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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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#21 Tharkan Stuermer

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Posted 17 January 2013 - 08:04 PM

+1

#22 Wolf Clearwater

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Posted 17 January 2013 - 08:19 PM

BUMP

#23 focuspark

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Posted 18 January 2013 - 12:09 AM

Bump back to page 1. :)

#24 Fitzbattleaxe

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Posted 18 January 2013 - 12:22 AM

Yeah, something different needs to be done with them. Personally, I'd like things to be more like MW3 - regular lasers with instant, concentrated damage, while the pulse lasers let you sweep across things.

#25 Monky

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Posted 18 January 2013 - 12:35 AM

My problem with this is the same as MG's or flamers, if a weapon fires constantly, you have to hit with it constantly to do maximum DPS with it. This is all well and fine if, for instance, you're using all laser weapons. however, you have to aim in a different spot to hit with ballistics or SRMs in a fight, meaning you are either missing with the laser and wasting heat while aiming your other weapon, or you're just not firing it, both of which amount to a DPS decrease for the weapon. Since pulse lasers are already somewhat weak, this is likely not a good idea despite the 'cool factor'.

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 focuspark

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Posted 18 January 2013 - 01:12 AM

View PostMonky, on 18 January 2013 - 12:35 AM, said:

My problem with this is the same as MG's or flamers, if a weapon fires constantly, you have to hit with it constantly to do maximum DPS with it. This is all well and fine if, for instance, you're using all laser weapons. however, you have to aim in a different spot to hit with ballistics or SRMs in a fight, meaning you are either missing with the laser and wasting heat while aiming your other weapon, or you're just not firing it, both of which amount to a DPS decrease for the weapon. Since pulse lasers are already somewhat weak, this is likely not a good idea despite the 'cool factor'.

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 Wolf Clearwater

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Posted 19 January 2013 - 07:00 AM

Still love the "laser machine gun" idea. ;)

#28 focuspark

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Posted 19 January 2013 - 11:46 AM

Juggle to the top so that there's a chance that Garth and/or the MW:O design team might notice this.

#29 focuspark

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Posted 20 January 2013 - 11:09 AM

Laser Machine Guns people, come on! :huh:

#30 JustPyro

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Posted 20 January 2013 - 05:41 PM

I am personally fine with the way pulse lasers work. They are exactly the way I have expected them to be based on how they are described in the books.

If you have ever come across a Stalker or Atlas with LPL instead of regular larges... they can be quite nasty.

#31 White Bear 84

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Posted 20 January 2013 - 06:04 PM

Pulse lasers are currently pretty average.. ..for the best part in all of my mechs i use normal lasers because i cannot justify using pulse.. ..just like i couldnt justify using an AC2 or an LBX lol.

#32 focuspark

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Posted 20 January 2013 - 11:18 PM

View PostJustPyro, on 20 January 2013 - 05:41 PM, said:

I am personally fine with the way pulse lasers work. They are exactly the way I have expected them to be based on how they are described in the books.

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 wolf74

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Posted 20 January 2013 - 11:49 PM

Once the Convergance get Slow Down a Good Bit they could make the Pulse Lasers the Fastest Converging Weapons.

#34 Seravos

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Posted 21 January 2013 - 10:39 AM

The pulse lasers are firing rapidly and repeatedly, you could call it an overcharged state so they only fire for a short time to prevent overheating. They're heavier, they only do a bit more damage than a regular laser. If it really makes you happy try asking them to switch the names on regular and pulse lasers and change the regular to a pulsating beam and the pulse lasers to a larger short beam. It's like the argument from SWTOR with the lightsaber crystals.

#35 focuspark

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Posted 21 January 2013 - 10:59 AM

View PostSeravos, on 21 January 2013 - 10:39 AM, said:

The pulse lasers are firing rapidly and repeatedly, you could call it an overcharged state so they only fire for a short time to prevent overheating. They're heavier, they only do a bit more damage than a regular laser. If it really makes you happy try asking them to switch the names on regular and pulse lasers and change the regular to a pulsating beam and the pulse lasers to a larger short beam. It's like the argument from SWTOR with the lightsaber crystals.

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 focuspark

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Posted 06 February 2013 - 02:38 PM

So with the new patch the heat of Large Lasers and PPC was reduced to the point where now I feel there's even less reason to use a Pulse laser.

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 Zyllos

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Posted 06 February 2013 - 03:19 PM

I really do not think Pulse Lasers need to be changed, at least their mechanics.

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 General Taskeen

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Posted 06 February 2013 - 03:33 PM

I still want a blend of MW2 and MW3 Pulse Lasers, which were more appealing for variety (one big burst of laser at short intervals). The intro to MW2: Mercs, where the Vulture is firing its pulse lasers at a Commando, is the coolest imagining of what pulse lasers could be.

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 Asmudius Heng

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Posted 06 February 2013 - 06:36 PM

I think the current mechanics seem to help with what Pulse lasers did in BT.

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 Corvus Antaka

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Posted 06 February 2013 - 08:30 PM

Id love to see mech3 style pulse lasers. doubt itll happen though.





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