Public Test - Clans 2 - C-Er Med Laser
#1
Posted 14 June 2014 - 12:21 AM
Please tell us your thoughts on the C-ER Med Laser energy weapon system!
#2
Posted 15 June 2014 - 07:06 PM
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
Posted 15 June 2014 - 07:51 PM
Chaosity, on 15 June 2014 - 07:06 PM, said:
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
Posted 15 June 2014 - 07:57 PM
Nikolai Lubkiewicz, on 14 June 2014 - 12:21 AM, said:
[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
Posted 15 June 2014 - 08:23 PM
#6
Posted 15 June 2014 - 08:31 PM
#7
Posted 15 June 2014 - 09:16 PM
#8
Posted 15 June 2014 - 09:23 PM
#9
Posted 15 June 2014 - 10:06 PM
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
Posted 15 June 2014 - 10:14 PM
Monky, on 15 June 2014 - 10:06 PM, said:
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
Posted 15 June 2014 - 10:18 PM
#12
Posted 15 June 2014 - 10:58 PM
#13
Posted 15 June 2014 - 11:25 PM
#14
Posted 16 June 2014 - 12:07 AM
Damage seems fair - liking the way clan lasers do more damage by simply burning longer.
#15
Posted 16 June 2014 - 12:36 AM
#16
Posted 16 June 2014 - 12:53 AM
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
Posted 16 June 2014 - 04:12 AM
Edited by Sky Hawk, 16 June 2014 - 04:13 AM.
#18
Posted 16 June 2014 - 05:43 AM
Sky Hawk, on 16 June 2014 - 04:12 AM, said:
They're using fancy citrine/yellow topaz focusing lenses...
#19
Posted 16 June 2014 - 06:09 AM
Sky Hawk, on 16 June 2014 - 04:12 AM, said:
why?
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
Posted 16 June 2014 - 06:20 AM
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