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Laser Minimum Range Concept!(With Picture) Discussion!


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#61 LordNothing

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Posted 22 October 2015 - 07:41 PM

getting your lenses dirty would be bad. you wouldnt get good damage, it would mess with your range and it would cause the laser to cook itself (and you) to death. lenses rob a lot of energy when they are clean. though i imagine there would be some new lens material that repels things that might stick to it, some kind of nano tech (like that spray that makes things water proof), or it could have a pretty straight forward auto cleaning system. perhaps the techs simply change them between missions (like you frequently have to do with laser cutting machines). perhaps they use one of those plasma force fields (not scifi, they do exist) to act as a virtual lens.

adaptive optics is essential of course, whatever your laser uses to shield its external lens from the elements is irrelevant. without optics lasers would have a fixed range, which would be like having a narrow spike on your damage-range graph. since those optics would depend on servos to move the lenses, there should be a small amount of latency for the focal point to change to target range. sort of like the op graph, except that there would be. a simulation feature to simulate that focal control system might help balence things without an out right laser nerf.

Edited by LordNothing, 22 October 2015 - 07:47 PM.


#62 Y E O N N E

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Posted 22 October 2015 - 08:27 PM

On the other hand, having your ballistics get clogged with grime or damaged with weapons fire can cause your next shot to take off an arm in one go, while a stray round from the enemy can cause your missile racks to light you up like it's the Fourth of July. In both cases, hits to a magazine make you explode. Unless there's CASE involved...then only part of you explodes but you get to live.

Everything has drawbacks. If the US Navy is okay with operating a laser at sea, I wouldn't sweat the details of keeping your laser optics in serviceable shape.

Also, everybody is forgetting the phased array. Then, you don't need focusing optics, you just have to get all of your low-powered lasers beams to constructively interfere together at the focal point.

#63 BearFlag

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Posted 22 October 2015 - 10:50 PM

View PostYeonne Greene, on 22 October 2015 - 03:29 PM, said:

Not quite accurate with your statements, there.


Ditto. Diffuse source is not required, but ok. Then combined. Energy imparted to the last lens is essentially the same. Paragraph 4 assumes external focus. Or maybe the last lens is many lenses. Hope there's room for several thousand - Archimedes vindicated. Then there's a magical diameter horizon for ~effective~ energy transfer to target ...

But it doesn't matter because you missed the point. I was arguing against arbitrary changes (to a fundamental table!) subsequently justified by absolute gibberish. MW has enough of that and can hardly stand more. Fiction, and especially one that involves near simulation, has to have some rules that can be internalized by the reader/player. This isn't Alice in Wonderland. We have guns and lasers, not Harry Potter's wand.

People in favor of this stuff are generally more in favor of the result than the method. People opposed despise the lame method and the attendant poor excuse. The more so when the PGI is jacking a fundamental (if originally flawed) table and doing it in ways that even the best excuse can't defend (like the Clan nerf).

So my point was to leave that table alone and adjust through the numerous other laser parms. As an alternative, I offered strict linear decay as a major nerf starting point. It is closer to natural and intuitive. Yes, I'm aware that it's not perfectly scientific. But I'm also aware that all of these tables seem to assume some attenuating medium. Or they assume magical focus/defocus dynamics and ignore attenuation mediums like, you know, an atmosphere. If, down the road, you wanted to incorporate variable attenuation (from diff atmospheric densities, for example), linear decay is most sensibly responsive to it.

But arbitrary meddling goes even further.

Do think pressing "R" alters the calcs in MWO ? No. The code looks like this:

if(targetlock)
CalcLockedDamage()
else
StupidPilotDamage()

Arbitrary.

Clearly this addendum is not for balance since everyone can press "R". It's for the glorious Information Warfare (please stop calling it that). Problems. The common excuse is that the "targeting computer" will improve aim/focus/convergence. Sorry. You don't need a CPU for simple geometry. Range-to-target and primitive electronics will do. Bigger problem. In a shooter game the player is the targeting computer. Nerf aim? Bad idea. So what is press "R" for damage, really?

It is not only arbitrary; it is arm twisting to get you to press "R" because that is somehow important. You are compelled by ham-handed social engineering to opt-in to Information Warfare (please stop calling it that). It is a penalty system for any one who fails, forgets or refuses to press "R". It is, for all intents and purposes, punitive.

---

EDIT: That said, I'm in favor of spreading damage at the terminal stage to weaken 500 meter pin-pointing. Greater range, greater spread. Easy to make a "story" for that.

Edited by BearFlag, 22 October 2015 - 11:09 PM.


#64 dwwolf

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Posted 23 October 2015 - 12:38 AM

Overall workable...I would change the start point at 0m to 50% damage.
It would give lasers a different flavor.

It still doesnt deal with the base problem which is pin point damage. Real life aint like that.
Even the military thinks cone of fire is good enough to simulate reality.

That would also hook into soooo many BT mechanics like movement, heat and damage penalties for firing, not too mention pulse lasers, targetting computers etc etc.
It would also allow pulse lasers to be properly bonussed.


#65 Y E O N N E

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Posted 23 October 2015 - 12:58 AM

View PostBearFlag, on 22 October 2015 - 10:50 PM, said:


Ditto. Diffuse source is not required, but ok. Then combined. Energy imparted to the last lens is essentially the same. Paragraph 4 assumes external focus. Or maybe the last lens is many lenses. Hope there's room for several thousand - Archimedes vindicated. Then there's a magical diameter horizon for ~effective~ energy transfer to target ...



Diffuse source IS required. It's not negotiable. If it can damage the target, it will damage the weapon unless the source has a lower power density than what you want on the target. Since you can't change the power without nullifying the weapon's effectiveness, you have to start with a larger aperture size.

As you alluded to earlier, even an industrial laser cutter takes a larger diameter beam and focuses it down to a smaller spot to do its job. What is not clear to me is whether or not you are fully understanding the mechanics at work there. Only at low power and short range? Completely irrelevant. Absolute magnitude of power in the beam doesn't mean anything on the lens or the target, only the magnitude of power per unit area does. You can pass a gigawatt beam through any lens as long as the aperture and the lens diameter are large enough and the focal length isn't so long that the beam intensity reaches damaging levels while still inside the lens. Short range is only necessary on the cutter because the focusing optics are tailored for short range and possibly because the absolute power magnitude is low enough that atmospheric attenuation would render it harmless across larger distances anyway.

We can side-step this whole problem of focusing a high-power beam through an optical medium by firing number of low-intensity lasers in a phased array at a single point with constructively interfering wave-forms. But...that takes some processing power to do and I doubt the Inner Sphere have the necessary computing know-how to make it work. It's also fragile.

And I didn't miss the point. Rather, I implicitly (and poorly communicatedly) rejected it out of hand. Not counting the new mechanic PGI displayed in PTS or even how they operate now, which we can both agree is bogus ****** endo-cranial bullsh*t, the problem is that there is nothing easily discover-able in this game that informs players how the weapons behave except experience. There's no weapon lab where players can compare weapon performance on paper, there's no indicator in the HUD to show a new player he can actually do damage past the listed range, and there's nothing on the HUD tells him how much damage it will do past optimum. Hell, there's nothing that actually identifies that number next to the weapon name as the weapon's range, either, we just sort of figure it out over time. And to salt the wound, this game is basically counter-strike, so players can't quickly iterate on their experience and learn since they die and have to sit through a whole match to try again. So it doesn't matter what sort of performance curve you assign to the laser, the player is still up a creek without a paddle and also armless.

As for being for the effect and not the method, I can speak for myself when I say I want both. I don't mind higher skill floors owing to different mechanics; all that matter is that the risk potential match the reward potential. I wouldn't mind having an alpha strike get weakened by destructive interference from multiple, mismatched phase lasers. I wouldn't mind having to keep my distance with a larger laser or getting slammed by a lighter 'Mech that was skilled enough to get close enough to duck under my own guns' power zones. It's all a two-way street.

Finally, there's nothing inherently more intuitive about a linear drop-off in damage over an exponential one for a laser beam, especially because that's not even how it works in real physics to begin with. Not even ballistics are linear with that whole E = 0.5m(v^2) thing. W/(m^2) for lasers is rather similar. And that's what really made me longpost. You claim "start with physics" implying some of us aren't, and then you follow that up with something that is no more based on physics than anybody else's suggestion. Physics-based would be my suggestion from Page 1 plus effects of atmospheric attenuation (which I left off for simplicity). If it makes you happy, we can even give it a triangle function instead of a parabolic one so the drop-offs are linear to either side.

#66 BearFlag

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Posted 25 October 2015 - 10:26 PM

View PostYeonne Greene, on 23 October 2015 - 12:58 AM, said:



Diffuse source IS required. It's not negotiable. If it can damage the target, it will damage the weapon unless the source has a lower power density than what you want on the target. Since you can't change the power without nullifying the weapon's effectiveness, you have to start with a larger aperture size.

As you alluded to earlier, even an industrial laser cutter takes a larger diameter beam and focuses it down to a smaller spot to do its job. What is not clear to me is whether or not you are fully understanding the mechanics at work there. Only at low power and short range? Completely irrelevant. Absolute magnitude of power in the beam doesn't mean anything on the lens or the target, only the magnitude of power per unit area does. You can pass a gigawatt beam through any lens as long as the aperture and the lens diameter are large enough and the focal length isn't so long that the beam intensity reaches damaging levels while still inside the lens. Short range is only necessary on the cutter because the focusing optics are tailored for short range and possibly because the absolute power magnitude is low enough that atmospheric attenuation would render it harmless across larger distances anyway.

We can side-step this whole problem of focusing a high-power beam through an optical medium by firing number of low-intensity lasers in a phased array at a single point with constructively interfering wave-forms. But...that takes some processing power to do and I doubt the Inner Sphere have the necessary computing know-how to make it work. It's also fragile.

And I didn't miss the point. Rather, I implicitly (and poorly communicatedly) rejected it out of hand. Not counting the new mechanic PGI displayed in PTS or even how they operate now, which we can both agree is bogus ****** endo-cranial bullsh*t, the problem is that there is nothing easily discover-able in this game that informs players how the weapons behave except experience. There's no weapon lab where players can compare weapon performance on paper, there's no indicator in the HUD to show a new player he can actually do damage past the listed range, and there's nothing on the HUD tells him how much damage it will do past optimum. Hell, there's nothing that actually identifies that number next to the weapon name as the weapon's range, either, we just sort of figure it out over time. And to salt the wound, this game is basically counter-strike, so players can't quickly iterate on their experience and learn since they die and have to sit through a whole match to try again. So it doesn't matter what sort of performance curve you assign to the laser, the player is still up a creek without a paddle and also armless.

As for being for the effect and not the method, I can speak for myself when I say I want both. I don't mind higher skill floors owing to different mechanics; all that matter is that the risk potential match the reward potential. I wouldn't mind having an alpha strike get weakened by destructive interference from multiple, mismatched phase lasers. I wouldn't mind having to keep my distance with a larger laser or getting slammed by a lighter 'Mech that was skilled enough to get close enough to duck under my own guns' power zones. It's all a two-way street.

Finally, there's nothing inherently more intuitive about a linear drop-off in damage over an exponential one for a laser beam, especially because that's not even how it works in real physics to begin with. Not even ballistics are linear with that whole E = 0.5m(v^2) thing. W/(m^2) for lasers is rather similar. And that's what really made me longpost. You claim "start with physics" implying some of us aren't, and then you follow that up with something that is no more based on physics than anybody else's suggestion. Physics-based would be my suggestion from Page 1 plus effects of atmospheric attenuation (which I left off for simplicity). If it makes you happy, we can even give it a triangle function instead of a parabolic one so the drop-offs are linear to either side.


Not negotiable? Oh, well, that settles it then. Not. In engineering almost everything is "negotiable" through trade-offs. Lasers are not a special class. And since weapons grade, single source devices exist, are tested, and projected into multi-megawatt ranges, I think we'll negotiate afterall. And, no, they don't self-destruct.

Power is irrelevant? Not quite. A "larger lens" would only alleviate absorbtion. It wouldn't change reflectance and would actually increase reflectivity. Sure. It might protect the lens, but not the device much. Yep, you can increase the sources and lenses, but that still doesn't reduce scatter. Spreads it out perhaps to safe levels but the resulting geometry would look silly on a mech.

Sidestep the problem with an array? You could. But it assumes there's a problem to be avoided in the first place. And there isn't. Since you like the irradiance equation let's use it.

Let's see. A gigawatt laser (no lens) exiting at what diameter? I've read people saying a millimeter or a centimeter. But I like big, impressive lasers. So a ten centimeter laser at point blank will deliver 12.7 megawatts per cm sq. How much is that? Well, it's a measly 93 million times the Solar Constant. If you were suntanning on the beach, it would be like having about 200 million suns in the sky. Gonna need some major SPF sunblock.

This is more than sufficient to cause damage. So why would we need to "focus" it to a smaller spot? The answer is we wouldn't. A single, raw large beam is superior in every category to a single small beam or to multiple focused small beams.

Let's talk beam divergence. Beam divergence and beam diameter have an inverse relation. So a 5+ cm beam can have divergence angles in the micro-rads. What this means in a vacuum is that damage would be scarcely affected at any postulated game range (something to fix/nerf for game purposes).

Different story for smallimeter beams. If you have a beam diameter of one centimeter, I can think of no sane reason to further focus by unlikely optics when it is already at a flux density of 790 megawatts per cm sq. What's more if you have massed smaller lasers aim-converged at some range, you've only introduced a second form of divergence. So you have poorer beam divergence and the possibility of aim divergence. At the considered power levels, it would still be destructive - but inefficient and overly complex.

Some of these thoughts require knowing the unknowable. For example, what is the threshhold for causing damage/not causing damage. No number is given.

Linear shminear. So how do we get a damage profile that fits comfortably on the infamous MWO chart using near real life and what will the damage curve look like?

We know that a cone base expands with h. For each discreet increment of h the amount of area added increases but the rate at which it increases diminishes. This yields an asymmetric slope the steepness of which depends on how and how much we graph.

Since we already know we need to nerf "real" lasers, we can increase the resistance of future armor, or reduce the power of the laser or increase its divergence. The combination of these three will allow us create the damage we want on the curve we want. We adjust our numbers so that our laser is doing full damage at point blank but not by a huge margin. The way that a laser spreads out is going to flatten the curve for us. It doesn't spread power uniformly in the cone base, rather it gets fuzzy with a central hot spot.

We end up with a gentle asymmetric curve which readily accepts a linear representation.

Most will not find an arbitray parabola fabricated by fictional lenses intuitive. By comparison, distance/strength relationships are part of basic human experience. The fireplace gets warmer as you get closer, a person's voice gets weaker as you walk away, a distant light gets brighter as you approach... The curves may or may not be strictly linear, but they are perceived as such. They are intuitive if not, to some degree, even instinctual.

One half damage at half range. 1/4 damage at 3/4 range. 3/4 damage at 1/4 range. The only arrangement more intuitive than this is straight full damage across range. Not desirable. How do I estimate damage in a split second on a sawtooth or truncated parabola?

In the end, a linear curve meets design goals in reasonable way. Mind you, I also said this table should not have been touched in the first place. It is a "law" in the MWO universe which is now suddenly open for discussion. But if it's going to be changed, linear fits the bill.

1) It creates a damage curve which is demonstrably linked to real world science.
2) It is intuitive through human experience
3) It nerfs lasers (in a big way).

#67 Strum Wealh

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Posted 26 October 2015 - 02:50 AM

View PostBearFlag, on 25 October 2015 - 10:26 PM, said:

A gigawatt laser (no lens) exiting at what diameter? I've read people saying a millimeter or a centimeter.

For laser sizes:
  • Chapter 08 of Initiation to War confirms that the Intek Medium Lasers on the right arm of the Axman have 4cm (that is, 40mm) apertures.
  • Chapter 29 of Decision at Thunder Rift confirms that the Martell Medium Laser on the right arm of the Shadow Hawk has a 6cm (that is, 60mm) aperture.
  • Chapter 25 of Heir to the Dragon confirms that the Martell-manufactured Hellion-V Medium Lasers on the Atlas have 5cm (that is, 50mm) apertures.
  • Chapter 25 of Heir to the Dragon also confirms that the Thunderbolt A5M Large Laser in the left torso of the Zeus has a 10cm (that is, 100mm) aperture.
Additionally, chapter 3 of Wolf Pack confirms that the Setanta Large Laser of the Wolfhound is a gigawatt-class weapon.
"Elson fired his own laser, a poor thing compared to the gigawatts of energy the Setanta heavy laser could kick out."

Personally, I would suspect that the Small Lasers are no smaller than 2cm (that is, 20mm), though I've yet to locate a canonical statement indicating the size for a Small Laser aperture.
That would put the SLas in the same range of sizes as the calibers of MGs and AC/2s, with the MLas being confirmed as being in the same range of sizes as the calibers of most AC/5s, and the LLas being confirmed as being in the same range of sizes as the mid-range of AC/10 calibers - which, to me, seems like exactly the sort of thing that the BT game designers would have done. :rolleyes:

#68 Greyhart

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Posted 27 October 2015 - 07:18 AM

wow I find all the science stuff fun but you know game about stompy robots and book references nice but not that important.

#69 Water Bear

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Posted 27 October 2015 - 07:33 AM

View PostBearFlag, on 21 October 2015 - 08:24 PM, said:


From another post:

Posted Image


If those graphs are "weird" to this game's player base then the average player of this game needs to retake some middle school math.

I might be a math phd student but you sure as hell don't need even a high school diploma to understand lines and slopes.

Back on topic, I agree with someone way back on the first page: I like the idea, but don't have lasers start at zero damage - maybe 50%. Scale up linearly from there.

#70 Andi Nagasia

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Posted 27 October 2015 - 05:16 PM

remember that This is less about the Specifics and more about the Viability of Laser Min Range,
i am happy that so many people are so Passionate about the Topic, the Lore, and the Sim of BT, :)

#71 BearFlag

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Posted 27 October 2015 - 06:20 PM

View PostStrum Wealh, on 26 October 2015 - 02:50 AM, said:

:rolleyes:


Wow. You're a treasure trove of lore. Great info. Our speculations were in the ballpark.

Sorry, Andi. You're right. I'm opposed to the idea for reasons already stated. This table was sacred - now it's a variable. Good luck with your proposal though.

Edited by BearFlag, 27 October 2015 - 06:29 PM.


#72 Andi Nagasia

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Posted 27 October 2015 - 06:55 PM

View PostBearFlag, on 27 October 2015 - 06:20 PM, said:

Wow. You're a treasure trove of lore. Great info. Our speculations were in the ballpark.

Sorry, Andi. You're right. I'm opposed to the idea for reasons already stated. This table was sacred - now it's a variable. Good luck with your proposal though.

i thank you for Commenting even though you Disagree, we dont have to agree on everything,
alot of time its in disagreements and Problems that Solutions to those Problems are Found, :)

#73 fat4eyes

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Posted 27 October 2015 - 07:36 PM

Wow the nerdfight is strong in this thread. I like. Here's my little stir to the pot: how much water vapor or particulate matter would there have to be in the air to seriously affect the performance of lasers within the in-game ranges? If the amounts are practical, they why don't combatants just cover the entire battlefield with smog or smoke against laser-armed opponents (sensors won't be affected as radar will still work)?

As for laser min range, it has bothered me for a long time now that lasers outperform SRMs in their range envelope. I'm not just talking about small pulse lasers. MPLs and even medium laser boats stand a very good chance of beating SRM boats at close range. It feels off that a specialist short range weapon (SRMs) can be beaten in its niche by a more flexible weapon (medium lasers).

#74 BearFlag

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Posted 27 October 2015 - 08:58 PM

View Postfat4eyes, on 27 October 2015 - 07:36 PM, said:

Wow the nerdfight is strong in this thread. I like. Here's my little stir to the pot: how much water vapor or particulate matter would there have to be in the air to seriously affect the performance of lasers within the in-game ranges? If the amounts are practical, they why don't combatants just cover the entire battlefield with smog or smoke against laser-armed opponents (sensors won't be affected as radar will still work)?

As for laser min range, it has bothered me for a long time now that lasers outperform SRMs in their range envelope. I'm not just talking about small pulse lasers. MPLs and even medium laser boats stand a very good chance of beating SRM boats at close range. It feels off that a specialist short range weapon (SRMs) can be beaten in its niche by a more flexible weapon (medium lasers).


That's a big question outside the scope of this thread. HPG appears to be a vacuum. Viridian or Forest Colony have thick atmospheres and lots of vapor. Shouldn't max or "optimal" ranges of lasers be affected by this?

Edited by BearFlag, 27 October 2015 - 09:04 PM.


#75 Strum Wealh

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Posted 28 October 2015 - 03:32 AM

View Postfat4eyes, on 27 October 2015 - 07:36 PM, said:

Wow the nerdfight is strong in this thread. I like. Here's my little stir to the pot: how much water vapor or particulate matter would there have to be in the air to seriously affect the performance of lasers within the in-game ranges? If the amounts are practical, they why don't combatants just cover the entire battlefield with smog or smoke against laser-armed opponents (sensors won't be affected as radar will still work)?

They did wise up to the idea in 3052, with the FedCom's introduction of the Laser-Inhibiting Arrow Missiles in 3053 (see page 356 of Tactical Operations). ;)
  • "This missile releases a special chemical 'fog' that scatters laser energy, but proved ineffective against particle weapons, ballistics, flamers and missiles."
  • "LI Arrow Missiles fill the target hex and the six surrounding hexes with a specialized smoke round (treated as Light Smoke) that rises 2 levels above the underlying terrain (or surface level, if the target is a water hex) and lasts until the End Phase of the turn following the weapon's attack."
  • "Any attack by all laser weapons that passes through a Laser-Inhibiting smoke hex reduces its damage by 2 points per hex of 'interference' (to a minimum of 0)."

----------

View Postfat4eyes, on 27 October 2015 - 07:36 PM, said:

As for laser min range, it has bothered me for a long time now that lasers outperform SRMs in their range envelope. I'm not just talking about small pulse lasers. MPLs and even medium laser boats stand a very good chance of beating SRM boats at close range. It feels off that a specialist short range weapon (SRMs) can be beaten in its niche by a more flexible weapon (medium lasers).

Really, MLas & SRMs are supposed to be complementary to one another, as they actually share the same range bands in TT (both have a "short" range of 1-3 hexes, a "medium" range of 4-6 hexes, a "long" range of 7-9 hexes, and an "extreme" range of 10-12 hexes), and should have comparable recycle times (as both were in the "Delay 1" category under the Solaris VII "'Mech Duel Rules").

There was also a time when it was very-much the other way around with regard to the MWO playerbase's weapon preference; recalls the era of the "SplatCat" and its ilk.

In MWO, the two are filling different damage profiles (the MWO MLas has a pinpoint but non-front-loaded damage profile, while the MWO SRMs have front-loaded but non-pinpoint damage profile; in contrast to the AC/20, which operates in the same range band (also identical range bands in TT) and has a damage profile which is both front-loaded AND pinpoint in MWO).

The current state of the game, however, just happens to have shifted to heavily favor the MLas over the SRMs.
The question is, what can - and should - be done to shift the game back toward these weapons (the MLas & the SRMs) being complementary? :huh:

#76 Jetfire

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Posted 28 October 2015 - 04:35 AM

Not that I hate it but this is just ghost laser range mods. I would much prefer a real heat scale penalty system that makes high laser alpha a bad idea by slowing your mech and your weapons cooldown progressively.

#77 QuulDrah

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Posted 28 October 2015 - 05:23 AM

that is... actually a well thought out concept!
Kudos!
PGI? take note!

I especially like the boost for small lasers

#78 Greyhart

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Posted 05 November 2015 - 03:23 AM

yes I wish that they would use the minimum range concept and then have the optimal range adjust when a mach is targeted.

This would I think achieve what they want i.e. making locking targets advantageous to lasers. But also mean that it doesn't have a strange drop off if you shot the wrong thing.

Also easier to understand and promotes a mix of laser rangers.

#79 Andi Nagasia

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Posted 05 November 2015 - 03:52 PM

View PostGreyhart, on 05 November 2015 - 03:23 AM, said:

yes I wish that they would use the minimum range concept and then have the optimal range adjust when a mach is targeted.

This would I think achieve what they want i.e. making locking targets advantageous to lasers. But also mean that it doesn't have a strange drop off if you shot the wrong thing.

Also easier to understand and promotes a mix of laser rangers.

Id rather not have the Laser Lock Concept, as its not needed if they Just add this in, and or adjust Heat Cap,

#80 Greyhart

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Posted 22 August 2016 - 05:35 AM

considering the new Energy drain idea I can't help but come to the conclusion that they only way to promote mixed load out is the minimum range concept.

A LL is effective over all ranges and takes one hard point a SL is effective only over a short range and takes one hard point. Which is the better option?





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