Suggested Overhaul Of Pulse Lasers To Make Them More Interesting
#81
Posted 28 February 2013 - 11:19 AM
#82
Posted 28 February 2013 - 09:42 PM
#84
Posted 01 March 2013 - 05:08 AM
Edited by Colonel Pada Vinson, 01 March 2013 - 05:09 AM.
#85
Posted 01 March 2013 - 05:55 AM
I'm sure this could be worked into MWO, I don't think it's too late and it will make the two laser systems completely stand out. Pulse lasers should give the option of continuous DPS at a much higher rate than seen for machine guns, followed by a cooling off period or overheating, while normal lasers are supposed to be much shorter duration, high powered single pulses.
#86
Posted 02 March 2013 - 03:38 AM
#87
Posted 02 March 2013 - 08:02 AM
Demon Horde, on 02 March 2013 - 03:38 AM, said:
While no mech warrior game has got them "exactly right," at least 3 Mech Warrior games I can think of made them unique and fun to use; MW2, MW3, MW:LL. Those are the games that have featured pulse lasers the closest.
#88
Posted 02 March 2013 - 09:45 AM
GIBE DAT TO MEH!
#90
Posted 02 March 2013 - 01:10 PM
Current laser stats:
Small Laser: Range 180m, Recycle 2.25 (+.75s), Damage 3 per .75s, Heat 2 (DPS=1.00, HPS = 0.67)
Medium Laser: Range 540m, Recycle 3 (+1s), Damage 5 per 1s, Heat 4 (DPS = 1.25, HPS = 1.00)
Large Laser: Range 900m, Recycle 3.25 (+1s), Damage 8 per 1s, Heat 7 (DPS = 2.12, HPS = 1.65)
ER Large Laser: Range 1350m, Recycle 3.25, Damge 8 per 1s, Heat 9.5 (DPS = 2.12, HPS = 2.24)
Sm Pulse: Range 180m, Recycle 2.25 (+.5s), Damage 3, Heat 3 per .5s (DPS = 1.09, HPS = 1.09)
Md Pulse: Range 360m, Recycle 3 (+.75s), Damage 6, Heat 3 per .75s (DPS = 1.6, HPS = 1.33)
Lg Pulse: Range 600m, Recycle 3.25 (+.5s), Damage 10, Heat 3 per .75s (DPS = 2.5, HPS = 1.83)
What if pulse lasers were changed to:
Sm Pulse: Range 180m, Recycle 0 (+.1s), Damage .12 per .1s, Heat .10 (DPS = 1.20, HPS = 1.00)
Md Pulse: Range 360m, Recycle 0 (+.1s), Damage .16 per .1s, Heat .15 (DPS = 1.60, HPS = 1.50)
Lg Pulse: Range 600m, Recycle 0 (+.1s), Damage .25 per .1s, Heat .2 (DPS = 2.50, HPS = 2.00)
Since machineguns and flamers already work like this, there shouldn't be a real network problem, right?
Edited by Ialdabaoth, 02 March 2013 - 01:12 PM.
#91
Posted 05 March 2013 - 10:52 AM
#92
Posted 07 March 2013 - 01:03 PM
#93
Posted 14 March 2013 - 09:38 AM
#94
Posted 14 March 2013 - 11:59 PM
#96
Posted 19 March 2013 - 12:39 PM
#97
Posted 21 March 2013 - 01:28 PM
However, I think that where it breaks down, is that the actual difference in time between pulse lasers and regular lasers is too short to really justify the extra heat and weight.
I think that in order to justify the additional heat and weight of those weapons, they should shorten the beam duration further. Make them almost AC-like in their ability to drop damage onto a single panel. Although, I realize that this could easily go too far in that direction and just make them the best weapons in the game by far, since they'd have no travel time.
Right now though, I can't ever justify using them. They're just not good enough.
#98
Posted 21 March 2013 - 01:36 PM
Edited by DeadlyNerd, 21 March 2013 - 01:38 PM.
#99
Posted 21 March 2013 - 06:27 PM
DeadlyNerd, on 21 March 2013 - 01:36 PM, said:
should i create a new thread and just copy paste from the OP? is there any particular reason why you dislike old threads?
i see no reason to stop just because you have arbitrarily decided you hate old things.
on your other point: this has nothing to do with any balance that pulse lasers do or don't need currently. this is about making pulse lasers different from standard lasers in a meaningful way so that they are not simply an upgrade from their standard counterpart. make pulse lasers their own weapon instead of a mild variation on standard lasers.
#100
Posted 22 March 2013 - 02:33 AM
lesser damage per salvo, but higher frequency of shots
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