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4 Large Pulse Lasers


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#1 Alistair Winter

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Posted 08 March 2013 - 03:47 PM

Can it be done? Are there any good builds with 4 large pulse lasers? Or is it just too much heat?

#2 Mavqie

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Posted 08 March 2013 - 03:50 PM

stalkers can have builds with 4 pulse lasers, most pl builds are pretty heat intensive but they can be managed

#3 Gigastrike

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Posted 08 March 2013 - 03:51 PM

I've seen it done on a bunch of heavier mechs like Cataphracts, Stalkers, and I think Atlases. I wouldn't know if they're good though. I'm gonna look into it.

Ok, as far as heat goes, you'll need an assault-weight mech (probably an Atlas 7-RS) to handle it. I wouldn't recommend using the large pulse lasers exclusively, however, since their range isn't really that great (then again, I'm a stickler for well-rounded builds).

Here's what I came up with for just the pulse lasers: AS7-RS

(Actually, you could swap out one of the pulse lasers for a PPC to gain a ranged option and better DPS. Just might not do as well when you're ramming yourself into them.)

Edited by Gigastrike, 08 March 2013 - 04:21 PM.


#4 Thoummim

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Posted 08 March 2013 - 03:53 PM

AS7-RS


A quick build I just make, it can work but wouldn't recomend it.

#5 Alistair Winter

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Posted 08 March 2013 - 04:03 PM

The Awesome 8Q might be the best choice, but... I've never seen one.

http://mwo.smurfy-ne...02e41e0ef096c37

#6 MoverNeRo

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Posted 08 March 2013 - 04:06 PM

well i would recommend 4 Large lasers or 4 ppc instead

#7 Grimarch

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Posted 08 March 2013 - 04:09 PM

If you recycled the Pulse Lasers so you fired two at a time it should be ok, but get DHS and a low heat backup. When Coolant Flush comes out you will be happy!

Never 4 PPC's too heavy and no cloase range firing and if you go ERPPC you will shut down on firing.

#8 Flapdrol

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Posted 08 March 2013 - 04:09 PM

Pretty good on an atlas RS with lots of double heatsinks and a big engine (with more dhs in it)

Should work well on stalkers too.

#9 Krazy Kat

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Posted 08 March 2013 - 05:08 PM

I played around with my STK-3F and got this:

http://mwo.smurfy-ne...2dbb27bd184ddc6

I might give it a try. It looks evil.

#10 Ulketulke

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Posted 08 March 2013 - 11:25 PM

http://mwo.smurfy-ne...00bc713170b3e31
Worked for me.

#11 Fooooo

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Posted 08 March 2013 - 11:53 PM

I use 4LPL on my troll cata 1x.

18 or 19DHS (can't remember and am not at home to check) + speed tweak and a XL300 its quite fun (70 something km/h), but fragile if you play stupid.

You can get 4 alphas out before you shutdown...(actually I think you overheat on the 4th if you don't wait a second), however I usually only alpha when I know I will not miss and heat permits, otherwise I just use the 2 in my arms till I can.

Not really the best build to try for someone new, or for anything serious tbh, thats why my cata1x is painted like a zebra, its really just a joke mech, but a very fun one at that. :unsure:

Edited by Fooooo, 08 March 2013 - 11:58 PM.


#12 Anony Mouse

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Posted 09 March 2013 - 01:09 AM

I ran a K2 for a short time with 4 LPL, just while grinding for elite. It was fantastic IF and only IF, you're a good headshotter. Beyond that it was ok for knife fighting, dropping weakened locations in one alpha, but very heat intensive and a low overall DPS.

#13 Phaesphoros

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Posted 09 March 2013 - 05:36 AM

IMHO 4 LPLs are not a brawler mech, but a brawler supporter.
40 dmg pinpoint is VERY useful if you have support and know when to engage/withdraw.

AWS-8T with 4 movable-arm-mounted LPLs, a bit difficult to pilot, but devastating. 20 DHS, Std255 (52 kph) or XL300 (60 kph) if you like.

#14 Alistair Winter

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Posted 09 March 2013 - 08:00 AM

So many great suggestions! Thanks, everyone.

I'll try out these and see how it works.

#15 Dauphni

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Posted 09 March 2013 - 08:09 AM

4xLPL absolutely wrecks stuff when it hits. But that's the problem. The LPL has a very short range for its tonnage. The weight will mean you'll usually put it on the larger Mechs, but those bigger Mechs will also be able to mount longer range weapons on those same slots. Boating LPLs really reduces the versatility of the Mech you're putting them on, so I would only recommend it when you have some other backup weapons that synergise well with them.

So yeah, you have to be careful, but when you do manage to make it work, it can really shine.

#16 Leigh

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Posted 09 March 2013 - 09:47 AM

I made it on an Atlas for the OP of this thread to show him.

http://mwomercs.com/...-what-the-hell/

#17 Alistair Winter

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Posted 09 March 2013 - 03:49 PM

Been playing with this build

Wubwubwub Atlas

Probably not the best Atlas build in the game, but pretty damn fun. Wub wub wub.

#18 McOrion

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Posted 10 March 2013 - 04:06 AM

If I must have a short range pulse Stalker well, I choose something fast enough and with maximum armor possible.

http://mwo.smurfy-ne...537ec2aca190ada

#19 Void Angel

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Posted 10 March 2013 - 03:15 PM

View PostFlapdrol, on 08 March 2013 - 04:09 PM, said:

Pretty good on an atlas RS with lots of double heatsinks and a big engine (with more dhs in it)

Should work well on stalkers too.

The problem with an Assault with that weapon loadout is that you're so slow. It'll take you so long to get close that people will see what you have and just play keep-away. It can still work if you get close enough to cause panic before they get close, but your damage/second and heat efficiency aren't going to be worth it.

In fact, looking at Smurfy's excellent data sheets, I'm not sure that the Large Pulse will going perform overly well versus a standard Large Laser - assuming you're using a very slow Assault 'mech. Hrm, let me compare; I'm going to do the work on this post, without having selected a conclusion yet.
The Large Pulse's stats can be analyzed like this:
  • Damage per heat: 1.37
  • Damage per second: 2.5
  • Damage per ton: 1.43
  • HPS per ton: .261
  • Range: 300
  • Laser duration: 0.75 seconds
The Large Laser, on the other hand, breaks down like this:
  • Damage per heat: 1.28
  • Damage per second: 2.12
  • Damage per ton: 1.8
  • HPS per ton: .330
  • Range: 450
  • Laser duration: 1 second
Now, to try to get a comparison that's meaningful, I'm going to subtract the LPulse's value from the LLaser's value, and divide the difference by the LPulse's stat. This, if I'm thinking correctly, will give us a baseline to compare how the two compare. Comparing these two, we see that
  • The difference of the LPulse from the LLaser in Damage/heat is +6.6%
  • The difference of the LPulse from the LLaser in Damage per second is 15.2%
  • The difference of the LPulse from the LLaser in Damage per ton is -25.9% (note the negative)
  • The difference of the LPulse from the LLaser in HPS per ton is -26.4% (negative is good this time)
  • The difference of the LPulse from the LLaser in Range is -50%
  • The difference of the LPulse from the LLaser in Laser Duration is: -33.3% (again, negative is good)
So, the Large Pulse is slightly better in heat efficiency per damage, and substantially better in damage per second, Laser brevity, and heat efficiency per ton. It's substantially worse in damage per ton, however, as well as in range. Also remember that if you take into account the difference in tonnage, you can add two double heat sinks along with the LLaser as long as you have the critical space left. This means that you'll be able to effectively reduce the "HPS per ton" score of the LLaser to .196, skewing the comparison above to be a +24.9 in the HPS per Ton metric, making it a much better sustained brawling weapon. However, when buying heat sinks for four heavy beam weapons, you'll be running out of space pretty fast, even with a high-rated engine.

So, all in all, I would strongly recommend against using 4 Large Pulse Lasers on an Atlas or Stalker chassis. The very slow speed of these 'mechs makes the Large laser the clear winner because of its massively superior heat sustainability, and makes weapons with short ranges less attractive as well. Despite the improved accuracy of the weapon due to the low beam duration, the limitations of your speed combined with the heat sinks required by so many powerful beam weapons means that you're going to be sacrificing far too much alternative firepower if you come even close to being heat efficient - and one buid that was posted here had a heat efficiency of only 33% in Smurfy's mechlab.

The solution, of course, is not to use an Assault! Sure, you can carry more heat sinks, but it's really not worth it - you want to use a Cataphract 3D. You'll still be very heat inefficient, but the relatively lighter chassis will be able to use tactical positioning and the jump jets to play hit and run with a pretty big punch.

#20 Leigh

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Posted 10 March 2013 - 08:24 PM

I put in a 350 engine just to see and it seemed to do well. Running at 63kph so that's not too slow. However, like I said in the other thread, it is not too practical.





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