

Pulse Lasers
#1
Posted 01 November 2011 - 09:19 PM
#2
Posted 01 November 2011 - 09:24 PM
#3
Posted 01 November 2011 - 09:50 PM
#4
Posted 01 November 2011 - 09:55 PM
also the they Inner sphere ER large laser was also re-debuted then it took the clan invasion for the IS ER tech versions of medium and small lasers.
most people don't realize that the inner sphere recovered a lot of advance tech before the clans hit.
but the clan invasion novels mostly seemly forgot about this.
Edited by AJC, 01 November 2011 - 10:00 PM.
#5
Posted 01 November 2011 - 09:55 PM
#6
Posted 01 November 2011 - 10:00 PM
How will this be handled in MWO? I wouldn't be able to tell. In reality, most weapons in this could be balanced along eight different axes:
Damage per hit
Rate of Fire
Accuracy/Grouping -- how accurate a given weapon is, and in the case of multihit weapons such as ACs, how tightly-grouped its shots are
Ammo capacity/usage -- Typically the domain of missile and ballistic weapons, really, though energy weapons would have to be balanced around the fact that they don't use it.
Heat generation -- A feature more relevant to energy weapons, though some of the artillery may have notable heat generation.
Range -- How far the weapon can fire. A subset of this can also be considered as far as how far it can fire accurately or effectively, though this can cross over into Accuracy.
Weight -- One of the two "costs" to a mech.
Volume -- Represented in MW4 by slots, but this is another one of the things you typically "pay" for in equipping a weapon.
For the most part, you can pretty much balance every MW weapon along all of these, though some may have other features that can be involved (Most missiles are vulnerable to AMS to some degree. Some weapons had a splash effect, or could fly in an arc. Gauss rifles were generally solid at knocking people around. PPCs tended to fizzle your display a bit when you got hit by one in 4. So on.) I'd trust the devs to know what they're doing on this end, really.
#7
Posted 01 November 2011 - 10:30 PM
#8
Posted 02 November 2011 - 10:09 AM
#9
Posted 02 November 2011 - 10:14 AM
Firing a pulse every 0.x seconds as long as you keep the button pushed, dealing a rather small ammount of damage and heat, but the ammount of pulses you fire over a prolonged time gives it a good DPS.
The fact that you can fire it whenever you need it and don't waste heat if your enemy runs out of LOS and breaks contact counts as a high accuracy weapon for me, and if the damage/heat is balanced well it ends up as a very useful weapon.
#10
Posted 02 November 2011 - 10:35 AM
spreading their damage all over creation by making them weak high ROF weapons actually takes away from this.
Sure you are more likely to hit, but less likely to actually do anything meaningful with those hits, since you are likely to be spreading low damage all over a target.
To reflect improved "accuracy," pulse lasers should actually have shorter beam durations than standard or er lasers. They should still blink and strobe, but the damage should be concentrated into a shorter amount of time.
Let the standard and ER lasers be more likely to sweep a target and spread the damage around.
#11
Posted 02 November 2011 - 10:50 AM
VYCanis, on 02 November 2011 - 10:35 AM, said:
The accuracy comes from the pulses letting the pilot bring the laser onto target while continuously firing.
Living Legends did it best. The MWLL mechanics seem to replicate the accuracy and visual effect the closest to what it should be.
You can take the spreading out of damage as a reflection of the rule that you cannot use a Targeting Computer to make called shots with a pulse laser, precisely because of the above reason, although you still dealt full damage to any part hit in a turn on the tabletop.
Making it work with reticle bloom would be problematic, however...
#12
Posted 02 November 2011 - 10:54 AM
That means more damage potential per unit of time the laser lands on a hit location, this more accurate.
A traditional laser has some damage over time qualities because it does not pump the energy to the target as fast.
Edited by Cora, 02 November 2011 - 10:57 AM.
#13
Posted 02 November 2011 - 10:54 AM
kasai-oni, on 01 November 2011 - 09:50 PM, said:
Pulses was invented by clans, and before invasion wasnt knowed by IS at all.
Speaking of classic BT yes, in board game it was "absolute" weapon, best mechs was counted on amount pulses they've had.
Speaking of simulator though, in MW3 pulses was probably worst example of weapon, as ability to putt all you damage instantly at the point you aiming, was much more important rather then doing 1/2 damage of your pulse laser all other the mech you targeting.
What was the most awsome mech in MW3? Thats right, Blackhawk Prime. With his 12 EM medium Lasers he was able to rip off the leg almost instantly out of any heavy mechs, and assault mech was able to stand against Blackhwak just a few second longer.
So speaking of pulse lasers in sim, they actualy should do even more damage then standard lasers, but only if you able to keep the pulsing beem on the target. So then it will be somewhat more preferable weapon against slow huge assault mechs, but almost useless against light and med mechs.
#14
Posted 02 November 2011 - 10:56 AM
frantic pryde, on 02 November 2011 - 10:09 AM, said:
Pulse Lasers are supposed to generate a lot of heat to keep you from having that firing stud always depressed.
#15
Posted 02 November 2011 - 11:01 AM
Edited by Applejack, 02 November 2011 - 11:29 AM.
#16
Posted 02 November 2011 - 11:01 AM
#17
Posted 02 November 2011 - 11:11 AM
Applejack, on 02 November 2011 - 11:01 AM, said:
The invasion was start in 3051, and Wolf exile happens in 3057.
The only one in IS who had access to clan tech was Wolf Dragoons, and they wasnt share that technology with anyone, even though betray clans.
#18
Posted 02 November 2011 - 11:12 AM
TheRulesLawyer, on 02 November 2011 - 11:01 AM, said:
i don't really like the idea of lasers having a cone of fire. just makes it seem like someone mounted the weapon with bungee cords instead of bolts. Lasers should be laser accurate. Getting them lined up properly and keeping them on target should be the hard part. If i fire a laser 3 times in a row, and i haven't moved, i want that laser to go to the same place, its the expectation of using a laser, wiff factor of the tabletop not withstanding.
#19
Posted 02 November 2011 - 11:18 AM
VYCanis, on 02 November 2011 - 11:12 AM, said:
i don't really like the idea of lasers having a cone of fire. just makes it seem like someone mounted the weapon with bungee cords instead of bolts. Lasers should be laser accurate. Getting them lined up properly and keeping them on target should be the hard part. If i fire a laser 3 times in a row, and i haven't moved, i want that laser to go to the same place, its the expectation of using a laser, wiff factor of the tabletop not withstanding.
Pinpoint fire ruined online play for all previous editions of MW. Battletech isn't about targeting specific parts of a mech, its about shooting center of mass and having random hit distribution. There is no way to have pinpoint fire without leading to abuse. Circle of first means no easy head shots and makes aiming for legs much less profitable.
#20
Posted 02 November 2011 - 11:19 AM
TheRulesLawyer, on 02 November 2011 - 11:18 AM, said:
Pinpoint fire ruined online play for all previous editions of MW. Battletech isn't about targeting specific parts of a mech, its about shooting center of mass and having random hit distribution. There is no way to have pinpoint fire without leading to abuse. Circle of first means no easy head shots and makes aiming for legs much less profitable.
Only if you using gamepad :trollface:
Edited by Wyrm, 02 November 2011 - 11:19 AM.
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