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Will Heavy Lasers Be The Only Exciting Piece Of New Clan Tech?


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#1 Hit the Deck

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Posted 16 July 2017 - 03:23 PM

I was/am also hoping for ATMs but it seems that they wouldn't be able to deliver that much based on seeing PTS vids and reading the latest patch note.

I'd love to be wrong but it seems that our greatest hope lies in Heavy Lasers, even though lasers aren't really that exciting to begin with. They could have at least made them glow in different colors!

How about dem new MGs?

#2 MechaBattler

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Posted 16 July 2017 - 03:28 PM

Could just wait till Tuesday... But uhh I dunno. I saw theBeef wrecking people with 12xMicroPulse+Heavy MGs on a Nova. Really really short range. But he used it to good effect from what I saw.

#3 o0cipher0o

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Posted 16 July 2017 - 03:32 PM

Micro lasers are nice weapons too. Extremely close range, but extremely cool and can be boated to great effect. Using 10 of them on a medusa was pure fun.

#4 Jay Leon Hart

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Posted 16 July 2017 - 03:46 PM

You could just about Alpha with 6 mPL and 6 ERmL (are are we adopting uPL and ERuL?) through Ghost Heat on Frozen City in a Nova. It was glorious!

I'm looking forward to testing HMLs and ATMs in a live environment.

HLLs may find their way onto my SHC.

#5 Cranial Enigma

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Posted 16 July 2017 - 04:00 PM

Micro pulse and heavy machine guns on a nova makes it the brawling king it once was, plus with the changes to ranges on the er medium and small lasers, those are extremely welcomed, besides the added heat which is sad to see. I do agree that ATMs should not have minimum range but they really should not have longer range than LRMs.... I would gladly have a max range around 800 meters for ATMs if they removed the minimum range, why they have a max of 1100 I do not know, seems to replace LRMs more than SSRMs which is why they got a minimum range. (From what I heard over the talks with devs on NGNG stream)

Heavy small, micro pulse, and heavy MGs are the only tech I see that are good and useable for clans. Maybe with the PPC and Guass change the heavy large laser might be nice to use with guass. Heavy medium might be good on hardpoint/weight starved mechs like the Mist Lynx.

Still going to mess around with the heavy lasers (medium and large) and ATMs so that my view of them hopefully changes.

#6 Angel of Annihilation

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Posted 16 July 2017 - 04:05 PM

Honestly from my testing of ATMs, I have to say they have alot of potential. However, with only 4 vs 4 going on and so many people running around with joke builds just testing things out, it is hard to get a really good picture of what they will be like in the live environment. It really comes down to how badly AMS shuts down ATMs and honestly since you never know just how many mechs will actually be mounting AMS when you drop into any given match, results could vary wildly.

Also you should take alot of those videos with a gain of salt. They are typically set up to showcase either the strength or the weakness of something depending on what the creator is trying to accomplish. Rarely do this portray what they will be like in normal game play.

For my part, I found them very effective when you were taking up a supporting position in the second line, far enough back from the enemy that they couldn't easily charge under your minimum range but like LRMs, they were a liability in a close ranged brawl. There we also several tactics that I felt might be judged OP at some point but I am not even going to mention what they were in the hopes they don't catch on as a viable tactic. However in 4 vs 4, you weren't coming up against much AMS which is why it is hard to say how good they will be in a 12 vs 12. They did up the ammo per ton though which I thought was one of their biggest issues so I have some hope for ATMs come Tuesday.

#7 Hit the Deck

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Posted 16 July 2017 - 04:12 PM

View PostCranial Enigma, on 16 July 2017 - 04:00 PM, said:

...I do agree that ATMs should not have minimum range but they really should not have longer range than LRMs.... I would gladly have a max range around 800 meters for ATMs if they removed the minimum range, why they have a max of 1100 I do not know, seems to replace LRMs more than SSRMs which is why they got a minimum range. (From what I heard over the talks with devs on NGNG stream)
....

I think ATMs max range is irrelevant unlees it affects their short to medium range damage profile/falloff where you have 2 and 3 points of damage/missile.

With such low number of missiles and 1 point of damage, they aren't a threat at long range.

#8 Angel of Annihilation

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Posted 16 July 2017 - 04:14 PM

View PostCranial Enigma, on 16 July 2017 - 04:00 PM, said:

Micro pulse and heavy machine guns on a nova makes it the brawling king it once was, plus with the changes to ranges on the er medium and small lasers, those are extremely welcomed, besides the added heat which is sad to see. I do agree that ATMs should not have minimum range but they really should not have longer range than LRMs.... I would gladly have a max range around 800 meters for ATMs if they removed the minimum range, why they have a max of 1100 I do not know, seems to replace LRMs more than SSRMs which is why they got a minimum range. (From what I heard over the talks with devs on NGNG stream)

Heavy small, micro pulse, and heavy MGs are the only tech I see that are good and useable for clans. Maybe with the PPC and Guass change the heavy large laser might be nice to use with guass. Heavy medium might be good on hardpoint/weight starved mechs like the Mist Lynx.

Still going to mess around with the heavy lasers (medium and large) and ATMs so that my view of them hopefully changes.



It is not as bad as all that.

I am very miffed about the extra heat added to the ER SL and ER ML and honestly it is going to break quite a few of my builds and maybe even a few of my mechs to the point they are going to take a drastic hit to performance, but new additions are all bad.


Heavy Large and Heavy Mediums will have their niche and while I don't think they are worthwhile for most Clan mechs, there are a few, very few, that can really take advantage of them. Therefore there is at least some positive coming from them.

As far as ATM, I don't agree they shouldn't have any minimum range but I still think 120m is too far. 90m is where they should be and I wouldn't be opposed to some sort of fall off mechanic like Clan LRMs were they just do less damage under the minimum range. Heck how about 3 damage at 120m, 2 damage at 90m and 1 damage at 60m. That would work ok. I agree on the max range though. I don't really understand the 1100m thing on these. They should be more of a mid range thing with maybe a 700m max range tops. Still after testing them quite a bit on the PTS, I think they are going to be at least OK.

#9 Cranial Enigma

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Posted 16 July 2017 - 04:17 PM

View PostHit the Deck, on 16 July 2017 - 04:12 PM, said:

I think ATMs max range is irrelevant unlees it affects their short to medium range damage profile/falloff where you have 2 and 3 points of damage/missile.

With such low number of missiles and 1 point of damage, they aren't a threat at long range.


True, but in quickplay you can easily get people to move with the INCOMING MISSLES alert and force them out of position, even with only doing 1 point of damage per missle. But yeah, it didn't really affect the short to medium range profile in the PTS when I was testing, just allowed you to annoyingly tickle people back into cover. But they did hit like a truck in optimal range, but the optimal range was such a short distance you would most likely be doing 2 damage instead of 3.

#10 QuantumButler

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Posted 17 July 2017 - 03:55 AM

LOL no, clans get nothing at all, seeing as heavy lasers are unusable garbage.

#11 The Mysterious Fox

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Posted 17 July 2017 - 04:16 AM

i think it'll be a interesting for traditional power fisting mechs with the new lasers. I'm also gonna try shifting agile srm brawlers into ATMs to see how things work out there.

#12 Skanderborg

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Posted 17 July 2017 - 05:49 AM

Does tag work with ATM"s?

#13 Mechteric

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Posted 17 July 2017 - 05:52 AM

View PostQuantumButler, on 17 July 2017 - 03:55 AM, said:

LOL no, clans get nothing at all, seeing as heavy lasers are unusable garbage.


The heavy medium lasers are pretty badass, no idea what you were using. Maybe the heavy smalls are crappy?

#14 Battlemaster56

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Posted 17 July 2017 - 06:02 AM

View PostCapperDeluxe, on 17 July 2017 - 05:52 AM, said:


The heavy medium lasers are pretty badass, no idea what you were using. Maybe the heavy smalls are crappy?

Heavy SLasers actually are really good on knife fighting lights like the Cheetah 6 HSL dealing 6.5 damage with extremely manageable weight and weigh as much as a ER SL, it only lack range, but that matters not when you can easily run up to a enemy and shoot them before they notice.

Mediums may have a place with a few fast movers themselves, larges not worth it unless you go leg hunting.

#15 QuantumButler

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Posted 17 July 2017 - 06:29 AM

View PostBattlemaster56, on 17 July 2017 - 06:02 AM, said:

Heavy SLasers actually are really good on knife fighting lights like the Cheetah 6 HSL dealing 6.5 damage with extremely manageable weight and weigh as much as a ER SL, it only lack range, but that matters not when you can easily run up to a enemy and shoot them before they notice.

Mediums may have a place with a few fast movers themselves, larges not worth it unless you go leg hunting.


I'm of the opinion that duration is everything with lasers, and anything over 1.2 is unusable trash in my eyes.

Mostly because I usually have pings of over 200 and anything over 1.2 is actually literally unusable for me.

Even if the duration was reasible though, extant clan lasers are already far too hot and heavy lasers are hilariously so.

Edited by QuantumButler, 17 July 2017 - 06:30 AM.


#16 Innocent

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Posted 17 July 2017 - 06:49 AM

The heavy lasers work on builds with limited hardpoints. A mistlinks with 4xhml can do a lot of damage on the run.

#17 Battlemaster56

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Posted 17 July 2017 - 06:59 AM

View PostQuantumButler, on 17 July 2017 - 06:29 AM, said:


I'm of the opinion that duration is everything with lasers, and anything over 1.2 is unusable trash in my eyes.

Mostly because I usually have pings of over 200 and anything over 1.2 is actually literally unusable for me.

Even if the duration was reasible though, extant clan lasers are already far too hot and heavy lasers are hilariously so.

With full duration nodes HSLaser will be sitting at 1.08 duration, and 4.25 heat is manageable enough especially with heat gen quirks and some cool run and heat dissipation nodes will make them workable and not over bearing on a mech. And I can understand where you coming from but doing some small math with HSLaser shows it's in the area of IS Medium laser duration so that's a plus on that.

#18 LT. HARDCASE

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Posted 17 July 2017 - 07:05 AM

ATMs are going to wreck in 12v12, when a player can go unnoticed during the brawl.

JujuShinobi did a vid showing how crazily they seek the CT. Like he cored out mechs and the side torsos were still yellow armor.

#19 Captain Polux

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Posted 17 July 2017 - 07:08 AM

Meh, more stoked about the new IS tech.

#20 Lily from animove

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Posted 17 July 2017 - 07:08 AM

those beam durations, not even the small one, not even the small one. unless you want to shoot sitting ducks in T4 and T5.


View PostInnocent, on 17 July 2017 - 06:49 AM, said:

The heavy lasers work on builds with limited hardpoints. A mistlinks with 4xhml can do a lot of damage on the run.


a competent pilot blows you up with that facetime.

Edited by Lily from animove, 17 July 2017 - 07:10 AM.






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