To add to
Dlardrageth's post:
Quote
The pulse laser uses rapid-cycling, high-energy pulses to generate multiple laser beams, creating an effect comparable to machine-gun fire. But because the staggered pulses give the protective ablation products from combat armor a chance to disperse—to expose fresh armor to subsequent pulses—the result is a burst of fire that is more effective and accurate.
Originally developed by the Terran Hegemony, pulse lasers run cooler than ER lasers and pack a little more punch than standard lasers, but have a shorter effective range than either type. These weapons were popular on faster hunter/killer designs, which could close faster and benefit from the ability to land solid damage even on the fly.
(from
Tech Manual, pg. 226)
The novels consistently describe pulse laser (across sizes) fire as "emerald darts", in contrast to Standard and ER Laser fire being described as "shafts" or "lances" (generally "ruby", in contrast to the "emerald" of pulse laser fire).
The IRL equivalent would operate similarly to the (10 kW, 25-28 pulses per second) laser used in the proposed "lightcraft" laser propulsion system (see
here for explanation and laser specs,
here for explanation and slow-motion video, and
here for full-speed video).
So, perhaps strangely

, the pulse laser visual depiction used in MW4 is actually closest to the established BT canon...
(By contrast,
the depiction used in MW:LL is closer to what I would think actual pulse laser fire would look like (assuming there was enough sand/dust/vapor/etc to make the beam visible).)
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Mechanics-wise, I would like to see four main things with regard to MWO's rendition and usage of lasers:
1.) Laser damage not being "front-loaded" - "beam lasers" (Standard, ER, etc) should do damage over time for the duration of the beam (which should be relatively long - 1.0 to 1.5 seconds or so), while the damage of a pulse laser salvo is divided among the pulses/"darts" in the salvo with each pulse/"dart" being treated as an independent projectile.
2.) Canon-esque average damage outputs as a function of time:
IS
Small Laser: 3 damage per 10-second period -> average of 0.3 damage per second
IS
Medium Laser: 5 damage per 10-second period -> average of 0.5 damage per second
IS
Large Laser: 8 damage per 10-second period -> average of 0.8 damage per second
IS
ER Small Laser (when available, 3058): 3 damage per 10-second period -> average of 0.3 damage per second
IS
ER Medium Laser (when available, 3058): 5 damage per 10-second period -> average of 0.5 damage per second
IS
ER Large Laser: 8 damage per 10-second period -> average of 0.8 damage per second
Clan
ER Small Laser: 5 damage per 10-second period -> average of 0.5 damage per second
Clan
ER Medium Laser: 7 damage per 10-second period -> average of 0.7 damage per second
Clan
ER Large Laser: 10 damage per 10-second period -> average of 1.0 damage per second
IS
Small Pulse Laser: 3 damage per 10-second period -> average of 0.3 damage per second
IS
Medium Pulse Laser: 6 damage per 10-second period -> average of 0.6 damage per second
IS
Large Pulse Laser: 9 damage per 10-second period -> average of 0.9 damage per second
Clan
Small Pulse Laser: 3 damage per 10-second period -> average of 0.3 damage per second
Clan
Medium Pulse Laser: 7 damage per 10-second period -> average of 0.7 damage per second
Clan
Large Pulse Laser: 10 damage per 10-second period -> average of 1.0 damage per second
IMO, ROF can be whatever, so long as the average damage per second for the weapons is approximately equal to the canon values.
3.) Heat
production being a function of ROF and duration of fire, with canon-esque heat values used as the basis of average heat per salvo:
IS
Small Laser: 1 heat per 10-second period -> average of 0.1 heat per second
IS
Medium Laser: 3 heat per 10-second period -> average of 0.3 heat per second
IS
Large Laser: 8 heat per 10-second period -> average of 0.8 heat per second
IS
ER Small Laser (when available, 3058): 2 heat per 10-second period -> average of 0.2 heat per second
IS
ER Medium Laser (when available, 3058): 5 heat per 10-second period -> average of 0.5 heat per second
IS
ER Large Laser: 12 heat per 10-second period -> average of 1.2 heat per second
Clan
ER Small Laser: 2 heat per 10-second period -> average of 0.2 heat per second
Clan
ER Medium Laser: 5 heat per 10-second period -> average of 0.5 heat per second
Clan
ER Large Laser: 12 heat per 10-second period -> average of 1.2 heat per second
IS
Small Pulse Laser: 2 heat per 10-second period -> average of 0.2 heat per second
IS
Medium Pulse Laser: 4 heat per 10-second period -> average of 0.4 heat per second
IS
Large Pulse Laser: 10 heat per 10-second period -> average of 1.0 heat per second
Clan
Small Pulse Laser: 2 heat per 10-second period -> average of 0.2 heat per second
Clan
Medium Pulse Laser: 4 heat per 10-second period -> average of 0.4 heat per second
Clan
Large Pulse Laser: 10 heat per 10-second period -> average of 1.0 heat per second
4.) Heat
dissipation being a function the number of
heat sinks equipped, with heat sink effectiveness using canon-esque effectiveness as a base value (with actual effectiveness dependent on such factors as temperature of the external environment, whether any given heat sink is submerged, and so on):
IS/Clan Standard Heat Sink: -1 heat per 10-second period -> average of -0.1 heat per second
IS/Clan
Double Heat Sink: -2 heat per 10-second period -> average of -0.2 heat per second
I think the above would keep the effectiveness of lasers balanced with regard to the other weapon types as well as with regard to the canon armor values (assuming the Devs are going with canon armor values, or something close enough).
Your thoughts?
Edited by Strum Wealh, 27 January 2012 - 05:35 AM.