Thanks! great posting and special thanks Dustein. I'm probably going to make the Awesome - M9 with ER PPC build and Stalker 3H with LRM20's.
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Lasers to use
Started by moerker, Jul 22 2012 02:28 AM
29 replies to this topic
#21
Posted 22 July 2012 - 07:33 AM
#22
Posted 22 July 2012 - 08:00 AM
moerker, on 22 July 2012 - 05:00 AM, said:
OK thanks for the imputs. This is for a stalker. So could i switch out the ML's, SRM's for the extra tonnage and maybe get some spare to add on armor or some extra heatsinks?
http://mwowiki.org/i...p?title=Stalker
http://mwowiki.org/i...p?title=Stalker
The Stalker's actually pretty well-designed, it uses a principle called "braceting". That is, it has distinct sets of weapons to use at differnt ranges, and cannot support firing all of its weapons at once. The LArge lasers are great at long range, but their damage/heat is terrible, and LRMs have the minimum range, to compensate, the Stalker carries 4 MLas to supplement the LLas in-close, and 2 SRM-6 to stand-in for the LRM-10s. You still have to manage your heat a little at long range, but it can fire the close-range set all day long.
I don't really consider LLas (or PPCs) much different than LRMs. To me they're more "weapons you use to soften up the enemy as you close" than primary weapons systems. There are some exceptions, like a JR7-A, or a COM-1A, or the HSR-300-D, they're all lights whose only weapon is a single LLas. Their purpose is to harry an opponent from long range, using their speed to maintain that range and pick apart in-fighters from a safe distance.
I think I'm getting off-topic here. =X
#23
Posted 22 July 2012 - 08:37 AM
From what has been shown in videos and from previous MW games. PPC are slow moving but hit all at once. Lasers travel out instantaneously, but are DoT.
So logic would dictate that:
PPC's are great against slow moving or stationary target's, but are pretty ineffective against anything moving with speed and trying to dodge incoming fire.
Lasers are better for those quick moving targets. Though they may not be able to strike for the entire duration of the weapon's cycle, thereby not reaching it's total potential for damage.
It'll probably come down to your personal preference, do you want to maybe hit, but hit hard when you do? Or, almost always hit, but with varying degrees of damage?
So logic would dictate that:
PPC's are great against slow moving or stationary target's, but are pretty ineffective against anything moving with speed and trying to dodge incoming fire.
Lasers are better for those quick moving targets. Though they may not be able to strike for the entire duration of the weapon's cycle, thereby not reaching it's total potential for damage.
It'll probably come down to your personal preference, do you want to maybe hit, but hit hard when you do? Or, almost always hit, but with varying degrees of damage?
#24
Posted 22 July 2012 - 08:44 AM
for me medium and laser are effective. small is nothing unless you have a bunch of em (like 6).
#25
Posted 22 July 2012 - 08:53 AM
Khobai, on 22 July 2012 - 05:09 AM, said:
Small Laser = useless since laser boating isnt allowed
Medium Laser = best all-around weapon in game!
Large Laser = just use a PPC instead
ER Large Laser = just use a PPC instead
Youre better off using PPCs instead of Large Lasers. PPCs do more damage, do their damage instantly, have longer range, generate only slightly more heat, and weigh only slightly more.
The only non-pulse laser currently worth using is the medium laser.
Medium Laser = best all-around weapon in game!
Large Laser = just use a PPC instead
ER Large Laser = just use a PPC instead
Youre better off using PPCs instead of Large Lasers. PPCs do more damage, do their damage instantly, have longer range, generate only slightly more heat, and weigh only slightly more.
The only non-pulse laser currently worth using is the medium laser.
lets just hope your analysis based on a video is wrong. thats one of the big issues people are afraid of with this game. (dont bother with anything but X type of weapon)
#26
Posted 22 July 2012 - 02:17 PM
The classic weapons loadout is one that backs up the main strike insturment with medium lasers because the ML is the most effective weapon available. A bank of 4 or more MLs does far more damage per unit of weight and heat than anything else. A PPC does 1.46 damage/ton to 1.6 for a LL and 5 damage per ton for the ML. Damage per unit of heat is 1/unit for PPC and LL with 1.7/unit for the ML. This advantage comes at the cost of range. The ML has 1/2 the range of the PPC and 3/5 the range of the LL. Of course, there is no ammo to expode or run dry. This gives the ML an advantage over SRMs. These figures are based on the TT rules as MWO stats are not available at this time.
Edited by Seabear, 23 July 2012 - 08:08 AM.
#27
Posted 22 July 2012 - 02:51 PM
The other thing to keep in mind is armor vs internal structure hits.
Classic builds rely on a hole puncher weapon. A bit hitter to knock a hole in armor at longer ranges, that is then capitalized on by a scatter shot weapon when the fight closes to knife ranges. It's easier to snap off a volley of pulse or missiles to crit hunt for armor holes than try and hit a smallish target at point blank when both units are circling.
That said.
3 crits, 7 tons, 10 damage, 10 heat. PPC for me, please. Yes, 14 tons for a pair, but that pair then has a good knockdown chance at longer ranges, and if I get a good knockdown? More hits on target.
Petersons comments about range bracketing are surprisingly accurate. On all energy builds, I normally pair up either PPCs or ERLLs for long range armor wrecking, backed by MPL/ML for the inevitable knife fight.
Combination builds, I prefer Gauss for hole punching, backed by MPL/ML for the knives. Other classics are PPC+LRMs, ERLL+SRMs, and LB10xAC+ any long range weapon.
Honestly, I'm going to run with my standard combos from tabletop and MW4/3. Gauss or PPC holepunchers. MPLs/MLs for energy close range. SRM6/SSRM2 for critpoking if I use PPCs.
Classic builds rely on a hole puncher weapon. A bit hitter to knock a hole in armor at longer ranges, that is then capitalized on by a scatter shot weapon when the fight closes to knife ranges. It's easier to snap off a volley of pulse or missiles to crit hunt for armor holes than try and hit a smallish target at point blank when both units are circling.
That said.
3 crits, 7 tons, 10 damage, 10 heat. PPC for me, please. Yes, 14 tons for a pair, but that pair then has a good knockdown chance at longer ranges, and if I get a good knockdown? More hits on target.
Petersons comments about range bracketing are surprisingly accurate. On all energy builds, I normally pair up either PPCs or ERLLs for long range armor wrecking, backed by MPL/ML for the inevitable knife fight.
Combination builds, I prefer Gauss for hole punching, backed by MPL/ML for the knives. Other classics are PPC+LRMs, ERLL+SRMs, and LB10xAC+ any long range weapon.
Honestly, I'm going to run with my standard combos from tabletop and MW4/3. Gauss or PPC holepunchers. MPLs/MLs for energy close range. SRM6/SSRM2 for critpoking if I use PPCs.
#28
Posted 07 October 2012 - 01:00 PM
am i the only one that LOVES small lasers? currently, im using a hunchback, with 2 streak srms and 5 small pulse lasers, and currently loving the damage, ive taken down plenty of atlases with this build, but then again, i am kind of a hipster in a way haha, people told me flamers sucked, so i slapped on 5 of em, and pulled a 4 kill game
, ill try to run medium lasers later when i have time
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#29
Posted 13 October 2012 - 11:32 AM
I absolutely love small lasers, as well as light pulse lasers.
My current build is a Jenner with twin Streak2s (with only 100 ammo - would like 200, but what can you do?), 4 small pulse lasers and an AMS (with 1000 ammo) and an 300XL engine.
No more room for jumpjets or CASE, which means I'm not a good scout / annoyer anymore, and my legs get hurt a bit from falling down ledges.
But it also means I'm now a really good harrasser and skirmisher. Just get behind someone and let their rear center-torso have it, slow down to keep right behind them if he has no buddies able to help him.
Last game I got 5 kills that way. :V
Target lock on people when finding a target .. if you see anyone without armour on any of their bits, get behind them and let the light pulse lasers do their work. Great heat efficiency, with no actual heatsinks other than the ones that come with the drive.
My current build is a Jenner with twin Streak2s (with only 100 ammo - would like 200, but what can you do?), 4 small pulse lasers and an AMS (with 1000 ammo) and an 300XL engine.
No more room for jumpjets or CASE, which means I'm not a good scout / annoyer anymore, and my legs get hurt a bit from falling down ledges.
But it also means I'm now a really good harrasser and skirmisher. Just get behind someone and let their rear center-torso have it, slow down to keep right behind them if he has no buddies able to help him.
Last game I got 5 kills that way. :V
Target lock on people when finding a target .. if you see anyone without armour on any of their bits, get behind them and let the light pulse lasers do their work. Great heat efficiency, with no actual heatsinks other than the ones that come with the drive.
#30
Posted 13 October 2012 - 02:28 PM
I think your game play is a bigger factor in which type of laser you want to use.
Scouts should use small or medium lasers.
Snipers should use large or medium lasers
Brawlers should use medium lasers
I play as a brawler and mediums allow me the weight and power to also include other ballistic and missile weapons while not overloading the mech.
Scouts should use small or medium lasers.
Snipers should use large or medium lasers
Brawlers should use medium lasers
I play as a brawler and mediums allow me the weight and power to also include other ballistic and missile weapons while not overloading the mech.
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