Jump to content

- - - - -

Med Pulse Laser


21 replies to this topic

#1 takto101

    Member

  • Pip
  • Survivor
  • Survivor
  • 11 posts
  • Locationusa cali

Posted 10 April 2015 - 10:02 PM

ok so i just got a boar's head and im looking to put some modules on it..

so what i need to know seeing that im runing 6 med pulse laser.

if i get the med laser cooldown will that cont to the pulse laser as well???

#2 JC Daxion

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 5,230 posts

Posted 10 April 2015 - 10:08 PM

no... medium laser, and MPL, are different...


energy works with all, all else are weapon specific

@edit, any module you add to your mech, despite the quirks will add that %

Edited by JC Daxion, 10 April 2015 - 10:08 PM.


#3 Virlutris

    Member

  • PipPipPipPipPipPipPipPip
  • The Spear
  • The Spear
  • 1,443 posts
  • Google+: Link
  • Twitter: Link
  • LocationVery likely goofing off in a match near you.

Posted 10 April 2015 - 10:09 PM

Nope, you need the Medium Pulse Laser cooldown module to go with your Medium Plulse Laser.

The Medium Laser module only works for the basic Medium Laser.


#4 takto101

    Member

  • Pip
  • Survivor
  • Survivor
  • 11 posts
  • Locationusa cali

Posted 10 April 2015 - 10:17 PM

ok thank you

#5 dragnier1

    Member

  • PipPipPipPipPipPipPipPip
  • The Covert
  • The Covert
  • 1,054 posts

Posted 10 April 2015 - 11:56 PM

Hmmm, did you purchase your hero mech with or without discount? If it's the latter, considering waiting for discounts in the future.

All my hero mechs were purchased with discounts.

#6 Rogue Jedi

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 4,908 posts
  • LocationSuffolk, England

Posted 11 April 2015 - 01:26 AM

with any weapon module or quirk, if it mentions a specific weapon name it only applies to that exact weapon name,

so if a module or quirk says Medium Laser it only applies to the Inner Sphere Medium Laser, not Medium Pulse Lasers, ER Medium Lasers or any other weapon with the words Medium and Laser in its name, if a Module is for Medium Pulse Laser that only applies to the Inner Sphere Medium Pulse Laser, not the Clan Medium Pulse Laser or any other Medium class laser

now on the other hand one of the UrbanMechs has a quirk for IS Small Laser Family, that would apply for any Inner Sphere weapon with the words Small and Laser in its name

#7 Vlad Striker

    Member

  • PipPipPipPipPipPipPipPip
  • The People's Hero
  • The People
  • 1,414 posts
  • LocationOld Forest Colony

Posted 11 April 2015 - 04:13 AM

I suggest to not setup med pulse cooldown module best is range module. Use cooldown module when your mech have cooling quirk but with precautions. Standard use of cooldown modules is for long-time recharge weaponry or low-heat weaponry.

Edited by Vlad Striker, 11 April 2015 - 04:17 AM.


#8 Richter Kerensky

    Member

  • PipPipPipPipPipPipPip
  • Bridesmaid
  • 601 posts

Posted 11 April 2015 - 04:29 AM

MPLs are really good on both clan and is mechs and one of the best is mechs is a 7mpl build. clans can do something similar. pulse me.

#9 mailin

    Member

  • PipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 2,033 posts
  • LocationWisconsin, USA

Posted 11 April 2015 - 05:58 AM

I agree with Vlad Striker. The problem with mplas cooldown on an assault is that unlike a light or fast medium, assaults can't run away to cool off. Mplas cooldown only shortens the recycle time, it doesn't make the weapon fire any cooler, which is too bad.

#10 Johny Rocket

    Member

  • PipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 1,214 posts

Posted 11 April 2015 - 07:39 AM

If you have the ml module I would run those, especially if heat is an issue.
mpl do 1 more damage per shot than ml but with 1 more heat penalty. Cooldown (recycle) time is the same before you can fire but as stated has nothing to do with the actual heat generated.
You will get more shots in with the ml before you have to disengage and will most likely end up doing more damage.
Figure in the weight difference and range ml 1 ton 270m mpl 2 tons 240m its not worth the cbills to buy the mpl module when you already have the ml module.

#11 SnagaDance

    Member

  • PipPipPipPipPipPipPipPip
  • Little Helper
  • Little Helper
  • 1,860 posts
  • LocationThe Netherlands

Posted 11 April 2015 - 12:38 PM

View PostTractor Joe, on 11 April 2015 - 07:39 AM, said:

If you have the ml module I would run those, especially if heat is an issue.
mpl do 1 more damage per shot than ml but with 1 more heat penalty.

This is old information. ML and MPL generate the same amount of heat these days, and the same cooldown, the MPL pays for this in range and tonnage, but has more damage and a shorter duration (the latter meaning that it's average heat/second is still higher but okay).

http://mwo.smurfy-net.de/equipment

#12 Keira RAVEN McKenna

    Member

  • PipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 878 posts
  • LocationAuckland ...but summer has gone and the tears now flow

Posted 11 April 2015 - 02:34 PM

MPL are great for keeping all the damage to one spot and not spreading it round. Its like a quick fire machine gun burst. The target moving has less effect on it. It pays for this advantage in damage with a shorter range and heavier weight.

The ML is better for longer ranges BUT because its a longer duration beam, you run the risk of the target twisting or moving and the damage spreading to other parts.

If you like shooting slow moving things the ML is good.

If you think you will like smashing off arms and legs and finishing damaged torsos up close, the Pulse laser is for you.

The Cooldown modules speed up how fast you can fire again BUT and its a big but... you WILL get hotter as a result of firing faster. Its still useful though if you group fire them.

The range module is good for the Pulse lasers, any range increase helps. As does the Clan Computers

Edited by Keira RAVEN McKenna, 11 April 2015 - 02:34 PM.


#13 takto101

    Member

  • Pip
  • Survivor
  • Survivor
  • 11 posts
  • Locationusa cali

Posted 11 April 2015 - 10:04 PM

would anyone know why all the modules under weapons are locked

#14 Modo44

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bad Company
  • 3,559 posts

Posted 11 April 2015 - 10:21 PM

First, you have to use GXP on the pilot skills tab (Skills > Pilot Trees > Weapon) to unlock a weapon module. After that you can buy/equip it in the mechlab modules view. You can swap modules around similar to weapons to save on repeated purchases.

#15 Insects

    Member

  • PipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 995 posts
  • Locationstraya

Posted 11 April 2015 - 10:26 PM

I would save up for one of the important mech modules before any weapon modules.
What is best depends on build. Derp, Seismic. Target decay on lurms.

#16 takto101

    Member

  • Pip
  • Survivor
  • Survivor
  • 11 posts
  • Locationusa cali

Posted 11 April 2015 - 10:34 PM

at this time the mech is maxed out and i have all the other stuff i just can do anything with the weapons module... evry thing in there is saying locked



View PostModo44, on 11 April 2015 - 10:21 PM, said:

First, you have to use GXP on the pilot skills tab (Skills > Pilot Trees > Weapon) to unlock a weapon module. After that you can buy/equip it in the mechlab modules view. You can swap modules around similar to weapons to save on repeated purchases.


#17 Leone

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 2,693 posts
  • LocationOutworlds Alliance

Posted 11 April 2015 - 10:35 PM

Gotta purchase them with General Xp. Click the skills tab, and then, on the left, switch to pilot skills.

~Leone, Raid Leader of the Crimson Hand.

#18 takto101

    Member

  • Pip
  • Survivor
  • Survivor
  • 11 posts
  • Locationusa cali

Posted 11 April 2015 - 10:36 PM

at this time i have many others open to be used and i have them on





View PostModo44, on 11 April 2015 - 10:21 PM, said:

First, you have to use GXP on the pilot skills tab (Skills > Pilot Trees > Weapon) to unlock a weapon module. After that you can buy/equip it in the mechlab modules view. You can swap modules around similar to weapons to save on repeated purchases.


#19 Modo44

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bad Company
  • 3,559 posts

Posted 11 April 2015 - 10:38 PM

Modules are on a different screen -- Pilot Trees. They are not unlocked for a specific mech, but globally.

#20 takto101

    Member

  • Pip
  • Survivor
  • Survivor
  • 11 posts
  • Locationusa cali

Posted 11 April 2015 - 10:39 PM

holy **** lol how did i not see that.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users