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X Pulse Laser


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#21 Willard Phule

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Posted 10 April 2019 - 07:41 AM

View Postcheapcamper, on 09 April 2019 - 11:01 PM, said:

So. The clans have heavy lasers.......introduced In 3059.....


Where as innersphere x pulse laser, was prototyped in 3055 and as used in limited numbers in FedCom Civil War........


So, we can tweek the value of IS pulse laser, just increase the range and heat and maybe slightly the damage, and wola, a new weapon is available in game!

Doesn’t need much effort for the devs I believe,

For those shouting “but but but balance” it’s pretty much a hotter clan mpl on the inner sphere side. PGI culd just use some cool colors, like orange and purple, or just white, for light effect of various sized x pulse laser, or just keep the same color and change the duration and pitch of the wub.

Please PGI, make this request of your fanboys happen!


I agree advancing the tech timeline to the point where X-Pulses are available is a good idea. That gives us Clanners HAGs. I'm all for HAGs.

#22 Valdarion Silarius

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Posted 10 April 2019 - 07:50 AM

View PostShadowomega1, on 10 April 2019 - 06:23 AM, said:

As for Living Legends it wasn't in when I last played.

It's in Living Legends and has been for quite some time. The way that the weapon functioned is that it was an "automatic" laser. Hold down your left mouse button and it would continuously fire until you hit your heat threshold, while all of your heat sinks would cease working until you stopped firing. Almost like an RAC but in laser form and no jamming, but it did have high heat build up for it's weight class. Imo, it would be a great weapon for the IS since you can run alot of heat neutral builds and would offer some interesting variables and builds with it's introduction.

View PostShadowomega1, on 10 April 2019 - 06:53 AM, said:

That 150 meters can mean getting more damage on target over the standard pulse laser. Though the clan ER Pulse for an extra 90 isn't much but with the way the Skill tree is that starts getting better.

And that is another weapon I really want in MW:O. Clan ER pulse lasers if the IS got their x pulse lasers. I'll be running alot of cER LPL's on alot of different builds, most notably my Rifleman IIC so that I could play it in a more traditional long range fire support role as it was intended to be.

#23 Karl Streiger

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Posted 10 April 2019 - 08:12 AM

View PostWillard Phule, on 10 April 2019 - 07:41 AM, said:

I agree advancing the tech timeline to the point where X-Pulses are available is a good idea. That gives us Clanners HAGs. I'm all for HAGs.

love playing with below 20 FPS and hit detection that blacks out every second shot? That's what you get when advocating the HAG

#24 Shadowomega1

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Posted 10 April 2019 - 08:36 AM

View PostArnold The Governator, on 10 April 2019 - 07:50 AM, said:

It's in Living Legends and has been for quite some time. The way that the weapon functioned is that it was an "automatic" laser. Hold down your left mouse button and it would continuously fire until you hit your heat threshold, while all of your heat sinks would cease working until you stopped firing. Almost like an RAC but in laser form and no jamming, but it did have high heat build up for it's weight class. Imo, it would be a great weapon for the IS since you can run alot of heat neutral builds and would offer some interesting variables and builds with it's introduction.


And that is another weapon I really want in MW:O. Clan ER pulse lasers if the IS got their x pulse lasers. I'll be running alot of cER LPL's on alot of different builds, most notably my Rifleman IIC so that I could play it in a more traditional long range fire support role as it was intended to be.


The last time I played MW:LL was back in 2009 after Crysis Warhead dropped as I remember asking one of the Mod Developers is they planned on moving the mod over to Warhead and drop working on the Crysis version. (as I didn't get Warhead yet).

By the description of the X-pulse function in LL, it sounds like Mechwarrior 3's Pulsar laser.

View PostKarl Streiger, on 10 April 2019 - 08:12 AM, said:

love playing with below 20 FPS and hit detection that blacks out every second shot? That's what you get when advocating the HAG


Do you get that way from launching MRMs or hit by MRMs?

Edited by Shadowomega1, 10 April 2019 - 08:37 AM.


#25 Athom83

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Posted 10 April 2019 - 08:44 AM

View PostShadowomega1, on 10 April 2019 - 08:36 AM, said:

By the description of the X-pulse function in LL, it sounds like Mechwarrior 3's Pulsar laser.

Basically. It does a fraction of the damage per shot of a regular laser (or volley of a pulse laser) yet fires a pulse every .5 seconds or so that does damage. Think of it this way; A regular laser is an AC20, a pulse laser is like an Ultra 10, an XPulse is having 2 AC/2s.

#26 Karl Streiger

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Posted 10 April 2019 - 10:35 AM

View PostShadowomega1, on 10 April 2019 - 08:36 AM, said:



Do you get that way from launching MRMs or hit by MRMs?

Playing on US Server with ping of 150 can happen, on eu server not so much. Maybe MWO would have been much better if they went for regional servers instead of HSR (now we have regional servers and a dead balance mechanic that made info warfare important and highly curbed Snap firing boats of all kinds.

Anyhow, yes Hit-reg seem to have trouble when lots of roundssre flying - LB20X at knife distance is ok.

#27 MechaBattler

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Posted 10 April 2019 - 10:40 AM

More weapons and equipment options would be nice. That last timeline advance was the closest thing to actual content, save for maybe the Mechwarrior Academy.

#28 BrunoSSace

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Posted 10 April 2019 - 11:19 AM

X-pulse wouldn't get used. They be to hot and give to little range boost.

#29 CanadianCyrus

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Posted 10 April 2019 - 11:26 AM

The Variable Speed Pulse lasers would have a niche. Mainly the Medium VSP as when its damage is set to full it's a 4 ton Large Pulse Laser with the range of a Medium Pulse Laser. It can shoot further at the cost of lowering its damage but supposedly also increasing its accuracy. The Small and Large VSPs are probably a bit too heavy tonnage wise (2 and 9 tons respectively) to be worth it unless PGI decides to go ham with really short burn times or cooldowns to make them stand out for their tonnage. There's also the matter of deciding how a player would choose the firing type, maybe just tap the fire button to fire it's longest range and lowest damge (but much shorter burn times) or the fire button can be held to charge it to fire it's shortest range and most damage with a longer burn time.

#30 Mumuharra

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Posted 10 April 2019 - 12:32 PM

At the end it will be the same as with all new weapons, mechs, etc.
They will be balanced and nerved into line.
So please do not open the next pandora box and concentrate more on improved gameplay.
Much more necessary than new stuff.

#31 Teenage Mutant Ninja Urbie

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Posted 10 April 2019 - 01:37 PM

eh.. as an MPL but with more range, WAY more heat, I could see some uses for it.
not so much for boating, but maybe on mechs that are a bit hardpoint starved.

anyway.. couldn't hurt to try.
the same time you could give clans RACs, cause they also have them in fluff (later on).
just make sure to tweak them a bit. *just spitballing, don't hang me on this*

#32 Khobai

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Posted 10 April 2019 - 01:51 PM

X-pulse really doesnt add anything new to the game. Neither do HAGs to be honest.

Id be fine with adding them but Id much rather see more impactful weapon systems added that radically change the landscape of the game.

Weapons like ARROWIV, mech mortars, thunderbolts, ppc capacitors, chemical lasers, light ACs, mech rifles, etc... thats what PGI needs to add to shake things up a bit.

Edited by Khobai, 10 April 2019 - 02:00 PM.


#33 MechaBattler

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Posted 10 April 2019 - 02:08 PM

How do mech rifles add more than X-Pulse lasers? I think the more, the merrier, and besides their implementation is open to interpretation. They could change a few things to make them more interesting. Thunderbolts would probably make everyone equip AMS if they weren't already. So let's just add everything we can. :3

#34 Khobai

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Posted 10 April 2019 - 02:15 PM

View PostMechaBattler, on 10 April 2019 - 02:08 PM, said:

How do mech rifles add more than X-Pulse lasers? I think the more, the merrier, and besides their implementation is open to interpretation. They could change a few things to make them more interesting. Thunderbolts would probably make everyone equip AMS if they weren't already. So let's just add everything we can. :3


Mech rifles add more low tonnage ballistic options which are currently almost non-existent in the game. They add a viable alternative to machine guns that do pinpoint damage and have better range.

So yeah that adds something to the game that didnt exist before.

Xpulse doesnt really add anything new. It directly competes with the role of existing weapons like ERML (and ISLPL). Either Xpulse will be better than ERML or vice versa but it will cause one of them to become obsolete as a result. There isnt really a design space for both weapons to exist and not have one be better than the other.

Same with HAGs. HAGs dont really fill a void thats lacking for clans. What clans need from ballistic weapons is something that does pinpoint damage so they dont have to rely as heavily on CGauss. HAG would just be another burstfire/spread ballistic weapon which the clans already have no shortage of.

Edited by Khobai, 10 April 2019 - 02:25 PM.


#35 MechaBattler

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Posted 10 April 2019 - 02:19 PM

Well unless they go against the damage reduction against battletech armor. They're going to be a worse option. They'd have to get creative with how they're implemented so that they're actually useful. Especially with Light ACs. They're intended to be a cheap option for periphery and other poor factions.

Roguetech implemented them with built in ammo so you don't have additional weight, though obviously it has limited ammo. Seems like an interesting trade off.

Edited by MechaBattler, 10 April 2019 - 02:21 PM.


#36 Khobai

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Posted 10 April 2019 - 02:26 PM

View PostMechaBattler, on 10 April 2019 - 02:19 PM, said:

Well unless they go against the damage reduction against battletech armor.


Obviously they would go against that. Theres no point in having damage reduction against mech armor if mechs are the only thing in the game.

#37 MechaBattler

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Posted 10 April 2019 - 02:30 PM

I suppose they could just give them lower velocity as their penalty instead. Make them harder to use, but lighter weight. Especially if they go with built in ammo. It would make them a very light weight ballistic option, with a lower velocity to make them harder to use.

#38 Wil McCullough

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Posted 10 April 2019 - 03:48 PM

View PostDimento Graven, on 10 April 2019 - 05:36 AM, said:

Where does this concept of "must fill niche" come from?

Seriously, it seems like you're attempting to hold everyone else hostage to some rule that doesn't exist, has never existed, and in my opinion is a dumb concept for the BattleTech universe.

Whatever 'niches' may have existed in other games, or in BT, or might have started out in the original release of the MWO, no longer exist or apply for the current version of MWO.

It (the concept of weapon 'niches') is not even moot...


You're misreading. Im talking about the niche an xpulse would fill in the current version of mwo. It doesn't add anything. L

#39 FupDup

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Posted 10 April 2019 - 04:29 PM

View PostKhobai, on 10 April 2019 - 01:51 PM, said:

Neither do HAGs to be honest.

HAGs unlock a ton of variants for existing Clan mechs with crazy hardpoints like a Vulture with 2 lasers per side torso and a JJ Hellbringer.

#40 cheapcamper

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Posted 10 April 2019 - 04:43 PM

View PostWil McCullough, on 10 April 2019 - 03:48 PM, said:


You're misreading. Im talking about the niche an xpulse would fill in the current version of mwo. It doesn't add anything. L


It adds the option of accurate mid range hitscan weapon with its shorter beam duration and increased range, as well as increased dps( as pulse lasers recycle faster then er lasers) for lights and medium so they can have effective hit and run at mid range( not all light mechs have tonnage tomspare for a large pulse laser who filled the same role). It could revitalised Inner sphere hardpoint starved light / medium mechs without having them overquarked just to be playable. As for balance the relative heat inefficiency compare to other IS lasers will prevent it to become the premier go to weapons form close range brawls, or being boated en masses too effectively. Not every light mech can afford 7mtons for a large pulse laser.

In a sense, the medium version will be similar role to light ppcs, except with optimum range in the 270+ to 350ish range without getting the minimum range and ideally the beam duration of 0.6- 0.9 sec to differentiate it from er medium laser as faster recycle time so dps is more consistent with its increased tonnage requirements to er med lasers. Heat will be inefficient( damage to heat ratio would be around 1 or lower) as drawback so it would not be completely op. It would share the same heat scale limit group with existing lasers to prevent exploitation but encourage mixed weapons groups for accurate damage at different optimal engagement range.

Those who said x pulse laser has no niche filled probs underlook hardpoint / tonnage starved mechs such aslights and mediums.

Give this another go before you totally shut down this idea my friend

Edited by cheapcamper, 10 April 2019 - 04:45 PM.






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