Before you think this is another info tech thread or "NERF THAT" thread: clear your mind of all thoughts about weapons in MW:O. You have to start with an empty mind, like if you were designing this game in the beginning.
Now the problem: Lasers
From a tabletop perspective: I fire my laser, it generates heat, I roll to see if it hits the target, it hits the target doing "XX" damage, my turn ends, the turn round ends, 10 seconds of "In game time" have gone by.
Gaming perspective: Lasers are a DOT(Damage Over Time) weapon
I put my reticle on target, press the fire weapon key that has my laser(s), heat is generated as the beam fires out, damage hits locations as the beam spends time on them.
1) People have problems with "High Point Laser alphas" and the way the ranges dropped off in the PTS. But picture this: Lasers that have a low DOT(Remeber Damage over Time) but do not just stop firing on their own. Lasers act as Flamers: the longer you hold the fire button, the longer they have a beam. For MWO this means that they will have to lower the DPS of the laser, but then the playstyle and choice changes. Should I mount 6 Large Pulse lasers and fire in short burst or should I mount 2 Large Pulse Lasers and Heatsinks for longer duration fire?
2) But that brings us to the RANGE issue. I have always had a problem with the Laser Ranges. So, I have a simple solution: Optimal range stays the same but the "max range" drops severely. Small Lasers would lose focus after 25 meters, Medium lasers after 50, Large after 75, add 25 meters if it is an ER laser. For example: An IS Large Laser has an optimal range of 450 M, it's max range would be 525; where as an IS ER Large laser has an optimal range of 675, its max range would be 775.
So, point 1 combined with point 2 would mean High Exposure time for the attacker to get a High damage, but the ranges are more manageable. Now if we drop the first point all together, it makes lasers become less effective as a sniper weapon. It also gives them a niches place like LRMS.


3 replies to this topic
#1
Posted 08 November 2015 - 10:38 AM
#2
Posted 08 November 2015 - 03:46 PM
With your 1), my concern would be that this system favors mechs that can face-tank, namely assaults and heavies. Mechs that were designed to be strikers that don't have the tonnage or hardpoints to equip anything but lasers (JR7-F comes to mind first) would be hit unfairly by a mechanic like this since the window of time they have to fire off shots is much smaller unless they want a face full of hurt.
But I wouldn't say no to an overall increase in beam length.
But I wouldn't say no to an overall increase in beam length.
#3
Posted 08 November 2015 - 05:04 PM
Actually, this thread is leading me to think that increasing the burn time on every laser might be a step in the right direction.
In lore, laser weapons have always discharged, followed by a rest period (until the next game turn).
In lore, laser weapons have always discharged, followed by a rest period (until the next game turn).
#4
Posted 08 November 2015 - 07:32 PM
My thoughts on it are more towards the fact that they are called "LASER"s and not "Particle Beam Weapons." The way they behave in game is more of a particle beam weapon. Where as a LASER would have to be held on Target for it to damage it. Now we do have the PPC: Particle Projection Cannon; a particle weapon that acts like an Auto Cannon. (It needs Heatsinks instead of ammo). From a lore perspective all Lasers having a 5 second burn time seems more right then how they are now. Also have the damage drop drastically after the "Optimal Range" feels closer to having a beam weapon that uses a focusing lens.
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