In a lore such as battletech there is an ever pressing issue that comes up... Why is everything the same? Well, it isn't supposed to be but the source rules for every interactive spinoff basically gives us the real world equivalent of every assault rifle can hit something at 300 feet and does 5 damage for one magazine. Obviously there is a problem with that. The Scar-L, M16-A3 and L85A3 may use the same bullet but the three assault rifles are very different.
There are over 66+ IS medium laser variants when including variations and sub-licensed spinoffs and even that is an incomplete list from Sarna in which I very quickly found even more that are unlisted at Sarna's medium laser page in just a couple of old TROs. At the very least, there are 40+ uniquely identified medium laser weapons.
Some fire red beams, such as the Martel (no subname) sub-licensed medium laser by Bergan Industries creates beams 6 cm in diameter and it is in the red visible spectrum. This is a laser that is noteworthy for being weak per shot, but able to shoot several times more often than the return fire from a rival red beam Diverse Optics 18 medium laser in its 2 MW (2,000 KW) 0.1 second pulse in the 800nm range (compare to real life's XN-1 LaWS' 30 KW laser and 30 second sustained beam destruction time against armored PT boats).
Some fire blue beams, such as the aptly named 5MW Rassal Blue Beam by Arcturan Arms. Known for an incredibly powerful shot delivered in a fraction of a second, a painfully slow refire rate, and a number of issues that actually lead to the reason why it only ever existed on a single mech and two sub-variants of it, which ceased production in 2550 and finally the weapon and those 3 variants of the design went extinct sometime after the Early Succession Wars and before the Clan Invasion. When a laser is so powerful that if fired too often it could destroy itself.. and that's factoring its already slow refire rate.. it only makes sense that at some point its flaws outweighed its only merit.
Its worth noting, that in BattleTechnology's laser page, examples are provided in which the Sunglow Type 2 Heavy (large) Laser has 5 MW with a 0.1 second pulse, while the medium laser demonstrated is the Harmon medium laser at 2 MW with a 0.1 second pulse, and the Diverse Optics Type 10 Small Laser was 1 MW with a 0.2 second pulse. Note I didn't say beam, as these standard lasers each fire more than once to achieve their rated damage. Comparatively there are some with sustained beams of 1 to 2 seconds. Typically, small lasers generate 0.8 to 1.5 Megawatt/second, Medium lasers range typically from 1.5 to 3 Megawatts (Rassal Blue Beam is obviously the exception not the norm), and Large Lasers range from 3 to 5 Megawatts. What's also interesting is that these are in Megawatt/Seconds for power as in that's the output possible within a second... this is important in so many ways given that these weapons are taking several seconds to net their final "rated" result.
But even with firepower on this level, a "0.1" second pulse (or super short beam duration) are not enough to do much according to laser drill calculators. Will come back to this after we define a use of the medium laser as the two tie together.
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Of course, akin to autocannons and missiles, this vast diversity in lore weapons creates a bit of an issue: How does one create that variety in a system of "medium laser does 5 damage per use in tabletop"?
The answer is in how we define a "use"
Mechwarrior Online defines it as per shot. In fact many mechwarrior games do this. But such eliminates any variety without tossing the "ML does 5 damage" out the airlock.
Solaris VII does much the same but increases the firing rate to something similar to the books; ultimately giving medium lasers quite a DPS boost provided you're willing to wait about 3 to 5 seconds (1 turn of 2.5 seconds without firing and another 2.5 second turn to aim and fire again) between the turn you fire them and the turn you can fire them again, allowing 2 to 3 shots in 10 seconds (more like 2 shots every 7.5 seconds), which is closer to what the novels seem to indicate.
Straight tabletop with every possible 10 second time-slice rule understandably, puts it as 3 to 8 damage per use when factoring in "glancing" and "direct blows"... but a single use per ten seconds period.
And then we have the novels, where some of the few truly described medium lasers are firing with beam times between 0.1 and 2 seconds long, with delay times as short as a half second to as long as 8 seconds to cool off the lens...
Its here that things get interesting, because we'll have instances where a Gauss Slug rips a hole 8 centimeters in diameter through the armor, the structure, and the back armor AND hit the machine behind it too! And yet a single medium laser doing 1/3rd the damage of that Gauss Slug (15 / 3 = 5, the damage of a medium laser "use" in tabletop) will hit the same spot again and again and again and yet again [4 times so what should be 20 damage worth] and just do damage to the armor of an identical target.. Not ripping through a target, not damaging the structure, not even truly getting through the armor. Instead it melts a layer of the armor, it distends and weakens the armor, it causes a reaction to jettison a layer of the armor, on cockpit "glass" the blinding light is rapidly subdued as the view to the outside is made dark (sound familiar? MWO closed beta) to prevent retinal damage to the pilot until the heated transparent armor is cooled enough to try and see through again. Why? Why is this? I mean ultimately, the medium laser seems rather...weak... per shot. Yet cumulatively if you go by the novels and their firing rates, then BattleTechnology's reported energy rates actually work out as multiple shots to accomplish the bigger task. But that's a laser described with a 0.1 second pulse or beam duration. Meanwhile lasers with long 1-to-2 second beam durations that "streak" the enemy with dazling lights, these seem to do so much more damage.
These lasers described seem weak if you make it out to be all the damage in a single blow of these low 0.1 second outputs. But before pulse lasers even exist in the Battletech universe, the weaker lasers firing with very small beam times are in fact described as firing in pulses. Laser drill calculators also have an element called a "pulse interval" which even with a short duration such as 0.1 second beam time or 'pulse', setting up a pulse interval of 2 seconds means that the laser will be repeated for a duration of 0.1 seconds every 2 seconds at that amount of power until an established cutoff time to stop firing... this significantly increases the amount of "hole" that can be drilled through solid steel or a number of other materials including diamond.
The amount of difference in just adding 2 or 3 more 'pulses' separated by 1 to 3 seconds each can be as vast as nearly cutting an 8 centimeter (about 3.15 inches) diameter hole 9 inches through solid steel plate versus only 0.7 inches. (If it tells you anything, the armor on a Panzer IV Tiger tank's front hull was 3.9 inches thick). Also entertaining, is that differences in beam diameter also have an effect, as you may have a fatter but shallower hole for the same amount of power.
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So, again how do we define a use? Between the games, the lore, and some real world laser science, the same way I've defined it for autocannons, as the weapon rating in a unit of time.
One use or rating is currently defined at accomplishing its entire rated damage within 5 seconds or less, and ready to begin delivering its full payload again within 10 seconds of that first shot of the original firing, just like the autocannon. Some versions might be exceptionally weak but might easily be able to double the overall DPS so long as their weapon heat is well managed. Some could be slow to refire, but excel in short-burst damage.
And that was just medium lasers. I haven't even gotten into small lasers, large lasers, their ER versions, the pulse lasers, or Blazers (binary laser cannons) so many other energy-based weapons.
In the end, if one were to funnel in all the weapon variants of just the 3025 era, even ignoring all that has become lost tech while in the early half of the MW5: Mercs timeline, we're still looking at nearly 300 unique weapons that in Battletech's words "fit into loose classifications" such as small medium and large lasers, ppcs, autocannons 2-20 and missiles...
But as said in other similar treads, I'm not going for the system HBS BT did, or what MW5 is likely going for. No "level up medium laser +++" that completely outdoes a large laser, with enemies just steadily starting with +2 or +4 weapons and armor as you level up.. This isn't final fantasy or dungeons and dragons and no +2 boots of eternal foot fungus is gonna give you an edge in my watch.
In the "Heat" plan, I've settled on 1/4th of the heat generated generically for energy weapons will come from and inside the weapon, and 3/4ths of the rated heat will come from and reside in the reactor. While this may not be true for every single weapon, it will be the ongoing generic standard.
I've long decided that the baseline, middle ground medium laser must have certain traits. In truth, these traits in terms of damage and shots match the heftiest caliber of an AC/5, specifically the GM Whirlwind/5. What separates them, of course, is that this baseline laser akin to MWO's lasers, can't deliver damage as quickly as MWO's autocannons.
Though I have debated on which laser to use for some time, including the Agra 3L, the Martell, so many choices. Then another that once struck me as a candidate came up while reading Tactics of Duty. As it happens, I rather liked William H. Keith's novels as not only was he the first to write them, many of the world-building, tech-developing elements shipped out by FASA was also written by him, including many of the various elements inspiring my entire plan. And with it came a moment in which a Vindicator, a Commando, a Wolfhound and an Assassin is fighting back against an Archer and a Shadowhawk. And with this scene came a number of little tidbits, such as the ball-and-socket turret for the Wolfhound's rear laser and some valuable descriptions of Doombud LRM missiles, as well as that LRMs could in fact be fired in less than full 20 salvos in order to conserve ammunition (28 missiles remaining in his two launchers in an Archer 4M [LRM-20+A x2] with only 12 more missiles waiting to reload), but most importantly... the Wolfhound's Defiance 3M lasers fit a couple of traits I was looking for.
As it also happens, Sarna is listing the Defiance 3M as one of several common use medium lasers. In fact the only medium lasers to come close as common rivals are Diverse Optics (and its more than 10 sub-variants) and Hellion and its 6 sub-variants.. and that's hardly fair as those two are up against just the Defiance B3M, not getting into the many other Defiance medium lasers.. as such the Defiance B3M stands as one of the most common medium lasers in the BT universe.
As such, the golden standard; the baseline for all medium laser denominations to come, will be the Defiance B3M. This will be the middle ground. And already I have weapons lined up for the high end of burst damage, for the high end of DPS, and other middle-ground variants to help create a varied set of medium laser variants.
From there, I'll expand.
Edited by Koniving, 30 May 2019 - 10:57 PM.