second of the ER PPC is identical to that of the PPC, slower rate-of-fire makes it a much more focused long range weapon.  For this reason the ER PPC is usually employed in the sniping role where the firing unit can fall back behind cover to cool off again while the weapon recharges.
+
The (C)ER PPC has a 200 meter advantage over the standard PPC, but produces more heat (especially for the Clan version).  Although the firing rate of the ER PPC is identical to that of the PPC, its lower damage-per-second makes it a much more long range focused weapon.  For this reason the ER PPC is usually employed in the sniping role where the firing unit can fall back behind cover to cool off again while the weapon recharges.
  
 
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|- class="stripe_red" style="text-align:center;"
 
|- class="stripe_red" style="text-align:center;"
! PPC || ERPPC || CERPPC
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! PPC || HPPC || ERPPC || CERPPC
 
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*[[Uziel]]
 
*[[Uziel]]
 
*[[Warhammer]]
 
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*[[Rommel]]
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*[[Atlas]]
 
*[[Atlas]]

Revision as of 19:30, 18 October 2017

Particle Projection Cannons, most commonly referred to as PPCs, are the energy weapon equivalent of a Gauss rifle. Unlike Lasers, which fire an energy beam or pulse, the PPC fires high-energy ion bolts.

Overview

Currently there are 4 PPC weapons in MWLL and they are all considered among the most potent weapons in the game thanks to their respectable damage and long range. In addition to the standard PPC there is an Extended Range (or ER) version as well. With an improved reach the ERPPC also generates noticeably more heat, with a modest improvement to damage and longer recharge time. The CERPPC has the same range as the Inner Sphere version of the weapon, but does almost 50% higher damage. The BA PPC can be carried by any Battle Armor and is frequently the main weapon of dedicated infantry players.

In addition to simply causing damage PPC weapons have several other effects. First, the unit hit will be shaken about, making it possible to cause the enemy to miss with their own weapons thanks to a well timed shot. In addition, all PPC weapons cause a noticeable heat spike in the enemy unit hit. Finally the PPC deals EMP damage, which can interfere with the enemy's night vision and also knocks out any attached NARC beacons. Because PPC's deal splash damage this EMP effect can be useful for removing NARC's on yourself or friendly units by standing next to a wall and shooting the wall, letting the splash EMP damage remove the beacon while dealing little other damage.

Although often not too useful against BA jumping in the air the PPC's are very effective against BA on the ground, where the splash damage often kills them and if not the EMP disables their HUD, seriously hampering their ability to fight, and also disables their suit's ability to protect them from damage.

If there is one potential drawback about PPC weapons it is that their damage is not as focused as laser damage, making it difficult to target a single location for quick destruction.

Weapon Stats

All stats are current as of release 0.9.0

Weapon Listed Range Heat Damage Damage Type Secondary Damage Secondary Damage Type Splash Radius Beam Duration Shots/min Overheat Cooldown Mech Damage/sec Mech Damage/Heat Heat/sec Notes
BA PPC 450m --- 425.26 Energy 100 EMP 1.2m / 2.4m --- 10 --- --- 87.54 --- --- Concussive
Kicks
Removes NARC
PPC 700m 160.5 240 Energy 230 EMP 0.8m / 3m --- 7.5 --- --- 88.5 4.4 20.1 Concussive
Removes NARC
HPPC 650m 320 480 Energy 460 EMP 0.8m / 6m --- 5.5 --- --- 86.17 2.94 29.33 Concussive
Removes NARC
ERPPC 900m 176.07 240 Energy 230 EMP 0.8m / 3m --- 7.5 --- --- 58.75 2.67 22.01 Concussive
Removes NARC
CERPPC 900m 276.84 300 Energy 357 EMP 0.8m / 3m --- 7.5 --- --- 82.13 2.37 34.61 Concussive
Removes NARC

BA PPC

The BA PPC is a dedicated infantry weapon, meaning that it cannot be taken inside any vehicle other than an APC. However its range of 450 meters coupled with a respectable damage often make it a weapon of choice with dedicated Battle Armors. Because the weapon throws the battle armor back when it is fired it can double as a means of transport by jumping up and firing in the direction opposite of the intended direction of travel. In addition a well timed BA PPC shot can quickly move a BA out of harms way to avoid enemy fire. Because of this the BA PPC is a prime sniping weapon, with the Battle Armor jumping up from behind cover, firing off a quick shot which propels them back to safety while the weapon recharges.

Care must be taken to not hit cover while standing too close, however, as this will cause heavy damage or death in addition to disabling the BA's HUD.

PPC

The PPC often ends up being the main weapon of BattleMechs which carry it. The 700 meter range and high damage make it a good sniping weapon. Because of the concussion it causes in enemy units when it strikes it is also a suitable close range weapon where a well timed shot can throw off an enemy salvo. Unfortunately low rate of fire does hamper it somewhat in close quarters, forcing a pilot to take care not to miss.

HPPC

Effectively two regular PPCs sharing a single barrel, the Heavy PPC is slightly shorter-ranged than the standard PPC, but deals exactly twice as much damage with a doubled splash radius at the cost of twice as much heat. It also takes longer for the HPPC to recharge as well. For this reason, it is vital that every HPPC shot you fire finds its mark, as missing even once can place yourself in a very tough situation.

(C)ER PPC

The (C)ER PPC has a 200 meter advantage over the standard PPC, but produces more heat (especially for the Clan version). Although the firing rate of the ER PPC is identical to that of the PPC, its lower damage-per-second makes it a much more long range focused weapon. For this reason the ER PPC is usually employed in the sniping role where the firing unit can fall back behind cover to cool off again while the weapon recharges.


Canon

The first PPC was introduced by the Terran Hegemony in 2460 and quickly became a favorite "Big Gun" of many 'Mechs. Although they had targeting difficulties under 90 meters, since the particle fields were deliberately inhibited at such short ranges to avoid accidental damage to the firing unit as a result of unfocused static discharge. Because of their range, punch, and lack of dependency of ammunition they quickly became a favorite of lighter 'Mechs which couldn't fit a heavier Gauss Rifle or AC20.

By 2760 the Terran Hegemony had improved upon the design, releasing the ER PPC. In addition to having an improved range this weapon also solved the minimum range problem, making it just as effective under 90 meters as it was at longer distances. Unfortunately this came at a cost of higher heat, producing 50% more than the already hot-running PPC. Debuting just 7 years before Stefan Amaris launched his coup on the Star League, like most advanced weapons the ER PPC was lost during the Succession Wars which would follow (in 2860) although the Clans would refine and improve on the design, eventually having it replace the standard PPC completely in 2820.

The Draconis Combine managed to retrieve the knowledge to produce ER PPC's from the Helm Core, reintroducing them to the Inner Sphere in 3037, just in time for the war of 3039. By the time of the Clan Invasion ER PPC had spread to the other Successor States as well and was in broad production with Ceres Arms, Defiance Industries, and Johnston Industries being the chief producers.

More recently the Draconis Combine has introduced several new PPC variants (all in 3067). The Heavy PPC has the range of a standard PPC, but manages to match the damage dealt by the Clan ER PPC. This unfortunately also comes with the heat increase and also results in a heavier, more bulky weapon. The Light PPC is a move in the opposite direction, making the standard PPC lighter and more compact, resulting in a cooler running if less powerful weapon. Finally there is the Snub Nosed PPC, which originated as a Star League-era experiment to "overcharge" a standard PPC in order to gain the same power from a reduced weapon size. The result was a weapon which lost effect over range and lost much of its reach, however it had a much improved minimum range envelope.

Unlike MWLL, canon PPC's are not an EMP weapon, amounting to little more than a burst of static which harms enemy units through kinetic and thermal stressing.

Usage

The following vehicles equip these weapons.

PPC HPPC ERPPC CERPPC

See Also