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Lets Actually Make Pulse Lasers Different


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#1 slide

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Posted 19 June 2017 - 06:58 PM

I understand what PGI is trying to with pulse lasers, that be making them a DPS weapon as opposed to a burst weapon like a standard laser. However I was very disappointed with them just tweaking a few numbers here and there, I don't really see it making things much different.

I think we need to reconsider the actual mechanics of how they work if we expect to see any real change in how they are used.

All laser weapons in MWO work the same. 60 (if I remember correctly) packets of damage delivered over the duration of the discharge. Pulse lasers generally have a shorter duration but they don't function any differently to other lasers. The flashing on and off is purely cosmetic. You can clearly see this when you scan a laser over the snow. There is no discernible break between when the beam goes on-off-on. Thus it just becomes a balancing act of mixing lasers to deliver the biggest alpha for the least worst trade off in heat, tonnage and duration. You can change the numbers but you can't change how they are used.

I propose we change how Pulse Lasers actually function. From Sarna:

Pulse lasers differ from traditional laser weaponry, in that instead of firing one powerful beam, they maintain laser beams fired off in quick succession. While offering an overall increased rate of fire, the heat output also increases accordingly. 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.

Whilst we don't actually have to worry about armor vapor in MWO this description does give an insight into how I think Pulse Lasers should work. Pulse Lasers should have 2 modes to differentiate how they work from standard lasers (or ER or Heavy). I will use the IS Large Pulse Laser as an example (Note: any numbers are examples only).

Standard mode: Pulse lasers deliver their damage evenly spread over the entire discharge period (Discharge would currently be equal to duration + cooldown time) in a series of discrete pulses equivalent to a very short duration standard laser. At the end of the discharge time the weapon is ready to fire again. Note the trigger needs to be held to keep firing for the full period. Think of it like firing an AC2 ie:

LPL: damage 10, pulses 5 (dmg/pulse=2), discharge time 5 seconds, pulse duration .1 second. Heat 7

What you would actually see is 5 discrete .1 second pulses over a 5 second period for every trigger pull. With the weapon ready to again fire immediately leading to continuous fire until you over heat or have other wise change target. (I think this would work very well in conjunction with high face time Dakka builds for example)

Burst Mode: Using some other trigger mechanic, like the UAC double tap for example. The pulse laser can deliver all it's damage in the first 20% of it's duration (similar to what we have now) but at a significant heat penalty. The weapon would have to wait until the end of it's standard duration before being fired again. (Or you could have a penalty to the refire rate)

LPL: damage 10, pulses 5 (dmg/pulse=2), discharge time 5 seconds, pulse duration .1 second. Heat 10

What you would see is 5 discrete pulses over 1 second (.1 on, .1 off etc), with a wait of 4 seconds before being able to fire, but a significant increase to the heat generated.

Any way just my take on it. I am sure there are other ways.

TL/DR: If you want to change how a weapon is used, change it mechanics, not it's stats.

Edited by slide, 19 June 2017 - 07:09 PM.


#2 Johnny Z

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Posted 19 June 2017 - 06:58 PM

This game needs something like a star wars laser weapon.



Maybe logs to. :)

Edited by Johnny Z, 19 June 2017 - 07:00 PM.


#3 slide

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Posted 19 June 2017 - 07:07 PM

Ah I forgot to add in Standard mode you need to hold the trigger to keep firing (so you can stop if needed). Will edit

#4 InvictusLee

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Posted 19 June 2017 - 07:49 PM

YAS!

Also make those things purple!
CAUSE PURPLEZ RULE!

In all seriousness though, I really really would like to see alot of weapons in MWO function identically to the battletech versions. Such as how PPCS are supposed to be a giant, beautiful flash of light instead of a slow as ball of light wizardry flying through the air. Ironically the battletech turn-based game that's being developed by PGI do JUST THAT. How bout that!

#5 Deathlike

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Posted 19 June 2017 - 09:54 PM

You know...

It's funny that this has come up, since it was poorly attempted in a PTS (which also featured super ERLL that we are getting) and it seems to me that making such changes live is the "only" way to figure out how bad those decisions are. I've even written a long post explaining how "tweaking" Pulse Lasers to what PGI is doing is a waste of time (because mostly due to fundamentally not understanding how it's supposed to work or how it even works now).

Oh well, it's not like internal testing is being done and/or verified thoroughly or anything.

Edited by Deathlike, 19 June 2017 - 09:55 PM.


#6 CtrlAltWheee

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Posted 19 June 2017 - 10:29 PM

I thought it would be like a pulse every .5 seconds. A weapon that out-damages regular lasers, but takes 4 or 5 seconds of continuous fire before it breaks even. Demands face time, but will overpower regular lasers and ppfld beyond that break point.

Edited by CtrlAltWheee, 19 June 2017 - 10:36 PM.






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