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Would You Prefer Pulse Lasers Being A Dps Weapon?

Weapons Balance Gameplay

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#1 Gryphorim

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Posted 30 May 2017 - 03:33 AM

Kanajashi suggested this in his Redesigning Energy Weapons video, but I'm interested in this idea, isolated from the other balance points in that video.

For those who haven't heard the idea before, the idea is that pulse lasers go from "Wub, wub, wub" to just "wub," but they cycle extremely fast, in effect becoming like laser MG's.

Damage per pulse might have to be adjusted, but the idea is that heat management and face-time become the biggest limiting factors.

This would make them functionally different to standard lasers, rather than just a hotter and shorter burn variation on the same.

Would you prefer a "laser MG" / DPS pulse laser or prefer the burst fire version we have now?

#2 Ryllen Kriel

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Posted 30 May 2017 - 03:38 AM

No.

#3 El Bandito

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Posted 30 May 2017 - 03:39 AM

Current Pulse lasers are potent enough, so no need to reinvent the wheel, IMO. I did like MW3 pulse lasers, where you can hold the trigger and keep on streaming.

#4 Savage Wolf

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Posted 30 May 2017 - 03:43 AM

View PostEl Bandito, on 30 May 2017 - 03:39 AM, said:

Current Pulse lasers are potent enough, so no need to reinvent the wheel, IMO. I did like MW3 pulse lasers, where you can hold the trigger and keep on streaming.

So... yes and no?

#5 El Bandito

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Posted 30 May 2017 - 03:43 AM

View PostSavage Wolf, on 30 May 2017 - 03:43 AM, said:

So... yes and no?



Yes and no.

#6 STEF_

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Posted 30 May 2017 - 03:44 AM

View PostEl Bandito, on 30 May 2017 - 03:39 AM, said:

Current Pulse lasers are potent enough, so no need to reinvent the wheel, IMO. I did like MW3 pulse lasers, where you can hold the trigger and keep on streaming.

well.... I can imagine a double gooze in da face, doing that in mwo....

#7 adamts01

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Posted 30 May 2017 - 03:45 AM

Changing them sounds great. They're just ER lasers with modified stats at this point.

#8 l33tworks

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Posted 30 May 2017 - 03:52 AM

Yea for sure. New mechanics are fun and the game sorely needs weapon mechanic variety. No need to have standard lasers and pulse work exactly the same way.

#9 Gryphorim

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Posted 30 May 2017 - 03:53 AM

View PostEl Bandito, on 30 May 2017 - 03:39 AM, said:

Current Pulse lasers are potent enough, so no need to reinvent the wheel, IMO.


This is why I suggest adjusting the per-pulse damage. I am more interested in the function of the weapon. All the lasers effectively function the same, but with slight changes to beam duration and damage.

Edited by Gryphorim, 30 May 2017 - 03:53 AM.


#10 sycocys

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Posted 30 May 2017 - 05:50 AM

I don't think that mechanic would work very well the way this game is designed.

Unless they implement an additional energy draw layer to the equipment/weapons mechanics, you'd just end up making a high damage PP weapon set into an even higher damaging weapon set.

Don't think PGI would be able to implement a sensible energy draw system even though that would really help them to balance weapons and tech.

#11 Sjorpha

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Posted 30 May 2017 - 05:59 AM

No, I like the MWO pulse lasers.

#12 MustrumRidcully

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Posted 30 May 2017 - 06:02 AM

I am not a big fan of high face time weapons, and so, no, I do not think I'd like that all that much. Though I can understand the desire to create a bigger difference between regular and pulse lasers.

#13 El Bandito

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Posted 30 May 2017 - 06:03 AM

View PostStefka Kerensky, on 30 May 2017 - 03:44 AM, said:

well.... I can imagine a double gooze in da face, doing that in mwo....



High risk for high reward, I suppose.

#14 Lily from animove

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Posted 30 May 2017 - 06:44 AM

As much as I liked MW3 pulselasers if you make them DPS you basically just can delete them from the game. heat based dps wepaons are surely never going to work in the shooter based environment that MWO is.

#15 Quicksilver Aberration

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Posted 30 May 2017 - 06:53 AM

View PostLily from animove, on 30 May 2017 - 06:44 AM, said:

heat based dps wepaons are surely never going to work in the shooter based environment that MWO is.

Not really, they turn into good hit and run weapons for lights/meds because they can just puke out a bunch of damage and assassinate things. It's a niche role but it is a useful one nonetheless, and it's a role I miss after they nerfed my LCT-3S. It is also better than what we have now where the fact they share the same role with normal lasers such that they compete directly with each other (meaning one will always be better than the other).

Edited by Quicksilver Kalasa, 30 May 2017 - 06:53 AM.


#16 Humpday

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Posted 30 May 2017 - 07:03 AM

View PostGryphorim, on 30 May 2017 - 03:33 AM, said:

Kanajashi suggested this in his Redesigning Energy Weapons video, but I'm interested in this idea, isolated from the other balance points in that video.

For those who haven't heard the idea before, the idea is that pulse lasers go from "Wub, wub, wub" to just "wub," but they cycle extremely fast, in effect becoming like laser MG's.

Damage per pulse might have to be adjusted, but the idea is that heat management and face-time become the biggest limiting factors.

This would make them functionally different to standard lasers, rather than just a hotter and shorter burn variation on the same.

Would you prefer a "laser MG" / DPS pulse laser or prefer the burst fire version we have now?



Would that not be the xpulse's?

#17 HGAK47

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Posted 30 May 2017 - 07:20 AM

How about we actually have DPS weapons as well as alpha strike weapons eh? Oh wait we have those - AC/20 on Yen Lo`s right arm Posted Image Posted Image

Carry on!

#18 R Valentine

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Posted 30 May 2017 - 07:24 AM

No. I hated the way MW4 did pulse lasers. It was the only thing I didn't like about MW4. Pulse lasers are supposed to be high damage, low range, medium heat. The opposite of ER lasers.

#19 Lily from animove

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Posted 30 May 2017 - 07:33 AM

View PostQuicksilver Kalasa, on 30 May 2017 - 06:53 AM, said:

Not really, they turn into good hit and run weapons for lights/meds because they can just puke out a bunch of damage and assassinate things. It's a niche role but it is a useful one nonetheless, and it's a role I miss after they nerfed my LCT-3S. It is also better than what we have now where the fact they share the same role with normal lasers such that they compete directly with each other (meaning one will always be better than the other).


2t for a medium pulse, care to explain me how this is good for lights, even multiple short pulses is to much for many lights, so yeha lets make a niche weapon put it into a tiny niche of usability in which a tiny niche mechs are able to take them and then give them niche usability.

this is not how you design any porper working weapons ever. and lights and dps wepaons, wow, can't wait for it and destroy those little poor guys trying that out. lights are about circling in worst case and hitting your few shots in vital parts but surely not dps based wepaons.

Edited by Lily from animove, 31 May 2017 - 01:25 AM.


#20 Quicksilver Aberration

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Posted 30 May 2017 - 07:55 AM

View PostLily from animove, on 30 May 2017 - 07:33 AM, said:

2t for a medoum pulse, care to explain me how this is good for lights, even multiple short pulses is to much for many lights

What are you even talking about? Pulses are the goto weapon for any Clan light and are useful on IS lights (6 SPL Jenner made a return as has the 8 SPL Firestarter). MPLs are still one of the goto weapons for IS 35 ton lights (Wolfhound for example, or the old FS9-S build). The switch would make these do even more damage and allow the normal lasers that are crappy (SL, cERSL) to be buffed to fill the vacuum,

View PostLily from animove, on 30 May 2017 - 07:33 AM, said:

this is not how you deisng any porper working weapons ever. and lights and dps wepaons

You have obviously never played the LCT-3S before the skill tree, the thing puked enough damage (it just couldn't sustain) that made it absolutely deadly for certain types of engagements (generally brawls). You apparently just don't understand the importance of DPS in different types of engagements.

View PostLily from animove, on 30 May 2017 - 07:33 AM, said:

lights are about circling in worst case and hitting your few shots in vital parts but surely not dps based wepaons.

Your first words here explain just how clueless you are about how to play lights since circling is how you get destroyed.

View PostKiran Yagami, on 30 May 2017 - 07:24 AM, said:

Pulse lasers are supposed to be high damage, low range, medium heat.

So basically larger versions of the smaller ER lasers........there is a reason the dynamic between standard lasers and pulse needs to change, and it is because of redundancy. Honestly I would even be cool with the roles being swapped with pulse being the accurate one hit weapons while standard lasers be DPS oriented, but something has to change.

Edited by Quicksilver Kalasa, 30 May 2017 - 07:59 AM.






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