In past MechWarrior games, Pulse Lasers have always had a different firing mechanic than the normal Beam Lasers.
In MW:O, they are literally the same thing, except heavier, less range and a shorter beam duration.
As it stands, Pulse Lasers are only worth taking if you have a few extra tons and you want a little bit more damage from your current Medium Lasers. Small Pulse and Large Pulse are grossly underpowered. Granted, you can still do decent damage with either over time, but the cost to heat and huge lack of range on the Large Pulse for the cost of 7 tons is never worth taking over a normal Large Beam Laser due to its significantly less heat, more range and less tonnage.
Now, PGI has stated they are looking over heat values for the PPC, ERPPC, ER Large Laser, and Large Pulse Laser. But one suggestion hinted they may do to the ER Large Laser is reduce the beam duration to make it more accurate at range and reduce its heat. Regardless what they do to the Large Pulse Laser at that point, the ER Large Laser will be 100% better in all regards. It will weigh 2 tons less, produce similar heat and have more than double its effective range!
So here is what I'm suggesting they do, radically change the mechanic of the Pulse Lasers entirely.
Lets get some facts straight so when I attempt to explain the proposed changes its more easier to understand.
Large Pulse Lasers right now in game have the same exact fire mechanic as normal beam lasers do. The only difference is a different sound and beam animation with a shorter duration. Whoop-dee-doo
For the record, how both versions of lasers work is they deal a miniscule amount of damage and fire like 30 or so times to give the allusion that its a continuous burn damage. See below pictures for clarity.
Medium Laser burn

Pulse Laser burn

As you can see from the screen shots, the damage spread and fire mechanic is exactly the same, albeit the pulse lasers perform that action over .75 seconds as opposed to over 1 for a normal beam (Small Lasers are .75 while sPulse are .5). While on paper this provides that mPulse can deliver a much higher damage over time, but it still makes the weapons very unappealing, especially when dealing with the Large Laser family.
In Canon, the advantage Pulse Lasers have over standard Beam Lasers are higher accuracy and are described as almost "laser machine guns". I think they also received like a +1 hit modifier (I don't play TT, so the best I can say is that they are easier to aim with). So, my proposed changes to Pulse Lasers are to instead hold the spirit of the canon described weapon and do exactly that!
Change how the Pulse Lasers fire mechanic works! Its not a horribly radical change. For instance, those of you who have used the Large Pulse Laser before know that crazy dub-step pulsing sound. Wub-Wub-Wub-Wub-Wub. Sounds pretty badass. Hell the animation even flashes like 5 or so times, and the damage of the weapon totals 10? Well, what I'm saying is, lets hold true to the spirit of the weapon in canon, and reflect that animation. Make it actually work like its described in Canon and how the animation looks in game.
Here is how it would work. For the Large Pulse Laser, break the fire beam down into 5 different bursts of upfront direct damage dealing 2 damage each. These bursts all take place over that .75 second duration. There! Done! Its that easy. The laser now feels like a "laser machine gun", it acts how its animation works, and it gains that nebulous +1 accuracy modifier that made it so appealing in the TT. Apply the same logic to the Medium and Small Pulse Laser. The Medium would fire ~4 bursts of 1.25 damage (to total the current 6 damage) over the .75, and the Small Pulse would deliver ~3 bursts dealing 1 damage (to total the 3 current damage).
Sure the Large Pulse Laser could use a range buff, and the Dev's have already stated they would look at the heat values, but this change would make it a MUCH more appealing choice and make the Pulse Lasers feel much more unique, too!
Edited by mwhighlander, 14 January 2013 - 03:28 PM.