== 1st: Set Medium and Large Pulse Laser ranges (both clan and IS; Note 1) with their optimal range at no more than 2/3 of their beam laser counterpart (Note 2).
== 2nd: Set all pulse laser maximum range at no more than 1.5x their optimal range. These two changes eliminate much of the current overlap in function between beam and pulse lasers.
== 3rd: Reduce Clan beam duration slightly. I would follow a principle that pulse lasers should do approximately twice as much damage per second of beam duration as their beam laser counterpart. Since Clan laser damage values are pretty similar between beam and pulse lasers, this means we would need to set pulse lasers at about half the duration of beam lasers.
== 4th: Substantially reduce all pulse laser cooldown times. (<-- This is the big one!) The principle I would use here is to bring all pulse lasers to somewhere between 40% and 50% higher sustained DPS than their beam laser counterparts (Note 3).
== 5th: Keep pulse laser damage and heat about where they are. I think pulse laser damage and heat values, along with IS durations, are in about the right place (Note 4 and 5).
I didn't figure everyone wanted all the notes, so I moved them here.
Note 1: Small lasers of all types are already so weak, and so rarely the superior choice, that I don't want to weaken them any further by reducing their ranges. Basically the only remotely optimal use case for small lasers is boating 12 of them on a Nova.
Note 2: You might notice that this leaves the Clan Large Pulse Laser still having an optimal range around 600m, which, combined with proposal the 2nd, still leaves them able to touch a target out to 900m. Separately, I would also bring the optimal range of Clan ERLLas in to below 800m, and I would probably reduce the range of Clan LPL even more. I don't want to mix proposals here, though. Focus on the pulse lasers!
Note 3: It's very important to do this with cooldown, rather than by increasing damage value. This is part of what will make pulse lasers more distinctive. This set of proposals will give them a big DPS advantage over most alternatives at short to knife-fight ranges. In exchange for that DPS advantage, the have low or zero effectiveness at long range, rapid heat generation, and require you to face your target for several cycles or somehow maneuver and twist extremely quickly (does anyone here twist and maneuver on 2 second cycles? You literally can't do it in an assault mech). If you are facing your target, you are vulnerable to return fire, and you aren't causing any cockpit shale with lasers that might disrupt their aim. If you are somehow maneuvering and twisting that fast, you're spreading damage for sure. If you are able to move and twist, and still deliver precise shots, on a 2-3 second cycle, you deserve to do lots of damage. You'll still overheat after a couple cycles, anyway, if you keep it up.
Note 4: I would keep two possible tweaks in the bag for refinement if pulse laser damage got out of hand when testing this proposal on the Public Test Server (which would be essential). First, if pulse laser boats take over, apply a universal heat penalty to any combination of more than 6 lasers fired at the same time. I wouldn't expect this to happen, so I wouldn't expect to have to use this one, but it's a thought. Second, be prepared to bump the heat value on all pulse lasers up by about 10%. We would roll this one out if I turn out to be wrong about the top-tier folks, and fast brawling with rapid pulse laser cycling turns out to be a devastating enough style to challenge the currently optimal pinpoint instantaneous damage style.
Note 5: As another separate change, I would also favor increasing the damage of all large class lasers (with the possible exception of the C-ERLLas) by up to 20%. The change proposed above is an attempt to make pulse lasers distinctive and valuable. I think we need another change to make any kind of large class laser other than the C-ERLLas actually worth their tonnage. As it is the tonnage jump between medium class lasers and large class lasers is very steep for all types, and if you have the hardpoints available, it's much more favorable to add more medium lasers (and more heatsinks or engine upgrades) than to add any large laser to your build.
Alright Forumwarriors. I know how this works, and I know what I was asking for here. Fire away.
Edited by ProfessorD, 17 August 2014 - 01:49 PM.