Sandpit, on 09 March 2014 - 04:54 PM, said:
Ok so I've always had a nagging problem with MWO's pulse lasers. Before I dive into this keep in mind I know this isn't TT and things are different in an FPS game so things have to work a little differently for various reasons.
They way pulse works now is by simply changing the beam characteristic slightly. Instead of a steady constant beam, it's more of an MG style weapon with multiple bursts per shot. That's ok I guess but it really doesn't offer anything unique over regular lasers when it comes to trade-offs in choosing between the two weapon systems.
I've always felt they would be more useful and viable if the core mechanic worked differently. Right now the differences between pulse and standard are minimal at best for reduced range, extra heat, more weight.
R= Recycle Time
D= Damage
DPS= D per second
H=Heat
HPS= H per second
S= Slots
T= Tonnage
OR= Optimum Range (Hexes for TT stats)
MR= Max Range
L= Duration (Length of beam duration)
Cost = Cbills cost
N= N/A (Not Applicable)
MWO stats
R D DPS H HPS S T OR MR L Cost
Medium laser: 3 5 1.25 4 1 1 1 270 540 1 80,000
Medium Pulse: 3 6 1.67 5 1.39 1 2 200 400 .6 120,000
TT stats
R D DPS H HPS S T OR MR L Cost
Medium Laser: N 5 N 3 N 1 1 4-6 7-9 N 40,000
Medium Pulse: N 6 N 4 N 1 2 2 4 N 60,000
Ok now as I stated earlier direct translations from TT won't work for everything so please understand that I'm not saying "Well TT did it this way so we should have an exact replication of that here in MWO" I'm just wanting to show how the trade-offs in TT compared to MWO really make the pulse lasers here feel a little less "worth it" most times. They're not a very unique weapon.
Instead of the current mechanic I have always felt that reducing the beam duration and reducing recycle time slightly would make a huge difference in pulse viability. Instead of an MG type mechanic with multiple bursts I think they would be much more viable if they still had a single beam just a shorter duration. Include a slightly faster recycle time and essentially what you have is a slower energy version of the UAC.
The new recycle time would still make heat a major factor when using them but also give them an "edgier" feel in that when you're down an arm, your CT is almost cored, and that Atlas is bearing down on you, you can risk the heat to get more shots fired off and either take him down first or at least do enough damage to help out your team.
Now you have a pulse laser that fires faster, is heavier, has reduced range, and puts out a much higher potential DPS for more heat as trade-offs. I would start off by having the beam duration at about half that of a standard laser with a recycle time of 2.0. That means with three of them you could potentially have a true MG like effect for short periods of time before over heating. It would put them into a more unique category and help distinguish them as a completely different weapon system.
They would almost be like a "bridge" between ballistics and beams. You get a short beam duration which still spreads damage but has more of a pinpoint feel to it while having the benefits of instant hit of beams.
Weapon modules could be introduced that increased range for heat, heat for damage, all kinds of stuff. What do you guys think?
Honestly....
The changes that I feel would make the Pulse Laser interesting and viable are things im loathe to do because I think that it would upset other members of the community that like it a certain way with certain values.
current medium pulse laser -
Name Damage Heat Cooldown Range Max Range Slots Tons Speed Duration DPS HPS EHS Impulse Health Costs
MED PULSE LASER 6.00 5.00 3.00 200 400 1 2.0 - 0.60 1.67 1.39 14 - 10.00 120,000
Now my own thoughts would be drastically lowering the Heat, Cooldown and Damage, but tweaking with them so it overall fires differently. Also lowering the duration so the beam itself doesnt hold on as long could be useful. Making it look something like this...
MED PULSE LASER 3.25 2.50 1.50 200 400 1 2.0 - 0.50 1.67 1.39 14 - 10.00 120,000
This makes the weapon higher DPS that rewards ability to land shots and also makes it more heat efficient at times when necesary. Also lowering the beam duration make it a more capable brawling weapon.
However this plays with the damage numbers alot on the FLD area... wich can be a bad thing and also messes with the TT numbers wich alot of people dont like.
*shrug*
there is no easy answer.