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Suggested Overhaul Of Pulse Lasers To Make Them More Interesting


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Poll: How to Make Pulse Lasers More Interesting (142 member(s) have cast votes)

What's the best way to make pulse lasers more interesting

  1. Have Pulse Lasers fire more like Machine Guns (101 votes [52.06%] - View)

    Percentage of vote: 52.06%

  2. Increase their DPS (38 votes [19.59%] - View)

    Percentage of vote: 19.59%

  3. Increase their Damage to Heat ratio (34 votes [17.53%] - View)

    Percentage of vote: 17.53%

  4. Other (please post a suggestion) (21 votes [10.82%] - View)

    Percentage of vote: 10.82%

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#141 Bobzilla

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Posted 04 April 2013 - 05:59 AM

Increase RoF to 0.25
Lower duration to 0 but animate it as a short beam moving forward at 4000.

Lower the damage to 0.4 (same DPS).
Lower the heat to 0.33 (same HPS).

A MPL that continuosly fires, but is balanced with the current MPL.

People would find it as useless as the MG if it was this way, even tho it has the exact damage potential.

What could work is if it had 6 charges with 0 duration doing 1 damage each. Keep the same RoF for the recharge of the 6 shots, and make the heat 0.83 per charge. Would keep the same DPS and HPS but you could fire 6 all fast or spread them out to 2 per second. With no duration it would be a slight DPS and HPS increase, but not much if you consider the time it takes to click the mouse, and the damge will also spread more.

Edited by Bobzilla, 04 April 2013 - 06:01 AM.


#142 blinkin

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Posted 12 April 2013 - 08:52 AM

bump

#143 ohtochooseaname

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Posted 12 April 2013 - 09:16 AM

I think actually reducing the ROF while having the same overall DPS is the way to go.; It increases alpha damage, but still spreads it out some. It makes it better for hit and run/poptarting as an in-between for ballistics and regular lasers. Possibly, the overall dps should be reduced some to compensate for the high alpha.

#144 General Taskeen

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Posted 14 April 2013 - 05:54 AM

The Pulse Lasers should be redeveloped to mimic the awesome MW3 pulse lasers.

#145 Team Leader

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Posted 22 April 2013 - 07:19 PM

I think is would be sweet +1 for laser machine guns

#146 Elizander

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Posted 25 April 2013 - 01:00 AM

I like how pulse lasers are (except for the Small Pulse Laser and I've already done a lengthy thread on that in GD before).

Would be nice to increase the LPL damage or its range a bit to make it more of a short-ranged PPC minus the minimum range.

#147 Taemien

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Posted 25 April 2013 - 02:04 AM

I personally would like to see Pulse Lasers fall in line when fast moving mechs. They already work well for this, but defining them more into that role would be best.

I would reduce their beam duration by 33% Keeping the damage the same. In addition I would reduce their cooldown by the same amount. This makes them a high DPS weapon but only if you've got a steady aim, and the heatsinks to compensate for it.

It would allow for fast movers to zip in, blast their target 2-3 times and take off while their heat drops. Slower mechs would be hampered by the range and excessive heat levels if they tried to boat them.

I don't like the idea of laser machine guns because it would cause a DPS loss. It would be balanced around firing indefinitely and to get max dps you'd have to be exposed for that entire time. Not to mention they generate heat so keeping them up all the time doesn't work.

This was tried with the X-Pulse Lasers in MWLL and they were very situational weapons. We don't have the luxury of swapping out mechs mid-game to account for situations that precise.

#148 Scromboid

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Posted 07 May 2013 - 06:37 AM

I am not going to read the discussion at all (who does) so I am just going to say that I really like the noise they make.

Do not change it.

It is awwwwsooommmeeee (said like Rhino)

Edited by Scromboid, 07 May 2013 - 06:37 AM.


#149 Nashidaran

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Posted 13 May 2013 - 11:57 AM

*bump*

I support the Mechwarrior 3 implementation: short pulses, but limited charge. Like jumpjet fuel, as one poster said earlier in the thread, but depleting the charge would require a full recharge to take place before any additional firing could take place with the weapon.

#150 Scromboid

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Posted 17 June 2013 - 11:13 AM

At the very least, something needs to be done.

#151 Leafia Barrett

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Posted 17 July 2013 - 05:18 PM

The simplest thing to try at first is to merely reduce their cooldown to -1 (game pretends it doesn't exist; the cooldown value for MGs and (I think) Flamers), and see how that goes.

#152 TexAce

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Posted 20 August 2013 - 02:46 AM

love the idea. I hope PGI implements it this way.

#153 Johnny Z

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Posted 20 August 2013 - 03:12 AM

Excellent idea OP.

In fact i would like to see this and then the current laser go to the pulse laser effect.

Edited by Johnny Z, 20 August 2013 - 03:17 AM.


#154 focuspark

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Posted 24 October 2013 - 03:33 PM

View PostJohnny Z, on 20 August 2013 - 03:12 AM, said:

Excellent idea OP.

In fact i would like to see this and then the current laser go to the pulse laser effect.

Thank you and I agree. :-)

#155 Christof Romulus

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Posted 25 October 2013 - 02:58 PM

I just wanna inject this here:
http://www.sarna.net...rge_Pulse_Laser

Take a look at the clan stats vs IS stats
10 damage vs 9 damage
10 heat vs 10 heat (balance!)
600m range vs 300m (SAY WHAT?! That's only 75m under Inner Sphere EXTENDED RANGE Large lasers, and 40m MORE than the Inner Sphere PPC!)
6 tons vs 7 tons

Currently in MWO LPL have the following stats for Inner Sphere:
10 damage (Better damage than TT)
8.5 heat (Much better heat than TT)
300m (War? War never changes.)

Anyone care to wager what a Clan LPL is going to look like? =P

#156 focuspark

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Posted 25 October 2013 - 03:17 PM

View PostChristof Romulus, on 25 October 2013 - 02:58 PM, said:

I just wanna inject this here:
http://www.sarna.net...rge_Pulse_Laser

Take a look at the clan stats vs IS stats
10 damage vs 9 damage
10 heat vs 10 heat (balance!)
600m range vs 300m (SAY WHAT?! That's only 75m under Inner Sphere EXTENDED RANGE Large lasers, and 40m MORE than the Inner Sphere PPC!)
6 tons vs 7 tons

Currently in MWO LPL have the following stats for Inner Sphere:
10 damage (Better damage than TT)
8.5 heat (Much better heat than TT)
300m (War? War never changes.)

Anyone care to wager what a Clan LPL is going to look like? =P

11.7 damage, 8.5 heat, 600m

seems like a proper adaptation give what PGI has done with LPL from TT as a base.

#157 Funkin Disher

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Posted 04 December 2013 - 01:55 PM

A laser MG would be so awesome.

#158 Celtic Warrior

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Posted 20 July 2014 - 10:29 AM

I like the pulse lasers now they are now but they're not effective enough and you rarely see them in game. Less heat or more DPS would help them out and make them more usable.

#159 The Massive

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Posted 29 August 2014 - 11:48 PM

Yes. But they need to do more damage per sec and per heat because you can no longer torso twist with them. But defiantly yes.

#160 Zephonarch II

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Posted 30 August 2014 - 01:23 PM

I always preferred the pulse lasers from MW3. They fire longer than they do now, they fire just as long as th Clan ERLLs, and because of that it would be a perfect "Focus Fire" energy laser for the IS Mechs. Right now, the pulse lasers do not fire long enough for me to focus fire on the enemy although its other weapon stats are designed to suit close range combat rather than MLs(Range, heat-generation). With that being said, this would also mean that the normal lasers firing duration should be decreased. To differentiate of course.

Make the IS Pulse lasers fire longer to about 2-3seconds in duration, and make the normal lasers fire for less the amount of time they do now.

Oh and please don't forget the Clan Large lasers. I use them knowing I can pinpoint, shoot and FOCUS on enemy weakpoints unlike the CLPL. Simpy enough; the Clan-ERLL... IS THE CLAN LARGE PULSE LASER. Look at MW3 and seriously consider how it's a short split-second Burst-like laser unlike how it is now.

Edited by Zephonarch II, 30 August 2014 - 01:27 PM.






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