

#1
Posted 16 April 2014 - 01:37 AM
They heat up less, do a fraction less damage at a longer range, take up less tonnage which can be put towards other things, in my case speed (light mech and all that) and allow an extra alpha or two.
The Med pulse takes up 2 Tonne, only does a fraction more damage and heats up so very much compared. you not only need to free up tonnage by using a smaller engine, but also need to free up more tonnage for a few extra heat sinks to compensate for the extra heat.
I'm not saying they're completely crap, but what would most of you out there choose? ML or MpL?
#3
Posted 16 April 2014 - 02:04 AM
The tricky thing with med pulse lasers is that you have to build around them more than you do with standard meds. I usually think of a group of MPLs as almost a primary weapon, while standard medium lasers are almost always secondary weapons on most mechs.
Beyond all that, I would say it comes down to the pilot's preference. Do you prefer the range/reliability or the extra DPS?
Edited by armyunit, 16 April 2014 - 02:05 AM.
#4
Posted 16 April 2014 - 02:08 AM
armyunit, on 16 April 2014 - 02:04 AM, said:
The tricky thing with med pulse lasers is that you have to build around them more than you do with standard meds. I usually think of a group of MPLs as almost a primary weapon, while standard medium lasers are almost always secondary weapons on most mechs.
Beyond all that, I would say it comes down to the pilot's preference. Do you prefer the range/reliability or the extra DPS?
Is the extra DPs really worth it though when you have to build around the weapon and sacrifice so many factors to carry the extra tonnage?
Yes the bean duration is a playing factor in it but we're talking .04 difference, which imo just isn't worth it.
Preference for sure and I'd have to choose Med Las even for light hunting and hit and run.
#5
Posted 16 April 2014 - 02:10 AM
#6
Posted 16 April 2014 - 02:11 AM
#7
Posted 16 April 2014 - 03:06 AM
I have a Death's Knell that successfully uses a ML/SPL combination.
I have two heavy mechs and one Locust that use LPL.
I recently tried a couple with MPL, but they made all my mechs run too hot.
Pulse lasers are a niche weapon and I can finde niches for both the LPL and SPL. I have yet to find one for the MPL.
#8
Posted 16 April 2014 - 03:08 AM
#9
Posted 16 April 2014 - 03:12 AM
Rex Budman, on 16 April 2014 - 01:37 AM, said:
Ok sensible post now. Which mechs are you using? a mech with for eg 2 CT laser slots can find value in the MPL over the ML.
#10
Posted 16 April 2014 - 03:13 AM

Only the internet back then only reached the other side of the table.

#11
Posted 16 April 2014 - 03:32 AM
Pros:
- Shorter beam duriation
- SLIGHTLY more damage
Cons:
- Twice as heavy as a medlas
- Horrible heat
- Terrible range
For something with such aweful range and high tonnage cost this thing needs some love. Remember with double range drop off the shorter the range the worse that drop off is, firing at 300m where a medlas would be doing near its full damage you are doing HALF.
The beam time is cute, it helps but people who say this is the weapons saving grace I think are a little optimistic about that performance.
The problem with MPL is they are knife fighting weapons but you cannot sustain damage output due to the heat and you do not do enough damage for the tonnage investment either.
When you get into a brawl you are committed, and disengaging is dangerous, not to mention the risks you took to get into that range ... if your weapon is not efficient at KILLING in that range then it is a BAD weapon.
Right now only lights can use it well because they can get into range and disengage more easily. The decreased beam time means a fast moving light can land more damage on a single location too ... it is occasionally used on assaults to help land more shots on lights also in the limited window of time they have to shoot a light before it gets out of arc or into cover but its not that effective imo
MPL need to be more heat efficient for sustained damage, or simply do more damage to be worth the investment for all mech types.
#12
Posted 16 April 2014 - 03:57 AM
Asmudius Heng, on 16 April 2014 - 03:32 AM, said:
Pros:
- Shorter beam duriation
- SLIGHTLY more damage
Cons:
- Twice as heavy as a medlas
- Horrible heat
- Terrible range
For something with such aweful range and high tonnage cost this thing needs some love. Remember with double range drop off the shorter the range the worse that drop off is, firing at 300m where a medlas would be doing near its full damage you are doing HALF.
The beam time is cute, it helps but people who say this is the weapons saving grace I think are a little optimistic about that performance.
The problem with MPL is they are knife fighting weapons but you cannot sustain damage output due to the heat and you do not do enough damage for the tonnage investment either.
When you get into a brawl you are committed, and disengaging is dangerous, not to mention the risks you took to get into that range ... if your weapon is not efficient at KILLING in that range then it is a BAD weapon.
Right now only lights can use it well because they can get into range and disengage more easily. The decreased beam time means a fast moving light can land more damage on a single location too ... it is occasionally used on assaults to help land more shots on lights also in the limited window of time they have to shoot a light before it gets out of arc or into cover but its not that effective imo
MPL need to be more heat efficient for sustained damage, or simply do more damage to be worth the investment for all mech types.
Couldn't have said it better myself, and didn't, so there you go

But no, Medium Lasers are the most battle effecient way to go. I think if you are already using Pulse builds, you would get more benefit out of your mech using a regular laser build. Few extra heat syncs, maybe a bigger engine, extra weapon, more jump jets - AMS etc etc..
Edited by Rex Budman, 16 April 2014 - 03:58 AM.
#13
Posted 16 April 2014 - 04:04 AM
As someone who plays a 5 ML laser Jenner I have toyed with the MPL builds. Gimme my ML's all day long. You hit the nail on the head Asmudius and therefore get a Like from me

#14
Posted 16 April 2014 - 07:38 PM
#15
Posted 16 April 2014 - 07:54 PM
They have been under-powered and complained about since the beginning, and will probably remain so until the end.
Pulse lasers.
LBX-10.
Flamers.
#16
Posted 16 April 2014 - 08:04 PM
MonkeyDCecil, on 16 April 2014 - 07:38 PM, said:
If they did more damage, not just a slight elevation in DPS, I would most likely equip them. I might even equip them if they were 1 single tonne and two slots. But at the moment they are one horrid weapon and I can't see why anyone would equip them.
#18
Posted 16 April 2014 - 09:15 PM
Too hot, too heavy, and their range is too short.
You get a fractional damage boost, but for the same tonnage you can pack 2 medium lasers and get still more damage. The shorter beam duration is nice against lights when you're starting out, but with some practice using beam weapons you can get most of your standard medium laser's shot on the mark.
If there's a weapon group in MWO that really needs help right now, I feel it's the pulse lasers. They look cool and the wupwupwup sounds awesome, but there's really no reason to run them.
Also, check out this poll and vote! We need your opinion and with numbers, maybe we can get PGI to take notice...
http://mwomercs.com/...age__mode__show
Edited for because POLL!
Edited by Tycho von Gagern, 17 April 2014 - 04:23 AM.
#19
Posted 16 April 2014 - 09:18 PM
#20
Posted 16 April 2014 - 10:43 PM
I back up my med lasers with my med pulse and i can do more than 2 alpha before overheat....and normally i put an heavy critical....and this on hot maps.
Had many match with more than 5 kills with it. The only problem is....if i don t have cover and/or cant get to my range lol....but still its fast.
Normally my tactic is to ambush with it.
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