Quicksilver Kalasa, on 17 September 2017 - 06:50 PM, said:
The discussion is about brawling, bringing up capability of hitting something outside of brawling range is once again, IRRELEVANT.
No, it isn't worth the tonnage compared to SRMs anymore, it lost heat-damage efficiency, upfront damage, AND DPS all in one fell swoop, it just isn't worth it.
So non contribution in a match in not relevant? If the medium pulse can be effective within brawling range as well as outside how is that not relevant to the performance of a weapon? The simple fact is with more oppertunity to deal damage you will deal more damage. A mech you have already weakened outside it's optimal range that you later engage in close quarters is a fight stacked in your favor and that is VERY revelant.
Again if the dropships plopped us down 300m apart I may agree with you but this is not the case.
Opinions and techniques apart the clan medium pulse laser is a brawling weapon. I prefer them as supplimental weapons but I do have one build that is based upon the medium pulse and it does perform well.
There are a number of advantages the medium pulse has over SRMs one is not heat to DPS but,the ratio isn't so far off as to discount the advantages presented by the pulse laser.
There is corrective fire. You can adjust aim after the shot is fired.
Range as I mentioned
No ammo dependency. You will not "waste" shots with unlimited ammo. If you are not risking a heat burden then there is no downside to high risk shots. You will not run out of ammo. Couple this with the range advantage and again we have a weapon system that grants more oppertunity to deal damage. It's simply more flexable than a weapon system that requires sub 270m range with an ideal range (to reduce spread) of 100m or so.
Improved pinpoint accuracy at ANY range the weapon is effective at. Even an Artemis SRM launcher can not match the pinpoint strike of pulse lasers.If your aim is sufficent you can hold the pulses on target to apply 100% of you damage to a single spot you would need to be very close to the target to accomplish a similar effect with an Artemis SRM launcher.. SRMs are limited by their spread and adding artemis further moves the weight and crit efficency in favor of the pulse Laser.
Also,the original topic was about supernovas and brawling and since most varients do not have missiles and only one varient has more than 3 missile hardpoints I though that maybe the medium pulse laser was worth looking into as a weapon option.
I get that you want to be unrefutably correct but you're using a narrowed criteria to meet your argument parameters.
But the truth is a typical match does not afford you the oppertunity to get within optimal close quarters range without being under fire or having missed oppertunities to have fired. So range is relevant ammo expendature is relevant and longer ranged accuracy is relevant.
Many of the points I made for the medium pulse also applies to the small pulse and why it's still a viable option. Since it is a clan weapon we are discussing it bears mentioning the level of accesability to the weapon.
Clan mechs have more energy hardpoints in general therefore more accessability to energy weapons.
Edited by Lykaon, 18 September 2017 - 04:54 AM.