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Feedback: Heavy Lasers.
Started by Ced Riggs, Jun 28 2017 02:10 PM
9 replies to this topic
#1
Posted 28 June 2017 - 02:10 PM
Heya,
Some more feedback for specific weapons. This time, the Heavy Laser family.
Good: Damage to tonnage ratio is insanely good. You pay with crits, which is taxing on locked omnis - fair.
Bad: Burn times make them borderline useless.
Neutral: I guess these guys help the Executioner and have a role as backstab assassin weapons only.
Conclusion: I'll use it on some mechs, but this is a niche weapon.
Suggestion for fix: The burn times need to go down, PGI. This is crazy. Almost 2 seconds on the HLL, really?
Some more feedback for specific weapons. This time, the Heavy Laser family.
Good: Damage to tonnage ratio is insanely good. You pay with crits, which is taxing on locked omnis - fair.
Bad: Burn times make them borderline useless.
Neutral: I guess these guys help the Executioner and have a role as backstab assassin weapons only.
Conclusion: I'll use it on some mechs, but this is a niche weapon.
Suggestion for fix: The burn times need to go down, PGI. This is crazy. Almost 2 seconds on the HLL, really?
#2
Posted 28 June 2017 - 02:26 PM
I find the duration to be fine.
Sure you cant alpha and twist like on pulse lasers, but thats the point.
You get double IS lasers basically for single laser tonnage.
Sure you cant alpha and twist like on pulse lasers, but thats the point.
You get double IS lasers basically for single laser tonnage.
#3
Posted 28 June 2017 - 02:27 PM
What about the ghost heat limits? Is it 4 for Heavy medium lasers?
In other words just don't use them because the enemy can just twist them off as long as they aren't a super potato? Cool, great addition to the game.
Reno Blade, on 28 June 2017 - 02:26 PM, said:
I find the duration to be fine.
Sure you cant alpha and twist like on pulse lasers, but thats the point.
You get double IS lasers basically for single laser tonnage.
Sure you cant alpha and twist like on pulse lasers, but thats the point.
You get double IS lasers basically for single laser tonnage.
In other words just don't use them because the enemy can just twist them off as long as they aren't a super potato? Cool, great addition to the game.
#4
Posted 28 June 2017 - 02:30 PM
Gas Guzzler, on 28 June 2017 - 02:27 PM, said:
What about the ghost heat limits? Is it 4 for Heavy medium lasers?
In other words just don't use them because the enemy can just twist them off as long as they aren't a super potato? Cool, great addition to the game.
In other words just don't use them because the enemy can just twist them off as long as they aren't a super potato? Cool, great addition to the game.
If you are good enough, you are still dealing more damage per ton than with other lasers, even if you spread it over the target.
It's a trade-off for high damage.
And it does not make the other laser classes obolete.
#5
Posted 28 June 2017 - 02:32 PM
PGI has a set Damage per Tic for all laser weapons as of Last Patch,
Small Lasers(Normal and ER) = 1Damage for every 0.22Sec
Medium Lasers(Normal and ER) = 1Damage for every 0.16Sec
Large Lasers(Normal and ER) = 1Damage for every 0.12Sec
this is why their Durations seem so high,
Small Lasers(Normal and ER) = 1Damage for every 0.22Sec
Medium Lasers(Normal and ER) = 1Damage for every 0.16Sec
Large Lasers(Normal and ER) = 1Damage for every 0.12Sec
this is why their Durations seem so high,
Edited by Andi Nagasia, 28 June 2017 - 02:33 PM.
#6
Posted 28 June 2017 - 02:33 PM
Reno Blade, on 28 June 2017 - 02:30 PM, said:
If you are good enough, you are still dealing more damage per ton than with other lasers, even if you spread it over the target.
It's a trade-off for high damage.
And it does not make the other laser classes obolete.
It's a trade-off for high damage.
And it does not make the other laser classes obolete.
No matter how good you are if your target rolls the damage you just wasted a bunch of heat and face time.
#7
Posted 28 June 2017 - 02:34 PM
they're fine save burn duration.
#8
Posted 28 June 2017 - 02:43 PM
Of course it doesn't make *other* laser classes obsolete, because THEY are obsolete. That's an absurd argument.
If you band your two options by ghost heat (6x ERMed vs. 4x HML), then the ER Meds do 2 more damage per volley, more often, over greater range, with less face time, and for 2 crit spaces less for the cost of 2 tons and 4 heat (per volley).
Except the ER Meds ALREADY exist, so what we're getting is a clearly inferior option.
If you band your two options by ghost heat (6x ERMed vs. 4x HML), then the ER Meds do 2 more damage per volley, more often, over greater range, with less face time, and for 2 crit spaces less for the cost of 2 tons and 4 heat (per volley).
Except the ER Meds ALREADY exist, so what we're getting is a clearly inferior option.
#10
Posted 28 June 2017 - 02:53 PM
The Ghost heat needs to normalize to 6 for the Medium/Small class and 2 for the Large class. The heat, range and duration already counter balance the damage.
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