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Pulse Laser Mechanism Change. Each Flash Front Loads Damage


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#1 Tennex

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Posted 13 June 2013 - 05:23 AM

Currently pulse lasers work exactly like regular lasers. But with a shorter discharge time. Damage is still delivered multiple times per second, regardless of the visuals showing flashes.

With pulse lasers and standard lasers only distinguishable by stats alone, one will always be the better choice over the other. No matter how many times the numbers are tweaked, one will always have the best combination of stats compared to the other.

A solution for this problem would be to change the pulse lasers mechanism.

Have each flash of pulse laser front load the damage. For example, the LPL does 10 damage. Using the new weapon behavior, with a total of 7 flashes it would do 1.43 damage each flash.

Edited by Tennex, 13 June 2013 - 05:27 AM.


#2 Grimarch

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Posted 13 June 2013 - 05:29 AM

MEDIUM LASER 39 554 498 89.89% 02:52:46 1,607
SRM 4 13 372 135 36.29% 01:11:53 271
ER LARGE LASER 26 619 515 83.20% 02:22:02 3,012
ER PPC 12 251 144 57.37% 00:58:45 1,382
LARGE LASER 21 244 218 89.34% 01:52:46 1,336
LRG PULSE LASER 289 6,185 5,249 84.87% 1 day 01:32:53 33,562
MED PULSE LASER 13 124 111 89.52% 01:02:17 430
My stats are as above, its clear that most lasers have the same hit chance (assuming im ok at this game!).

What the stats dont say is whether how much damage was caused over time but doing the maths i think Pulse lasers are generally better...but at the same time you have to take into account pulse lasers have a smaller range and thus you use them closer so you would expect that.....

Grim

Edited by Grimarch, 13 June 2013 - 05:29 AM.


#3 Zyllos

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Posted 13 June 2013 - 06:04 AM

Pulse lasers, after the current "normalization" round of balances, might be changed to a RoF weapon instead of a cooldown/beam duration weapon to make them different.

#4 Otto Cannon

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Posted 13 June 2013 - 09:40 AM

I think they already work that way, but you can't see it from shooting at the ground because the graphics are not the same as the damage effect.

#5 jakucha

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Posted 13 June 2013 - 09:53 AM

View PostGrimarch, on 13 June 2013 - 05:29 AM, said:

MEDIUM LASER 39 554 498 89.89% 02:52:46 1,607
SRM 4 13 372 135 36.29% 01:11:53 271
ER LARGE LASER 26 619 515 83.20% 02:22:02 3,012
ER PPC 12 251 144 57.37% 00:58:45 1,382
LARGE LASER 21 244 218 89.34% 01:52:46 1,336
LRG PULSE LASER 289 6,185 5,249 84.87% 1 day 01:32:53 33,562
MED PULSE LASER 13 124 111 89.52% 01:02:17 430
My stats are as above, its clear that most lasers have the same hit chance (assuming im ok at this game!).

What the stats dont say is whether how much damage was caused over time but doing the maths i think Pulse lasers are generally better...but at the same time you have to take into account pulse lasers have a smaller range and thus you use them closer so you would expect that.....

Grim


Yeah, the lack of range isn't as big a hindrance as it seems if you're a halfway decent player.

#6 AnnoyingCat

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Posted 13 June 2013 - 10:28 AM

wub wub wub, dub-step gun

#7 Tennex

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Posted 13 June 2013 - 11:39 AM

View PostAnnoyingCat, on 13 June 2013 - 10:28 AM, said:

wub wub wub, dub-step gun

Posted Image

#8 Huntsman

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Posted 13 June 2013 - 02:09 PM

Just make the things a DPS weapon....a brawler weapon. Make their burst damage lower than standard lasers, their HPS lower than standard lasers, but their DPS higher than standard lasers. Their weight also needs to be brought in line to be identical to regular lasers.

Yes, all this needs to be done while spitting in the face of TT.

#9 Sybreed

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Posted 13 June 2013 - 05:23 PM

lol, I suggested the exact same thing about 8 months ago...... sometimes I think I should have been on the dev team...

edit: For the record, I don't think I'm breaking any NDA, but there's a few features I recommended for Sins of a dark Age that the devs used..... well they never told me I gave them the idea except for a subtle /wink... so I guess my ideas aren't all that bad.

Edited by Sybreed, 13 June 2013 - 05:25 PM.


#10 Levi Porphyrogenitus

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Posted 13 June 2013 - 05:37 PM

Reduce the burn time of all Pulse weapons by an extra quarter second. This boosts their ROF and their accuracy, both of which will help them to be premier precision brawling weapons. Perhaps take a small bit of heat off of the weapon to compensate (more shots equals more heat).

#11 TOGSolid

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Posted 13 June 2013 - 10:25 PM

View PostTennex, on 13 June 2013 - 05:23 AM, said:

Currently pulse lasers work exactly like regular lasers. But with a shorter discharge time. Damage is still delivered multiple times per second, regardless of the visuals showing flashes.

With pulse lasers and standard lasers only distinguishable by stats alone, one will always be the better choice over the other. No matter how many times the numbers are tweaked, one will always have the best combination of stats compared to the other.

A solution for this problem would be to change the pulse lasers mechanism.

Have each flash of pulse laser front load the damage. For example, the LPL does 10 damage. Using the new weapon behavior, with a total of 7 flashes it would do 1.43 damage each flash.

I've talked about this with some buddies and we all agree that this would be a change that would make pulse lasers distinctive and give them a much more noticeable role.





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