Widowmaker1981, on 14 March 2015 - 04:49 PM, said:
I find it fascinating how some people dont understand that burn time and heat per damage are the 2 most important stats for lasers. The IS LPL is the best laser in the game imo (and i have about 4x as many games in IS mechs as clan)
They're not really. If those two stats trumped all, the Small Pulse Laser would be king of all lasers (2 heat 4 damage, 0.5s burn time before quirks) and the Clan Small Pulse laser would basically be its big brother (3 heat 6 damage, meaning same efficiency but more damage/ton and damage/slot, 0.75s burn time, ~50% more range).
The SPL isn't king of lasers, because it only has 110m of range and only puts 4 damage into 1 hardpoint, 1 crit slot. Plus the medium laser and small laser are both more weight efficient.
Thing is range, damage/ton, and damage/slot matter too. Lighter mechs value damage/ton above damage/slot, heavier ones put higher value on damage/slot but a ton saved is a ton you can use somewhere else still.
The LPL is a good laser, not going to lie, partly because at 365m its range is... decent. Not great, but usable on a lot of maps. Most viable LPL builds rely heavily on range quirks+modules though, because right around 500m is a real sweet spot for range (and more range never hurts for lasers). And partly because it has the same size (weight+slots) as a PPC, but 1 extra damage, no min range, and hitscan (at the cost of not being front-loaded, of course).
The extra range on Clan lasers is quite a large bonus for the whole "do damage without getting damaged in return" thing. It allows them to sit well outside the effective range of many IS weapons (and even max range, for IS medium lasers) and make very good trades. This gives them more power to pick and choose their terrain, because they can comfortably reach out and do damage while IS mechs are looking for a way to get close.
It's also why the 30% range quirk makes the 2-LPL Raven 4X a hilariously entertaining build.