Large Pulse Lasers-Viable Or Not?
#41
Posted 26 October 2013 - 05:33 AM
My personal view is that heat is far too high for a brawler weapon, I'd reduce the heat or make them lighter (and place some double heatsinks anyway).
#42
Posted 26 October 2013 - 10:24 PM
#43
Posted 26 October 2013 - 10:42 PM
I've been saying they should do somewhere around 15 damage since the early days of closed beta.
#44
Posted 27 October 2013 - 01:47 AM
I find it to be a subpar weapon overall compared to the alternatives. Having 2 or more is inefficient at best and build-breaking at worst. I tried all sorts of combinations with the new Phoenix mechs but they simply run too hot. A longer range laser such as PPC or ERLL will be a better choice every time.
I want pulse lasers to be good, but I think PGI is afraid of making them too OP. Reading over the forum a lot people don't understand that the shorter firing time means a shorter cooldown, means not only more damage in a shorter time but more frequently. So I can see why they might be concerned with improving them since their past experiments in balance resulted in funny named apocalypses. When they 'balanced the numbers' between pulse lasers I was expecting the imminent buff, but it never happened. SRMs got buffed eventually though, so hopefully there will be a pulse laser buff by March. Until then I just load up on SSRMs for brawling
More viable weapons can only improve the variety in builds.
Edited by MaxKarnage, 27 October 2013 - 01:51 AM.
#45
Posted 27 October 2013 - 10:34 AM
On my highlander I changed to ac2s after the uac5 nerf, so I needed to add heat sinks, but with ppcs the build was too hot and I needed to free up slots.
I needed better brawling so I tried out the lpl and I'm satisfied. There's been a couple cases where the extra dps and damage per shot made the difference. I use them for poptarting and unloading on a brawler when I turn a corner, and they're better versus lights than ppcs.
#46
Posted 27 October 2013 - 02:46 PM
Vassago Rain, on 26 October 2013 - 10:42 PM, said:
15 damage???
The reign of terror my Jag would reek upon the world would be legendary if they cranked those puppies up to 15.
#47
Posted 27 October 2013 - 02:52 PM
I tink dey need buffs an ting mon
#49
Posted 27 October 2013 - 04:28 PM
But when I read posts where people say they do well with builds like
3 large pulse
3 machine guns
I wish my Elo was lower
cause if I saw that in one of my matches the only way I'd die is from laughing
#50
Posted 28 October 2013 - 05:51 AM
LordBraxton, on 27 October 2013 - 04:28 PM, said:
But when I read posts where people say they do well with builds like
3 large pulse
3 machine guns
I wish my Elo was lower
cause if I saw that in one of my matches the only way I'd die is from laughing
Some guy in the NA Comstar team speak was bragging about how great his 2xAc2 4xmPuls Atlas was.
Long story short, I giggled a lot that night.
It must be great to play against people who don't know what "R" does.
Edited by mwhighlander, 28 October 2013 - 05:52 AM.
#51
Posted 28 October 2013 - 06:57 AM
It's exactly how you imagine it.
#52
Posted 28 October 2013 - 08:18 AM
LordBraxton, on 27 October 2013 - 04:28 PM, said:
But when I read posts where people say they do well with builds like
3 large pulse
3 machine guns
I wish my Elo was lower
cause if I saw that in one of my matches the only way I'd die is from laughing
I don't know...My 4x LPL 4x MG Jag does pretty well. It's fast and sneaky and can chew the legs off a mech pretty quickly.
#53
Posted 28 October 2013 - 09:11 AM
Bhael Fire, on 28 October 2013 - 08:18 AM, said:
I don't know...My 4x LPL 4x MG Jag does pretty well. It's fast and sneaky and can chew the legs off a mech pretty quickly.
I've done the 4 LL, 4 MG Jag. And it's hot as hell. I don't quite know how you free up 8 extra tons for LPLs and not have a 1 shot = 1min cooldown mech.
#54
Posted 28 October 2013 - 09:21 AM
Bhael Fire, on 27 October 2013 - 02:46 PM, said:
15 damage???
The reign of terror my Jag would reek upon the world would be legendary if they cranked those puppies up to 15.
>300 meter gun.
>clearly intended for brawling.
Yeah, no, not really. It'd be a specialized weapon brawlers would use.
#55
Posted 28 October 2013 - 09:26 AM
Vassago Rain, on 26 October 2013 - 10:42 PM, said:
I've been saying they should do somewhere around 15 damage since the early days of closed beta.
Personally I would balance them by halving their pulse duration and making other weapons (auto cannons and PPC's primarily) less likely to deliver their damage to one panel of the target mech.
Edited by Vodrin Thales, 28 October 2013 - 11:44 AM.
#56
Posted 28 October 2013 - 09:36 AM
Werewolf486, on 25 October 2013 - 08:18 AM, said:
What do you think?
No.
LL are strictly superior in all respects.
LPL were never good; at best they were useful for gimmick dubstep mechs.
#57
Posted 28 October 2013 - 09:47 AM
#58
Posted 28 October 2013 - 10:17 AM
That being said, pulse lasers DO get the shaft in general. They are strictly worse in range, heat, and weight. Their specialized niche really should not require them to take THAT much of a hit. I think the range is fine, as that makes them niche brawling weapons, but it would be better balanced and not overpowered if they made heat equal to regular lasers, OR had equal tonnage. They absolutely need a buff, but they are not completely useless.
#59
Posted 28 October 2013 - 10:44 AM
Praehotec8, on 28 October 2013 - 10:17 AM, said:
2 pulses for them not 3 - and they'll be the cherry.
#60
Posted 28 October 2013 - 11:11 AM
Warge, on 28 October 2013 - 10:44 AM, said:
Pulse lasers deal damage exactly the same way regular lasers do, except with shorter duration. The number of pulses mean nothing.
I've been saying this, pulse lasers should really deal damage in packets correspond to the pulses. You're never going to balance them if they function exactly like regular laser.
3 user(s) are reading this topic
0 members, 3 guests, 0 anonymous users