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Heavy Medium Laser


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#21 Battlemaster56

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Posted 26 March 2017 - 08:12 PM

View PostMystere, on 26 March 2017 - 07:53 PM, said:

It's not even out yet and already I have this nagging feeling people want it nerfed into the uselessness. <smh>


I hope not my Linebackers, and Jenner IIC A want to run them. Before the nerf grenade is thrown.

#22 jjm1

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Posted 26 March 2017 - 08:13 PM

Factions were a bad idea. Like in life, people take them way too seriously.

#23 MechaBattler

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Posted 26 March 2017 - 08:34 PM

Duration should be longer than pulse lasers. Definitely a smaller ghost heat cap than regular versions.

#24 Xetelian

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Posted 26 March 2017 - 08:51 PM

Way to start the QQ 2-3 months early.

The Innersphere is getting a HUGE batch of new tech, not just things to even out the field but things to completely change that field.

Clan is getting a much smaller bag of toys but we can't have that!

Posted Image

#25 RestosIII

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Posted 26 March 2017 - 08:57 PM

Ya'll better not get them nerfed into oblivion despite their insane heat. I want to theoretically run a Nova-H lore build without having to fire 2 lasers at a time due to ghost heat. I want to be melting due to the base heat like I do in my normal Nova Prime.

#26 Gas Guzzler

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Posted 26 March 2017 - 09:04 PM

Not too worried about heavy lasers honestly, through range duration and heat, along with taking up twice the slots (less space for DHS), there will be drawbacks. I wouldn't be surprised if they don't make that much of a difference on whats good in this game. There is no cause for alarm at this point, until we know the exact in game weapon specs.

From what I remember from MW4 with mektek, every time I tried to put HMLs on a mech, I regretted it. Being so hot and short range was just not worth it.

#27 Pr8Dator

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Posted 26 March 2017 - 11:01 PM

In TT, heavy lasers have a negative hit modifier due to high energy output which disrupts the sensors... that is the balance in the original TT... lets see how its done in MWO... perhaps its going to be just a medium laser with longer burn time that adds up to 10 damage. That would balance it VERY nicely... that kind of long burn time is a tough consideration as I consider the current burn time already ttoo much

#28 El Bandito

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Posted 26 March 2017 - 11:03 PM

View PostKhobai, on 26 March 2017 - 07:13 PM, said:

IS are getting double presents from divorced parents, clans are getting a stocking with a lump of coal


In a game that sets priority on trading, heavy lasers have the potential to be devastating, mounted on even light mechs. Lumping coal and heavy lasers is premature.

OP though, should not even be talking about the new tech until we see the actual stats from PGI.

Edited by El Bandito, 26 March 2017 - 11:05 PM.


#29 Marius Evander

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Posted 27 March 2017 - 12:05 AM

Who cares this is still 12 months away.

Where did you get

"1 ton
7 heat
10 damage"

from ?

#30 RestosIII

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Posted 27 March 2017 - 12:07 AM

View PostCadoazreal, on 27 March 2017 - 12:05 AM, said:

Who cares this is still 12 months away.

Where did you get

"1 ton
7 heat
10 damage"

from ?


The stats on Sarna, duh.

#31 Valhallan

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Posted 27 March 2017 - 12:31 AM

eh i don't mind it being 2 ISml's pasted together, as long as the duration is also 2 ISml's pasted together Posted Image

#32 QuantumButler

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Posted 27 March 2017 - 12:57 AM

View PostKhobai, on 26 March 2017 - 07:19 PM, said:

clan tech is always lighter than is tech

but in most cases always comes with a really bad downside like more heat, burst damage, longer beam duration, etc...

the clan tech without the downsides to balance it being lighter is what people should be complaining about (mostly cgauss and cerppc)

not garbage like heavy lasers that a lot of clan players dont even want.


The [MWO]cerppc isn't OP though, the IS one is just hot garbage.

#33 Lily from animove

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Posted 27 March 2017 - 12:58 AM

it will be very hot, and so rather heat inefficnet, which makes the weapon mostlikely appealing on mechs with lower E hardpoints. those with many will still prefer the more heat efficient versions.
Also we don't know the beam durations. but I guess they will be bad.

I guess the heat will be 9. and therefore a lot more inefficient than even the CERML, at mostlikely a similar beam duration.

Edited by Lily from animove, 27 March 2017 - 01:02 AM.


#34 Widowmaker1981

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Posted 27 March 2017 - 01:08 AM

View PostValhallan, on 27 March 2017 - 12:31 AM, said:

eh i don't mind it being 2 ISml's pasted together, as long as the duration is also 2 ISml's pasted together Posted Image


Lol, at 1.8 seconds it would just be a complete waste of coding time, since no one in their right minds would use them :P

#35 QuantumButler

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Posted 27 March 2017 - 01:12 AM

View PostWidowmaker1981, on 27 March 2017 - 01:08 AM, said:


Lol, at 1.8 seconds it would just be a complete waste of coding time, since no one in their right minds would use them Posted Image


I'd say a 50% increase in duration over the standard model might be a good baseline to work from? Double is clearly too long to actually be viable.

#36 Paigan

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Posted 27 March 2017 - 01:14 AM

View PostKhobai, on 26 March 2017 - 07:00 PM, said:

its only 270m range though, thats what hes not telling you

I'm just thinking right now:
2x HML + 3xDHS:

270 m range
20 damage (albeit with duration)
5 tons
10 slots (distributable in small packs)
...
It's a Laser-AC20! Posted Image
Ultra-light, with unlimited ammo and shouldn't even be much hotter than the bullet spewer.

Where do I sign up?!
Posted Image

Edited by Paigan, 27 March 2017 - 02:09 AM.


#37 Widowmaker1981

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Posted 27 March 2017 - 01:14 AM

View PostQuantumButler, on 27 March 2017 - 01:12 AM, said:

I'd say a 50% increase in duration over the standard model might be a good baseline to work from? Double is clearly too long to actually be viable.


Tbh, for short ranged weapons? Anything longer duration wise than the ERML and i wont consider using them, and even that is pushing it a bit.

#38 QuantumButler

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Posted 27 March 2017 - 01:19 AM

View PostWidowmaker1981, on 27 March 2017 - 01:14 AM, said:


Tbh, for short ranged weapons? Anything longer duration wise than the ERML and i wont consider using them, and even that is pushing it a bit.


Hm, true.

Maybe increased refire rate instead of duration then? Or just wait and see in game how they compare in actual performance and then balance accordingly but that'd be the smart thing to do.

At they very least PGI had better do some extensive PTS testing of the new tech before it drops or it's gonna be a ****show, some stuff will end up way op, some will be literal trash.

Edited by QuantumButler, 27 March 2017 - 01:19 AM.


#39 TELEFORCE

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Posted 27 March 2017 - 02:03 AM

Clan heavy lasers are basically lasers with the weights of the Clan versions and the ranges of the IS versions, but being able to do twice the damage of the IS versions. The downsides to them are:

1) Extra heat generated compared to both the IS and Clan lasers
2) Electromagnetic interference that affects the 'mech's sensor systems (could be represented by an ECM effect?)
3) The medium and large heavy lasers take more critical slots; 2 for the medium, 3 for the large.

#40 Alex Morgaine

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Posted 27 March 2017 - 04:38 AM

Essentially they got clan Blazers... Why didnt the IS get its binary laser at least...





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