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Clan Pulse Lasers Are Terrible


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#21 MechWarrior849305

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Posted 20 December 2015 - 11:49 PM

Pulse lazOrz r trash? Posted Image Want to hear ya out 'bout C-ERLL Posted Image
Seriously, man, compare Clan pulses vs Clan non-pulses, you'll see which are better Posted Image The only ones good - C-ERSMLs.
Wished I had mixtech on my EBJ, I would switched C-LPLs for IS ER-LLs, that's said it.

Edited by DuoAngel, 20 December 2015 - 11:50 PM.


#22 Mcgral18

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Posted 21 December 2015 - 12:04 AM

View PostLord Scarlett Johan, on 20 December 2015 - 11:02 PM, said:

I wouldn't mind seeing the cLPL drop it's damage back to 10 damage and it's duration down to 0.9s


Right direction, but probably a step too far.
It still has to compete with the isLPL. Range is a factor, but only so much of one.

isLPL has 1.64 Dam/tick, to the current 1.16 of the cLPL (or your proposed 0.9). Current one deals more overall damage, which is almost a nice asymmetrical balance.

#23 Saint Scarlett Johan

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Posted 21 December 2015 - 08:10 AM

View PostMcgral18, on 21 December 2015 - 12:04 AM, said:


Right direction, but probably a step too far.
It still has to compete with the isLPL. Range is a factor, but only so much of one.

isLPL has 1.64 Dam/tick, to the current 1.16 of the cLPL (or your proposed 0.9). Current one deals more overall damage, which is almost a nice asymmetrical balance.


Makes sense.

I know when I generally do weapon match ups I tend to compare a triplet of IS LLs (27 damage for 21 heat) to a pair of cLPLs (26 damage for 20 heat) or a triplet of IS LPLs (33 damage for 21 heat) to a penta of cMPLs (40 damage for 30 heat).

#24 Ultimax

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Posted 21 December 2015 - 08:22 AM

View PostLord Scarlett Johan, on 20 December 2015 - 11:02 PM, said:

I wouldn't mind seeing the cLPL drop it's damage back to 10 damage and it's duration down to 0.9s



This would just be a large nerf to every clan mech sporting few energy hardpoints - which also happen to be already the underperformers in the clan line up.

A nerf like that would also require PGI to remove Ghost Heat from using 3 CLPLs or things tip too far in the other direction.

#25 Christof Romulus

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Posted 21 December 2015 - 09:43 AM

View PostJun Watarase, on 20 December 2015 - 04:41 PM, said:

Clan lasers are so OP that med lasers on a certain battlemaster variant have nearly the same range and much better heat efficiency compared to the c-med pulse despite being half the weight.

It's true - every Inner Sphere mech is a Battlemaster. Good eye, most people don't catch that one.

View PostPS WrathOfDeadguy, on 20 December 2015 - 04:54 PM, said:

CSPL deals the same damage as ISMPL for half the tonnage. CMPL deals almost as much damage as ISLL for less than half the tonnage. CLPL deals more damage than any other laser weapon in the game, at damn near ERLL ranges, for one ton less than ISLPL.

That's why they have longer burn times. Give them the same burn times, and you get Clan 'Mechs steamrolling everything... which is exactly what happened when the burn durations were shorter, just after the first Invasion wave released. They're far from terrible even as they are right now. Since PGI doesn't want to do 10v12 game modes, a higher skill gate for holding your beam on target is the price you have to pay for dealing more damage per shot for the same tonnage in weaponry.

Quiet you! You're talkin' sense. Can't have that on these here forums.

View PostJun Watarase, on 20 December 2015 - 04:55 PM, said:

Uh, actually, because they were so OP, they became the de-facto to win button for every situation. Which is why when you see someone bring a huge horde of clan pulses to the table, you just get up and leave.

In Table Top the Clan Large Pulse laser was a +2 PPC.
PPC = 10 heat, 10 damage 18 long range +0 to hit
CLPL = 10 heat, 10 damage 20 long range + 2 to hit

Literally the best weapon in Tabletop, especially combined with Clan pilots and Clan targeting computers. The only thing to do is get up and leave. =P





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