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Heavy Lasers Thread - Role, Balanced Stats And Comparisons


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Poll: Heavy lasers feedback? (101 member(s) have cast votes)

Will you use heavy lasers if they'll go live as is?

  1. Tested them, will never use them upon release (54 votes [53.47%])

    Percentage of vote: 53.47%

  2. Tested them, will use them a lot (14 votes [13.86%])

    Percentage of vote: 13.86%

  3. Never tested them/will try upon the release (10 votes [9.90%])

    Percentage of vote: 9.90%

  4. Tested them, will use them only in a limited fashion (23 votes [22.77%])

    Percentage of vote: 22.77%

Why would you never use them?

  1. Too long duraton (58 votes [28.57%])

    Percentage of vote: 28.57%

  2. Too hot (40 votes [19.70%])

    Percentage of vote: 19.70%

  3. Too long cooldown (31 votes [15.27%])

    Percentage of vote: 15.27%

  4. There are better alternatives (60 votes [29.56%])

    Percentage of vote: 29.56%

  5. I would still use them anyway (14 votes [6.90%])

    Percentage of vote: 6.90%

What do you think of suggested Heavy laser stats?

  1. Better than current, worth testing (83 votes [82.18%])

    Percentage of vote: 82.18%

  2. Too good for Heavy lasers, not worth testing (18 votes [17.82%])

    Percentage of vote: 17.82%

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#61 50 50

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Posted 05 July 2017 - 02:35 PM

View PostAngrySpartan, on 05 July 2017 - 06:33 AM, said:

Why do you need to walk to the 100th floor by foot if there is an elevator? Why do you need to suppress the enemy if you could kill them right away?

@50 50
Yep, I think I messed up HPS for HLs a bit, it doesn't take into account duration indeed, so they will be a bit better than stated in my numbers.
Anyway, HLs would never be similar to ERs, because they have -40% of range, the will never be too similar to pulses, because pulses have very short duration and weight a lot more. Consider HLs as an option, trade something to receive something. There is no need to reinvent the wheel for them, what is needed is some tweaks to their stats, duration & cooldown first of all.

If you really want contineous beam, there is a Bombast (someday in the game maybe) laser in lore, there are RACs in game already. That's not how HLs supposed to work and I really don't like the idea to stare at the opponents to do damage.


We do get that difference with trading options with changing from Pulse to ER and it just felt like trying to squash a brand new type of laser into a very narrow band to do something that's already possible instead of taking the opportunity to try something a little different.
Would have liked to have tried it out.
Anyway, will be interesting to see what is done.
Good discussion though.

#62 Rusharn

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Posted 13 July 2017 - 11:54 AM

Other that completely re making their mechanic which I don't think is realistic, I think they just need their burn duration reduced. If they want to increase the cooldown to keep the numbers balances is fine, but with a low burn duration the Heavy lasers could be mounted on faster mechs that do shoot and scoot, while some brawlers and mid range fighters might mount a few for an extra up front damage or taking out a damage component at the cost of heat and sustained DPS. The heat and size of the weapons would keep them from being boated an all but troll builds or specific specialist mechs like the Supernova, which have their own draw backs.





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