Pulse Lasers
Pulse should deal its damage in pulses, so that you can stop shooting at any time and continue longer then the current system with the drawback that there will be a cooldown penalty for each pulse. Let me give an example using a Large pulse laser, that we all love
![:)](https://static.mwomercs.com/forums/public/style_emoticons/default/smile.png)
Pulses | Pulsetime | Cooldown | Penalty | Total Damage | Dur+Cool | Dps |
1 | 0.2 | 0.5 | 2.5 | 0.7 | 3.571 | |
2 | 0.4 | 1.25 | 0.75 | 5 | 1.65 | 3.030 |
3 | 0.6 | 2.25 | 1 | 7.5 | 2.85 | 2.632 |
4 | 0.8 | 3.5 | 1.25 | 10 | 4.3 | 2.326 |
5 | 1 | 5 | 1.5 | 12.5 | 6 | 2.083 |
6 | 1.2 | 6.75 | 1.75 | 15 | 7.95 | 1.887 |
7 | 1.4 | 8.75 | 2 | 17.5 | 10.15 | 1.724 |
All numbers are just fast put together and would need some tweaking, but lets take an example the big bad battlemaster has a small spider in sight takes aim and hits it with 2 pulses before it leaves his sight, this would deal 5 damage to the spider (if he hits) and he would have a 1.25 cooldown before the weapon can be used again.
Pros:
Its hard to do a proper boating if your weapon has changing cooldown, the weapon will likely take alot of skill. Putting most damage upfront will leave the mech dead in the water for a while.
Cons:
A large amout of damage can be put down with boating. Its a bit of a system within a system.
ER Lasers
ER-lasers should have their damage increase per tick increase linearly with time, such that the maximum damage is dealt at the end of the beam time. Example a IS ER-LL has 10 ticks of 125 ms, first tick it will deal 0.2 + 0.128 damage, next tick it deals 0.2 + 0.356 and so fourth up to 10 ticks 0.2 + 1.28.
Ticks | Dam/Tick | Total Damage |
1 | 0.328 | 0.328 |
2 | 0.456 | 0.784 |
3 | 0.584 | 1.368 |
4 | 0.712 | 2.08 |
5 | 0.84 | 2.92 |
6 | 0.968 | 3.888 |
7 | 1.096 | 4.984 |
8 | 1.224 | 6.208 |
9 | 1.352 | 7.56 |
10 | 1.48 | 9.04 |
I would also assume that the beam will grow larger with time, so that there is a visual feedback with the increase in damage.
I think it will be harder to twitch fire ER's and easier to twist away from. Although if you are really good the face time might actually be less then before if you expose the mech during that last half of the beam (very low damage per heat though).
Now these changes will not fix boating, with the same weapon, but will likely desync lasers types and just make each type of laser need different skill usage.