PPA, how the dicks do you use this_
#1
Posted May 05 2014 - 02:39 PM
#2
Posted May 05 2014 - 03:00 PM
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#4
Posted May 05 2014 - 06:40 PM
#5
Posted May 05 2014 - 06:48 PM
This is xacius playing it. Just note the timing while he's covering the doorway. (most of the game). Keep practicing.
#6
Posted May 05 2014 - 08:48 PM
#7
Posted May 06 2014 - 05:46 AM
ticklemyiguana, on May 05 2014 - 06:48 PM, said:
This is xacius playing it. Just note the timing while he's covering the doorway. (most of the game). Keep practicing.
Thanks, I was too lazy to find that link, even tho I was planning to find it for him ... lol
#8
Posted May 06 2014 - 06:41 AM
Silverfire, on May 05 2014 - 03:00 PM, said:
I do this, but I'm wondering if its sub-optimal because I tend to overheat when a nearby mech (or mechs) start shooting in the middle of the PPA burst. I think the SAARE should come first, and then the ppa used to replenish lost heat (eg: Boom dakadaka instead of dakadaka Boom). That way you can modulate the ppa burst farther below the overheat threshold. It should give you more control over your heat levels in the presence of other mechs.
Unfortunately PPA first has become muscle memory to some degree. Will report back when successfully re-trained.
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#9
Posted May 06 2014 - 07:47 AM
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#10
Posted May 06 2014 - 12:14 PM
Hyginos, on May 06 2014 - 06:41 AM, said:
Silverfire, on May 05 2014 - 03:00 PM, said:
I do this, but I'm wondering if its sub-optimal because I tend to overheat when a nearby mech (or mechs) start shooting in the middle of the PPA burst. I think the SAARE should come first, and then the ppa used to replenish lost heat (eg: Boom dakadaka instead of dakadaka Boom). That way you can modulate the ppa burst farther below the overheat threshold. It should give you more control over your heat levels in the presence of other mechs.
Unfortunately PPA first has become muscle memory to some degree. Will report back when successfully re-trained.
Edited by jrkong, May 06 2014 - 12:16 PM.
#11
Posted May 06 2014 - 12:55 PM
jrkong, on May 06 2014 - 12:14 PM, said:
Much better to watch the heat than memory, especially when someone with a Vulcan decides to facehug to heat you up.
Edited by Stingz, May 06 2014 - 12:56 PM.
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#12
Posted May 06 2014 - 01:58 PM
Stingz, on May 06 2014 - 12:55 PM, said:
jrkong, on May 06 2014 - 12:14 PM, said:
Much better to watch the heat than memory, especially when someone with a Vulcan decides to facehug to heat you up.
Edited by jrkong, May 06 2014 - 01:58 PM.
#13
Posted May 07 2014 - 01:29 PM
When I use the PPA, I have had the best luck not even considering hitting people with the gun on purpose, and just using it to provide for a nonstop stream of large fireballs (remember, utility fire switches you to bigger fireballs that take more heat). Watch your heat, use M1 to manage heat, if you happen to hit somebody with bullets then it is a pleasant bonus while you focus your entire aim on GODZILLA BREATH instead of trying to split aim between weapons.
When I want to shoot people with a gun, I use the Baby, or the Mama. Mama may be projectiles instead of hitscan, but it's heat build up is in that sweet spot where you can sustain fire while lobbing nonstop large fireballs. Baby you can practically tape the M1 down unless you are standing in a heat mine, and in that case of if you think you are at risk of overheating you just switch from small fireballs to big ones.
While we are on tips with the Incinerator's more awkward weapons, be careful with that ability. The big downside is not it's range, but the fact it forces your weapons into the startup animation so you can't even start firing again for a few seconds. Most of the time it is more practical to just keep shooting or pitch a few more fireballs at the enemy, but it has been delightful in finishing off half health Technicians. Or putting the hurt on a group of enemies like a fat suicide bomber you know your team will clean up off of the AA or missile silo.
Probably 90% of my Incinerator ability kills are against Techs. 90% of my "Awww MAN, it didn't kill them and now I am dead because I can't shoot for three+ seconds" ability botches are against damaged scouts who came out with 5-15 health left, but I was too lazy to try and nail with another fireball or two.
Honorable mention: Ability kills on pursuing Predators who have nailed me with EMP.
TL;DR: Just forget about consistent damage from the PAPA itself, and treat it like a novelty heater that just happens to shoot things by coincidence sometimes while you vomit out M2 large fireballs.
Edited by SectionZ, May 07 2014 - 01:34 PM.
#14
Posted May 07 2014 - 04:11 PM
SectionZ, on May 07 2014 - 01:29 PM, said:
As for your ability problem: toss a Heat Charge and you'll be able to toss SAARE shots as your PPA revs up or it gives you the option to fire the F-bomb again if your first shot wasn't enough to finish off your target.
Edited by jrkong, May 07 2014 - 04:13 PM.
#15
Posted May 07 2014 - 05:46 PM
jrkong, on May 07 2014 - 04:11 PM, said:
#16
Posted May 07 2014 - 09:22 PM
jrkong, on May 07 2014 - 04:11 PM, said:
As for your ability problem: toss a Heat Charge and you'll be able to toss SAARE shots as your PPA revs up or it gives you the option to fire the F-bomb again if your first shot wasn't enough to finish off your target.
You have a LOT more leeway if no enemies or allies are anywhere near you with the papa, at least 8 large fireballs worth of time, more if you're clickspamming enough. But once you actually get in there or allies are beside you firing TOWS, not so much. Sure, heat absorption all by itself doesn't seem to be able to raise your bar past a certain point. But that point is 1, sometimes two Papa bullets shy of overheating.
Papa is beloved by the Incinerators I see who just hang back all from the AA match, for obvious reasons. Can't spam large fireballs from a safe distance as well with the Baby.
SoldierHobbes11, on May 07 2014 - 05:46 PM, said:
jrkong, on May 07 2014 - 04:11 PM, said:
Toss it inside AA bunkers (if available) the enemy is holed up inside, waddle in, and mash M2 or even get some Ability Kills while they have to either run away or overheat. Good times on Origin. Remember the heat mine will be thrown farther if you hold the item button down.
As for not being able to shoot right after ability, I meant more that I keep getting slammed with the "you overheated/Mech spawn weapons raise" animations locking me out of so much as starting to spin up my gun, or fire my SAARE if I am inside a heat mine. I can't seem to replicate it in training mode, so I am wondering if it is a strange latency bug where I fire off the ability before overheat at really high heat (because more heat = more damage), but the game still thinks I overheated anyways despite dumping all my heat.
#17
Posted May 07 2014 - 10:10 PM
SectionZ, on May 07 2014 - 09:22 PM, said:
jrkong, on May 07 2014 - 04:11 PM, said:
As for your ability problem: toss a Heat Charge and you'll be able to toss SAARE shots as your PPA revs up or it gives you the option to fire the F-bomb again if your first shot wasn't enough to finish off your target.
You have a LOT more leeway if no enemies or allies are anywhere near you with the papa, at least 8 large fireballs worth of time, more if you're clickspamming enough. But once you actually get in there or allies are beside you firing TOWS, not so much. Sure, heat absorption all by itself doesn't seem to be able to raise your bar past a certain point. But that point is 1, sometimes two Papa bullets shy of overheating.
Papa is beloved by the Incinerators I see who just hang back all from the AA match, for obvious reasons. Can't spam large fireballs from a safe distance as well with the Baby.
SoldierHobbes11, on May 07 2014 - 05:46 PM, said:
jrkong, on May 07 2014 - 04:11 PM, said:
Toss it inside AA bunkers (if available) the enemy is holed up inside, waddle in, and mash M2 or even get some Ability Kills while they have to either run away or overheat. Good times on Origin. Remember the heat mine will be thrown farther if you hold the item button down.
I haven't used my Heat Charges as an area denial tool in a while they're soo much more useful for covering my back when I need to finish off an A mech that's buzzing around in the air quickly. It makes me wish I could carry soo many more of them because I get so much use out of it.
I don't know if my MMR is too low or something but I rarely see PPAs at the 1800-2000s range so I just shred most of my enemies with my PPA and break through AAs by loobing my large fireballs.
SoldierHobbes11, on May 07 2014 - 05:46 PM, said:
jrkong, on May 07 2014 - 04:11 PM, said:
Edited by jrkong, May 07 2014 - 10:13 PM.
#18
Posted May 08 2014 - 11:42 PM
jrkong, on May 07 2014 - 10:10 PM, said:
I haven't used my Heat Charges as an area denial tool in a while they're soo much more useful for covering my back when I need to finish off an A mech that's buzzing around in the air quickly. It makes me wish I could carry soo many more of them because I get so much use out of it.
I don't know if my MMR is too low or something but I rarely see PPAs at the 1800-2000s range so I just shred most of my enemies with my PPA and break through AAs by loobing my large fireballs.
If it helps, there ARE higher versions to carry more heat mines. But I'm an incredible cheapskate when it comes to the deployable Items so as much as I love my incinerator I'm still using the default freebie.
But I am sure the MKIII Heat mine is TOTALLY worth the same 6,510 HC pricetag as the MK III EMP or MK III Machinegun turre-oh I can't even type that with a straight face. Ugh. The pricetags on Mechs and internals I have no issues with (in tracking my earnings, Rank 5 on average was around 15k rank 6 was around 18-19k). But the pricetags on Deployable Items and Guns is just painfully bonkers. It costs literally the same to unlock both guns on my Recruit (still locked to this day, even though I am unlocking the guns on other mechs on principle) as it does to buy a Predator of Assault G2, etc.
Edited by SectionZ, May 08 2014 - 11:43 PM.
#19
Posted May 09 2014 - 05:55 AM
SectionZ, on May 08 2014 - 11:42 PM, said:
Nice. No matter what I think about a gun, if you are kicking ass with the PPA itself with zero problems then clearly you are doing something more right with it. I've not had as much luck in shooting anything but C's or less dodgey B classes with my own PPA even in prime vulcan range.
If it helps, there ARE higher versions to carry more heat mines. But I'm an incredible cheapskate when it comes to the deployable Items so as much as I love my incinerator I'm still using the default freebie.
But I am sure the MKIII Heat mine is TOTALLY worth the same 6,510 HC pricetag as the MK III EMP or MK III Machinegun turre-oh I can't even type that with a straight face. Ugh. The pricetags on Mechs and internals I have no issues with (in tracking my earnings, Rank 5 on average was around 15k rank 6 was around 18-19k). But the pricetags on Deployable Items and Guns is just painfully bonkers. It costs literally the same to unlock both guns on my Recruit (still locked to this day, even though I am unlocking the guns on other mechs on principle) as it does to buy a Predator of Assault G2, etc.
I agree so much prices on items are expensive as hell. Actually MK III items look like they're actually a bit more expensive then weapons themselves. Only items I've ever pulled the trigger on was the MKIII Machine Gun Turret for my tech and the Mk III Heat Charge for my incinerator just yesterday. More Heat Charge=more semi safe f-bombs. I find that it's really good for DM where you need to be quick so you don't have others hoping in on your fight and taking your kill.
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