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Lower Er Ll Heat To 8


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#1 Damocles69

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Posted 06 June 2013 - 11:52 AM

Currently at 9. Would this help to make it viable?

#2 Mechteric

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Posted 06 June 2013 - 12:11 PM

Its actually currently at 9.5 heat (compared with 7 heat for large laser). My opinion is it probably shouldn't be any lower than 9, but I also think it should have its duration decreased, I figure higher output for less duration equals more range with same damage? So making it 0.75 second duration (with same damage overall) would also help it be better not only at long ranges but also up close. Since the ERPPC gets that sort of benefit for the extra heat and range perhaps the ER Large also should!

#3 Thorqemada

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Posted 06 June 2013 - 12:58 PM

Its already a viable weapon.

#4 Deathlike

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Posted 06 June 2013 - 01:01 PM

I prefer a small heat reduction (closer to 9). Setting it to 8 makes it a lot more viable to boat. See PPC.

Edited by Deathlike, 06 June 2013 - 01:01 PM.


#5 A banana in the tailpipe

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Posted 06 June 2013 - 01:02 PM

I would like to see the heat stay the same but the burn time last longer on the EL LL for slightly higher damage. LLs are perfectly fine where they are.

#6 Zyllos

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Posted 06 June 2013 - 01:04 PM

Agreed with CapperDeluxe.

I think moving the heat to 9.0 and duration to 0.75s would be a good move for the ER Large Laser and set a good standard for future ER weaponry.

This also opens pulse weaponry to either be greatly modified to 0.5 beam duration or chanaged to act like laser machine guns.

#7 LegoPirate

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Posted 06 June 2013 - 01:05 PM

i think the duration reduction is the most important part, since its much harder to hold a beam on target at 650 meters then it is at 400.

though this means that LPL's would need a buff to not be strictly inferior to ERLLs

#8 Livewyr

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Posted 06 June 2013 - 01:05 PM

That was the point of the LPL..to be short duration.

Shortening the ERLL duration just completely makes the LPL pointless:
2 more tons for 1 pt of damage and a much shorter range.

#9 Zyllos

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Posted 06 June 2013 - 01:06 PM

View PostLegoPirate, on 06 June 2013 - 01:05 PM, said:

i think the duration reduction is the most important part, since its much harder to hold a beam on target at 650 meters then it is at 400.

though this means that LPL's would need a buff to not be strictly inferior to ERLLs


That is why I wouldn't mind seeing pulse lasers act like machine guns, having a RoF.

#10 LegoPirate

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Posted 06 June 2013 - 01:19 PM

View PostZyllos, on 06 June 2013 - 01:06 PM, said:


That is why I wouldn't mind seeing pulse lasers act like machine guns, having a RoF.


honestly pulse lasers need a different mechanic then regular lasers, rather then simply a shorter burn. preferably actually having distinct pulses of damage rather then the .1 second ticks lasers use now.

#11 Kitane

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Posted 06 June 2013 - 01:34 PM

ER LL shouldn't be a superior version of LL. ER LL should be a long range version of LL with a significant drawback.

8 heat would make LL obsolete.

#12 Ningyo

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Posted 06 June 2013 - 04:37 PM

The only reason ER:LL is used as seldom as it is, is because PPC and ERPPC had their heat massively reduced so why not just use them (except in rare cases the tonnage or slots matter). If PPC as 10 heat, and ERPPC 15 heat I bet you would see a lot more LL and ER LL

You have to compare it with smaller lasers too though.

SL x 3 = 9 damage, 6 heat, 90-180 range, 3 slots, 1.5 tons
ML x 2 = 10 damage, 8 heat, 270-540 range, 2 slot, 2 tons
LL x 1 = 9 damage, 7 heat, 450=900 range, 2 slots, 5 tons
ERLL = 9 damage, 9.5 heat, 675-1350 range, 2 slots, 5 tons

if anything its the SL, ML, and pulse laser (and flamer) that need buffed. ER LL is 3rd-4th best energy weapon right now.

#13 Deathlike

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Posted 06 June 2013 - 04:43 PM

View PostNingyo, on 06 June 2013 - 04:37 PM, said:

if anything its the SL, ML, and pulse laser (and flamer) that need buffed. ER LL is 3rd-4th best energy weapon right now.


Say whaaaaa?

Edited by Deathlike, 06 June 2013 - 04:43 PM.


#14 Ningyo

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Posted 06 June 2013 - 05:46 PM

You know what I was basing my data off smurfy's but apparently all their data is wrong.

Correct data is: (lasers do not cooldown until after finished firing)
SL : Heat per second 0.89 (0.67 on smurfy's)
ML : HPS 1.33 (1)
LL : HPS 2.15 (1.65)
ERLL : HPS 2.92 (2.24)
PPC : HPS 2 (2)
ERPPC : HPS 2.75 (2.75)

IF SL(1), ML(3), PPC(10) and ERPPC(15) had TT heat values
SL : HPS 0.45
ML : HPS 1
PPC : HPS 2.5
ERPPC: HPS 3.75

Not certain I think SL and ML should have heat dropped like that unless their fire rate was reduced or something, hard to say. The heat values on (ER)PPC to (ER)LL are rather broken though

#15 MustrumRidcully

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Posted 06 June 2013 - 10:50 PM

9 heat, +0.25 to cooldown, -0.25 to beam duration. Same DPS, more heat efficient, shorter beam.

#16 aniviron

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Posted 06 June 2013 - 11:01 PM

View PostCapperDeluxe, on 06 June 2013 - 12:11 PM, said:

Its actually currently at 9.5 heat (compared with 7 heat for large laser). My opinion is it probably shouldn't be any lower than 9, but I also think it should have its duration decreased, I figure higher output for less duration equals more range with same damage? So making it 0.75 second duration (with same damage overall) would also help it be better not only at long ranges but also up close. Since the ERPPC gets that sort of benefit for the extra heat and range perhaps the ER Large also should!

View PostZyllos, on 06 June 2013 - 01:04 PM, said:

Agreed with CapperDeluxe.

I think moving the heat to 9.0 and duration to 0.75s would be a good move for the ER Large Laser and set a good standard for future ER weaponry.

This also opens pulse weaponry to either be greatly modified to 0.5 beam duration or chanaged to act like laser machine guns.


Okay, so you just set the beam duration to be the same as the pulse laser. Now my incentive to take a pulse laser is..? I mean, if you put beam to .75, you have a weapon that weighs two tons less, over double the max range, almost the same dps, and only a bit more heat- less, when you consider that the two tons saved can go into heatsinks. Heck, if you do this, why would you take even regular llas? The shorter beam makes it much much better for brawling, more than worth a bit of a heat penalty.

View PostNingyo, on 06 June 2013 - 05:46 PM, said:

You know what I was basing my data off smurfy's but apparently all their data is wrong.

Correct data is: (lasers do not cooldown until after finished firing)
SL : Heat per second 0.89 (0.67 on smurfy's)
ML : HPS 1.33 (1)
LL : HPS 2.15 (1.65)
ERLL : HPS 2.92 (2.24)
PPC : HPS 2 (2)
ERPPC : HPS 2.75 (2.75)

IF SL(1), ML(3), PPC(10) and ERPPC(15) had TT heat values
SL : HPS 0.45
ML : HPS 1
PPC : HPS 2.5
ERPPC: HPS 3.75

Not certain I think SL and ML should have heat dropped like that unless their fire rate was reduced or something, hard to say. The heat values on (ER)PPC to (ER)LL are rather broken though


Smurfy's data is taken from the .xml game files, and should be correct. Where are you hearing otherwise?

#17 Deathlike

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Posted 06 June 2013 - 11:30 PM

smurfy's HPS (heat per second) for lasers values are calculated with cooldown+duration in mind. Last I checked, his #s are correct.





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