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Did we get a hint about Laser mechanics?


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#21 Spooky

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Posted 05 March 2012 - 01:35 AM

Didn't MW3's beam lasers work the same way? And technically MW4's beam lasers had a brief discharge as well. But the arcade game mechanics of MW4 made it lock on onto the impact point on the mech. So no matter how the enemy moved or whether you turned the weapon in another direction during the discharge, the beam would visually sitll connect from the point of origin to the point of impact.

Edited by Spooky, 05 March 2012 - 01:35 AM.


#22 Cur

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Posted 05 March 2012 - 01:40 AM

If the MWLL Lasers were used in MW4 then laser boats would have been much less popular, because of the unrealistic speeds of the mechs acceleration and switching to reverse full speed from max forward throttle, and the terrain that could be used as cover, ie hills and popping out from behind a building, taking a shot and dissapearing again.

all the realy competative games tend to be filled with patience, being aware of you're surroundings and using them to you're advantage, being able to pop out from behind cover and dissapear again so quickly the laser firer for the beam lasers in LL wouldent be able to get half the cycle off.

The realistic movement in LL balanced it out, if you messed up and clipped a big tree, or run into a wall as you're not paying attention, boy do you pay for it in terms of how long it takes you to recover and get clear/moving full speed again

#23 Elizander

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Posted 05 March 2012 - 08:35 AM

I'd rather not have instantaneous full laser damage the moment I press the button. I'm with the damage over time crowd.

#24 Solis Obscuri

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Posted 05 March 2012 - 12:07 PM

View PostBluey, on 04 March 2012 - 07:14 PM, said:

Actually mw3 lazers were most accurate

Yeah, MW3 really did weapon balance well.

I'd like to see that implementation of lasers again.

#25 Mechteric

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Posted 05 March 2012 - 12:41 PM

The "MWLL style" lasers really are the best, as they help balance the only weapon that previously had instant hit mechanics, whereas other weapons have more of a chance to miss due to needing target lead or lock on. Its also really cool looking :)

#26 renegade mitchell

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Posted 05 March 2012 - 01:21 PM

View PostProsperity Park, on 04 March 2012 - 04:30 PM, said:

This is a passage from the Commando introduction post. I wonder if we should take this litterally, as in "lasers do damage-over-time" for a brief burst like a sweeping beam instead of instantaneous point-damage like what we saw in Mechwarrior 4 and prior releases...


With weapons convergence, I hope not. Lasers should be instantaneous point damage when converged.

Edited by Renegade Mitchell, 05 March 2012 - 01:22 PM.


#27 borisof007

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Posted 05 March 2012 - 01:29 PM

I have a pretty strong feeling lasers are going to be more of an "over time" mechanic rather than the instantaneous "Ka-Pew!" mechanic. It won't be super long, maybe a seconds worth, but it'll definitely be better for balancing.

Maybe the smaller the laser (e.g. small laser vs large laser) will have a shorter burst, or be instant. That way, larger lasers do more damage but take more skill to use, generate more heat, and take more tonnage/slots.





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