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So About Those Medium Lasers...


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#1 Kyzar Kon

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Posted 13 September 2014 - 08:55 PM

Some one forgot to change the 4 heat to 3.
Just saying...

#2 Mcgral18

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Posted 13 September 2014 - 08:57 PM

Every Small and Medium laser in the game, Pulse or standard, Clan or IS, has an inflated heat value.


That makes me a sad panda.


Every LL, ERLL and LPL are also buffed, for both damage and heat. This makes me sad, when compared to the above.

Edited by Mcgral18, 13 September 2014 - 09:06 PM.


#3 Armament

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Posted 13 September 2014 - 08:58 PM

I've been playing IS mechs all day today. Mostly using a 2xLL 4xML Sparky and a 9xML Hunchback. They were a bit toasty and don't really compare to Clan mechs. 3 heat would be perfect in my opinion.

#4 Ultimax

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Posted 13 September 2014 - 09:05 PM

View PostMcgral18, on 13 September 2014 - 08:57 PM, said:

Every Small and Medium laser in the game, Pulse or standard, Clan or IS, has an inflated heat value.


That makes me a sad panda.


Every LL, ERLL and LPL is also buffed, for both damage and heat. This makes me sad, when compared to the above.



I like where most of the LL, ER and LPL (Clan & IS) variants are right now, I think they are actually about right for their tonnage and damage/per ton.




All of the SLAS, SPL, MLAS and MPL - both Clan and IS, need to have their heat reduced a few notches.

IS MLAS to 3 heat, Clan CERMLAS down to 5.5

#5 Kyzar Kon

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Posted 13 September 2014 - 09:07 PM

If they...

1. created roles for weapons. Made long range weapons have longer recycle times. Gauss EXTRA LONG

2. FIXED Ghost heat by changing the heat system to TT style.

They would get...

1. More chained fire weapons= less pinpoint alpha boats

2. Boats become more difficult to play.

3. Mechs carrying more variety of weapon groups.

In TT there were groups of weapons that had roles
Hole-punchers
Head-cappers
Spread Damage
Crit Finders

Alpha striking with long range weapons was a joke, and was only done as a last resort. It wasn't the foundation of the game.....

Edited by Kyzar Kon, 13 September 2014 - 09:12 PM.


#6 Carrie Harder

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Posted 13 September 2014 - 09:19 PM

View PostMcgral18, on 13 September 2014 - 08:57 PM, said:

Every Small and Medium laser in the game, Pulse or standard, Clan or IS, has an inflated heat value.


That makes me a sad panda.


Every LL, ERLL and LPL are also buffed, for both damage and heat. This makes me sad, when compared to the above.

To be fair, Large Pulse and the regular LL would be fairly bad at their TT levels (Clan LPL was good but only because of its -2 to-hit modifier that it doesn't get in MWO; IS LPL was always bad in TT and regular LL was often pointless). They're already meh as it is, they don't need this kind of nerf unless a compensatory buff is applied in some other area(s).

The IS ERLL would probably be terribad at 12 heat.

The Clan ERLL is questionable. It would certainly hurt the weapon very badly. It could get away with those stats in TT because it didn't spread its damage over a beam duration, and TT's heat system worked differently (turn based addition of heat rather than real time).


I do agree with reducing the SPL, SL, MPL, and ML heat levels though, because most of them need it and the ones that can live without it (ML and ERML) serve a very important ecosystem role of being a go-to lightweight weapon for a huge variety of builds (especially mediums and lights).

Edited by Carrie Harder, 13 September 2014 - 09:24 PM.


#7 Ultimax

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Posted 13 September 2014 - 09:20 PM

View PostKyzar Kon, on 13 September 2014 - 09:07 PM, said:

If they...

1. created roles for weapons. Made long range weapons have longer recycle times. Gauss EXTRA LONG



Here's where you should stop.

Or rather stop before you post that.


For starters many large weapons do have longer recycles.

Second THOSE WEAPONS ARE MASSIVE. They weigh a lot, they do not have the same damage per ton as lighter weapons.

That is the primary difference.



If an IS Gauss rifle had the same damage per ton as an IS Medium laser it would do 75 damage.

A 15 ton Gauss rifle only does the same damage as 3 tons of Medium lasers.

Edited by Ultimatum X, 13 September 2014 - 09:20 PM.


#8 Escef

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Posted 13 September 2014 - 09:26 PM

View PostKyzar Kon, on 13 September 2014 - 09:07 PM, said:

If they...

1. created roles for weapons. Made long range weapons have longer recycle times. Gauss EXTRA LONG

2. FIXED Ghost heat by changing the heat system to TT style.


Oh, goody, another one that thinks TT mechanics will work in a FPS. :rolleyes:

View PostKyzar Kon, on 13 September 2014 - 09:07 PM, said:

In TT there were groups of weapons that had roles
Hole-punchers
Head-cappers
Spread Damage
Crit Finders.

No, you had 2 main groups of weapons: hole-punchers and crit-finders. Head -cappers are a sub-class of hole puncher that would take a mechs head off if you rolled the magical box cars on the hit location table. Spread damage is how crit-finders do what they do.

If you go into Advanced rules you get area effect weapons, mostly artillery and mines. Which also tend to be crit-finders, as their damage is broken into 5 point clusters and assigned randomly (not so random for mechs stepping on mines, but whatever).

#9 Kyzar Kon

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Posted 13 September 2014 - 09:47 PM

View PostUltimatum X, on 13 September 2014 - 09:20 PM, said:


A 15 ton Gauss rifle only does the same damage as 3 tons of Medium lasers.


Except its instant, with no heat. Problem there is that in pin point mech combat, torso twist is a must survivability. Instant alphas have less torso exposer when twisting with mega 'hole-punching' ability. I'm just finding these AC40 and triple gauss mechs silly meta.

It's not that I am a diehard TT player. I just feel that Medium and small lasers have been left in the dust for LL ERLL LPL boats. The class that suffers the most are the light mechs, who (when ever I log on) are usually around 10%.

#10 El Bandito

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Posted 13 September 2014 - 09:56 PM

View PostKyzar Kon, on 13 September 2014 - 08:55 PM, said:

Some one forgot to change the 4 heat to 3.
Just saying...


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