Jump to content

Pulse Lasers/standard Lasers


15 replies to this topic

#1 sirjackinthebox

    Member

  • PipPipPip
  • Elite Founder
  • Elite Founder
  • 70 posts
  • Facebook: Link
  • LocationIndiana

Posted 11 November 2012 - 03:02 PM

It
has come to mind out of simple logic and some reading of the battle tech table top play manuals... first being why do Pulse laser pruduce more heat that standard lasers??
Logic: Standard Lasers are a long cuntiuous hot beam, understandable they produce alot of sustaining heat build up for the burst time...
Pulse lasers where desinged to reduse heat by breaking up a standard long burst into several small pullses...

Now if the the intensity of the beam was increased this would be evened out but causing more damage in a standard laser and more heat therfore evening out with the Pulse Laser to do the same damage as the Standard laser but produce eather slightly less or the same heat....

#2 EnigmaNL

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 379 posts
  • LocationNetherlands

Posted 11 November 2012 - 03:05 PM

Indeed, it makes no sense. Pulse lasers would logically create less heat but alas, this game is far from logical :)

#3 ArmyOfWon

    Member

  • PipPipPipPipPipPip
  • The Bludgeon
  • The Bludgeon
  • 222 posts
  • LocationDallas, TX

Posted 11 November 2012 - 03:33 PM

But Pulse also produces more damage in a shorter time, leading to the conclusion that more energy (and power) is being put into firing the blasts, leading to more heat.

#4 D3lness

    Member

  • PipPip
  • Winged Reaper
  • Winged Reaper
  • 24 posts

Posted 11 November 2012 - 04:43 PM

View Postsirjackinthebox, on 11 November 2012 - 03:02 PM, said:

Now if the the intensity of the beam was increased this would be evened out but causing more damage in a standard laser and more heat therfore evening out with the Pulse Laser to do the same damage as the Standard laser but produce eather slightly less or the same heat....


The initial energy required to start something or set it into motion is higher than the energy required to sustain it. Think of turning on a florescent light when its been off for a while. It comes to mind out of simple science that it is easier to continue pushing a car than getting it moving from a standstill. So no, the energy use is not on a 1:1 with between a standard vs. pulse. It has come to mind out of simple science that your assumption is wrong.

Logic != Science

#5 Harrels Badgerton

    Member

  • PipPipPip
  • Bridesmaid
  • Bridesmaid
  • 61 posts
  • LocationColumbus, Indiana

Posted 11 November 2012 - 06:26 PM

In game the pulse laser was developed to allow evaporating/melting armor a chance to get out of the way of the next beam, doing more damage deeper into the armor. The idea was a continuous beam would create smoke / vapor, and that would absorb some of the beam still coming in. The pulsing let's that vapor dissipate.

What bothers me is it's a whole extra ton for one more point of damage but if you read the specs it works from a game stats perspective. BIG jump in tonnage from 1 ton MLAS (5 damage) to 5 ton LLAS (9 damage) but a small tonnage increase of 1 ton for a small damage increase of 1.

2 energy hardpoints to spare but only 4 tons = 2 MPLAS

#6 Woska

    Member

  • PipPipPipPipPipPip
  • 229 posts
  • LocationCanada

Posted 11 November 2012 - 10:09 PM

Perhaps the pulse lasers work by buffering they charge in a capacitor in order to create the pulse effect. This capacitor gets very hot while it is holding a charge, so the laser produces more heat over all.

Also, more damage means more heat with energy weapons.

#7 Vanguard836

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,101 posts
  • LocationOttawa, ON

Posted 11 November 2012 - 10:15 PM

View PostHarrels Badgerton, on 11 November 2012 - 06:26 PM, said:

In game the pulse laser was developed to allow evaporating/melting armor a chance to get out of the way of the next beam, doing more damage deeper into the armor. The idea was a continuous beam would create smoke / vapor, and that would absorb some of the beam still coming in. The pulsing let's that vapor dissipate.

What bothers me is it's a whole extra ton for one more point of damage but if you read the specs it works from a game stats perspective. BIG jump in tonnage from 1 ton MLAS (5 damage) to 5 ton LLAS (9 damage) but a small tonnage increase of 1 ton for a small damage increase of 1.

2 energy hardpoints to spare but only 4 tons = 2 MPLAS


Please keep in mind that the damage is dealt a bit faster and that 2 MPLS vs 2MLS is 2 extra damage every time you fire and evidently 1 more for every additionnal pulse laser you mount on your mech . That builds up extra damage quite quickly if you compare its standard counterpart.

#8 jbhewitt

    Member

  • PipPip
  • Elite Founder
  • 24 posts

Posted 11 November 2012 - 10:23 PM

Yer science doesn't really work in BattleTech - when a Gyro is some giant freaking thing taking tons of space where semiconductor sized gyro's exist today cheaply in smartphones.

I wish pulse lasers did more dmg, even if they make the heat more so.

For gamers with lag (australians :D I think pulse lasers make a lot more sense. Anything that isn't an Assault mech teleports all over the place, so Pulse lasers give u a slightly more fighting chance of delivering the damage.

#9 D3lness

    Member

  • PipPip
  • Winged Reaper
  • Winged Reaper
  • 24 posts

Posted 12 November 2012 - 01:07 PM

View Postjbhewitt, on 11 November 2012 - 10:23 PM, said:

Yer science doesn't really work in BattleTech - when a Gyro is some giant freaking thing taking tons of space where semiconductor sized gyro's exist today cheaply in smartphones.


The science still works if the gyro takes up tons of weight. A mechanical gyroscope can be used to determine orientation, but the same forces can be used to help keep things upright. So yer application of the gyro in this case isn't quite right. Considering how massive that hunk of spinning metal would need to be to provide the required force to help a hulking mech stand upright makes total sense.

#10 Dirus Nigh

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,382 posts

Posted 12 November 2012 - 01:15 PM

View PostHarrels Badgerton, on 11 November 2012 - 06:26 PM, said:

In game the pulse laser was developed to allow evaporating/melting armor a chance to get out of the way of the next beam, doing more damage deeper into the armor. The idea was a continuous beam would create smoke / vapor, and that would absorb some of the beam still coming in. The pulsing let's that vapor dissipate.


This is why the lasers pulse.

Keep in mind that the pules laser also has a shorter beam duration. The weapon and fusion reactor are using/providing more energy in a shorter amount of time when pulsing it. That would run hotter than slightly less energy being applied for a constant period of time for a longer duration.

Edited by Dirus Nigh, 12 November 2012 - 01:16 PM.


#11 Dagger6T6

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,362 posts
  • Facebook: Link
  • Locationcockpit

Posted 12 November 2012 - 01:22 PM

View Postsirjackinthebox, on 11 November 2012 - 03:02 PM, said:

It
has come to mind out of simple logic and some reading of the battle tech table top play manuals... first being why do Pulse laser pruduce more heat that standard lasers??
Logic: Standard Lasers are a long cuntiuous hot beam, understandable they produce alot of sustaining heat build up for the burst time...
Pulse lasers where desinged to reduse heat by breaking up a standard long burst into several small pullses...

Now if the the intensity of the beam was increased this would be evened out but causing more damage in a standard laser and more heat therfore evening out with the Pulse Laser to do the same damage as the Standard laser but produce eather slightly less or the same heat....


because big stompy robots...

but my explanation of pulse versus regular lasers are...
regular is a continuous beam
pulse lasers are like a laser machine gun

as far as the specifics in relation to heat, dmg etc... it will be just whatever but i though it was always pulse lasers were more damage and more heat

#12 Adrienne Vorton

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,535 posts
  • LocationBerlin/ Germany

Posted 12 November 2012 - 01:52 PM

it´s just a different kind of laserimpulse... it´s hotter, deals more damage and hits better...in expense of some range of course :)

there is no why and has nothing to do with the duration of the standard beamlaser...

Edited by Adrienne Vorton, 12 November 2012 - 01:54 PM.


#13 Esarai

    Member

  • PipPipPip
  • Bad Company
  • Bad Company
  • 81 posts

Posted 12 November 2012 - 02:08 PM

View Postjbhewitt, on 11 November 2012 - 10:23 PM, said:

Yer science doesn't really work in BattleTech - when a Gyro is some giant freaking thing taking tons of space where semiconductor sized gyro's exist today cheaply in smartphones.


Yeah, wrong type of gyro. The gyros in use aboard battlemechs are more like flywheels; gigantic high-speed rotating disks that can be manipulated to balance the mech and make it harder to knock over, since an object with extremely large rotational inertia is very hard to rotate about any other axis.

A real life example of such a system is the International Space Station--it controls its orientation via a set of large mechanical gyroscopes. Look up Control Moment Gyroscope for more info. On this BattleTech is actually pretty accurate.

Also, about MPLs, real life pulsed-mode lasers have a much higher intensity than continuous-wave lasers, but the blast duration is significantly shorter. The end result is an increase in ablation, but also the previously-mentioned vapor cloud that begins to shade the target and reduce effectiveness of the weapon forms much more quickly.

Edited by Esarai, 12 November 2012 - 02:18 PM.


#14 StriplingWarrior

    Member

  • PipPipPipPipPip
  • Star Commander
  • Star Commander
  • 126 posts
  • LocationBarony of Gryphon's Lair, Kingdom of Artemesia

Posted 12 November 2012 - 03:19 PM

View Postjbhewitt, on 11 November 2012 - 10:23 PM, said:

Yer science doesn't really work in BattleTech - when a Gyro is some giant freaking thing taking tons of space where semiconductor sized gyro's exist today cheaply in smartphones.

That thing in your smartphone is not a gyro, it is a set of accelerometers.
Other than that Esarai pretty much covered it.

#15 Melcyna

    Member

  • PipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 674 posts
  • LocationYuri Paradise

Posted 12 November 2012 - 03:29 PM

View PostStriplingWarrior, on 12 November 2012 - 03:19 PM, said:

That thing in your smartphone is not a gyro, it is a set of accelerometers.
Other than that Esarai pretty much covered it.

Both actually...

these days smartphones are equipped with 3 set of accelerometers (to track acceleration in all axis) plus one or multiple micro gyro to track attitude change on the phone (rotation, etc) that the accelerometers cannot track properly.

i can't remember their exact spec, but i remember that Apple product that used them typically used MEMS gyro. For example Iphone4 is equipped with a MEMS gyro where it's actual mechanism itself sizes in micrometer scale.

for more information:
http://www.ifixit.co...Teardown/3156/1

Essentially, any devices we have that can recognize rotational movement etc are almost certainly equipped with a micro gyro... and typically this is a MEMS type.

Edited by Melcyna, 12 November 2012 - 03:37 PM.


#16 StriplingWarrior

    Member

  • PipPipPipPipPip
  • Star Commander
  • Star Commander
  • 126 posts
  • LocationBarony of Gryphon's Lair, Kingdom of Artemesia

Posted 12 November 2012 - 03:41 PM

Learn something new every day.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users