[Suggestion] Pulse Laser Overhaul - Convert Them Into A Staple Brawling Weapon
#81
Posted 16 June 2013 - 01:51 PM
#82
Posted 17 June 2013 - 09:50 AM
#83
Posted 17 June 2013 - 10:56 AM
#84
Posted 17 June 2013 - 11:12 AM
#85
Posted 17 June 2013 - 11:27 AM
The one big problem I have with your proposed system is that it eliminates the accuracy advantage that Pulse weapons are supposed to have. High damage with a short burn time makes them concentrate damage more effectively than standard lasers (which is why there are proposals to give ER lasers a slightly shorter burn time and a slightly longer recharge time to keep the net fire rate neutral).
I prefer a far more careful approach to modifying Pulse weapons. My beginning suggestion is as follows: universally reduce burn time and recharge time by a quarter second each (0.25s). Heat might need to be lowered by a point on each weapon to compensate for the higher ROF and subsequently higher HPS.
The ideal for game balance should be frequent, small, iterative changes, rather than periodic sweeping reworks. A slight change to burn time and recharge time (and maybe heat) should be enough to generate new data for PGI to evaluate the weapons further. It may well be enough on its own, or it may require further tweaking, but at least you have two close data points that you can use to make informed judgements.
#86
Posted 17 June 2013 - 01:01 PM
Levi Porphyrogenitus, on 17 June 2013 - 11:27 AM, said:
Not a bad idea, and will makes medium pulse lasers slightly more interesting, at least for their 2 tons, and the SPL getting a better dps than ML, why not, considering the greatly reduced range...
#87
Posted 22 June 2013 - 12:16 PM
They could use a slight cooldown boost, or slight damage boost. Nothing huge. The reduced DOT window is already dialed in okay, IMO. I'll continue to use them occasionally (particularly on my atlai), but in order to be a reasonable alternative to lasers, give it something more to justify the tonnage/heat.
#88
Posted 25 June 2013 - 09:27 PM
So no increase in weapon ranges for the Inner Sphere pulse lasers until later. Can we all agree on that please?
#89
Posted 25 June 2013 - 09:52 PM
Tice Daurus, on 25 June 2013 - 09:27 PM, said:
So no increase in weapon ranges for the Inner Sphere pulse lasers until later. Can we all agree on that please?
i like the shorter range because it actually makes them slightly different from standard lasers.
#91
Posted 25 June 2013 - 10:16 PM
Tice Daurus, on 25 June 2013 - 09:54 PM, said:
Same range. 'nuff said. Are you trying to give me a heart attack?
i meant with respect to the standard lasers. i am not suggesting any range changes. i don't think they would be necessary if other changes were made.
#93
Posted 01 July 2013 - 03:23 AM
#94
Posted 15 July 2013 - 02:18 PM
#95
Posted 15 July 2013 - 02:46 PM
blinkin, on 22 April 2013 - 03:43 PM, said:
http://mwomercs.com/...__fromsearch__1
the idea in this current thread tends to be a much smaller change than the one suggested by focuspark, but i do find this one to be acceptable as well. honestly any change to make the pulse lasers actually different from standard lasers in a significant way.
Yeah the "other idea" was mine, and I agree this is a good suggestion as well. +1 support
... good to see blinkin still poking around these forums. I've about given up on the game, makes me sad, I'm only back because I couldn't resist the opportunity to pilot a Locust around a battlefield. The joy of that, sadly, won't last long and I'll be back to not really caring much about MW:O anymore :-(
#96
Posted 15 July 2013 - 08:40 PM
However, the more this idea is discussed, the more I'm liking this idea to change the damage of the lasers and make them more of a rapid pulse damage system, not like it is now. However, I've said it once and I've said it again...don't change the range of the Inner Sphere weapons. They need to be at a disadvantage to Clan weaponry for quite a while until the years start to catch up to Clan levels. The ranges for Inner Sphere need to stay the same.
#97
Posted 15 July 2013 - 08:45 PM
Tice Daurus, on 15 July 2013 - 08:40 PM, said:
i never saw too many crashes, but i do remember the memory leak that would cause your FPS to drop to around 4 after about 10 matches in a row. that one plagued me for a long time.
#98
Posted 15 July 2013 - 09:19 PM
#99
Posted 15 July 2013 - 11:54 PM
Tice Daurus, on 15 July 2013 - 09:19 PM, said:
now i just laugh/cry whenever people complain about nothing ever getting fixed. most of them have no idea how much crap they DON'T have to deal with.
#100
Posted 16 July 2013 - 08:10 AM
I like pulse lasers as short duration precision short range weapons, but I think the cooldown and heat are currently way too high to balance out the insane weight of the weapons. However, if they were to have a really short cooldown, they'd become a "lol, I ran in your face with my pew pews" -braindead weapon - at worst they'd be an extremely annoying rainbow-colored light show blinding your eyes. So I'd like some reduction in the cooldown and some reduction in the heat, maybe even reduced duration for dealing the damage faster. That way they'd be both a good brawling weapon, but also good for hit-and-run -tactics. Their weight would still easily keep them balanced compared to standard lasers.
24 user(s) are reading this topic
0 members, 24 guests, 0 anonymous users