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Slas And Splas Range Increase


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#1 ImperialKnight

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Posted 09 March 2014 - 02:47 PM

SLas and SPLas needs a range increase. 90/180m is way too short.

Since MLas are 60% the range of LLas, SLas/SPLas should have a range of 160/320m. But I'd be happy even with something like 135/270m

Edited by knightsljx, 09 March 2014 - 02:48 PM.


#2 General Taskeen

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Posted 09 March 2014 - 04:52 PM

Ja, no kidding. 150m+ would be good

#3 hercules1981

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Posted 09 March 2014 - 09:59 PM

I would even say the same range as machine guns. 120/240 if I remember right.

#4 Deathlike

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Posted 09 March 2014 - 10:03 PM

Simple suggestion:
135m optimal/270m max - Small Laser
120m optimal/240m max - Small Pulse Laser

Bam, done.

#5 Levi Porphyrogenitus

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Posted 09 March 2014 - 10:04 PM

SPL should be 100/200, SL should be 120/240. Those would probably be sufficient, and much more would make them too strong.

#6 aniviron

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Posted 10 March 2014 - 09:42 AM

Any of these suggestions are good. The small class lasers are just not worth taking in their current state. The damage/heat math that some people bring up is only valid if you can find an opponent who is willing to let you get within 90m without smashing you to bits on the way. 120m on the machinegun is just about perfect; that'd be a good starting point for the slaser.

#7 FupDup

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Posted 10 March 2014 - 09:46 AM

Range increases are wonderful and I have no rejection to them, but IMO I'd prefer to distinguish the roles of the SL and SPL to be much more specialized than the more general lasers (ML and LL).



For the SPL, I'd increase the damage up to 4 and maybe reduce heat to 2. Possibly increase RoF slightly, too. This emphasizes the weapon as far superior to the ML in kissing range, but the ML would still be overall more versatile due to its range.



For the SL, since the close quarters specialist role is already taken (see above), I'd reduce their heat to something very very tiny like ~0.6, and slightly/moderately increase their RoF. What this accomplishes is that it turns the SL into a "heatless" member of the energy class, which is something that other lasers don't currently cover.

Basically, if your mech had a lot of heat-intensive weapons and a number of spare energy hardpoints, you could use SL to keep applying steady damage (at short range) while you cool down. This would be especially useful for PPC and LRM users who run hot and have a minimum range (which just so happens to coincide with the SL's normal range). The weapon would still be pretty meh if you didn't have a high-heat loadout, but now it would have a niche use.

Edited by FupDup, 10 March 2014 - 09:50 AM.


#8 aniviron

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Posted 10 March 2014 - 10:06 AM

View PostFupDup, on 10 March 2014 - 09:46 AM, said:

Range increases are wonderful and I have no rejection to them, but IMO I'd prefer to distinguish the roles of the SL and SPL to be much more specialized than the more general lasers (ML and LL).



For the SPL, I'd increase the damage up to 4 and maybe reduce heat to 2. Possibly increase RoF slightly, too. This emphasizes the weapon as far superior to the ML in kissing range, but the ML would still be overall more versatile due to its range.



For the SL, since the close quarters specialist role is already taken (see above), I'd reduce their heat to something very very tiny like ~0.6, and slightly/moderately increase their RoF. What this accomplishes is that it turns the SL into a "heatless" member of the energy class, which is something that other lasers don't currently cover.

Basically, if your mech had a lot of heat-intensive weapons and a number of spare energy hardpoints, you could use SL to keep applying steady damage (at short range) while you cool down. This would be especially useful for PPC and LRM users who run hot and have a minimum range (which just so happens to coincide with the SL's normal range). The weapon would still be pretty meh if you didn't have a high-heat loadout, but now it would have a niche use.


In general I'm all for giving weapons specialized roles, but I don't think giving sl/splas a 120m range really takes it out of the "short range specialist" category. And the thing is, when your range is that short and you need to devote so many hardpoints to make the system work, it really doesn't matter what else the weapon is good at. 90m is just not enough to do anything useful, and when most of the shots you're taking with the weapon are at 150m anyway, all the damage/heat statistics mean nothing, you might as well be hitting your opponent with a pool floatie for the same heat buildup you'd have had anyway.

#9 Clit Beastwood

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Posted 10 March 2014 - 10:57 AM

They're a bit of a niche weapon. What's the use-case scenario you see for them? I use SLAS in the following ways
1. On firestarters. 6 slas + 2 mlas. Sneaky sneaky. Low heat, big punch.
2. On a battlemaster (with the 6 laser nipples). I just chain fire them when brawling for heat neutral damage output while brawling. (not sure it makes a difference, but in my head it makes sense. Outputting damage constantly with zero heat buildup).
3. Anywhere I have remaining energy hardpoints, but need low-heat or low-weight damage output.

Are you looking for a lighter weight lower heat alternative to ML's?

#10 Bobzilla

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Posted 10 March 2014 - 11:35 AM

Keep the ranges the same, but a little bouns damage if less than 90m.





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