SuperFunkTron, on 18 June 2017 - 07:15 AM, said:
Any chance you have a table of the lore values vs current values vs upcoming values?
The lack of context can be understandably frustrating to those who just see nerf after nerf to weapons, but once they see the info that the damage was previously inflated and now is being corrected to accommodate incoming weapons, it will take out a lot of the sting.
The explanations as to why they are making these changes are nice (I remember not too long ago people were complaining about a lack of explanations but seem to still not read them anyways), but it would be more helpful if PGI game some sort of comment in regards to what their current thoughts on fidelity to lore values are.
There are tables in the back of all the major CBT core rules sourcebooks, the 3050 TRO, and others. Pages 341 & 343 of the CBT TechManual Hardcover edition from Catalyst Game labs printed in 2007 is what is sitting next to me.
Todd Marshall, on 18 June 2017 - 07:26 AM, said:
I beg to differ.
From sarna.net:
"...]Pulse lasers increase damage because they allow vaporized armor to dissipate from the location of damage. This allows subsequent pulses to reach the target area without being diffused by the vapor. ..."
If you have to be a smartass be smarter about it
Sarna is open source...its like wikipedia...its great for any schmuck editing an entry to suit whatever falsehoods they wanna spew. The actual printed manuals from the actual official sources on the other hand.... FASA and Catalyst... well.... sorry if their facts get in the way of your sarna flavour text.
From the TechManual I mentioned above... description for pulse lasers on page 226...
"The pulse laser uses rapid-cycling, high-energy pulses to generate multiple laser beams, creating an effect comparable to machine-gun fire. But because the staggered pulses give the protective ablation products from combat armor a chance to disperse - to expose fresh armor to subsequent pulses - the result is a burst of fire that is more effective and accurate."
Pulse lasers while in selected cases DID more damage than beam versions (the micro pulse vs the micro ER and the inner sphere medium pulse vs the standard or ER medium for example), in most every other case it was the same or less damage. The reason they were popular though wasn't for the damage but the -2 on the to hit target number from the increased accuracy. When you have to roll 2D6 for EVERY single individual weapon you attack with, lowering the target number you need to beat by 2 points is a significant improvement. Most players preferred to hit and do less damage over not hitting at all with a weapon that could have done more damage.
Other areas PGI has taken liberties with CBT core weapon rules would be the ranges. Ignoring the whole optimal / maximum nonsense... even the optimal #s don't always compare properly to the maximums in CBT.
Inner Sphere...
standard lasers... smalls are supposed to be 90 meters, mediums 270 meters and larges 450 meters.
ER lasers... smalls are 150 meters, mediums 360 meters, and large 570 meters.
Pulse lasers... smalls are 90 meters, mediums 180 meters and larges 300 meters.
Clan
ER lasers... micro 120 meters, small 180 meters, medium 450 meters, large 750 meters
Pulse lasers... micro 90 meters, small 180 meters, medium 360 meters, large 600 meters
Heavy lasers... small 90 meters, medium 270 meters, large 450 meters
edit : I'm surprised the energy balance pass didn't adjust the ranges also because right now the inner sphere small is where the ER version would be in CBT, the medium and large standards are correct, but the small, medium and large pulses are boosted ranges. On the clan side, the small ER and pulses are different, the mediums have less range and the larges are 10 meters less for the ER and exactly on the marker for the pulse. I'm not sure where PGI intends to put the inner sphere ER small or the clan heavies now for ranges next month.
Edited by Dee Eight, 18 June 2017 - 09:12 AM.