1.7s is not needed for balance when it already generates 17 heat and has a 6s cooldown for non-loaded 16 damage and has an optimal range of 450 meters. In contrast the large pulse has slightly more than a 3s cooldown with 1s burn, letting it fire twice during the HLL firing cycle for 24 damage to longer range with only .3s more total burn. No one will use this over LPL, it's a waste of dev time.
If it's going to be the alpha damage laser, it needs to actually put most of that on target.
The medium is only .1s shorter burn than the heavy. Should be more like 1.45-1.5. With a 5s cooldown and much less range and 2 more heat than the ERML, it also doesn't need the extra handicap.
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Heavy Lasers Burn Time Excessive
Started by SmokedJag, Jun 28 2017 01:34 PM
8 replies to this topic
#1
Posted 28 June 2017 - 01:34 PM
#2
Posted 28 June 2017 - 01:42 PM
Yeah, excessive burn time is just a bad way to attempt balance. There is a point (right around 1.4, I feel) where it just stops being usable.
#3
Posted 28 June 2017 - 01:48 PM
Inclined to agree but won't be able to try this until much later tonight.
#4
Posted 28 June 2017 - 02:55 PM
Yeah, they are trash. God these weapons are in a bad way right now
#5
Posted 28 June 2017 - 03:26 PM
The durations and heat needs to be tuned down a notch or two, feels like they baked in 2 years of nerfs in all these new weapons.
#6
Posted 28 June 2017 - 04:23 PM
Heavy lasers are garbage - burn time way too long.
IS UAC's are good - but need to fix ammo bug.
IS ERML's at awesome, the 2xrange is great
Heavy PPC's deal 12 damage - I suspect it's 10 to location, and 1 splash to each side - just garbage
RACs are way too hot, for a weapon that needs steady face time, the RAC 2 shouldn't have a ghost heat limit of 2
I actually like snub nose PPC's though they are a bit hot, nice cool down.
MRM's are very nice, but you can't focus their damage even @ 5m range - I guess that's somewhat balanced.
LFE's at great, light ferro is nice
ATM's are worthless - don't bother.
Lots more testing required, but almost every IS mech I have has gained range and damage, and many have added speed too - very nice.
IS UAC's are good - but need to fix ammo bug.
IS ERML's at awesome, the 2xrange is great
Heavy PPC's deal 12 damage - I suspect it's 10 to location, and 1 splash to each side - just garbage
RACs are way too hot, for a weapon that needs steady face time, the RAC 2 shouldn't have a ghost heat limit of 2
I actually like snub nose PPC's though they are a bit hot, nice cool down.
MRM's are very nice, but you can't focus their damage even @ 5m range - I guess that's somewhat balanced.
LFE's at great, light ferro is nice
ATM's are worthless - don't bother.
Lots more testing required, but almost every IS mech I have has gained range and damage, and many have added speed too - very nice.
#7
Posted 28 June 2017 - 06:05 PM
How about causing Heavy Lasers to mess up your sensors with feedback as their drawback, rather than such long burn times? That was the original balance factor with them.
#8
Posted 28 June 2017 - 06:36 PM
Top Leliel, on 28 June 2017 - 06:05 PM, said:
How about causing Heavy Lasers to mess up your sensors with feedback as their drawback, rather than such long burn times? That was the original balance factor with them.
Oh you mean an actual heat scale with penalties true to table top? Nope cant have that, that requires coding.
#9
Posted 28 June 2017 - 07:01 PM
So the heavy laser really is a Beeeeaaaamm weapon?
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