Jump to content

I Hope Later We Can Control The Laser Duration


9 replies to this topic

#1 DONALD KERENSKY TRUMP

    Member

  • PipPip
  • Bridesmaid
  • 39 posts

Posted 30 September 2017 - 06:56 AM

by that what I mean is that like for example one laser has a duration of 1.5 second we can cut that off if we let go of the firing button and of course the damage should also be less

I am not sure if it will be very hard to program or it would introduce unbalance to the game

#2 InfinityBall

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 405 posts

Posted 30 September 2017 - 07:57 AM

What, to reduce the heat created? to avoid shooting an ally in the back?

#3 Jay Leon Hart

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Spear
  • The Spear
  • 4,669 posts

Posted 30 September 2017 - 08:07 AM

May I interest you in a Bombast Laser? Posted Image

#4 Paigan

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Blazing
  • The Blazing
  • 2,789 posts

Posted 30 September 2017 - 11:22 AM

View PostDONALD KERENSKY TRUMP, on 30 September 2017 - 06:56 AM, said:

by that what I mean is that like for example one laser has a duration of 1.5 second we can cut that off if we let go of the firing button and of course the damage should also be less

I am not sure if it will be very hard to program or it would introduce unbalance to the game


I can help with that:
In "well" written code, such a change is a matter of seconds.
In "okay" written code, it's a matter of minutes, with testing maybe hours.

For the usual commercial-level code, especially at PGI (where they are afraid of touching the code for ammo processing because no one understands it anymore), it is most probably a next to impossible thing to do.

As far as balance is concearned:
It would be a kind of buff for lasers, because it would make them more flexible.
Meaning it will never come for balancing reasons alone.

Good idea in principle, though.

Edited by Paigan, 30 September 2017 - 11:23 AM.


#5 Bombast

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 7,709 posts

Posted 30 September 2017 - 11:23 AM

...What? Did someone call me?

Edited by Bombast, 30 September 2017 - 11:23 AM.


#6 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 30 September 2017 - 12:19 PM

Like the Mechwarrior 3 Pulse Lasers? That could be a nice type of laser to have, but it should be its own separate weapon instead of applying to everything.

#7 Spheroid

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 5,064 posts
  • LocationSouthern Wisconsin

Posted 30 September 2017 - 01:06 PM

Yeah how about no. Having a constant fire info packet being sent to the server will just overload them like when boated machine guns first came out.

Controlling heat is far simpler if one just limits the size of the alpha.

Plus the precision of human reflexes really reaches a limit beyond a certain cooldown. If lasers had a huge duration like 5-10 second the contribution of human fire control might be worth while. Certainly not a medium lasers or pulse though.

Edited by Spheroid, 30 September 2017 - 01:06 PM.


#8 Koniving

    Welcoming Committee

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Guide
  • The Guide
  • 23,384 posts

Posted 30 September 2017 - 02:06 PM

View PostInfinityBall, on 30 September 2017 - 07:57 AM, said:

What, to reduce the heat created? to avoid shooting an ally in the back?

Both actually sound good.
In BT TacOps (or is it Strat Ops?)
and by extension a selectable rule in Megamek based on that written rule, you can decrease the power output of your lasers. This has a few utilities, such as:
  • wanting to disable units without outright killing them such as a mobile capture objective.
  • Not wasting unnecessary energy (fuel-cell engine) or generate unnecessary heat to accomplish the firing solution (i.e. firing on infantry and you don't need the full 30 damage dealt by your one small laser, as just 10 or 20 is more than plenty).
  • Firing in areas of high flammable risk, as missing with full strength lasers are much more likely to start unwanted fires. Particularly if such could create an explosion of 180 meters or greater and you happen to be in that radius.
I'm certain there are several other reasons for it but I haven't encountered them yet. Cutting off the laser while firing into an ally's back would be very useful, though.

#9 MechaBattler

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 5,122 posts

Posted 30 September 2017 - 02:26 PM

Would this cause problems for hit reg though?

#10 Athom83

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Death Wish
  • The Death Wish
  • 2,529 posts
  • LocationTFS Aurora, 1000km up.

Posted 02 October 2017 - 04:23 AM

If PGI do ever inplement the experimental weapons, then the bombast laser could do what you're asking. Hold it down to charge and fire, and once the timespan needed for 7 damage goes by you can release the fire button to turn off the beam while holding it will continue to do damage. Would be interesting, but rarely used, in game.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users