

Pulse Lasers (Stupid Q's Inside)
#1
Posted 25 July 2013 - 06:06 AM
Thing is, I like the pulse lasers. They look cool, sounds terrifying and feel more like a bad boy beam weapon than regular lasers.
I want them to work in my mechs, but I suspect they're sadly not for me if I want to run an effective build.
Correct me if I'm wrong, but pulse should be on lights with limited hardpoints for slight advantage in poking people in the back? And sometimes on assaults when a build gives extra tonnes to cram something in.
How do they stack up in current weapon balance/meta game? I know I've seen some love for the LPL recently, don't know if they're still any good though..
#2
Posted 25 July 2013 - 06:18 AM
And not get blown up.
I have been killed by small mechs with pulse lasers before.
Edited by Edgaro Gilardeno, 25 July 2013 - 06:19 AM.
#3
Posted 25 July 2013 - 06:20 AM
Booran, on 25 July 2013 - 06:06 AM, said:
How do they stack up in current weapon balance/meta game? I know I've seen some love for the LPL recently, don't know if they're still any good though..
Pulses are good on lights thanks to their short beam time, giving you the ability to be accurately hitting one compartment with the majority of your volley while running along like a loon trying to keep ahead of the one-shot alphas. They can also be good on heavier mechs with limited energy hardpoints (a ton each to upgrade the two arm MLs in certain Atlai to MPLs isn't such a big sacrifice on a 100 tonner).
SPL: A decent alternative to the ML if you're fast, less alpha, slightly less dps, an incredibly short beam time and runs cooler. Only use if you're fast, generally. A good replacement (sometimes combined with arm MLs) for the MLs on a Swayback. 6SPL Jenner is good, not much else other than those two has the hardpoints and speed to make it worth it.
MPL: Good on lights, some heavies. Pretty much see the 'general MPL' stuff above. Quad-MPL can make a RVN-4X actually work (runs cool without a missile launcher, can run a 6-pack if you're good with heat management). Also works on the 4-energy Jenners. Mate of mine does well with a 3MPL SDR-5D, wolfpacks well. Punchy when boated but really the extra ton over MLs isn't worth it that often, generally not worth the upgrade except for niche instances where the beamtime makes a big difference.
LPL: Was good until they decided to make it hotter than the PPC that has ~equal damage, twice the range and no beam duration. Currently not worth it, either use LL and save tons or PPC and get a better damage profile and heat. 1
In defence of the LPL, does still go WUB-WUB like a dubstep gun. If Pulse Lasers do nothing else, they do sound awesome.
1 Don't really use LL either currently, boating penalties make the heat difference between it and PPCs so minimal you should replace 3+ LL with 2*ERPPC almost every time given the massive advantages of the latter weapon.
Edited by Gaan Cathal, 25 July 2013 - 06:23 AM.
#4
Posted 25 July 2013 - 06:21 AM

#5
Posted 25 July 2013 - 06:29 AM
The limited range is a mayor drawback though, so you should be really fast or have a long range backup weapon.
The ML is still the most round up laser imo, 1 ton, 1 slot and a decent range. 270m is way more practical than the 90m small ones.
But i suggest you try it out, they are also great for light hunting

#7
Posted 25 July 2013 - 07:11 AM

I DO run an LBX for light hunting, and it works quite well but I suck at one-on-one so it would hardly matter what gun I'd use..

I remember back in closed beta I used MPLs on my DRG-5N to good effect, felt bit more punchy, and as people have said more accurate when you're zooming past.
#8
Posted 25 July 2013 - 08:28 AM
MPLs are okay if you expect to be in knife-fighting range a lot.
LPLs have seriously short range for a weapon of their size, but it makes up for it by having the highest damage of any beam weapon currently available. 2 LPLs and a Gauss will core a fresh cockpit, and they aren't friendly to any other location, either.
#9
Posted 25 July 2013 - 09:09 AM

#10
Posted 25 July 2013 - 11:23 AM
See: My understanding is all the lasers are "pulses," in that they all have 10 strobes, divided across they beam duration, and each strobe does 1/10th the weapons damage. 'Cause capital-P pulses have shorter durations, and have higher listed damage, their - uh, damage per second is higher.
It's more likely you'll get two strobes onto a single armor location with a capital-P pulse then with a "normal" laser, when shooting at fast-movers.
Understand: Even with the hardpoint system in construction urging players to mount more damaging guns, like pulses, capital-P Lasers are harder to mount and support, being heavier and requiring additional heatsinks. And the higher damage per second isn't that important if you are shooting at slower targets, or you are so good a shot you can hold normal lasers on target despite it's movement (and there are plenty of guys like that).
But there you have it: If you believe yourself to be hunting Atli, you mount normal mediums on your Cicada; If you think you're looking for Ravens …
Edited by Goose, 25 July 2013 - 02:09 PM.
#11
Posted 25 July 2013 - 12:26 PM
but i have run a hunchie with 9 SPL and it can absolutely WRECK anything. you can get off a good ammount of salvos before over heating and in a very rapid ammount of time.
#12
Posted 25 July 2013 - 01:03 PM
Booran, on 25 July 2013 - 06:06 AM, said:
Thing is, I like the pulse lasers. They look cool, sounds terrifying and feel more like a bad boy beam weapon than regular lasers.
I want them to work in my mechs, but I suspect they're sadly not for me if I want to run an effective build.
Correct me if I'm wrong, but pulse should be on lights with limited hardpoints for slight advantage in poking people in the back? And sometimes on assaults when a build gives extra tonnes to cram something in.
How do they stack up in current weapon balance/meta game? I know I've seen some love for the LPL recently, don't know if they're still any good though..
Love medium pulse lasers if I have the tonnage for it. Large Pulse Lasers though don't have enough going for them to make them useful.
The bennefit of the Pulse laser is the shorter duration of the beam. Medium Pulse Lasers are very short duration making it very easy to keep the pulse concentrated. They work very well if your mounting them on a fast mech like a Spider or Jenner and/or firing at the same fast mechs.
The issue is weight. They are twice as heavy as a standard medium laser for only a slight buff to damage. In 90% of the cases, your better off going for a standard medium laser and then using the weight savings for another heat sink.
#13
Posted 25 July 2013 - 03:50 PM
Viktor Drake, on 25 July 2013 - 01:03 PM, said:
I'm dealing with this with my Spider-5D right now.
I can have either:
3 medium lasers
AMS + ammo
8/8 jump jets
or:
3 medium pulse lasers
5/8 jump jets
#14
Posted 25 July 2013 - 10:48 PM

#15
Posted 25 July 2013 - 11:49 PM
Considering how long it took for the SRM buff and the fact that its even being called 'temporary' as if there isn't somehow universal consensus that they needed a buff has me deeply concerned for any weapon that doesn't have PPC in the name. Based on current trends I wouldn't be surprised if pulse lasers get heat penalties next patch making them even less useful.
#16
Posted 26 July 2013 - 12:40 AM
The lack of light Mechs in the few matches I played yesterday didn't produce the test bed I wanted but the hurt I dished out against other Classes was formidable allowing me to leave one match with 700+ DMG.
#17
Posted 26 July 2013 - 12:49 AM
Fixed.
#19
Posted 26 July 2013 - 10:37 AM
#20
Posted 26 July 2013 - 11:11 AM




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