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Pulse Lasers Still Need Some Love
#1
Posted 15 September 2013 - 08:12 AM
#2
Posted 15 September 2013 - 08:15 AM
Small Pulse:
Range --> 120m (normal Small Laser would be about 150-170)
Damage --> Maybe up to 4 if necessary
Medium Pulse:
Range: --> ~235m
Damage --> 6.5
Large Pulse:
Range --> 390m
Damage --> ~11
Heat --> 8
Edited by FupDup, 15 September 2013 - 08:16 AM.
#3
Posted 15 September 2013 - 08:18 AM
FupDup, on 15 September 2013 - 08:15 AM, said:
Small Pulse:
Range --> 120m (normal Small Laser would be about 150-170)
Damage --> Maybe up to 4 if necessary
Medium Pulse:
Range: --> ~235m
Damage --> 6.5
Large Pulse:
Range --> 390m
Damage --> ~11
Heat --> 8
I second this motion. Even now, being somewhat suboptimal, pulse lasers still find their way onto my mechs because they're fun. A small amount of tweaking would make them fun and competitive.
#4
Posted 15 September 2013 - 08:19 AM
#5
Posted 15 September 2013 - 08:20 AM
FupDup, on 15 September 2013 - 08:15 AM, said:
Small Pulse:
Range --> 120m (normal Small Laser would be about 150-170)
Damage --> Maybe up to 4 if necessary
Medium Pulse:
Range: --> ~235m
Damage --> 6.5
Large Pulse:
Range --> 390m
Damage --> ~11
Heat --> 8
Yea I like those numbers I would also add to that beam time down to 0.5 from .0.6.
Edited by SirSmokes, 15 September 2013 - 08:24 AM.
#6
Posted 15 September 2013 - 08:30 AM
#7
Posted 15 September 2013 - 10:18 AM
Sug, on 15 September 2013 - 08:30 AM, said:
This - would show my hunchies some love (run just for the noise but not too bad);
If you want "some" range;-
http://mwo.smurfy-ne...f2979532261f5a2
Or close up and capable of zombieing. the Microwave.
http://mwo.smurfy-ne...fe08020f11170f8
Needs careful trigger control, especially on the hotter maps.
#8
Posted 15 September 2013 - 10:20 AM
If they could at least have better range, or lower heat, then they'd be viable.
#9
Posted 15 September 2013 - 10:52 AM
That said, Fup's numbers would be an excellent way to balance them if the dev team decides that they just aren't going to look at the base mechanics.
edit: this reminds me, remember when all the pulse lasers got their heat bumped up to "bring them in line" and give them all the same damage/heat ratio, which wound up giving the LPL a nerf that every single forumer agreed was unneeded? Paul said they did that so they could tweak the pulse lasers more later. Well, it's been a few months, where have the tweaks been?
Edited by aniviron, 15 September 2013 - 10:54 AM.
#10
Posted 15 September 2013 - 11:07 AM
#11
Posted 15 September 2013 - 11:09 AM
Remember Raven engine buffs? Remember the cat head hitbox they promised would be normalized? Remember the dozens if not hundreds of other things that were broken that they said they'd look into fixing?
#12
Posted 15 September 2013 - 11:13 AM
#13
Posted 15 September 2013 - 11:13 AM
3 MLaser gives 15 damage in 4 seconds
3 more damage and almost half a second less time to cycle.
fairly close to correct.
adding some slight range might be ok. Spulse doesnt need a range buff, it already has the same range as a small laser with significantly more DPS.
Mpulse could maybe take a 50-100m long range buff.
Lpulse could stand a touch more damage like 12 dmg perhaps.
#14
Posted 15 September 2013 - 12:43 PM
The medium just doesn't have enough range, half damage at 270m is terrible, even for a brawler.
#15
Posted 15 September 2013 - 12:55 PM
#16
Posted 15 September 2013 - 01:01 PM
SirSmokes, on 15 September 2013 - 08:12 AM, said:
Yeah I have some problem with them myself though not exactly the same problems as you.
SPL - The issue here is that there is just not enough advantage to taking the SPL or the SL mostly due to range issues. Heat, weight, damage and lets face it pulse duration are very similar between the two so why take the one that inhibits your range severely.
MPL - This one comes dow to heat, weight and range, it is twice as heavy as the ML and almost half the range. Damage difference is minimal and 0.4 seconds on the beam duration doesn't make up for these fact. They are also hotter and when you consider that you theoretically lose 1 heat sink for every MPL you choose over a ML due to the weight difference, it is hard to justify the MPL.
LPL - This one is mostly about heat and weight. I personally don't have an issue with the 300m range but with weight and heat similar to a PPC it can't really compete with the LL, especially since it has most of the disadvantages of a LLs plus being significantly shorter ranged.
The problem with these weapons is that thier balancing mechanic in TT was a greatly enhanced chance to hit with them. This is not simulated currently in MWO and I am now sure they can be simulated without a major change in the game play mechanics.
Now when you think about it, accuracy in TT equated to a weapon that was able to hit more often thus do more damage. This would make the obvious fix for pluse lasers be about a 20% increase across the board in damage to simulate the accuracy bonus they are suppose to have. At this point they would become a viable option dispite the issues I mentioned above.
#17
Posted 15 September 2013 - 01:04 PM
#18
Posted 15 September 2013 - 01:07 PM
Accuracy bonus from TT not represented in this game = useless
Frankly I find it easier to hit fast moving targets with normal lasers because I can 'hose' the target, while pulses just generally miss miss miss, or miss hit miss, etc, resulting in a lower damage output.
Essentially pulse lasers are unfixable unless they receive DRASTIC buffs. If their heat was the _same_ as normal lasers they 'might' be picked up on some builds. That tells you how useless they are in this game.
#19
Posted 15 September 2013 - 01:10 PM
Then again, I think the stock laser beam duration is too long.
#20
Posted 15 September 2013 - 01:45 PM
Heat = too much
Edited by gemzd, 15 September 2013 - 01:46 PM.
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