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Pulse Laser Buff - Feedback?


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#1 MustrumRidcully

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Posted 19 February 2014 - 02:56 AM

So, did people try out the new pulse lasers?

Better range for the medium and large pulse laser, and the large pulse laser also got a bit more heat efficient. Did it make a difference?

#2 PeekaBoo I C Ju

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Posted 19 February 2014 - 03:07 AM

Still way too hot for brawling weapons

#3 PinCushion

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Posted 19 February 2014 - 03:16 AM

View PostMustrumRidcully, on 19 February 2014 - 02:56 AM, said:

So, did people try out the new pulse lasers?

Better range for the medium and large pulse laser, and the large pulse laser also got a bit more heat efficient. Did it make a difference?


I use the LPL often, and quite like it. The buff was barely noticeable, but nice enough.

#4 Slab Squathrust

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Posted 19 February 2014 - 03:31 AM

Anything is better than the completely useless role to which they were relegated. Good to see some actual attempts at balance changes.

#5 Mad Cow Jenkins

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Posted 19 February 2014 - 03:52 AM

The extended range for the medium was very much needed but i would have prefered a shorter cooldown instead of more range for the LPL. This would increase the dps/ton ratio for brawling and differentiate the weapon more from normal lasers.

#6 Chemie

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Posted 19 February 2014 - 04:10 AM

They need to be equal range to regular. The LPL weighs 2 extra tons which costs you engine or heat DHS.
People think that 25% faster beam is better and it is if you keep on target the whole time but if you lose tagret for 25% on each weapon, LPL does less damage.

However, bigger is that you can only use them in brawl whereas ER-LL are great at long and short range.

#7 Magna Canus

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Posted 19 February 2014 - 04:14 AM

I ran a few games using my TDR-5S as a "LPL Brawler" (STD 300, 3LPL, 1xML) and it turned out quite well.

Straight-up DPS it looses to most ACs, but wins out in longer battles due to no ammo and in a typical battle from cover (step out of cover, fire, go back behind cover).

Chain-fire for 31,8 damage in 1,8 seconds is nice or Alpha for the same within 0,6 seconds (subject to ghost heat though).

The added bit of range is a real nice bonus (50 for LPL, 20 for MPL), and any drop in heat is welcome, even if it was only 0,5 on the LPL.

Though it does not match the PPC in range or damage type (pin-point) it is becomming more of a competator, especially considering that it is cooler than a PPC and can damage targets within 90m.

For those whose builds already had an LPL in it the heat reduction means that, if your build was fine before the heat drop, you should consider the LPL range module. Not sure yet what the base range increase has done to the modules range increase.

#8 Mudhutwarrior

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Posted 19 February 2014 - 04:28 AM

Range Module? Is that really true or just another useless waste of grind? To me it seems like they are like adding one more drop of water to a 3" fire hose.

#9 Willard Phule

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Posted 19 February 2014 - 04:31 AM

Never bothered with the range module. Seems a waste of a slot for me to get an extra 8 inches for increased heat.

That having been said, I LIKE THE BUFF....well, at least as far as LPLs go. Inner Sphere MLs always seemed pretty useless to me, anyway.

Think of it as an energy based UAC5. I know, not entirely accurate, but look at some of the builds you've got out there where one variant is packing a UAC5 but the other variant doesn't have any ballistic slots. Now, put the build together using the LPL as the UAC5. It works and it actually works well. Or, at least it did for me.

#10 hellcatq

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Posted 19 February 2014 - 04:39 AM

They aren't too bad in a group of two. ERLL is still better but at least now the pulse version does"t make you look "special" for using. Also they visually look and sound cool.

#11 Mudhutwarrior

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Posted 19 February 2014 - 04:43 AM

I ran four matches with duals on the DDC after the patch. They seem better but not a whole lot. I might get past my disgust and try to play some today.

#12 wanderer

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Posted 19 February 2014 - 04:50 AM

Honestly, the extra range really doesn't do much for me. The lowered heat? Nice, but who's gonna complain about anything that even marginally relieves the crippling effects of underperforming heat sinks?

I'd have liked to see things like better crit damage and faster recycle instead, which would have made them better brawling weapons. 3/2.5/2 for LPL/MPL/SPL cooldowns, perhaps a crit bonus as well.

#13 East Indy

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Posted 19 February 2014 - 04:51 AM

The inclination may be to stick them on big, slow 'Mechs and fire them non-stop, but I've found the value of pulses jumps the faster the 'Mech you run and the steadier your aim. They're great for hit-and-run and pursuit.

#14 Triordinant

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Posted 19 February 2014 - 06:11 AM

Should have been less heat instead of more range.

#15 MaxStr

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Posted 19 February 2014 - 06:16 AM

I don't really want to complain as its a step in the right direction (sorta). Pulse lasers still have too many disadvantages and are not very competitive though.

I find it bizarre that instead of improving the other aspects of what are supposed to be closer-ranged/higher-damage trade off weapons they improved the range. Like Triordinant says the heat is the major reason to never use them. The tonnage isn't doing them any favors either and just makes people look at PPCs and large lasers as superior trades I think heh. As long as we have pinpoint damage the major bonus of pulse lasers (more damage in less firing time) is pretty pointless if you can aim.

The balance team should just use medium lasers as the base for energy weapons and balance everything around them. Start thinking "why would I use this instead of a medium laser?".

Edited by MaxKarnage, 19 February 2014 - 06:19 AM.


#16 Pjwned

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Posted 19 February 2014 - 06:22 AM

A weight reduction would justify their use far more, as it is now they're just too heavy to use even with a small range buff.

Suggested weight values:
  • SPL-0.75 tons
  • MPL-1.5 tons
  • LPL-6 tons
If we could get a weight reduction I would prefer that even if the range buff was reverted. The biggest offender by far is medium pulse lasers because they're too heavy to use in lighter mechs and they don't do enough damage (or have enough range usually) for heavier mechs.

#17 Mudhutwarrior

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Posted 19 February 2014 - 06:45 AM

Well overall its better. Mainly the heat reduction. The range not so much.

#18 wanderer

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Posted 19 February 2014 - 06:59 AM

Tonnage/space changes screw up stock designs, so that's not happening. Heat, damage, cooldown, burn time, crit power...those are good ways to tweak pulse lasers.

#19 3rdworld

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Posted 19 February 2014 - 07:00 AM

Still really bad.

#20 Khobai

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Posted 19 February 2014 - 07:01 AM

Agreed theyre still bad.





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