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My Take On The Clan Er L. Laser

Balance Gameplay Weapons

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#1 Brenden

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Posted 18 August 2014 - 08:04 PM

Since the patch went like some weeks ago, the Clan ER L. Laser has all been replaced with the Clan L. P. Laser. The Large Laser just isn't viable with it's extended, two second duration. The beam's longevity on the battlefield has left it worthless in all but the most dedicated of snipers and even then it's two second duration means they must keep their heads out for two seconds - enough time to be locked on and receive return fire. Since then, I almost never see a Clan ER L. Laser anymore, only on the rare Kit Fox or Timber Wolf.

The Clan weapons are suppose to be over powering - because they've kept the technology and refined it to a degree that surpasses the standard. This goes for all weaponry, not just the Lasers. It stands to reason they wouldn't like the time it takes on the beam to stay on the target to deliver it's damage. The shorter the time needed to deliver it's maximum damage the better they might reason as real Engineers might think. They would want the most out of their weapon while keeping the user safe.

Reducing the Clan Large Laser to something of a light show now instead of making it a hard hitting beam that goes right in your face and melts it.

I'm done.

#2 Ultimax

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Posted 18 August 2014 - 08:07 PM

View PostBrenden, on 18 August 2014 - 08:04 PM, said:

Since the patch went like some weeks ago, the Clan ER L. Laser has all been replaced with the Clan L. P. Laser. The Large Laser just isn't viable with it's extended, two second duration. The beam's longevity on the battlefield has left it worthless in all but the most dedicated of snipers and even then it's two second duration means they must keep their heads out for two seconds - enough time to be locked on and receive return fire. Since then, I almost never see a Clan ER L. Laser anymore, only on the rare Kit Fox or Timber Wolf.

The Clan weapons are suppose to be over powering - because they've kept the technology and refined it to a degree that surpasses the standard. This goes for all weaponry, not just the Lasers. It stands to reason they wouldn't like the time it takes on the beam to stay on the target to deliver it's damage. The shorter the time needed to deliver it's maximum damage the better they might reason as real Engineers might think. They would want the most out of their weapon while keeping the user safe.

Reducing the Clan Large Laser to something of a light show now instead of making it a hard hitting beam that goes right in your face and melts it.

I'm done.



Please stop talking about it before Paul decides to make the cER LLAS last for four seconds, so he can bump the LPL up to 2s.

Seriously, shhh.

#3 Brenden

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Posted 18 August 2014 - 08:10 PM

View PostUltimatum X, on 18 August 2014 - 08:07 PM, said:



Please stop talking about it before Paul decides to make the cER LLAS last for four seconds, so he can bump the LPL up to 2s.

Seriously, shhh.

I will not. I've had enough.
Paul can taste the blast from my Autocannon 20.

#4 Carrie Harder

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Posted 18 August 2014 - 08:14 PM

The Nerfinator should have just nudged the damage down slightly, the heat up slightly, and slashed the range down by ~120 meters or so. 1.5 second beam duration was just long enough to be a weakness, but just short enough to be usable. It was basically a good "sweet spot" for balancing the weapon. 2.0 seconds is just full potato overboard.

#5 Ultimax

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Posted 18 August 2014 - 08:17 PM

View PostCarrie Harder, on 18 August 2014 - 08:14 PM, said:

The Nerfinator should have just nudged the damage down slightly, the heat up slightly, and slashed the range down by ~120 meters or so. 1.5 second beam duration was just long enough to be a weakness, but just short enough to be usable. It was basically a good "sweet spot" for balancing the weapon. 2.0 seconds is just full potato overboard.


You are clearly a divergent, and most likely a sociopath.

You have been reported to the thought police, you will be taken into custody where you will be re-educated and normalized.



:lol:

Edited by Ultimatum X, 18 August 2014 - 08:24 PM.


#6 Sephlock

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Posted 18 August 2014 - 08:18 PM

View PostBrenden, on 18 August 2014 - 08:10 PM, said:

I will not. I've had enough.
Paul can taste the blast from my Autocannon 20.
Then he'll nerf that too.



#7 Brenden

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Posted 18 August 2014 - 08:22 PM

View PostSephlock, on 18 August 2014 - 08:18 PM, said:

Then he'll nerf that too.



Then I'll roll a tank across his house and blow that up with an AC/20.

#8 SaltBeef

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Posted 18 August 2014 - 08:22 PM

I still don't understand why they just don't buff all the armor values for mechs again both internal and external.... then nobody can get one shot alpha killed no matter what you put on a mech. Increase ammo load amount if you have too then put weapons strict to Canon. Make mechs harder to kill with armor. Make people maneuver for kills. They did not buff them armor enough in the past to eliminate one shot alpha strikes.

Edited by SaltBeef, 18 August 2014 - 08:25 PM.


#9 Brenden

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Posted 18 August 2014 - 08:32 PM

View PostSaltBeef, on 18 August 2014 - 08:22 PM, said:

I still don't understand why they just don't buff all the armor values for mechs again both internal and external.... then nobody can get one shot alpha killed no matter what you put on a mech. Increase ammo load amount if you have too then put weapons strict to Canon. Make mechs harder to kill with armor. Make people maneuver for kills. They did not buff them armor enough in the past to eliminate one shot alpha strikes.

No. No. No.
The armor has already been buffed, before it was halved and the game felt like the Table Top.
The ammo is fine as it is. What should be done, is over heat your mech so quickly after an alpha strike as to make you shut down. Alpha strikes are only meant to be a last resort.

If only there was a thumbs down button on here.





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