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Pulse Lasers


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Poll: Why are pulses bad? (multiple choice) (153 member(s) have cast votes)

Large pulse lasers

  1. Range too short. (60 votes [27.40%])

    Percentage of vote: 27.40%

  2. Heat too high. (93 votes [42.47%])

    Percentage of vote: 42.47%

  3. Damage too low. (34 votes [15.53%])

    Percentage of vote: 15.53%

  4. Other (please specify) (19 votes [8.68%])

    Percentage of vote: 8.68%

  5. LPL is fine as it is. (13 votes [5.94%])

    Percentage of vote: 5.94%

Medium pulse lasers

  1. Range to short. (67 votes [35.45%])

    Percentage of vote: 35.45%

  2. Heat too high. (62 votes [32.80%])

    Percentage of vote: 32.80%

  3. Damage too low. (26 votes [13.76%])

    Percentage of vote: 13.76%

  4. Other (please specify) (14 votes [7.41%])

    Percentage of vote: 7.41%

  5. MPL is fine as it is. (20 votes [10.58%])

    Percentage of vote: 10.58%

Small pulse lasers

  1. Range too short. (69 votes [38.33%])

    Percentage of vote: 38.33%

  2. Heat too high. (30 votes [16.67%])

    Percentage of vote: 16.67%

  3. Damage too low. (32 votes [17.78%])

    Percentage of vote: 17.78%

  4. Other (please specify) (13 votes [7.22%])

    Percentage of vote: 7.22%

  5. SPL is fine as it is. (36 votes [20.00%])

    Percentage of vote: 20.00%

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#1 Wolfways

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Posted 18 September 2013 - 07:32 AM

I'd just like to get some general opinions on why pulse lasers are rarely used.

Edit: Modified poll to seperate laser sizes.

Edit: Added weapon is fine option as requested.

Edited by Wolfways, 18 September 2013 - 07:22 PM.


#2 Joseph Mallan

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Posted 18 September 2013 - 07:35 AM

My problem has been the same since the 80s. IS Pulse lasers have to short of range.

#3 Alistair Winter

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Posted 18 September 2013 - 07:37 AM

I don't care about the range, really. Not all weapons need 500 meter range. If we want to see more variety, then range is one of the best tools to accomplish that.

It's the heat. The heat of the pulse lasers is now so high that it's basically impossible to combine them with anything except maybe MGs and AC5s. Anything more than that, and your mech bursts into flames as soon as you power up.

#4 Escef

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Posted 18 September 2013 - 07:40 AM

View PostJoseph Mallan, on 18 September 2013 - 07:35 AM, said:

My problem has been the same since the 80s. IS Pulse lasers have to short of range.

While the only one this really is a big issue for in TT is the LPL, I think all of the MWO pulses have too short a range.

#5 DocBach

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Posted 18 September 2013 - 07:44 AM

Need to have their heat dropped to source material levels, and their duration decreased significantly so they bridge the gap between long DOT of standard lasers and instant burst damage of PPCs.

#6 Joseph Mallan

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Posted 18 September 2013 - 07:44 AM

I have always felt that is you get close enough to use Small lasers and MGs on TT, you did something very wrong, So We will just have to disagree and accept that players have different ideas of what is the right way to play -_-

#7 Warge

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Posted 18 September 2013 - 07:55 AM

One pulse less for all pulse lasers...

#8 Alistair Winter

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Posted 18 September 2013 - 07:55 AM

View PostJoseph Mallan, on 18 September 2013 - 07:44 AM, said:

I have always felt that is you get close enough to use Small lasers and MGs on TT, you did something very wrong, So We will just have to disagree and accept that players have different ideas of what is the right way to play :rolleyes:

I will say that they could probably increase the range of small lasers and small pulse lasers to 250 meters in this game, and it would hardly make any difference. It's not like everyone would suddenly switch to small lasers.

Medium pulse lasers could also be given 250 meter range, it wouldn't be a big problem. But I'd rather not see large pulse lasers with 450 meters range, because it reduces variety. It makes them too similar to the large laser, and they're already fairly similar.

#9 Escef

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Posted 18 September 2013 - 07:55 AM

View PostJoseph Mallan, on 18 September 2013 - 07:44 AM, said:

I have always felt that is you get close enough to use Small lasers and MGs on TT, you did something very wrong, So We will just have to disagree and accept that players have different ideas of what is the right way to play :rolleyes:

In general, if I'm using fast movers (especially with jump jets) in table top, I want them that close to maximize their chance to hit. It's risky, no doubt, and can be really bad if a handful of rolls go well for your opponent, but the potential payoff is huge. Even better if that jump capable pulse boat is carrying C3.

#10 Wolfways

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Posted 18 September 2013 - 08:09 AM

What the hell?...
Noone had posted when i checked this thread so i modified the poll, and suddenly there are replies lol. Forum working as intended.

Sorry about that :rolleyes: Could you revote please?

Edited by Wolfways, 18 September 2013 - 08:10 AM.


#11 stalima

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Posted 18 September 2013 - 12:09 PM

arent pulse lasers supposed to offer a faster rate of fire than standard lasers?

#12 Cerlin

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Posted 18 September 2013 - 12:23 PM

Where is the "They are pretty good now" option? I really like them all currently.

#13 Levi Porphyrogenitus

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Posted 18 September 2013 - 01:32 PM

I voted the same for all three: Heat too high, and Other. The vote for Heat is related to the vote for Other.

Here is what I think:

The Pulse line needs to be faster-firing than it is. The burn time should see another slight reduction, and the overall weapon cool down should also be reduced, thus making them fire far faster than the standard lasers. This would however push their heat load way up, so they'd have to see a reduction in heat to compensate.

What my intention would be with this fix is to define the role of the Pulse line as the brawler weapon, while leaving standard lasers as general purpose, and allowing extended range versions to be long-range focused.

Range is important, and Pulse lasers sacrifice a bunch of stuff in addition to their lost range (except the SPL, which I think the standard SL should get a slight range boost). Give them superior close-in damage output and accuracy (burn time and cool down rate).

Lower their heat to let them do sustained work for at least a little while - it'd be fine if they were burst damage weapons that ran hot when used a bunch, so long as they had a good advantage before they force you to slow down your shots to compensate for heat.

#14 80sGlamRockSensation David Bowie

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Posted 18 September 2013 - 01:35 PM

They need a complete rework, from stats all the way to how the weapon itself fires.


Make it a laser machine gun, not just a shorter burn time of a weapon we already have -- with shittier stats across the board.

#15 Bishop Steiner

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Posted 18 September 2013 - 01:35 PM

You need to modify the individual polls to have options for those weapons if we think they are fine, otherwise it's a biased poll that is therefore worthless.

For example, I find Medium Pulse Lasers and Small Pulse Lasers to be spot on. Large Pulse though, I do feel have too short of range for their weight/heat. Either they need heat or tonnage reduced. Since I am not a big one for carte blanche changing weapons, I feel they need to generate less heat.

#16 Thejuggla

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Posted 18 September 2013 - 02:21 PM

I use pulse for fast hitting mechs but that is about it. Never used a LPL however it doesn't seem worth it with is incredibly short range for how much tonnage it is, not to mention the heat.

#17 Grey Ghost

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Posted 18 September 2013 - 09:28 PM

It was nice when they finally made the 7-ton Large Pulse Laser slightly more damaging than 2 1-ton Medium Lasers (+0.25DPS wowza!), but it still runs hotter than them for that amazing boost. B)

Also, it makes no sense whatsoever that Large Pulse Lasers are linked to ER-LL for ghost heat. :)

#18 BUDFORCE

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Posted 18 September 2013 - 09:58 PM

I think extending the range or the pulse lasers is completely the wrong way to go.

What I would like to see if making the beam time shorter, maybe a little more damage and less heat.

As previously posted making it a brawler weapon and making a complete distinction against regular lasers.

The large pulse laser at present is a ***** weapon, its like a hot, heavier, short range large laser with no real advantages. This needs to change.

#19 Cerlin

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Posted 18 September 2013 - 10:21 PM

Thanks for adding an option!

#20 Carlyle

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Posted 19 September 2013 - 04:12 AM

In close combat MMP are the best weapon (TT, solaris rules), as they have a -2 Modifier on the hit chance (you need to roll -2 at
2W6, which is a lot). The problem is to implement that in MWO, one option would be a way of little auto-aim/aim support (maybe if the enemy is within a circle around the crosshair they they will hit one zone of the enemy, or increase the radius they hit.





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