Edited by JuiceKeeper, 24 April 2013 - 01:41 AM.
[Suggestion] Pulse Laser Overhaul - Convert Them Into A Staple Brawling Weapon
#21
Posted 24 April 2013 - 01:41 AM
#22
Posted 24 April 2013 - 02:42 AM
I think that actually it would not be terrible if pulse lasers had no beam duration at all - provided that they realy deal very low damage values per shot. (If they don't, you get those alpha strike monsters from MW3 again:)
#23
Posted 24 April 2013 - 03:11 AM
#24
Posted 24 April 2013 - 03:28 AM
If that's what the OP is suggesting, I think it'd be awesome. I really only use 4xMPL on my Jenny because of the shorter beam duration. And I use 4xLPL on my 9M for head popping goodness. I'd love to see what it'd be like if they were more akin to automatic weapons fire, where you could spam them as long as you had the heat.
#25
Posted 24 April 2013 - 03:29 AM
Edited by Joseph Mallan, 24 April 2013 - 11:16 AM.
#26
Posted 24 April 2013 - 08:00 AM
Joseph Mallan, on 24 April 2013 - 03:29 AM, said:
you should read the OP again. this isn't a nerf it is a rework. the lasers would also gain much more rate of fire to counter the damage reduction. this would make them much better weapons for light mech combat.
#27
Posted 24 April 2013 - 10:09 AM
#28
Posted 24 April 2013 - 10:37 AM
#29
Posted 24 April 2013 - 11:17 AM
blinkin, on 24 April 2013 - 08:00 AM, said:
Hmmm That could be what is needed to make the Pulse laser +2 to hit! I'll go think on it and come back.
#30
Posted 24 April 2013 - 11:39 AM
So the choice between STD/Pulse
would be, do I use a ML for 1 ton 5 dmg over .75 seconds. or a MPL for 2 tons 6 dmg over .25 seconds with half the range?
Brawlers would be able to put some pin-point dmg on target which is what they really need.
#31
Posted 24 April 2013 - 11:43 AM
3rdworld, on 24 April 2013 - 11:39 AM, said:
So the choice between STD/Pulse
would be, do I use a ML for 1 ton 5 dmg over .75 seconds. or a MPL for 2 tons 6 dmg over .25 seconds with half the range?
Brawlers would be able to put some pin-point dmg on target which is what they really need.
all of the ballistic weapons already give pinpoint damage, and also PPC/ERPPC. brawlers have plenty of ways to deal pinpoint damage. in fact my catapult C4 is able to plant all 24 of it's SRM into one component with artemis.
#32
Posted 24 April 2013 - 11:46 AM
#33
Posted 24 April 2013 - 11:51 AM
Straften, on 24 April 2013 - 11:46 AM, said:
here is a thread that should be more suited to your tastes:
http://mwomercs.com/...__fromsearch__1
#34
Posted 24 April 2013 - 12:18 PM
Edited by KuruptU4Fun, 24 April 2013 - 12:18 PM.
#35
Posted 24 April 2013 - 12:22 PM
Reduce the damage-delivery time to make them even more accurate. All you need to do. Don't touch the damage, heat, range.. anything.
If they are significantly better at delivering damage to the specific targeted location than their beam cousins, they'll see heavy use.
Edited by Victor Morson, 24 April 2013 - 12:23 PM.
#36
Posted 24 April 2013 - 01:14 PM
Victor Morson, on 24 April 2013 - 12:22 PM, said:
Reduce the damage-delivery time to make them even more accurate. All you need to do. Don't touch the damage, heat, range.. anything.
If they are significantly better at delivering damage to the specific targeted location than their beam cousins, they'll see heavy use.
and then we will have to do something to make standard lasers useful again. the point here is to make them different so that we have some options.
#37
Posted 24 April 2013 - 01:28 PM
#39
Posted 26 April 2013 - 11:02 PM
#40
Posted 26 April 2013 - 11:17 PM
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