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.
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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 energy beams, the PPC fires high-energy ion bolts.
  
 
==Overview==
 
==Overview==
 
[[File:PPC.png|thumb|350px|PPC - Particle Projector Cannon (Std)]]
 
[[File:PPC.png|thumb|350px|PPC - Particle Projector Cannon (Std)]]
Currently there are six 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 version that differs from the standard one only by having longer range and slightly increased heat output.
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There are six different PPC weapons in MWLL varying in range, damage and [[heat]] output. In addition of damage done to hit component, the PPC bolts 'explode' in contact causing splash damage to all components inside the splash radius.
  
The [[Clan]] ERPPC has the same range as its [[Inner Sphere]] counterpart, but does about 35% more damage (also 35% more heat). The Heavy PPC has a slightly shorter range than the standard IS PPC, but is capable of dealing much higher damage - twice that of a regular or Extended Range IS PPC. However, this is balanced out by the immense heat it generates, as well as having longer recharge time. The BA PPC can be carried by any [[BA|Battle Armor]] and is frequently used weapon of dedicated infantry players.
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The "standard" PPC is only used by [[Inner Sphere]] units and the Extended Range version differs from it only by having longer range and slightly increased heat output. The [[Clan]] ERPPC has the same range as its Inner Sphere counterpart, but does about 35% more damage in exhange for almost 70% more heat.
  
In addition to simply dealing damage, PPCs are capable of causing certain effects. One such effect is that the unit hit will be shaken about, making it possible to throw off the enemys aim with a well-timed shot. Another effect that any PPC weapon deals is EMP, which can disable the affected enemy's [[night vision]], and also knock out any attached [[NARC]] beacons. Because PPCs deal splash damage this EMP effect can be useful for disabling NARC beacons on yourself or friendly units by carefully applying the EMP splash to the NARCed unit, while dealing little other damage. When applying this to [[Mechs]], it should be noted that the NARC beacon will be disabled only if the splash damage reaches a Mechs torso.
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The Heavy and Light PPC are only used by IS units. Heavy PPC has a slightly shorter range than the standard IS PPC, but is capable of dealing massive damage - twice that of a regular or Extended Range IS PPC. However, this is balanced out by the immense heat it generates, as well as having longer recharge time. The Light PPC is a smaller version of the standard PPC having a shorter 450 meter range while damage is about half of the PPC.
  
Although often not too useful against BAs jump jetting in the air, the PPCs are very effective against BA on the ground, where the large splash radius helps hitting the little buggers. Even if the BA survives the hit, its HUD will be disabled for some time, seriously hampering the ability to fight.
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The BA PPC can be carried by any [[BA|Battle Armor]] and is frequently used weapon of dedicated infantry players.
  
One potential drawback of the PPC weapons is that their damage is not as focused as lasers, making it difficult to target a single location for quick destruction.
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In addition to simply dealing damage, PPCs are capable of causing screen shake, making it possible to throw off the enemy's aim with well-timed shots. Generally the heavier the PPC, the more shake it causes. the PPC ion bolts also cause EMP effect, which can disable target's [[night vision]], and also disable any attached [[NARC]] beacons. Because PPCs deal splash damage this EMP effect can be useful for disabling NARC beacons on yourself or friendly units by carefully applying the EMP splash to the NARCed unit, while dealing little other damage. NARC beacon will be disabled only if the splash damage reaches the Mech's center torso.
  
<div style="clear: both"></div> <!-- Stops the text flow beside the picture-->
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Although often not too useful against BAs jump jetting in the air, the PPCs can be effective against BA on the ground, where the large splash radius helps hitting them. Even if the BA survives the hit, its HUD will be disabled for some time, seriously hampering the ability to fight.
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{{Clear}}
 
==Weapon Stats==
 
==Weapon Stats==
  
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==Gameplay & Hints==
 
==Gameplay & Hints==
 
===[[Battle Armor Weapons#Man Pack PPC|BA mPPC]]===
 
===[[Battle Armor Weapons#Man Pack PPC|BA mPPC]]===
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 about 540 meters coupled with a respectable damage often make it a weapon of choice of dedicated Battle Armor players. Because the weapon recoil throws the battle armor back when it is fired, it can double as a means of faster travel 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.
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*The BA PPC is a dedicated infantry weapon, meaning that it cannot be taken inside any vehicle other than an APC.  
 
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*Because the weapon recoil throws the battle armor back when it is fired, it can double as a means of faster travel by jumping up and firing in the direction opposite of the intended direction of travel.
Care must be taken to not hit your own cover while shooting, as this can cause heavy self damage in addition of disabling the Battle Armor HUD.
 
 
 
===LPPC===
 
The Light PPC is a smaller version of the standard PPC having a shorter 450 meter range while its damage is about half of the PPC. It still has mild concussive effects that will cause screen shake on the enemy asset. With a faster rate of fire and often grouped in pairs or even more, it becomes more effective in closer ranged combat. Setting multiple Light PPCs to chain fire mode can greatly agitate enemy pilots by ruining their aim every few seconds.
 
 
 
===PPC===
 
The PPC often ends up being the main weapon of [[Mechs|BattleMechs]] which carry it. The 650 meter range and medium damage coupled with unlimited reloads make it a decent sniping weapon. Because of the concussion effect it causes on enemy units, it is also a suitable close range weapon where a well timed shot can throw off an enemy salvo. Unfortunately, happenstance accuracy versus moving targets added up with the low rate of fire does hamper it somewhat in close quarters, forcing a pilot to take utmost 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 dire straits.
 
  
===(C)ER PPC===
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===PPC, (C)ERPPC===
The (C)ER PPC has roughly 200 meter advantage over the standard PPC, but produces more heat (especially the [[Clan]] version). The ER PPC is usually best employed in the sniping role where the firing unit can fall back behind cover to cool off while the weapon recharges.
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* Compared to [[Gauss Rifle]]s, the PPC bolts have slower speed (~1850 m/s vs. 2500 m/s) making it somewhat harder to hit fast moving targets like [[ASF]]s
  
<!-- ==MWLL History== -->
 
  
 
==Canon==
 
==Canon==

Revision as of 16:34, 22 June 2020

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

Overview

PPC - Particle Projector Cannon (Std)

There are six different PPC weapons in MWLL varying in range, damage and heat output. In addition of damage done to hit component, the PPC bolts 'explode' in contact causing splash damage to all components inside the splash radius.

The "standard" PPC is only used by Inner Sphere units and the Extended Range version differs from it only by having longer range and slightly increased heat output. The Clan ERPPC has the same range as its Inner Sphere counterpart, but does about 35% more damage in exhange for almost 70% more heat.

The Heavy and Light PPC are only used by IS units. Heavy PPC has a slightly shorter range than the standard IS PPC, but is capable of dealing massive damage - twice that of a regular or Extended Range IS PPC. However, this is balanced out by the immense heat it generates, as well as having longer recharge time. The Light PPC is a smaller version of the standard PPC having a shorter 450 meter range while damage is about half of the PPC.

The BA PPC can be carried by any Battle Armor and is frequently used weapon of dedicated infantry players.

In addition to simply dealing damage, PPCs are capable of causing screen shake, making it possible to throw off the enemy's aim with well-timed shots. Generally the heavier the PPC, the more shake it causes. the PPC ion bolts also cause EMP effect, which can disable target's night vision, and also disable any attached NARC beacons. Because PPCs deal splash damage this EMP effect can be useful for disabling NARC beacons on yourself or friendly units by carefully applying the EMP splash to the NARCed unit, while dealing little other damage. NARC beacon will be disabled only if the splash damage reaches the Mech's center torso.

Although often not too useful against BAs jump jetting in the air, the PPCs can be effective against BA on the ground, where the large splash radius helps hitting them. Even if the BA survives the hit, its HUD will be disabled for some time, seriously hampering the ability to fight.

Weapon Stats

Weapon Max
Range
Hit Damage/Shot Splash Damage/Shot Damage
Type
Sec. Splash
Damage/Shot
Sec.
Damage Type
Splash Radius
(prm/sec)
Shots
/min
Sustained
DPS
Speed
(m/s)
Heat
/Shot
BA mPPC 540m 250 250 Energy 100 EMP 0.6m / 2m 8 85 1800 ---
LPPC 450m 110 110 130 0.7m / 2.5m 9.5 59 1870 80
PPC 720m 240 240 230 0.8m / 3m 7.5 94 1850 160
ERPPC 900m 1870 176
CERPPC 300 300 357 127 277
HPPC 650m 480 480 460 0.8m / 6m 5.5 138 1810 320
All stats are current as of release 0.14.10

Gameplay & Hints

BA mPPC

  • The BA PPC is a dedicated infantry weapon, meaning that it cannot be taken inside any vehicle other than an APC.
  • Because the weapon recoil throws the battle armor back when it is fired, it can double as a means of faster travel by jumping up and firing in the direction opposite of the intended direction of travel.

PPC, (C)ERPPC

  • Compared to Gauss Rifles, the PPC bolts have slower speed (~1850 m/s vs. 2500 m/s) making it somewhat harder to hit fast moving targets like ASFs


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.

BattleTech reference

Usage

The following assets equip PPCs:

Asset Type Faction Tons LPPC PPC (c)ERPPC HPPC
Commando B Mech IS 25 1
Commando E Mech IS 25 2
Solitaire E Mech CL 25 1
Anubis C Mech IS 30 2
Anubis D Mech IS 30 2
Anubis G Mech IS 30 1
Osiris B Mech IS 30 1
Osiris C Mech IS 30 1
Osiris G Mech IS 30 1
Uller D Mech CL 30 1
Puma Pr Mech CL 35 2
Puma A Mech CL 35 1
Raven C Mech IS 35 1
Chimera A Mech IS 40 1
Chimera B Mech IS 40 2
Chimera C Mech IS 40 1
HollanderII F Mech IS 45 1
Shadowcat C Mech CL 45 1
Shadowcat G Mech CL 45 1
Hellhound F Mech CL 50 1
Uziel Pr Mech IS 50 2
Uziel D Mech IS 50 2
Blacklanner A Mech CL 55 1
Bushwacker F Mech IS 55 1
Bushwacker G Mech IS 55 1
Stormcrow D Mech CL 55 1
Argus B Mech IS 60 1
Argus D Mech IS 60 1
Rifleman F Mech IS 60 2
Vulture B Mech CL 60 1
Vulture F Mech CL 60 1
Catapult A Mech IS 65 2
Cauldronborn D Mech CL 65 1
Loki Pr Mech CL 65 2
Loki F Mech CL 65 1
Avatar A Mech IS 70 2
Avatar F Mech IS 70 1
Avatar G Mech IS 70 2
Novacat Pr Mech CL 70 2
Novacat E Mech CL 70 2
Novacat F Mech CL 70 2
Novacat G Mech CL 70 2
Thor Pr Mech CL 70 1
Thor E Mech CL 70 2
Warhammer Pr Mech IS 70 2
Warhammer C Mech IS 70 4
Warhammer G Mech IS 70 2
Madcat A Mech CL 75 2
Madcat E Mech CL 75 2
Marauder Pr Mech IS 75 2
Marauder B Mech IS 75 2
Marauder D Mech IS 75 4 1
Thanatos C Mech IS 75 3
Thanatos E Mech IS 75 1
Awesome Pr Mech IS 80 3
Awesome C Mech IS 80 4
Awesome E Mech IS 80 2
Awesome G Mech IS 80 2
Masakari Pr Mech CL 85 4
Bloodasp G Mech CL 90 2
MadCatMKII F Mech CL 90 2
Mauler A Mech IS 90 1
Mauler B Mech IS 90 2
Mauler D Mech IS 90 2
Mauler E Mech IS 90 1
Sunder A Mech IS 90 2
Sunder B Mech IS 90 1
Sunder D Mech IS 90 2
Sunder E Mech IS 90 3
Atlas Pr Mech IS 100 2
Atlas B Mech IS 100 2
Daishi B Mech CL 100 2
Daishi C Mech CL 100 2
Fafnir F Mech IS 100 2
Fafnir G Mech IS 100 2
Kodiak C Mech CL 100 1
Kodiak G Mech CL 100 1
Mithras A Vehicle CL 25 1
Chevalier A Vehicle IS 35 1
Chevalier G Vehicle IS 35 1
Ares C Vehicle CL 40 1
Goblin D Vehicle IS 45 2
Goblin G Vehicle IS 45 3
Regulator E Vehicle IS 45 1
Epona B Vehicle CL 50 1
Oro A Vehicle CL 60 1
Oro E Vehicle CL 60 1
Rommel E Vehicle IS 65 1
Rommel G Vehicle IS 65 1
Demolisher E Vehicle IS 80 1
Demolisher F Vehicle IS 80 2
Morrigu C Vehicle CL 80 3
Huitzilopochtli D Vehicle CL 85 2
Huitzilopochtli E Vehicle CL 85 1
Hawkmoth D VTOL IS 25 2
SparrowHawk F ASF IS 30 1
Avar E ASF CL 35 1
Sulla Pr ASF CL 45 1
Sulla H ASF CL 45 1
Corsair F ASF IS 50 2
Visigoth D ASF CL 60 2
Visigoth G ASF CL 60 1
Rusalka Pr ASF IS 65 1
Rusalka B ASF IS 65 2
Rusalka D ASF IS 65 1
Rusalka G ASF IS 65 2
Shiva C ASF IS 85 1
Shiva D ASF IS 85 3
Xerxes C ASF CL 85 2
All stats are current as of release 0.14.10