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Clan Small (Pulse) Lasers - Are They Worth The Pain?

cLAN Lasers Hellbringer

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#1 RabidNinja64

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Posted 25 February 2016 - 02:48 AM

So recently bought a HBR-Prime about 2 days ago, switched out the config to a more mid-range figher (5 ERMPL, LRM15. ECM), which was okay, but only dealt round a max of 300-400 damage.

After scouring the web, I've seen plenty of HBR builds revolving around the use of heavily using Clan small lasers, both either pulse or standard. I have experienced these within CW with the Arctic Cheetah trial build, and that didnt impress me much.

Taking the HBR out of the equation, are they worth it in terms of damage, cooldown and duration, as opposed to having 2 linked MPL's & chained 3MPL's?

#2 Wintersdark

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Posted 25 February 2016 - 03:00 AM

Why would you chain 3 MPL's? Ghost heat is 6. Group fire up to 6 :). Put more damage in one location. After all, chainfire doesn't cause your lasers to generate less heat.


Anyways: Clan small pulse lasers are arguably the best brawling weapons in the game. They are worth it, if brawling is your goal. If you want to stay at a larger range, then MPL or ERML, depending on your goal. All three are great weapon systems for different purposes.


#3 B0oN

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Posted 25 February 2016 - 03:21 AM

1: There are no Extended Range medium pulse lasers, they are just MPL, be it IS or Clan Oo
2: What does that LRM15 do on a HBR ? Spray and pray confetti, that is more useful ^^
3: Try out 6MPL
4: One does not simply chain 3 MPL ... ONE uses the ghostheat limit of 6 and only chains when the heat makes it absolutely necessary
5: MPL are good knifefighting weapons, on both sides of the fence
6: SPL are awesome knifefighting weapons

Poor HBR, is being made carrying that atrocious weapon that commonly will not get applied well .

Edited by Rad Hanzo, 25 February 2016 - 03:23 AM.


#4 RabidNinja64

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Posted 25 February 2016 - 05:58 AM

View PostRad Hanzo, on 25 February 2016 - 03:21 AM, said:

1: There are no Extended Range medium pulse lasers, they are just MPL, be it IS or Clan Oo
2: What does that LRM15 do on a HBR ? Spray and pray confetti, that is more useful ^^
3: Try out 6MPL
4: One does not simply chain 3 MPL ... ONE uses the ghostheat limit of 6 and only chains when the heat makes it absolutely necessary
5: MPL are good knifefighting weapons, on both sides of the fence
6: SPL are awesome knifefighting weapons

Poor HBR, is being made carrying that atrocious weapon that commonly will not get applied well .


1. Lol, my bad, i not long got out of bed before starting MWO, so i was abit fuzzy. In any respect, I meant MPL's *smacks head*
2. Again, good point. Tis why i have my TBR-C with dual LRM10's+Arty, so HBR+LRM = Pointless.
3. Currently running this loadout: [smurfy]http://mwo.smurfy-ne...ba49440a12e56cc[/smurfy]
with this loadout in mind, i run all 5 MPL's together on group 1, then group 2 on chainfire for when heat gets me on the verge of 70-80.
4. I've never understood the aspect of ghost heat, if im fully honest. how does it work, in layman's terms, preferably. I understand the necessity and why it was implemented, but curious as to how to get around it.
5. I second that
6. Given the HBR's "Meh" armour, as well as the lack of ferro+endo, i've had to change my infighting playstyle i usually accustom with my TBR to a more closer, pokey hidey playstyle, so SPL's might do the trick,ill have to test. Oh, and lest we forget the use of ECM, so sneaking behind them is usually a blast! Posted Image

Edited by RabidNinja64, 25 February 2016 - 06:12 AM.


#5 Doctor Dinosaur

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Posted 25 February 2016 - 06:19 AM

Ghost heat: 1 weapon = 1 heat. 2 weapons = 2 heat. (Ghost heat kicks in) 3 weapons = 4 heat. In layman's terms. There are different limits for different weapons when ghost heat kicks in and how hard.

#6 Koniving

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Posted 25 February 2016 - 06:19 AM

View PostRabidNinja64, on 25 February 2016 - 05:58 AM, said:


1. Lol, my bad, i not long got out of bed before starting MWO, so i was abit fuzzy. In any respect, I meant MPL's *smacks head*
2. Again, good point. Tis why i have my TBR-C with dual LRM10's+Arty, so HBR+LRM = Pointless.
3. Currently running this loadout: [smurfy]http://mwo.smurfy-ne...ba49440a12e56cc[/smurfy]
with this loadout in mind, i run all 5 MPL's together on group 1, then group 2 on chainfire for when heat gets me on the verge of 70-80.
4. I've never understood the aspect of ghost heat, if im fully honest. how does it work, in layman's terms, preferably.
5. I second that
6. Given the HBR's "Meh" armour, as well as the lack of ferro+endo, i've had to change my infighting playstyle i usually accustom with my TBR to a more closer, pokey hidey playstyle. Oh, and lest we forget the use of ECM, so sneaking behind them is usually a blast! Posted Image


Ghost heat is a "magnum opus" that lead designer (who knows little more than skimming Sarna and playing "2 hours" of tabletop) Paul has created to help quell excessive alpha strikes in place of actually bringing the heat cap down or removing the "rising heat cap" created by adding in heatsinks that only MWO does. Past MW games had a set heat cap (usually 60) and heatsinks only made you cool faster. Here they make you cool faster and raise the maximum heat you can generate on top of it!

Anyway, evidently "6 PPCs" were seen as a problem. So ghost heat triggers on specific combinations by adding bonus heat.

An example, fire 2 PPCs and you are fine.
But fire 3...and you get an additional 12.6 heat on top of the 30 heat for a total of 42.6 heat.
What's that? ER PPCs?
Fire 2 and you get the normal 30 heat.
Fire 3 and you get the normal 45 heat + 18.9 heat for 63.9 heat. That should shut you down and kill you. What does it really do? Get you like 40% heat if you are boating heatsinks. Maybe 80% if you couldn't fit them.

Wait, you fired 6 ER PPCs?
Instead of the usual Instead of 90 heat, you now get... 250.65 heat, that's an additional 160.65. And that will usually shut you down.
Kinda sad to have to say usually.
Now the Direstar? 13 ER PPCs?
In excess of 1,747 heat (that's how much you get for 12 ER PPCs, it doesn't go up to 13 on the list).
And yet..

Notice he says you get 2 shots with an 11 ER PPC... but for some reason with a 13 ER PPC you can get out 3 shots before dying (if you don't rush it)... but 11 ER PPCs you always die in two shots regardless.

Go figure? But as you can see, there's a reason we're not much for it.

http://mwo.smurfy-ne...eapon_heatscale
There's the complete list.

Good luck.

Lots of pulse lasers on left (that's me). Lordred on right.

#7 Kshat

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Posted 26 February 2016 - 12:26 PM

C-SPL are a good weapon, bt there's little to no incentive to use a HBR for brawling. It's not plain bad, but there are simply better options available when it comes to clan mechs.

#8 process

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Posted 03 March 2016 - 02:34 PM

Clan small pulse lasers are stupid good if you commit to brawling, play smart, and use cover. If you're going the Hellbringer route, try this build:

HBR-PRIME

#9 Dee Eight

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Posted 03 March 2016 - 04:58 PM

i like clan MGs... four are a ton... and combined can unleash 40 rounds in about a second... thats 3.2 damage for zero heat. More importantly for things stripped of armor.. that's 40 chances at a critical hit and even at 1% chance...expend enough ammo and its DEAD target time.

Edited by Dee Eight, 03 March 2016 - 05:13 PM.


#10 Fox With A Shotgun

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Posted 03 March 2016 - 05:25 PM

C-SPL are amazingly heat efficient for the damage they deal, and the range isn't that terrible either. As stated above, you NEED to commit to brawling; that heat efficiency means that you can push in and stay in without overheating, while your opponents with MLs and larger overheat way before you do.

Consider doing something like this: HBR-A UAC/20 + 6 C-SPL + Flamer which lets you punish hot builds in close combat. A HBR isn't slow for a heavy, not by any stretch of imagination, and you can use this to push hard into the enemy. If the UAC20 isn't your thing, you can try for HBR-A SRM6x2 + 6 C-SPL + Flamer.





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