

Why Lasers Are Non-Competitive, Or, Stop Nerfing Ac's To Try To Make Lasers Better.
#181
Posted 09 January 2014 - 03:14 AM
(around) 65% of the damage instant.
(around) 35% of the damage over time.
#182
Posted 09 January 2014 - 04:03 AM
Then pulses could be three quick 0.1 second bursts. 0.3 second beam duration for pulses (along with other buffs ofc)
Edited by Cerberias, 09 January 2014 - 04:05 AM.
#183
Posted 09 January 2014 - 04:22 AM
#184
Posted 09 January 2014 - 04:26 AM
Attank, on 09 January 2014 - 03:14 AM, said:
(around) 65% of the damage instant.
(around) 35% of the damage over time.
Since lasers do their damage through heat I'd say reverse it and make it more like 15% on contact and 85% over time. I'd prefer front loaded, but I do understand the need to have different styles of damage for different styles of fighting.
Khobai, on 09 January 2014 - 04:22 AM, said:
I don't see this as a problem Kho! For the better part of 35 years killing the enemy ASAP has been Job 1 . It takes to long for me to kill my enemy as it is!
And No. I am not afraid to die faster either... It's just a game after all.

#185
Posted 09 January 2014 - 04:26 AM
#186
Posted 09 January 2014 - 04:31 AM
Joseph Mallan, on 09 January 2014 - 04:26 AM, said:

#187
Posted 09 January 2014 - 04:40 AM
Nihtgenga, on 09 January 2014 - 04:31 AM, said:
Well if I have superior tactics I would expect to hammer the snot out of my enemy's poor tactics. You don't prolong a chess match if your opponent is just handing you his pieces! So if my enemy dies in Zero Point Chit Below Rock Level seconds Better for me. And 2 minutes is longer than most TT games would have lasted if each turn only took 10 seconds instead of 30-40 minutes!
Yes my friends and I BS a lot! Isn't that the point of getting together!?!

Edited by Joseph Mallan, 09 January 2014 - 04:40 AM.
#188
Posted 09 January 2014 - 05:05 AM
#189
Posted 09 January 2014 - 05:26 AM

#191
Posted 09 January 2014 - 06:13 AM
#192
Posted 09 January 2014 - 06:14 AM
Cerberias, on 09 January 2014 - 05:05 AM, said:
Internals. You want to buff internals. That way there's more time with 0 armour but internal hp so that critting weapons/ammo might approach actually ever mattering.
#193
Posted 09 January 2014 - 07:06 AM

#194
Posted 09 January 2014 - 07:59 AM
#195
Posted 09 January 2014 - 08:59 AM
Varent, on 07 January 2014 - 11:31 PM, said:
Medium lasers are not as energy efficient as they should be, which makes them generally less effective than they should be. Meanwhile, Large Lasers are actually more efficient than their TT counterparts in MWO, resulting in an LL being more efficient than an ML (in addition to doing more damage and having a longer range), meaning that it's actually better to fire a single LL than it is to fire 2 MLs at any point in time (Unlike SLs, where you're better off firing 2 SLs over 1 ML in range of the SL, I'm also unsure on 4 SL vs 1 LL, though that probably leans towards the SL, but mechs usually aren't debating that).
So, a fix to MLs would help lasers in general, and create a bit of a tradeoff in the ML vs LL (MLs would be more heat efficient and do more damage in pairs than a single LL, but at the cost of a fairly significant amount of range and tonnage).
Honestly, drop the SL heat by .5, ML and LL heat by 1, do the same to pulse lasers, and see what happens (ERLL is fine heat wise, while still being more efficient than it's TT counterpart). It'll help lighter mechs be a bit more competitive (a good thing), make energy weapons in general more competitive (PPC/ERPPC is fine, though the ERPPC might be a bit too hot, maybe drop that heat to 14 vs 15) and at worst, you start encouraging larger mechs to use more MLs (Oh, darn).
I'd also drop all the beam durations to .75 (.6 for SL) and .5 for pulse lasers (.4 for SPL), which would increase the refire rate a bit and make them just a bit more pinpoint without removing the damage spread entirely.
#196
Posted 09 January 2014 - 09:07 AM
Bront, on 09 January 2014 - 08:59 AM, said:
Medium lasers are not as energy efficient as they should be, which makes them generally less effective than they should be. Meanwhile, Large Lasers are actually more efficient than their TT counterparts in MWO, resulting in an LL being more efficient than an ML (in addition to doing more damage and having a longer range), meaning that it's actually better to fire a single LL than it is to fire 2 MLs at any point in time (Unlike SLs, where you're better off firing 2 SLs over 1 ML in range of the SL, I'm also unsure on 4 SL vs 1 LL, though that probably leans towards the SL, but mechs usually aren't debating that).
So, a fix to MLs would help lasers in general, and create a bit of a tradeoff in the ML vs LL (MLs would be more heat efficient and do more damage in pairs than a single LL, but at the cost of a fairly significant amount of range and tonnage).
Honestly, drop the SL heat by .5, ML and LL heat by 1, do the same to pulse lasers, and see what happens (ERLL is fine heat wise, while still being more efficient than it's TT counterpart). It'll help lighter mechs be a bit more competitive (a good thing), make energy weapons in general more competitive (PPC/ERPPC is fine, though the ERPPC might be a bit too hot, maybe drop that heat to 14 vs 15) and at worst, you start encouraging larger mechs to use more MLs (Oh, darn).
I'd also drop all the beam durations to .75 (.6 for SL) and .5 for pulse lasers (.4 for SPL), which would increase the refire rate a bit and make them just a bit more pinpoint without removing the damage spread entirely.
I would disagree. I was actually running 2 large lasers recently on my awesomes (yes I still play them). After careful considerationg and alot of in game testing ive found it highly more efficient to switch out to 4 medium lasers. I can run more heat sinks to make up for the heat I incur and fire more often for overall more damage.
A change to large lasers increases there viability in larger chasis wich need alot of help. An increase to medium lasers (that are already being heavily used) only **** light mechs that cant afford to run extra heat sinks (and should be settling more into a scout roll).
Discuss.
#197
Posted 09 January 2014 - 09:13 AM
Cimarb, on 09 January 2014 - 07:59 AM, said:
But that thread was stared over 2 weeks ago This one is fresh and new!

#198
Posted 09 January 2014 - 09:32 AM
Quote
Again if those were the only two weapons that would be true. But ballistics... MLs complement ballistics far better due to tonnage restrictions. So if you start buffing MLs youre just going to make all the ML toting ballistic boats even better.
#199
Posted 09 January 2014 - 09:43 AM
Varent, on 09 January 2014 - 09:07 AM, said:
A change to large lasers increases there viability in larger chasis wich need alot of help. An increase to medium lasers (that are already being heavily used) only **** light mechs that cant afford to run extra heat sinks (and should be settling more into a scout roll).
Discuss.
Khobai, on 09 January 2014 - 09:32 AM, said:
Again if those were the only two weapons that would be true. But ballistics... MLs complement ballistics far better due to tonnage restrictions. So if you start buffing MLs youre just going to make all the ML toting ballistic boats even better.
I think both the LL and ML need a buff if you read my final comment. The buff I suggested helps the ML a bit more, but the LL boost given would make the LL more competitive overall and potentially bring lasers back into high end competitive play discussion as more than just a backup/throw in weapon for most mechs, and help mechs forced to rely on energy weapons a bit.
#200
Posted 09 January 2014 - 09:48 AM
Bront, on 09 January 2014 - 09:43 AM, said:
True, you can't look at them in a vacuum, and yes, balistic mechs can use MLs too, but if you look, most of them use either PPCs for pinpoint alpha damage, or LLs for range, with some loading up on MLs because they simply have the hardpoints to do so or they intend to brawl (Where the ML should shine anyway).
I think both the LL and ML need a buff if you read my final comment. The buff I suggested helps the ML a bit more, but the LL boost given would make the LL more competitive overall and potentially bring lasers back into high end competitive play discussion as more than just a backup/throw in weapon for most mechs, and help mechs forced to rely on energy weapons a bit.
Every single balistic mech I own and use uses medium lasers.
c.c thanks for the buff?
There are alot of heavy assault and medium mechs out there that would only benefit from an upgrade to large lasers that actually REALLY need it.
An upgrade to medium lasers would be a primary boost to light mechs and then to most balistic user mechs that use them as secondary weapons. Which is very very common.
*dislike*.
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