Suggested Overhaul Of Pulse Lasers To Make Them More Interesting
#21
Posted 17 January 2013 - 08:04 PM
#22
Posted 17 January 2013 - 08:19 PM
#23
Posted 18 January 2013 - 12:09 AM
#24
Posted 18 January 2013 - 12:22 AM
#25
Posted 18 January 2013 - 12:35 AM
I think a better option is to make them deal their damage in a shorter amount of time depending on their usage. We found large lasers well balanced after simply adjusting the firing time, there's no reason the same can't happen to pulse lasers.
#26
Posted 18 January 2013 - 01:12 AM
Monky, on 18 January 2013 - 12:35 AM, said:
I think a better option is to make them deal their damage in a shorter amount of time depending on their usage. We found large lasers well balanced after simply adjusting the firing time, there's no reason the same can't happen to pulse lasers.
100% agreed, that's why the max DPS would need to be something like twice what a standard laser would be.
#27
Posted 19 January 2013 - 07:00 AM
#28
Posted 19 January 2013 - 11:46 AM
#29
Posted 20 January 2013 - 11:09 AM
#30
Posted 20 January 2013 - 05:41 PM
If you have ever come across a Stalker or Atlas with LPL instead of regular larges... they can be quite nasty.
#31
Posted 20 January 2013 - 06:04 PM
#32
Posted 20 January 2013 - 11:18 PM
JustPyro, on 20 January 2013 - 05:41 PM, said:
If you have ever come across a Stalker or Atlas with LPL instead of regular larges... they can be quite nasty.
If you read the description for pulse lasers given on sarna.net they read much more like laser machine guns than they way they're portrayed in MW:O. Additionally, making into laser machine guns would make them different and interesting, something they're completely lacking currently.
#33
Posted 20 January 2013 - 11:49 PM
#34
Posted 21 January 2013 - 10:39 AM
#35
Posted 21 January 2013 - 10:59 AM
Seravos, on 21 January 2013 - 10:39 AM, said:
They're supposed to come with a +2 to hit bonus as well (per CBT - wow, I'm citing lore) and the only way to do that in an FPS without some ******** lock on mechanism (see SSRM and LRM) is to offer a constant fire stream with tracers.
#36
Posted 06 February 2013 - 02:38 PM
Besides, we're suggesting frick'n laser machine guns here people - who's on board?!
OK OK the engineering manager in me demands that I write up a table for the suggested changes
Name.......Damage...Heat...Cooldown...Duration....DPS....HPS
SPL (old)....3.00...3.00.......2.25.......0.50...1.09...1.09
SPL (new)....0.15...0.10.......0.10.......0.00...1.50...1.00
MPL (old)....6.00...5.00.......3.00.......0.75...1.60...1.33
MPL (new)....0.30...0.25.......0.10.......0.00...3.00...2.50
LPL (old)...10.00...7.30.......3.25.......0.75...2.50...1.83
LPL (new)....0.50...0.37.......0.10.......0.00...5.00...3.70
Remember, that while the raw DPS does go up, the damage per heat doesn't and the older version could apply the damage in 0.50 - 0.75 second while the new version takes a full 2 seconds to generate the same damage, but can apply the damage continuously for the entire 4 seconds; where as the old version needed to cooldown before firing again.
#37
Posted 06 February 2013 - 03:19 PM
But, the Small Pulse Laser does need a bit of work. But looking at the numbers, there really isn't any way to make it better unless you increase damage or reduce heat.
Of course, I do have mechs that use Small Pulse Lasers because I want the fast beam time but not the extra heat for using Medium Lasers.
#38
Posted 06 February 2013 - 03:33 PM
Granted MW:LL uses basically the 3 pulse graphic technique, but they cool down much faster than MWO's.
The range of weapons from between MW2, MW3, or MW:LL are also much better. Where a small laser, in MW3 can reach out to 120m, or from MW:LL is 300m and everything is up-scaled from there so pulse laser's aren't so hosed.
Edited by General Taskeen, 06 February 2013 - 03:34 PM.
#39
Posted 06 February 2013 - 06:36 PM
They were heavier, hotter, more damaging, and got a bonus to hit while having their range shortened.
This is all taken into account and the to hit bonus is simulated via the shorter burn time making it more accurate at hitting - or at least hitting what you want to hit in the MWO setting of real time.
However - i do not know if the current range/heat/damage/burn time equation is set correctly to make them worth the weight - but those things can be tweaked.
#40
Posted 06 February 2013 - 08:30 PM
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