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[Suggestion] Pulse Laser Overhaul - Convert Them Into A Staple Brawling Weapon


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Poll: Lower Burst Damage on Pulse Lasers in favor of Higher DPS to utilize them as a brawling-type weapon (223 member(s) have cast votes)

Do you support the OP's Suggestion?

  1. Yes (184 votes [82.51%])

    Percentage of vote: 82.51%

  2. No (25 votes [11.21%])

    Percentage of vote: 11.21%

  3. Abstain (14 votes [6.28%])

    Percentage of vote: 6.28%

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#41 RainbowToh

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Posted 27 April 2013 - 01:35 AM



If it does what it does @ 3:50 it will be awesome!

Edited by RainbowToh, 27 April 2013 - 01:38 AM.


#42 Alistair Winter

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Posted 27 April 2013 - 05:26 AM

If PPCs are the only choice for high burst damage, then they will be even more popular than they are now. With the current state of the game, burst damage is king. Back in the day, the cockpit shaking from enemy fire was a big enough factor that there was actually a point to continuous fire. Today, the risk of staying out of cover long enough to lay down a steady stream of shots is far too great when you're up against Stalkers with 4-6 PPCs who can end your game in 2 shots.

#43 Team Leader

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Posted 27 April 2013 - 08:03 AM

View PostRainbowToh, on 27 April 2013 - 01:35 AM, said:



If it does what it does @ 3:50 it will be awesome!

THOSE are the pulse lasers I want! Giant laser machine guns!

#44 Kivin

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Posted 29 April 2013 - 07:58 AM

Pulse lasers are not frequently used because they aren't optimal in the meta. There's a thousand and one ways to deal with this, and this is certainly one of them.

#45 Skyfaller

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Posted 29 April 2013 - 08:49 AM

I like the suggestion as far as making it a laser machine gun of some sort. very low damage per bolt but it can keep sustained fire for a very long time.


I think that the regular lasers could also be changed at the same time to provide a contrast to it.

Regular lasers should lase for the duration that the weapon has listed in its re-fire delay and list the re-fire delay to be the current laser's fire duration.. The kick to is regular lasers would be that they have no drop in damage. A medium laser hits for a total of 5 damage out to 540m if you can keep the medium laser on target for the entire duration of the lase (no longer 1 second but rather 3 seconds)

This way, the pulse laser would have damage reduction out to its max range BUT it fires nonstop and can build up to very high damage. A regular laser's 5dmg is 'stretched' out in a 3 second lase and it acts like a damage reduction that is active in all ranges since it would be neigh impossible to hold a lase that long on target... so you swap damage reduction for damage dilution.

The benefit of a 3 second lase with 1 second refire delay? Believe it or not: aiming. The damage you inflict on the target mech will be higher with a 3 second lase when compared to the current 1 second lase. More time to 'hose' the target with the beam.

#46 Sephlock

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Posted 29 April 2013 - 02:06 PM

Something along these lines?



#47 Straften

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Posted 29 April 2013 - 02:11 PM

View PostSephlock, on 29 April 2013 - 02:06 PM, said:

Something along these lines?




I like that the lasers in MW:O don't have a "fly time" and that they behave like lasers. But I do like the idea of no cool-down sustained fire, with heat being the restricting factor.

Anyone else? Or do you guys like the star wars lasers that fly through the air?

Edited by Straften, 29 April 2013 - 02:22 PM.


#48 Sephlock

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Posted 29 April 2013 - 02:17 PM

View PostStraften, on 29 April 2013 - 02:11 PM, said:



I like the the lasers in MW:O don't have a "fly time" and that they behave like lasers. But I do like the idea of no cool-down sustained fire, with heat being the restricting factor.



I feel the same way, but that would be so broken it would be ridiculous. Especially in combination with coolant flushes...

#49 BahamutZer00

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Posted 29 April 2013 - 02:19 PM

I do agree with the general idea of turning the pulse lasers into a viable higher DPS low burst option for short-range brawling (relative to their stock and ER variants). The higher heat and shorter range I think would balance out the increased DPS from the shorter recycle time.

#50 Sephlock

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Posted 29 April 2013 - 02:20 PM

IMHO part of the barrier to that is that if pulse lasers become too good they'll start stepping on the toes of Autocannons, which are already on thin ice as far as usability goes. (Ultras are nice, and ac/20s can be but they are outclassed by batteries of lasers on mechs that can mount them).

#51 Straften

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Posted 29 April 2013 - 02:25 PM

View PostSephlock, on 29 April 2013 - 02:20 PM, said:

IMHO part of the barrier to that is that if pulse lasers become too good they'll start stepping on the toes of Autocannons, which are already on thin ice as far as usability goes. (Ultras are nice, and ac/20s can be but they are outclassed by batteries of lasers on mechs that can mount them).


So adjust damage accordingly. It would add a ton of flavor to the game.

#52 Sephlock

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Posted 29 April 2013 - 02:39 PM

View PostStraften, on 29 April 2013 - 02:25 PM, said:



So adjust damage accordingly. It would add a ton of flavor to the game.


That sounds dangerously close to encroaching on machinegun's current territory :).

#53 Straften

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Posted 29 April 2013 - 02:57 PM

View PostSephlock, on 29 April 2013 - 02:39 PM, said:

That sounds dangerously close to encroaching on machinegun's current territory :).


Shhhh, you will get this locked!

#54 blinkin

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Posted 29 April 2013 - 04:15 PM

View PostSephlock, on 29 April 2013 - 02:39 PM, said:

That sounds dangerously close to encroaching on machinegun's current territory :).

machine guns have territory? i thought they were a lone nomad picking up scraps where they could.

#55 Deathlike

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Posted 30 April 2013 - 07:24 AM

Ah... MW2's "MG-like" lasers... those were infinitely better than regular lasers due to low recycle (therefore needing less lasers to play with...) but they dealt serious damage which was unsustainable long term unless you had lots of DHS...

MGs would only wish to be like a SL, let alone pulse lasers...

#56 Wintersdark

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Posted 30 April 2013 - 09:25 AM

View PostMustrumRidcully, on 24 April 2013 - 02:42 AM, said:

I think that focusing them more on rapid fire weapons is a good idea. Their range is low enough that it's not as much as a liability as for long range weapons, and it will really set them apart form lasers. The values are obviously debatable.

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:)


I'm definitely on board with this.

In the current game, pulse lasers are basically a tonnage dump. You pay more weight and more heat for a tiny, tiny increase in damage and a very slightly shorter beam duration, with vastly less range.

Pulse lasers don't really have a niche right now, something they are better at. And as such, generally speaking there's no reason to take a Large Pulse Laser instead of a Large Laser. More heat, far less range, and the beam duration is so similar it's a non-factor. One point of damage over the duration is trivial as well.

I really think turning them into rapid-fire close range weapons.

We absolutely need more dangerous close-range weaponry to create options to long range big guns.

#57 Sug

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Posted 30 April 2013 - 09:35 AM

I agree because I made a post exactly like this 6 months ago. Except mine had graphs.

#58 Bernard Matthaios

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Posted 30 April 2013 - 09:22 PM

When I read pulse laser I think on/off/on/off/on/off... until you overheat

MWO "Pulse Lasers" are more like burst lasers 123...123...123...123... blah blah blah

I would love to be able to fire them continuously until my heat gets too high. The more heat sinks you have, and the better your cooling efficiency is, the longer you can fire your pulse lasers. With this mindset I can see the large pulse lasers "tempo" around what the AC2 rate of fire is. Faster for the medium pulse and even faster for the small pulse lasers... Just for diversity :)

#59 Stardancer01

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Posted 05 May 2013 - 11:11 AM

Clan pulse weapons should act differently to inner sphere ones. All the videos show clan variants. Which should do more damage per ton/second/range but may not compress their burst into one powerful salvo shot like Inner sphere pulse weapons.

#60 Macheiron

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Posted 05 May 2013 - 06:41 PM

I would love to see this change happen. As has been said, in most cases(nearly all) standard lasers are a better choice than their pulse version.





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