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Public Test - Clans 2 - C-Er Med Laser


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#1 Kyle Polulak

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Posted 14 June 2014 - 12:21 AM

Greetings!

Please tell us your thoughts on the C-ER Med Laser energy weapon system!

#2 Chaosity

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Posted 15 June 2014 - 07:06 PM

GHOST HEAT FUBAR???

Mech: Nova NVA-Prime
Omni changes: None... Standard legs, arms, torsos, and head
Load: Left & right arm each; 2 ER Med + 4 ER Sml
2 extra heat sinks in each of the arms and torsos... 8 total
Group 1: 4 ER Med
Group 2: 8 ER Sml
All Basic and Elite skills unlocked.
Test map Forest Colony was used.

Issue: Firing group 1 with heat at 0% peaks at either 19% or 20%. Firing group 2 with heat at 0% peaks at 23%. Alpha goes into long term overheat shutdown, although it should remain below 50%. GHOST HEAT FUBAR or as of yet unannounced ghost heat additions?

#3 Scratx

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Posted 15 June 2014 - 07:51 PM

View PostChaosity, on 15 June 2014 - 07:06 PM, said:

GHOST HEAT FUBAR???

Mech: Nova NVA-Prime
Omni changes: None... Standard legs, arms, torsos, and head
Load: Left & right arm each; 2 ER Med + 4 ER Sml
2 extra heat sinks in each of the arms and torsos... 8 total
Group 1: 4 ER Med
Group 2: 8 ER Sml
All Basic and Elite skills unlocked.
Test map Forest Colony was used.

Issue: Firing group 1 with heat at 0% peaks at either 19% or 20%. Firing group 2 with heat at 0% peaks at 23%. Alpha goes into long term overheat shutdown, although it should remain below 50%. GHOST HEAT FUBAR or as of yet unannounced ghost heat additions?


WAD, probably. ERMLs and ERSLs are linked together now.

By the way, ERSLs have a ghost heat limit of 6. Firing those 8 ERSLs, as you can see, deal enough of a penalty to actually cost more heat than the 4 ERMLs.

#4 StormDll

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Posted 15 June 2014 - 07:57 PM

View PostNikolai Lubkiewicz, on 14 June 2014 - 12:21 AM, said:

[color=#00FFFF]Greetings![/color]

[color=#00FFFF]Please tell us your thoughts on the C-ER Med Laser energy [/color][color=#00FFFF]weapon system![/color]

Good weapon. Good distance, hi damage, huge heat... Good alternate IS med laser. On distance 250-300 meters IS med las better then CERML, more long distance CERML better, then IS ML...

#5 Xoxim SC

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Posted 15 June 2014 - 08:23 PM

I ran a Nova Prime, and felt the cERML were in a good place. Beam duration was nice, wasn't a big fan of the color personally, and enjoyed my experience overall. The ghost heat needs to stay, as the Nova should not ever be able to alpha strike without severe penalty. It's supposed to have issues maintaining its heat, and needs to continue to do so.

#6 Koniks

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Posted 15 June 2014 - 08:31 PM

The ERMLs seem to be in a good spot.

#7 Forte

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Posted 15 June 2014 - 09:16 PM

I enjoyed the ERML a lot. Beam duration was longer but not so long as to be unwieldy. They do need to be unlinked from ERSL tho, or the Nova needs some help with all those E hardpoints.

#8 GreyGriffin

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Posted 15 June 2014 - 09:23 PM

I really think the bread and butter weapon is just a hair too hot to really stand with ballistics.

#9 Monky

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Posted 15 June 2014 - 10:06 PM

clan ER ML is basically an inner sphere LL, but 1 ton/crit.

I would suggest setting the ghost heat penalty to 2.

That may sound crazy, but once clan vs inner sphere goes live in community warfare and we don't have clan mechs evening things out on both teams, ER ML with 6 ghost heat cap is basically a 6 LL stalker with no ghost heat penalty. For 6 tons and crits.

Not trying to sound alarmist, just pragmatic.

#10 Krinkov

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Posted 15 June 2014 - 10:14 PM

View PostMonky, on 15 June 2014 - 10:06 PM, said:

clan ER ML is basically an inner sphere LL, but 1 ton/crit.

I would suggest setting the ghost heat penalty to 2.

That may sound crazy, but once clan vs inner sphere goes live in community warfare and we don't have clan mechs evening things out on both teams, ER ML with 6 ghost heat cap is basically a 6 LL stalker with no ghost heat penalty. For 6 tons and crits.

Not trying to sound alarmist, just pragmatic.


They seem to like going with an alpha limit of around 30 so I would imagine if changed it would be 4. Then the max alpha would be 28 damage. It would make people unaware of ghost heat explode if they fired just one arm of a nova though.

Edit: I would rather see them put more negative quirks on the 6 energy slot arms if they chose to do anymore to nerf the nova.

Edited by Krinkov, 15 June 2014 - 10:15 PM.


#11 Sharknoms

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Posted 15 June 2014 - 10:18 PM

Yes increase cERML Ghost Heat, so the Clans can become your PITA boring Gauss+ERPPC-Meta thingy

#12 Herr Dingus

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Posted 15 June 2014 - 10:58 PM

These were great, ive got no gripes about them

#13 The Amazing Atomic Spaniel

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Posted 15 June 2014 - 11:25 PM

Great weapon. Powerful, but this helps bring lasers back into line with ballistics and PPCs. I ran a Nova with 12 and it was hot as heck but could actually do useful damage. Leave it as it is, IMO.

#14 Shakespeare

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Posted 16 June 2014 - 12:07 AM

tough to use, but gives good results with a steady hand. increased range makes them a better primary than IS versions, though I found myself upgrading to MPLs for snap-shooting whenever possible.
Damage seems fair - liking the way clan lasers do more damage by simply burning longer.

#15 Shalune

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Posted 16 June 2014 - 12:36 AM

One of my favorite new weapons. It's not as flashy as some of the really deadly weapons, but its sheer well rounded efficiency makes it great.

#16 Raiyuken

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Posted 16 June 2014 - 12:53 AM

Clan weapon has always been about Energy weapon superiority and their efficient DHS. For IGP to tackle this to, reduce CERMLs dmg down to IS MPLs level, remain it's range superiority, remain it's beam time. That way it won't seem that Energy weapons are all too OP due to being able to hit once, but they have to hit more but run less risk to overheat compared to their IS counterparts.

The tug-o-war between ballistics, missile and energy is being constantly weight. Ballistics should always have the peace of mind off less heat troubles but ammunition scarcity and travel time, LRMs have deadzones, lock time and ammo. Note that most of the time current energy weapon are inefficient aside from PPCs are due to the fact of effective range.

#17 Sky Hawk

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Posted 16 June 2014 - 04:12 AM

The color of the C-ML beam should be not yellowish, it should be somewhere between green (ML) and blue (ERLL), because it's operate on a higher energy level as the IS-ML. I know, the graphic designer are artists, but everyone who least had some physics in the high school known this fact.

Edited by Sky Hawk, 16 June 2014 - 04:13 AM.


#18 Koniks

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Posted 16 June 2014 - 05:43 AM

View PostSky Hawk, on 16 June 2014 - 04:12 AM, said:

The color of the C-ML beam should be not yellowish, it should be somewhere between green (ML) and blue (ERLL), because it's operate on a higher energy level as the IS-ML. I know, the graphic designer are artists, but everyone who least had some physics in the high school known this fact.

They're using fancy citrine/yellow topaz focusing lenses...

#19 Lily from animove

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Posted 16 June 2014 - 06:09 AM

View PostSky Hawk, on 16 June 2014 - 04:12 AM, said:

The color of the C-ML beam should be not yellowish, it should be somewhere between green (ML) and blue (ERLL), because it's operate on a higher energy level as the IS-ML. I know, the graphic designer are artists, but everyone who least had some physics in the high school known this fact.


why?

Posted Image

its between small (red) and Blue (long)

and taking into account the dmg/beamduration, you will clearly see that the beam of clanlasers has a lower power. therefore the cyan LL and yellowish Medium lasers are actually correct. Ok the medium laser is a bit above the IS damage/beamduration, but tbh Maybe the ERCML is too strong anyways and should be tweaked to 6,5 or 6 damage.

#20 Raiyuken

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Posted 16 June 2014 - 06:20 AM

The future of Heavy X-Pulse Lasers = Purple Disco





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