

Pulse lasers. How should they work?
#1
Posted 11 November 2011 - 12:28 PM
My 2 C-bills, the TT game doesnt have ER Pulse lasers, for either clan or IS (at least not that arent experimental). I liked how they looked in Mw4, but they so lacked power that it wasnt worth having them most of the time except as a tree clearer (came in handy in the jungle recon missions in MW4M). A lot of us agree that they were pretty powerful, even overpowered in old Mechwarrior 2. I'd say add 50% of thier base damage of the pulse lasers (not including the X-pulse, only 25% more powerful for those) and maybe a slight reduction to the heat production by them, and take out the ER versions (such as in MW4), to help balance them for range. in the TT, they are supposed to be more powerful, but my experience in MW4 was 4 ER medium lasers beats 4 ER Pulse lasers.
Please share your thoughts!
#2
Posted 11 November 2011 - 12:39 PM
#3
Posted 11 November 2011 - 01:07 PM
#4
Posted 11 November 2011 - 01:15 PM
#5
Posted 11 November 2011 - 01:32 PM
*Pulse Laser: Large,Medium,Small:Production information Type Energy (Pulse) Tech Base Clan / Inner Sphere (IS) Year Availability Clan = 2609 IS = 3037
*X-Pulse Laser: Large ,Medium ,Small: Production information Type Energy (Direct Fire) Tech Base Inner Sphere Year Availability 3057.
*The Extended Range Large Pulse Laser is the largest ER Pulse Laser created by the scientists of Clan Wolf. Inflicting as much damage as a standard PPC, the pulse laser offers the warrior using it a better chance of hitting the target. Unfortunately, the longer range of the weapon slightly reduces its accuracy when compared to traditional pulse laser.Though ER Pulse lasers reached the advanced prototype stage in 3057, the events of the Refusal War and formation of Clan Wolf-in-Exile prevented them from reaching production. Clan Wolf lost many of the developers to Clan Wolf-in-Exile, and the Exiled Wolves were too busy trying to survive to begin production of these weapons.
ER Large,ER Medium,ER Small Pulse Laser: Production information Type Energy Weapon Tech Base Clan Year Availability 3057.
#6
Posted 11 November 2011 - 02:19 PM
#7
Posted 11 November 2011 - 02:23 PM
Edited by irishwarrior, 11 November 2011 - 02:25 PM.
#8
Posted 11 November 2011 - 02:25 PM
The effect should be noticably different from normal and ER lasers.
#9
Posted 11 November 2011 - 02:31 PM
#10
Posted 11 November 2011 - 02:32 PM
Stormwolf, on 11 November 2011 - 02:25 PM, said:
The effect should be noticably different from normal and ER lasers.
I liked that. I thought that the ability to correct your aim with realtime visual feedback nicely emulated the 'easier to hit' aspect. I know that it's contrary to the canon descriptions, but short of making them literally more accurate (which was impossible in that game, and every weapon was pinpoint) I thought it was a good solution.
#11
Posted 11 November 2011 - 02:55 PM
I like how MWLL had it. Basically a 5-round burst of beam lasers in quick succession.
#12
Posted 11 November 2011 - 05:45 PM
ER Large Laser / 10 Damage / 12 Heat / 4 second recycle time / 1.5 second duration for 100% damage
Large Pulse Laser / 10 Damage / 10 heat / 4 second recycle time / 0.5 second duration for 100% damage
#13
Posted 11 November 2011 - 06:08 PM
Amechwarrior, on 08 November 2011 - 02:50 AM, said:
By that fluff description all lasers in MW4 worked like pulse lasers, they continued to track the target over the course of firing. Whatever exact point you happened to pull the trigger down on, the lasers would adjust to keep focus on that one spot. That was a change from lasers in MW3 that you could "sweep" across an enemy over the time the laser was firing. If I remember the big reason for the change of style from the long sweeping "cutting laser beam" to the "self tracking" type was the same reason they chose to make LRMs fly in 5 missile packs, internet lag. Imagine 12 mechs like Novas or Catapults running around back when 56k was the norm. All those individual missiles and constantly streaming lasers beams was just too much. I remember MW3 as a laggy mess in general.
The standard and ER lasers did not have this self correcting ability and thus did not get any accuracy bonus. To translate that into MW terms, normal and ER lasers should have been like it was in MW3, a single continuous beam that just pointed strait and did not track the point of impact like all lasers in MW4. The Pulse lasers did have that ability and that is what made them so sought after. They should not be "rapid fire, low damage, higher DPS" weapons they should be able to put the damage on target and stay on target easier then a normal laser for the cost of shorter range.
#14
Posted 11 November 2011 - 06:44 PM
To be less literal and less derpy: They should be about a 1 second or so long laser beam that spreads damage across it's target.
#15
Posted 11 November 2011 - 07:53 PM
MW4 pulse lasers may have been graphically more correct, but looked kinda of StarWars and rather boring to me.
ROFL I had an Annihilator variant in MW 3 I called "Christmas Tree" which essentially had as many different color pulse lasers as I could fit on it. When firing it appeared like a rather festive laser blow torch hehe.
#16
Posted 11 November 2011 - 10:41 PM
#17
Posted 13 November 2011 - 06:58 PM
Pulse lasers should appear and function like the lasers from MW3 and MW4. The near instantaneous nature would gives them the vaunted -2 to hit modifier.
Lasers would then function like pulse lasers from MW4 or lasers from MW2.
http://mwomercs.com/...rs/page__st__40
#18
Posted 13 November 2011 - 08:53 PM
They did max damage if they all hit the target, but if half hit the target then they did about half damage.
Regular lasers fired a single short beam. About 0.1 second in burst length, it did FULL damage on hit, but had no room to miss.
Think of the pulse lasers like Machine Guns..
In the TT they did 2 damage per hit. But if you use the Max Tech rules they did a 1D6 damage per hit, and burned twice that in ammo per shot. Pulse lasers would be about the same, just no variation.
#19
Posted 13 November 2011 - 09:01 PM
I like MechWarrior 3's pulse lasers, but would prefer something closer to MechWarrior 2's.
#20
Posted 14 November 2011 - 08:07 AM
Or you could do a more structured "unit of fire" action where in that unit, the regular laser will fire for 1.0s and deal damage over that time period. The pulse laser will fire multiple beams in the unit, each dealing their own damage.
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