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Laser Duration And Cooldown
Started by cazidin, Mar 01 2016 08:34 AM
8 replies to this topic
#1
Posted 01 March 2016 - 08:34 AM
Greetings Mechwarriors. Today I have a simple question. After firing your lasers, does the cooldown begin immediately or down it wait until after the beam duration? For example, an IS Medium Laser would have a .9 second duration and a 3 second cooldown. Without quirks or modules can I fire again in 3 seconds or 3.9 seconds?
#2
Posted 01 March 2016 - 08:42 AM
3.9 seconds
#4
Posted 01 March 2016 - 09:16 AM
No wonder duration quirks are so sought after... basically a cooldown quirk also. Thank you.
#5
Posted 01 March 2016 - 06:47 PM
Afuldan McKronik, on 01 March 2016 - 09:16 AM, said:
No wonder duration quirks are so sought after... basically a cooldown quirk also. Thank you.
Duration is used mostly for dealing damage on a single section. Cooldown is actually lower on the usefulness scale on laser boats, since firing faster = heating up faster. Range, and duration are more important on most lasers.
#6
Posted 01 March 2016 - 07:15 PM
El Bandito, on 01 March 2016 - 06:47 PM, said:
Duration is used mostly for dealing damage on a single section. Cooldown is actually lower on the usefulness scale on laser boats, since firing faster = heating up faster. Range, and duration are more important on most lasers.
Generally true but I'd argue that cooldown is about as useful as duration quirks for lasers, depending on how you run your mech.
#7
Posted 01 March 2016 - 07:20 PM
Considering a Black Knight only has to put 1 Alpha into a Stalker's CT to take off all the armor, duration is the most important since you don't really need to fire the second shot off fast.
#8
Posted 01 March 2016 - 07:22 PM
Graugger, on 01 March 2016 - 07:20 PM, said:
Considering a Black Knight only has to put 1 Alpha into a Stalker's CT to take off all the armor, duration is the most important since you don't really need to fire the second shot off fast.
That Stalker needs to increase CT armor then! It'll take two alpha strikes at a minimum to destroy the CT of most Heavy and Assault mechs. 10% duration is helpful but I have to question how much of a difference it really makes.
Edited by cazidin, 01 March 2016 - 07:22 PM.
#9
Posted 01 March 2016 - 07:45 PM
cazidin, on 01 March 2016 - 07:15 PM, said:
Generally true but I'd argue that cooldown is about as useful as duration quirks for lasers, depending on how you run your mech.
If the cool-down quirk is fast enough, it can be a surrogate for having more weapons. For instance, the MPL on an LCT-1V fully moduled up fires fast enough to be worth two, since it can fire twice in the time it takes a normal one to fire and cycle once. That said, it's not quite as good as two weapons since those two rapid blasts may go to two separate locations.
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