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Small Lasers And Small Pulses Need Some Love
Started by SubRyan, May 29 2013 11:40 PM
14 replies to this topic
#1
Posted 29 May 2013 - 11:40 PM
As it stands right now, these two are both too hot
Per Sarna, the small laser has a base heat of 1. In MWO the base heat is 2
Per Sarna, the small pulse laser has a base heat of 2. In MWO, the base heat is 3
Also the recycle time for both of these is way too long to make them useful. Decreasing the recycle of the small laser to 1.5 and the small pulse to 1.25 would make a huge difference
Per Sarna, the small laser has a base heat of 1. In MWO the base heat is 2
Per Sarna, the small pulse laser has a base heat of 2. In MWO, the base heat is 3
Also the recycle time for both of these is way too long to make them useful. Decreasing the recycle of the small laser to 1.5 and the small pulse to 1.25 would make a huge difference
#2
Posted 29 May 2013 - 11:44 PM
Yep.
#3
Posted 30 May 2013 - 01:14 AM
Yea why not?
Personally I would probably reduce heat (SL: 1.5, SPL: 2.25), and then raise both weapons' max optimal range to 120m, in addition to revising ROF.
Personally I would probably reduce heat (SL: 1.5, SPL: 2.25), and then raise both weapons' max optimal range to 120m, in addition to revising ROF.
#4
Posted 30 May 2013 - 03:40 AM
Small...yeah, could use a minor reduction in heat. Maybe just that and nothing else.
Small Pulse needs a noticable bump in damage to be at all worthwhile, as well as a minor reduction in heat.
Small Pulse needs a noticable bump in damage to be at all worthwhile, as well as a minor reduction in heat.
Edited by Gen Kumon, 30 May 2013 - 04:00 AM.
#5
Posted 30 May 2013 - 03:47 AM
Have to agree, both are pretty useless atm.
#6
Posted 30 May 2013 - 03:54 AM
Used to run a Hunchie 4P with LLs in the arms and hunch/head full of small lasers.
That's 21 damage from 7 Slasers in a fairly short duration beam every few seconds, heat was pretty managable.
On their own or in pairs, they aren't great, if you can field them in numbers, they start to become quite effective up close and personal in a brawl.
That's 21 damage from 7 Slasers in a fairly short duration beam every few seconds, heat was pretty managable.
On their own or in pairs, they aren't great, if you can field them in numbers, they start to become quite effective up close and personal in a brawl.
#7
Posted 30 May 2013 - 04:25 AM
9 smal lazor hunchy!
#8
Posted 30 May 2013 - 04:27 AM
Small laser needs only it's range to be increased up to 180m,well maybe 150m.Its heat could also be reverted to default value,but nothing else like increasing ROF or damage.
#9
Posted 30 May 2013 - 04:57 AM
Small lasers compare quite nicely with other weapons within their effective range, the only issue they have is that the metagame is so top-heavy. Small pulse lasers on the other hand are a complete joke, medium lasers outclass them completely.
#10
Posted 30 May 2013 - 05:35 AM
To be quite honest i feel all the pulse lasers pay way to much for shorter beam duration and 1 more damage, the increased heat is greater than on paper as the increased weight means less sinks. The reduced range means that the damage is about the same when put into practical use.
Medium pulses are only good on mechs with limited hardpoints that need max performance in tight brawls. Small are overshadowed by regular mediums.
Medium pulses are only good on mechs with limited hardpoints that need max performance in tight brawls. Small are overshadowed by regular mediums.
#11
Posted 30 May 2013 - 05:50 AM
Small Lasers are already good to be honest, they have high DPS and high damage to weight, higher than the Medium Laser, they are also less hot. If you could fit 2 in an energy slot, then they would pretty well obsolete Medium Lasers EXCEPT their range is so bad, and a lot of matches favor longer range. I think it would make sense for it to get to 135m, like how all the other lasers work (135-90 for the pulse, 270-180, 450-300).
All of the pulse lasers are pretty bad, the LPL and MPL happen to be good because the Medium Laser and Large Laser are pretty great weapons, but the pulses are all pretty well just worse versions of the same thing.
All of the pulse lasers are pretty bad, the LPL and MPL happen to be good because the Medium Laser and Large Laser are pretty great weapons, but the pulses are all pretty well just worse versions of the same thing.
#12
Posted 30 May 2013 - 06:04 AM
not like its going to break anything
#14
Posted 30 May 2013 - 11:55 AM
Technically, the small laser is not that bad, for it's weight. It's problems lie elsewhere - the current meta favors longer range and high alpha - areas in which this weapon lacks. Even when boating 7-9 of these, you are sacrificing alpha damage for less weight and, more importantly, heat, to achieve higher sustainable damage. There is a tradeoff.
The SPL, however, has a significant disadvantage, when compared to it's direct competitors for the low-weight E weapon:
Compared to SL, you double the weight to get a barely noticable increase in damage - DPS, actually, as the base damage is the same, only the ray lasts longer. And you not only pay with the weight, but also with heat. The tradeoff seems negative.
Compared to ML, you get shorter ray duration and faster cooldown. But a ML offers you better damage per shot, better DPS and even a better heat efficiency. Thus, SPL is clearly inferior to ML on pretty much all accounts.
Increasing the damage of SPL to 4 (currently 3) would, if my math is correct, raise the DPS to 1.45 (currently at 1.09), making it better than ML on this account, but still retaining lower alpha and lower range (and higher HPS). Comparing to MPL, the DPS would still be lower (MPL has DPS of 1.6) so I don't think it would be stepping on MPLs toes that much (MPL would also retain the higher alpha and higher range, but lose on HPS and sustained DPS on a hot builds).
My 2 CB
The SPL, however, has a significant disadvantage, when compared to it's direct competitors for the low-weight E weapon:
Compared to SL, you double the weight to get a barely noticable increase in damage - DPS, actually, as the base damage is the same, only the ray lasts longer. And you not only pay with the weight, but also with heat. The tradeoff seems negative.
Compared to ML, you get shorter ray duration and faster cooldown. But a ML offers you better damage per shot, better DPS and even a better heat efficiency. Thus, SPL is clearly inferior to ML on pretty much all accounts.
Increasing the damage of SPL to 4 (currently 3) would, if my math is correct, raise the DPS to 1.45 (currently at 1.09), making it better than ML on this account, but still retaining lower alpha and lower range (and higher HPS). Comparing to MPL, the DPS would still be lower (MPL has DPS of 1.6) so I don't think it would be stepping on MPLs toes that much (MPL would also retain the higher alpha and higher range, but lose on HPS and sustained DPS on a hot builds).
My 2 CB
#15
Posted 30 May 2013 - 07:01 PM
I was mainly referring to this as to how often the lack of small energy weapons are placed on light mechs. I want my small laser commandos and jenners to do reasonable damage against other lights
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