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Give Pulse Lasers A Different Gameplay Mechanic


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#1 Cabusha

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Posted 30 July 2013 - 07:21 AM

Hello,

One of my friends (Kaiser Sosei) and I were talking about pulse weapons, and he pointed out that changing the way they work could be what they need.

Currently Pulse Lasers are a heavier, slightly faster, hotter, slightly higher damage, shorter ranged version of a normal laser. Most of the time the trade offs just aren't worth it for the minor (25%) reduction in beam duration over a standard.

How about if they were a continuously firing weapon like the MG or Flamer? As long as you can afford the heat, you can keep the Wub-Wub-Wub going. It would make it a REAL brawling weapon since while that PPC stalker is waiting for his weapons to recharge, you can still be in there, dealing damage and slicing him up. The long duration would help simulate the addition +2 to hit they're supposed to give.

If you need a balance mechanism besides the short range and weight, you could give each pulse laser a cap for how long they can fire (10 seconds SPL, 20 seconds MPL, 30 seconds LPL, etc) before the weapon needs a brief cool down. If you suspend firing before the maximum is reached, then the weapon will begin its cool down period anyway, just for a shorter time, and would be locked from firing until done.

Obviously numbers for damage/second, cooldown time, etc, would have to be played with, but I think the idea itself has some great potential.

Thank you for your time.

Edited by Cabusha, 30 July 2013 - 07:22 AM.


#2 James The Fox Dixon

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Posted 30 July 2013 - 07:23 AM

No, the current pulse lasers are fine with how they are implemented.

#3 ManDaisy

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Posted 30 July 2013 - 07:30 AM

This would actually shift weapons greatly with larger mechs carrying large pulse laser and praying to the lag gods that they could leg a light mech before they got into leg humping range to park in your crotch to fire off their medium pulse lasers. My opinion is mwo is not ready for this due to the lack of collision. In the future after collision is in I would support this.

Edited by ManDaisy, 30 July 2013 - 07:31 AM.


#4 Calamus

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Posted 30 July 2013 - 07:36 AM

We complain when PGI deviates from TT rules, but then we suggest that they supremely deviate from TT rules to the point that we change the mechanics of how weapons operate in the Battletech universe? I don't support this idea.

#5 Tice Daurus

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Posted 30 July 2013 - 12:29 PM

This was already suggested in a previous thread. I saw that Garth liked the idea and he said that he would suggest it to Paul for future possible testing.

#6 Bhael Fire

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Posted 30 July 2013 - 12:50 PM

Interesting idea, but I agree with the others; it deviates too far from the original concept of pulse lasers.

I think they're fine for the most part, but I would like to see their duration shortened to 0.5 seconds.

#7 skotsche

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Posted 30 July 2013 - 01:00 PM

I like this idea. I think in MW3 it is solved in a similar way. Lasers would have a short beam, but with pulse lasers you could hold your fire button and they would fire constantly for a slightly longer period.

(Actually I like the auto cannons in MW3 better as well.)

#8 Leafia Barrett

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Posted 30 July 2013 - 01:07 PM

View PostTice Daurus, on 30 July 2013 - 12:29 PM, said:

This was already suggested in a previous thread. I saw that Garth liked the idea and he said that he would suggest it to Paul for future possible testing.
I don't remember if anything ever came of that.





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