Public Test - C-Lrg Pulse Lasers
#1
Posted 12 June 2014 - 09:15 AM
Please tell us your thoughts on the C-Lrg Pulse Laser energy weapon system!
#2
Posted 12 June 2014 - 11:40 AM
#3
Posted 12 June 2014 - 01:07 PM
but again as the others, the pulse is not Pulse enough.
Even if it does emit slightly more damage at less heat than the CERLL, it has a massivley different range compared to the differences between CERSLvs CSPL or CERML vs CMPL
And ts damage?
well
CERLL: 11,25/1,5 =7,5dps
CLPL: 11,8/1,3 = 9,07 dps.
Well from all the clan pulse lasers, this one is at least the one who isn't totally worthless compared to the regular version of its size. But still the 50% extra tonnage is not really worth it.
a regular IS LL can pull out 9dps being better in pinpoint.
and the IS LPL? 17,6 dps. Sos ee the difference of the pinpoint you gain at the IS mechs? its nearly twice as much by addionally 40% more tonnage.
But on the clanners side, the gain is only 20% better pinpoint by having to invest 50% more tonnage. hardly wortt it. the 0,2 sec duration reduction is way to low again.
buff duration reduction to 0,4 secs and we would gain:
11,8/1,1 = 10,72 dps. meanign still lower than an IS Pulselaser. But in that case you gain around 33% more pinpoint compared tot he CERLL. But right now even here the Clanners Pulse is not a competition for its regular variant.
maybe do something even further, reduce beam duration to 1second and make it do only 11 damage.
#4
Posted 12 June 2014 - 02:47 PM
The duration should be a bit closer around 1 second to differentiate it more from the ERLL and make it worth taking over the ERLL or 2-3 ERML plus heatsinks.
#5
Posted 12 June 2014 - 02:57 PM
#6
Posted 12 June 2014 - 04:55 PM
#7
Posted 12 June 2014 - 06:38 PM
#8
Posted 12 June 2014 - 08:53 PM
#9
Posted 12 June 2014 - 10:06 PM
Heat generation is "better" than the IS LPL (as Clan LPL have a "always on ER" modifier) so that's problematic.
The duration... leaves to be desired when you're comparing other laser alternatives... especially with the Clan "standard" of CERMEDs.
#10
Posted 12 June 2014 - 10:42 PM
#11
Posted 12 June 2014 - 11:19 PM
#12
Posted 13 June 2014 - 12:06 AM
#13
Posted 13 June 2014 - 01:27 AM
IMPORTANT FACTS;
Clan Large Pulse; 6 tons, 2 crits, 8 heat, 11.8 damage, 600m range, 4.55 second total cycle time (duration 1.3 + cooldown 3.25)
Clan ER Large; 4 tons, 1 crit, 8.5 heat, 11.25 damage, 890 range, 4.75 second total cycle time (duration 1.5 + cooldown 3.25)
For 2/3rds the weight of a CLPL, a CERL does basically the same damage output, a slight dps decrease, with a slight penalty to accuracy due to a .2 second longer beam time. There is no way the Clan Large Pulse will be practical in this method. Further, if we're going to compare it to the inner sphere weapons which will be relevant in day to day gaming as well as when community warfare strikes, the CLPL is almost strictly inferior to an ISERL, although it is fairly superior to a standard ISLL and clearly superior to ISLPL in almost all aspects.
This is largely due to a problem that has plagued pulse lasers since the inception ; in the initial design, pulse lasers of all kinds had a shorter duration to allow higher accuracy, to counterbalance larger tonnage costs of the weapons and their other relative inefficiencies. This was a very GOOD move, but it did not go far enough to actually elevate pulse lasers to a relevant position for the IS, and it seems to have created the same problem for clan pulses as well (similar problems exist with the small and medium pulse variants for clans as well).
SOLUTION; Consider significantly shortening the duration time of all pulse lasers, and possibly change the cycle time to compensate if you feel it's necessary. I have never seen a pulse laser mech that is viable at the level I play at, however I feel it could be very possible if you reduce the amount of time you have to hold the beam on the enemy. This strategy can work if it is pushed appropriately, the key to it is realizing the difficulties the weapon has need a -heavy- counterweight in usability in order to overcome. Currently, the counterweight of beam duration just doesn't go far enough yet it really could. It doesn't have to go so far that it becomes a 'pinpoint' damage source, but in the .30-.60 second beam duration range will have a tremendous impact on viability at all levels.
Edited by Monky, 13 June 2014 - 01:27 AM.
#14
Posted 13 June 2014 - 01:28 AM
Keep their damage and ranges where they are at, but cut the cooldown to 1 sec. So the total cycle time is 2 seconds for small, 2.1 for medium and 2.3 for large.
I think they need to be very DPS type weapons that can really cook up, not because they are hot but because you are using them a lot more.
The only way this is going to be comparable over the Er weapons is by making them more "DPS" and I mean a lot more DPS.
#15
Posted 13 June 2014 - 04:50 AM
#16
Posted 13 June 2014 - 05:19 AM
You know instead of making the clan pulse lasers just a slightly different variety of laser, you could implemented them as they are if Mechwarrior 3, a continuous beam that you can fire until you overheat. Just give then good DPS, like 4 or 5 for the large.
#17
Posted 13 June 2014 - 10:20 AM
#18
Posted 13 June 2014 - 01:54 PM
#19
Posted 13 June 2014 - 06:04 PM
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