

Lasers Again
#1
Posted 09 August 2017 - 07:14 PM
How broken I the laser system?
IS.
Large and ER-Large does 9 Damage
Large Pulse does 10 Damage
Med's and ER Meds do 5 Damage
Med Pulse does 6 Damage
Small's and ER Small's do 3.25 Damage
Small Pulse does 3.5
Clan
ER Large does 11 Damage
Large Pulse Does 12 Damage
ER Mediums do 7 Damage
Medium Pulse does 7 Damage
ER Smalls do 5 Damage
Small Pulse Does 4 Damage
All pulse lasers weigh more and have shorter range
Seriously WTF PGI?
I know some of you are going to jump in and say burn times and heavy lasers and such, but still how about we just fix the numbers first
#2
Posted 09 August 2017 - 07:17 PM
I'm not really sure what you're crying about.
#3
Posted 09 August 2017 - 07:20 PM
Edited by Lucifaust, 09 August 2017 - 08:21 PM.
#4
Posted 09 August 2017 - 07:21 PM
The problem is that PGI is being extremely overcautious about it. They've reduced the damage on pulses, but only gave them very tiny cooldown buffs in exchange. Thus, their DPS is actually not higher than before. Some of them have LOWER DPS than before. Their role is still burst damage, they're just less effective at it than they used to be.
PGI needs to go whole hog on this. Reduce the damage even further, reduce the heat somewhat, and drastically speed up the cooldown time. Make them like laser autocannons that shred people who stay exposed but weaker in poke/peek usage.
Edited by FupDup, 09 August 2017 - 07:55 PM.
#5
Posted 09 August 2017 - 07:21 PM
#6
Posted 09 August 2017 - 07:48 PM
Naglinator, on 09 August 2017 - 07:21 PM, said:
Nah, you play a tank game where a T-34 has the same armor as a Tiger II and a better gun because the dev is Russian.
#7
Posted 09 August 2017 - 08:08 PM
Naglinator, on 09 August 2017 - 07:21 PM, said:
Just because there's asymmetry between the sides doesn't mean there can't be balance between them.
Hell, go back and look at some of the Battlefield games. Battlefield 3 let's say. The FAMAS in that game sprayed at 1000 rounds a minute, but did comparatively little damage per shot, and had crap accuracy because of how fast it fired. On the other side, pretty much any Russian gun had maybe 750 rounds a minute at the most, usually more like 600-650, but did comparatively more damage per shot and had better accuracy because of that slower fire rate.
Asymmetric, but balanced against each other.
There's no reason we can't have the same in MWO except for PGI's combined ineptitude with coding and their constant back and forth sweeping changes going too far one way or the other instead of smaller, more iterative changes.
Edited by Alan Davion, 09 August 2017 - 08:09 PM.
#8
Posted 09 August 2017 - 08:21 PM
#9
Posted 09 August 2017 - 08:36 PM
"Devs suck, ghost heat is dumb and shouldn't exist" was probably my favorite of late, I mean sure, if you want to make 10+gun mechs the only viable ones and eat 200 damage alphas from single targets constantly... Right?
To the OP; weight is one of many aspects, pulse and normal lasers have closer damage rates now but also more distinct burn times and cooldowns, which do make that weight gap worth it, if you can afford the weight.
The burn time on the damage is just as important if not more so, assuming the damage isn't crappy... Lower burn times mean better damage accuracy on more targets in more situations and faster in general too, with how it procs the cooldown quicker, before even getting into the shorter cooldown also.
#10
Posted 09 August 2017 - 09:21 PM
The above 2 pulse lazors are, damage wise, out of alignment with what PGI are saying they should do.
Edited by Carl Vickers, 09 August 2017 - 09:23 PM.
#12
Posted 09 August 2017 - 11:17 PM
Slowth, on 09 August 2017 - 07:14 PM, said:
How broken I the laser system?
IS.
Large and ER-Large does 9 Damage
Large Pulse does 10 Damage
Med's and ER Meds do 5 Damage
Med Pulse does 6 Damage
Small's and ER Small's do 3.25 Damage
Small Pulse does 3.5
Clan
ER Large does 11 Damage
Large Pulse Does 12 Damage
ER Mediums do 7 Damage
Medium Pulse does 7 Damage
ER Smalls do 5 Damage
Small Pulse Does 4 Damage
All pulse lasers weigh more and have shorter range
Seriously WTF PGI?
I know some of you are going to jump in and say burn times and heavy lasers and such, but still how about we just fix the numbers first
Sorry, but you have to understand what cooldown (dps), duration and heat (dph) is.
Just looking at damage values themselves is ridiculous.
Out of the goodness of my heart, I give you an example to learn:
Say a weapon has 2 damage.
That's really bad, right?
But say it fires 10 times in one second. That would make it an UBER-MG with 20 damage per second. You have to think through and understand what that means.
It means: 20 damage, 20 damage, 20 damage, 20 damage, 20 damage ... enemy dead. In a matter of 5 seconds. That's the reload time of one single gauss shot.
It would be hilariously overpowered and everyone would only use that weapon and nothing else.
(Everyone who wants to have a chance to win, that is.)
Similar with heat.
Unless a weapon is REALLY a one-shot killer (like doing 100 damage in one shot), high damage or even dps alone means nothing if the weapon is too hot to be used a lot of times before the Mech has to shutdown/hide to cool down. At the very least, it makes the weapon much more difficult and situational to use (poking etc.)
There's also duration, range, falloff, amount of slots occupied.
You have to consider ALL values of a weapon before you can properly judge it.
Just looking at the damage numbers gets you nowhere except being laughed at.
Edited by Paigan, 09 August 2017 - 11:19 PM.
#13
Posted 09 August 2017 - 11:38 PM
Small pulse badly needs to do more damage than small lasers. The 165m range is crippling unless you are running a light mech. Your survivability goes WAY down. I used to use heavy mechs and brawl with small pulse lasers...it was very limiting on what you could do. IS small pulse shoulld go up to 4 damage as well.
Clan ER meds need to serve more of a purpose other than mounting 6x for sniping. I think the range gap between clan and IS lasers should be lowered so that the other stats can be tweaked to be more in line with each other. Clan ER meds should be for medium range engagements, not the go to sniping weapon.
Edited by Jun Watarase, 09 August 2017 - 11:40 PM.
#14
Posted 10 August 2017 - 04:25 PM
Unless they get some buff, ill pass on pulse lasers entirely, meds and smalls are just too short range to bother with after they lost alfa strike capability and most of all heat efficiency, and LPLs on both sides just dont offer enough positives to justify the 2 tons they eat up (id rather have 2 more heatsinks and loose 1 point of dmg and gain way more range out of the deal then a little bit of burn duration and DPS). HLLs may have many issues, but id rather have 1.5s beam duration (and do boatloads of dmg) then bring pulse lasers...
#15
Posted 10 August 2017 - 04:31 PM
the other clan lasers are !@#$ing stupid
CERSL has the same duration as an ISERLL ahahaha
and the CERML duration is even longer
Quote
CERML beam duration makes them unusable IMO. I wont touch a laser with 1.25s beam duration except for the CERLL; the CERLL's beam duration is tolerable only because it gets sick range.
But any clan non-pulse laser feels like Im swinging a !@#$ing lightsaber around. if I wanted to swing a lightsaber id go play a starwars game.
CERSL and CERML need shorter beam durations. CERLL is good.
CSPL needs more damage, CMPL and CLPL feel fine where they are
Heavy Lasers need a huge buff. Cooldown is awful. Heat is awful. They dont sync up well with other weapons. Their beam duration is fine though. Its just that cooldown and the heat ruin them.
Micro Lasers need a light mech platform they can thrive on like the PIranha. The main issue with microlasers is that there just isnt a clan light mech that can really spam enough of them to make them worth it.
And Clans need chemical lasers. WTF didnt you give us chemical lasers? why PGI why?
chemical lasers >>> heavy micro garbage lasers
Edited by Khobai, 10 August 2017 - 04:47 PM.
#16
Posted 10 August 2017 - 04:38 PM
#17
Posted 10 August 2017 - 06:44 PM
Alot cry on how PGI don't know how to balance a game and offer their own ideas that end up worst than whatever balance decision PGI made, everybody has been guilty of this.
But the C-SPL nerf was a bit heavy handed.
Could've been nerfed to 5 dmg instead of 4.
At this point C-ERSL is more economical than C-SPL, heck even the C-HSL is better.
#18
Posted 10 August 2017 - 06:50 PM
Shifty McSwift, on 09 August 2017 - 08:36 PM, said:
"Devs suck, ghost heat is dumb and shouldn't exist" was probably my favorite of late, I mean sure, if you want to make 10+gun mechs the only viable ones and eat 200 damage alphas from single targets constantly... Right?
The irony is immense.
I'll just give you a hint and tell you that convergence is the problem, not alpha strikes.
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