Clan Micro Pulses
#1
Posted 24 January 2018 - 12:07 AM
Ghost heat threshold is a whopping alpha of 21.6. Mind you, you have to be 90m away to get full damage on that alpha. Why would you ever take these over cER-SL's?
#2
Posted 24 January 2018 - 12:10 AM
Cato Zilks, on 24 January 2018 - 12:07 AM, said:
Ghost heat threshold is a whopping alpha of 21.6. Mind you, you have to be 90m away to get full damage on that alpha. Why would you ever take these over cER-SL's?
Someone out there probably thinks that them having under half the duration of an ERSL makes up for them having half the damage per shot, and less than half the range. Was watching some guy earlier with like 15 ER micros on his piranha, at first I was surprised by how little heat he generated firing each of their groups, but then I realized that he had barely scratched the rear armor of the mech he was shooting.
Edited by Dakota1000, 24 January 2018 - 12:14 AM.
#3
Posted 24 January 2018 - 12:15 AM
Cato Zilks, on 24 January 2018 - 12:07 AM, said:
Ghost heat threshold is a whopping alpha of 21.6. Mind you, you have to be 90m away to get full damage on that alpha. Why would you ever take these over cER-SL's?
Higher DPS.
IMO, micro pulses didn't have to be in this game.
Edited by El Bandito, 24 January 2018 - 12:16 AM.
#4
Posted 24 January 2018 - 12:23 AM
Cato Zilks, on 24 January 2018 - 12:07 AM, said:
Because they were actually nerfed in the infamous energy nerf patch to be brought more in line to what they're supposed to be. So they were overperforming before... compared to... something? (i still can't wrap my head around the micro nerfs when nobody with half a brain uses them with good reason, inb4 youtube video of a handpicked match with less than 300 damage)
So yeah, data shows them being in an okay to perfect spot. What seems to be the issue? Would you like to become an Acolyte in the (NOT CULT) Followers of the Dartboard?
#5
Posted 24 January 2018 - 01:02 AM
My suggestion:
Keep ranges of the lasers roughly the same (maybe bump up micro pulse to 100 and give er micros 160-170 meters of range) but increase their damages.
micro pulse should deal 3 points of damage, er micros should deal 2.6-2.7
With that, boating 15 er micros would give you 39 to 40.5 damage. Thats an alpha where I actually agree that you should shut down, not the measly 36.
#6
Posted 24 January 2018 - 01:03 AM
#7
Posted 24 January 2018 - 03:54 AM
#9
Posted 24 January 2018 - 04:41 AM
of course theyre terrible
they have no business being in mwo
clans shouldve gotten something actually useful instead like chemical lasers or HAGs
Edited by Khobai, 24 January 2018 - 04:42 AM.
#10
Posted 24 January 2018 - 04:47 AM
Khobai, on 24 January 2018 - 04:41 AM, said:
clans shouldve gotten something actually useful instead like chemical lasers or HAGs
Can't have that. The forum would be flooded with the IS CryBully brigade. Clans have to be constantly "nerfed" in order to keep the peace.
Edited by Lupis Volk, 24 January 2018 - 04:48 AM.
#11
Posted 24 January 2018 - 04:51 AM
The more they suck, the less likely they'll hear whining to nerf it, some of the only whining they actually listen to.
#12
Posted 24 January 2018 - 05:24 AM
Khobai, on 24 January 2018 - 04:41 AM, said:
Chemical lasers, have to invest so ammo to use those things and the damage is pretty much just like IS lasers with similar range and slots, why have that if I can pick up a erml that do 1 less damage but with similar range, and with 1 less slot and don't require ammo.
HAG's is gonna be a gauss rifle that shoots like a mrm, and only be great at certain ranges where the spread won't be terrible, and even if the spread is not terrible the only good one is the HAG-20, 20 damage/ 10 tons (CUAC 10 weight)/ 6 slots (CGR slots)/ 720 range (All HAG's have the same range)/ And out of the three this one will less likely have the least spread and is boatable on some heavies and assaults.
Replace chem lasers with ER Pulses since their literally a year away from being available 3057, they're a far superior weapon short duration lasers (if they still keep their duration as live clan pulses) but with the range of the ER laser counter parts at only the cost of 1 extra slot (expect for smalls) and maybe heat to balance it out.
Edited by Battlemaster56, 24 January 2018 - 05:24 AM.
#14
Posted 24 January 2018 - 07:11 AM
Edited by Mole, 24 January 2018 - 07:11 AM.
#15
Posted 24 January 2018 - 07:59 AM
Battlemaster56, on 24 January 2018 - 05:24 AM, said:
HAG's is gonna be a gauss rifle that shoots like a mrm, and only be great at certain ranges where the spread won't be terrible, and even if the spread is not terrible the only good one is the HAG-20, 20 damage/ 10 tons (CUAC 10 weight)/ 6 slots (CGR slots)/ 720 range (All HAG's have the same range)/ And out of the three this one will less likely have the least spread and is boatable on some heavies and assaults.
Don't HAGs have a modifier on the cluster hit table that makes them less spread at range?
#16
Posted 24 January 2018 - 08:07 AM
Lupis Volk, on 24 January 2018 - 04:47 AM, said:
I thought it already is? And that is why IS is constantly buffed while clans are nerfed every 2 weeks?
Edited by JohnnyWayne, 24 January 2018 - 08:14 AM.
#17
Posted 24 January 2018 - 08:20 AM
Snowbluff, on 24 January 2018 - 07:59 AM, said:
Haven't read that much I just pull up the stats from sarna aand translated it into mwo, but I did saw this.
Game Rules
Unlike some other weapons using cluster munitions, there is no modifier on the initial attack roll. However, when a hit is scored, a Hyper-Assault Gauss Rifle receives a +2 modifier on the Cluster Hits table at short range, and a –2 modifier at long range. Modified rolls above 12 or below 2 are treated as a 12 or 2 respectively. Damage location is then determined in 5-point groups plus any remainder below 5 being the final roll
I not a TT expert so someone else have to do this one for me.
#18
Posted 24 January 2018 - 11:40 AM
#19
Posted 24 January 2018 - 12:53 PM
#20
Posted 24 January 2018 - 12:59 PM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users