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Large Pulse Laser Need A Buff


19 replies to this topic

Poll: Large Pulse Laser (62 member(s) have cast votes)

LPL need a buff?

  1. Yes (57 votes [91.94%])

    Percentage of vote: 91.94%

  2. No (5 votes [8.06%])

    Percentage of vote: 8.06%

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#1 Todesklinge

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Posted 13 July 2013 - 01:24 AM

Hidiho!

Large Pulse Laser needs a buff, Large Laser has more range, lesser weight und deal just -1,60 dmg (also 9).

Large Pulse Laser (old version)

2 Slots
7 Tons
10,60 Damage


Large Pulse Laser (my idea)

3 slots
6 tons
12 Damage


Range, duration and heat will be the same.

Edited by Todesklinge, 13 July 2013 - 01:27 AM.


#2 CancR

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Posted 13 July 2013 - 01:31 AM

All the pulse weapons need to be re-thought. I suggest PGI should start here http://www.amazon.co...1/dp/1932564772

So, what if Pulse weapons had 1 damage and heat more then the reg lasers, same cool down, but where direct hit?

#3 Monkeystador

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Posted 13 July 2013 - 02:06 AM

Pulse Lasers would be more interesting if their cooldown would be lower than the normal laser but with same heat. Then you could get higher damage spikes with pulse lasers before overheating but still have the same short range forcing you to go closer. If the target isnt dead after the inital damage spike it gets a bit problematic for the Pulse Laser pilot

Buff the recharge speed to 50% of current speed.

#4 CancR

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Posted 13 July 2013 - 02:10 AM

Well...that would be interesting....

#5 The pessimistic optimist

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Posted 13 July 2013 - 05:59 AM

View PostMonkeystador, on 13 July 2013 - 02:06 AM, said:

Pulse Lasers would be more interesting if their cooldown would be lower than the normal laser but with same heat. Then you could get higher damage spikes with pulse lasers before overheating but still have the same short range forcing you to go closer. If the target isnt dead after the inital damage spike it gets a bit problematic for the Pulse Laser pilot

Buff the recharge speed to 50% of current speed.


Yes this pulse laser should be the laser of choice for brawlers less range but higher DPS.

#6 Bagheera

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Posted 13 July 2013 - 06:50 AM

LPL, once again needs love, definitely.

View PostTodesklinge, on 13 July 2013 - 01:24 AM, said:

3 slots
6 tons


Tonnage and Crit slot count are kinda sacrosanct owing to the way mechs are sold (or run as trials) with stock configs pulled from TROs. Maybe not the ideal case for a video game, but there it is.

#7 FupDup

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Posted 13 July 2013 - 06:54 AM

The person who voted "no" in the poll has no soul.

#8 Sug

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Posted 13 July 2013 - 07:00 AM

The duration needs to be standardized and possibly lowered. If they hit like ballistics then the extra heat and weight would be worth it.

#9 TLBFestus

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Posted 13 July 2013 - 11:31 AM

I agree that the LPL needs some love.

It wasn't too bad before they patched it, but now I feel like I'm being punished for using them.

They are hotter and have much less range than LL or ERLL, so why can't they at least have a bit more punch again to compensate for their drawbacks?

#10 Khobai

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Posted 13 July 2013 - 12:34 PM

All pulse lasers need a buff. In tabletop, pulse lasers get a massive buff to accuracy which is completely lacking in MWO. All they get in MWO is slightly higher damage and slightly lower recycle but at the cost of having 2/3rds the range and weighing 1-2 extra tons.

Pulse lasers should work like ballistic weapons and get triple their optimal range as their max range. That would restore their accuracy bonus and make them work more like tabletop (in tabletop the -2 bonus to hit basically means they get a range column shift, so that they count medium range as short range and long range as medium range).

#11 Narcissistic Martyr

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Posted 13 July 2013 - 01:49 PM

Pulse lasers need shorter duration periods. This makes them more accurate and worth the added tonnage, heat, and reduced range.

#12 CancR

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Posted 13 July 2013 - 01:52 PM

View PostKhobai, on 13 July 2013 - 12:34 PM, said:

All pulse lasers need a buff. In tabletop, pulse lasers get a massive buff to accuracy which is completely lacking in MWO. All they get in MWO is slightly higher damage and slightly lower recycle but at the cost of having 2/3rds the range and weighing 1-2 extra tons.

Pulse lasers should work like ballistic weapons and get triple their optimal range as their max range. That would restore their accuracy bonus and make them work more like tabletop (in tabletop the -2 bonus to hit basically means they get a range column shift, so that they count medium range as short range and long range as medium range).


Which is what my suggestion was.

#13 Darwins Dog

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Posted 13 July 2013 - 02:05 PM

The current implementation of pulse lasers is to give all of them 25% more dps and 30% more hps than the regular versions. This is in anticipation to further changes down the road.

Quote

Pulse Lasers are being normalized to have their variances standardized between the different sizes. This is in preparation of them being tuned as we move toward launch. What this directly means is that for now, Small Pulse Lasers will have their damage increased to 3.4 and their heat reduced to 2.4. Large Pulse Lasers will have their damage increased to 10.6 but their heat is also increased to 8.5. This puts all 3 pulse lasers in alignment of having an approximate 1.25 variance for DPS and a 1.3 variance for HPS. Once this is implemented into the live servers, we will be looking at how they play out and making further adjustments as needed. (June 18th Patch)


When those changes to come I sincerely hope that the large pulse gets a buff in some way. I doubt we'll see OP's idea (not that it's bad, but changing crit slots and tonnage is a pain for stock mechs), but at least a damage buff to 11 or 12.

#14 The pessimistic optimist

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Posted 13 July 2013 - 02:47 PM

View PostDarwins Dog, on 13 July 2013 - 02:05 PM, said:

The current implementation of pulse lasers is to give all of them 25% more dps and 30% more hps than the regular versions. This is in anticipation to further changes down the road.



When those changes to come I sincerely hope that the large pulse gets a buff in some way. I doubt we'll see OP's idea (not that it's bad, but changing crit slots and tonnage is a pain for stock mechs), but at least a damage buff to 11 or 12.


I am more for a buff to cool downs so they are better for close range brawling vs longer range lasers. So your trading long range damage for close range punch. This game needs to give brawlers some love.

Edited by SirSmokes, 13 July 2013 - 02:50 PM.


#15 Victor Morson

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Posted 13 July 2013 - 04:15 PM

View PostFupDup, on 13 July 2013 - 06:54 AM, said:

The person who voted "no" in the poll has no soul.


They realize as soon as they are buffed, Paul will limit how many you can fire to 1 or something. Because, PGI.

#16 TurboChickenMan

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Posted 13 July 2013 - 05:09 PM

View PostVictor Morson, on 13 July 2013 - 04:15 PM, said:

Because, PGI.


The answer to EVERY question about MWO that starts with "why".

#17 Team Leader

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Posted 13 July 2013 - 05:15 PM

Ok, while I agree that pulse lasers need a buff, Large Pulse especially, I dont think outright damage boosting is the way to do it. I think we should make pulse lasers into Star Wars style "laser machine guns", so, a brawler weapon, but instead of a regular dubstep beam like the current LPL, it shoots out bolts at a constant rate.

#18 Taemien

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Posted 13 July 2013 - 09:01 PM

View PostTodesklinge, on 13 July 2013 - 01:24 AM, said:

Hidiho!

Large Pulse Laser needs a buff, Large Laser has more range, lesser weight und deal just -1,60 dmg (also 9).

Large Pulse Laser (old version)

2 Slots
7 Tons
10,60 Damage


Large Pulse Laser (my idea)

3 slots
6 tons
12 Damage


Range, duration and heat will be the same.


Can't touch the criticals or tonnage of the weapon. It screws with stock configs.

Heat, Damage, Beam Duration, and Cooldown can be tinkered with. I'd start with upping the damage by half a damage at a time (try upping each week till it feels right), and reducing the cooldown by half a second each week as well, or alternate cooldown and damage till its about right.

#19 Khell DarkWolf

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Posted 13 July 2013 - 11:17 PM

View PostTaemien, on 13 July 2013 - 09:01 PM, said:


Can't touch the criticals or tonnage of the weapon. It screws with stock configs.



Correction.

You can touch them, but you cannot raise them because it'll screw with the stock configs.

Everything else you said is true though.

#20 Corvus Antaka

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Posted 13 July 2013 - 11:44 PM

lower beam duration by 0.25 across the board on pulse lasers.





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