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Pulse Lasers


52 replies to this topic

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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#41 Sug

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Posted 03 October 2013 - 09:58 AM

View PostRowanas, on 03 October 2013 - 09:47 AM, said:

I've got to say that the reason I don't like the Pulse line is simply because they're even more inefficient than regular lasers.


They're more efficient at putting damage on the target.

#42 The Boz

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Posted 03 October 2013 - 10:02 AM

How are they more efficient if they have a lower damage:heat ratio than regular lasers?

#43 Equalizer

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Posted 03 October 2013 - 10:18 AM

My main issue with medium and large pulse lasers in MWO has always been the heat they generate. I still remember the days when LPL was 7.3 heat and worked very well - you could even see people using those back then. The current implementation with 8.5 heat, however makes them more of a liability than asset - they are just marginally cooler than PPCs with much lower range. Large Lasers and even ER Large Lasers run much cooler, weight less and have much better range and overall utility with marginally lower DPS (one could argue it's actually higher than LPL because you get better projection and stack up damage as you get closer to your target). So, my solution to fix pulse lasers would be:

Large Pulse Laser:

Damage - 10.5 (down from 10.6)
Heat - 7.5 (down from 8.5)
Beam duration - 0.5 sec (down from 0.6)
Recycle - 3.25 sec (no change)
Range - 300 optimal, 600 falloff (no change)

These stats would reduce the HPS to 2.00 (down from 2.21), placing LPL on par with ERLL, while DPS would be 2.8 (up from 2.75).

Medium Pulse Laser:

Damage - 6 (no change)
Heat - 4.4 (down from 5)
Beam duration - 0.5 sec (down from 0.6)
Recycle - 2.75 sec (down from 3)
Range - 180 optimal, 360 falloff (no change)

These stats would reduce the HPS to 1.35 (down from 1.39), while DPS would become 1.85 (up from 1.67)

Both these changes would make pulse lasers somewhat more appealing (for me at least), giving them an edge over normal lasers up close.

#44 Kenyon Burguess

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Posted 03 October 2013 - 10:24 AM

I like the large pulse as is. 2 of them do more damage than an ac/20 with slightly better range. they are in a position right now that boating more than two is hard to do without suffering extreme heat issues. i feel that's the way they should be

#45 Koniving

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Posted 03 October 2013 - 10:28 AM

LPL
Other (please specify)
Firing rate of Large class lasers is the slowest of ALL direct fire weapons (3.25 cooldown does not begin until after 1 second beamtime has concluded totaling 4.25 seconds between shots), and LPL only reduced the beam time (big mistake in my opinion, the cooldown time for both LPL and LLs needed to go down to at least 1 shot per 4 seconds).

Medium pulse lasers
Heat too high.

Small pulse lasers
SPL is fine as it is.

You have no idea how awesome SPLs are until you use 4 to 9 at the same time or chain fire 7 or more. They are devastating against light mechs and a requirement on my Atlas RS for dealing with lights.

Edited by Koniving, 03 October 2013 - 10:29 AM.


#46 GorlockTheDestroyer

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Posted 03 October 2013 - 11:03 AM

LPL current:

DMG- 10.6
Heat- 8.50
cycle- 3.25
range- 300m
max- 600m
slots- 2
tons- 7

LPL proposed:

DMG- 10.6
Heat - 7
cycle - 2.75 (taking into account beam duration of .6)
range - 270m
max - 450m (with EXTREME dmg drop off beyond 450)
slots- 3
tons- 5

Just a thought.

#47 Macheiron

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Posted 05 October 2013 - 10:13 AM

I don't know if it's been suggested before, but what if we have a fixed ratio for damage to beam duration? Of course these would be different ratios for standard vs pulse lasers.

For example, 0.06 seconds per damage for pulse and 0.1 for standard.
With current weapon damages, that leads to this:
LPL: 10.6 damage over .64 seconds
LL: 9 damage over .9 seconds
MPL:6 damage over 0.36 seconds
ML: 5 damage over .5 seconds
SPL: 3.4 damage over .2 seconds
SL: 3 damage over .3 seconds

I'm not even touching recycle times, I haven't put enough thought into it.

Edited by Macheiron, 08 October 2013 - 12:45 PM.


#48 Oppresor

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Posted 05 October 2013 - 02:44 PM

It really is the range. I personally think that all of the Large or Long Range weapons in MWO have to short a range, but the Pulse Lasers seem to suffer more than most.

#49 Iacov

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Posted 06 October 2013 - 03:42 AM

LPL heat makes them almost unusable except for special occasions
mediums are fine imho
spls need more range

#50 SmartmuhahaXD

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Posted 06 October 2013 - 10:39 AM

I think the only adjustment should be the range and cooldowm time for now they should be made into hard and fast hitters !

For the SPL a range increase to long 120m and max 210m and a faster cooldown time 1.75.

For the MPL a range increase to long 210m and max 420m and a faster cooldown time 2.25.

For the LGL a range increase to long 390m and max 680m and a faster cooldown time 2.5.

The duration 0.5 for all.

The heat and damage should stay the same and the starting point for adjustment should be range, cooldown, duration !

#51 Sug

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Posted 06 October 2013 - 10:53 AM

View PostThe Boz, on 03 October 2013 - 10:02 AM, said:

How are they more efficient if they have a lower damage:heat ratio than regular lasers?



View PostSug, on 03 October 2013 - 09:58 AM, said:

They're more efficient at putting damage on the target.



Quote

For the SPL a range increase to long 120m and max 210m and a faster cooldown time 1.75.

For the MPL a range increase to long 210m and max 420m and a faster cooldown time 2.25.

For the LGL a range increase to long 390m and max 680m and a faster cooldown time 2.5.



Everyone stop it with the longer cooldowns for larger lasers.

#52 Otto Cannon

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Posted 06 October 2013 - 11:00 AM

If pulse lasers weighed the same as normal ones then the short range and extra heat would balance the extra damage. Since they weigh so much more though, either damage should be raised or heat lowered to make them worth considering.

#53 MonkeyDCecil

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Posted 06 October 2013 - 11:35 AM

I said range is to short on all of them. I fell the would be better of with ranges like this.

LPL 350m
MPL 230m
SPL 140m

I also chose other, because I can not believe you did not put beam duration. The LPL and the MPL both should have a shorter beam duration. Especially the LPL. This is just my Opinion.





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