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Public Test - C-Lrg Pulse Lasers


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#1 Kyle Polulak

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Posted 12 June 2014 - 09:15 AM

Greetings!

Please tell us your thoughts on the C-Lrg Pulse Laser energy weapon system!

#2 Frantic Pryde

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Posted 12 June 2014 - 11:40 AM

duration is to long I think. I keep hitting team mates while twisting away to avoid damage. A strait damage nerf I think is better than as is I think.

#3 Lily from animove

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Posted 12 June 2014 - 01:07 PM

gerat sound (yeah like all the other pulse lasers ^^ ok most epic bas version of them all)

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 Reno Blade

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Posted 12 June 2014 - 02:47 PM

Damage and heat are fine, but the duration is a bit too long with the 1.3 seconds.
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 Gerhardt Jorgensson

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Posted 12 June 2014 - 02:57 PM

They felt pretty anemic, sort of like Inner Sphere large pulse lasers.... but worse with the super long duration.

#6 Gladewolf

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Posted 12 June 2014 - 04:55 PM

these are pointless, the er large is far better

#7 Pariah Devalis

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Posted 12 June 2014 - 06:38 PM

Yeah, the pulse duration is too long. I would honestly take a 10.4 damage CLPlas with IS burn time, but Clan LPLas range. :\

#8 Silversword EN

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Posted 12 June 2014 - 08:53 PM

The noise seems awfully underwhelming on these. Could bearly hear myself fire. :<

#9 Deathlike

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Posted 12 June 2014 - 10:06 PM

Clan LPL seems a bit less "pulse" than it is anything else.

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 Rampancy

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Posted 12 June 2014 - 10:42 PM

Decreased burn time is needed to get the cLPL in a better spot. It's the closest of the cPL to being "worth it" over the cL equivalent, but it's not quite there, and it also directly competes with the cPPC. Its advantage over the PPC is clearly the damage:heat ratio, but with such a long burn time it's hard to justify 2 additional tons and an additional crit space over the cLL. A burn time decrease to ~1.0 would clearly differentiate it from the cLL and give it a distinct advantage in placing all of the damage on one spot, for the trade off of a heavier, bulkier weapon.

#11 Koniving

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Posted 12 June 2014 - 11:19 PM

Large Pulse seemed fine. Ghost heat doesn't tie in with ER LL though -- so you can mix 2 and 2 and have no ghost heat. I'm figuring this is a bug.

#12 Xarian

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Posted 13 June 2014 - 12:06 AM

The weapon is inefficient. Same with Clan Pulse Lasers in general. It gains very little for being a "pulse" weapon (notably, the faster discharge time) but loses a significant amount in terms of tonnage, heat, and range. It needs to be significantly differentiated from ER lasers with an increase in damage and a further decrease in discharge time.

#13 Monky

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Posted 13 June 2014 - 01:27 AM

I like the effects, both sound and visual, but the duration is too much to consider it viable. I would not consider using Clan Large Pulse as-is.

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 Carrioncrows

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Posted 13 June 2014 - 01:28 AM

All clan Pulse weapons need their cooldown set to 1 second.

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 Wolf Clearwater

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Posted 13 June 2014 - 04:50 AM

No real reason to take the CLPL over CERLL, more tonnage and the beam duration is not different enough to make up for it. This seems to be a problem in general with clan pulse lasers. Make the beam duration shorter 0.8-0.9 seconds perhaps, or the recycle time much lower for the pulse lasers. This will give an incentive to use them on par with the ER lasers. I feel that the IS pulse lasers are a better bargain ton for ton right now.

#16 soapyfrog

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Posted 13 June 2014 - 05:19 AM

Not a worthwhile weapon, which is too bad because it sounds super cool.

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 Alwrathandabout42ninjas

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Posted 13 June 2014 - 10:20 AM

Change the beam duration to .75 seconds and it will be worth the additional tonnage, same with medium pulse laser.

#18 SirLANsalot

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Posted 13 June 2014 - 01:54 PM

Dropping burn to 1.1 sec, so its still slightly longer then the 1sec of the cMPL. Otherwise, weapons amazing!

#19 Vanguard319

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Posted 13 June 2014 - 06:04 PM

Good sound, though I agree that the burn duration should be shorter, Pulse lasers should have better DPS compared to standard lasers, considering their weight and heat.





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