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Why Dont Pulse Lasers Work Right


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#1 FrupertApricot

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Posted 17 December 2012 - 10:49 PM

The pulse lasers in this game handle exactly like regular lasers except theres a faster fire rate and damage is done faster. Why dont we try having them work like all the lore states. Energy machinguns. They should fire their pulses as long as you are holding the trigger, leaving bursts/management up to you, with this constant stream of fire you'd get the "hit modifier" effect too as youd have more opportunities to land at least part of a pulse on your target over time.

#2 One Medic Army

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Posted 17 December 2012 - 10:51 PM

Because all right thinking pilots fear what a Jenner with 2 MPL (or 4-6 SPL) would end up doing if that were the case.

I agree the implementation is off, and right now they aren't earning their increased heat/weight reduced range, but I don't think that your suggestion is the right way to go about it.

Edited by One Medic Army, 17 December 2012 - 10:52 PM.


#3 JohnnyC

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Posted 17 December 2012 - 10:52 PM

Probably because it would skyrocket their DPS through the roof.

#4 Tennex

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Posted 17 December 2012 - 10:55 PM

Well only thing in the game tha dakka dakkas right now is machine gun.

AC was supposed to dakka dakka, but now they do what gauss and ppc do.

Im not sure why PGI wants to funnel the way weapon behave into one shot ballistics(even srms behave like shotgun ballistic) and DoT lasers


When you think about MWO has less weapon variety than any previous MW tittle because of this merging of weapon behavior. Will get boring fast


Games like borderlands or any other shooter you can think of take advantage of weapon variety. Just another way MWO poops on established gaming conventions. Along with the talent trunk (cuz trees have branches)

Edited by Tennex, 17 December 2012 - 11:32 PM.


#5 JohnnyC

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Posted 17 December 2012 - 11:02 PM

View PostTennex, on 17 December 2012 - 10:55 PM, said:

When you think about MWO has less weapon variety than any previous MW tittle because of this. Will get boring fast


Aren't there many weapons that aren't implemented yet? I'm pretty sure I read in one of the "Ask the Devs" that they would be adding most of the weapons over time (with some exceptions).

#6 Tennex

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Posted 17 December 2012 - 11:04 PM

View PostJohnnyC, on 17 December 2012 - 11:02 PM, said:


Aren't there many weapons that aren't implemented yet? I'm pretty sure I read in one of the "Ask the Devs" that they would be adding most of the weapons over time (with some exceptions).


Not literally. They just have less weapon variety in terms of behavior. Automatic weaponfire is not found in this game. Instead its replace by modes of fire found in other weapons. The AC fires like the gauss. And pulse lasers fire like normal lasers.

Hopefully its engine limitation of having that many rounds and not lazy oversight to lump weapons togethet.

Edited by Tennex, 17 December 2012 - 11:08 PM.


#7 Tempered

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Posted 17 December 2012 - 11:16 PM

I think pulse lasers just need a minor reduction in weight and they would be okay. Maybe 1.5 tons for a medium, .75 for a small and 6 for a large. Leave the heat the way it is.

Incidentally, all lasers actually work like laser machine guns. They all do micro damage shots over a given time.

Early on in closed beta, you could actually see the little pinpoint hits glowing on the mechs.

Edited by Tempered, 17 December 2012 - 11:18 PM.


#8 Deadoon

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Posted 17 December 2012 - 11:20 PM

I hope they add alternate variants of ac and lasers.
Like lower caliber high rate of fire versions of ac, maybe an ac/2 that fires like a madman or a ac/5 that is burst fire firing off 2 extremely quick shots, maybe even a uac that fires in 5 round bursts but fires those bursts in quick succession.

#9 FrupertApricot

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Posted 17 December 2012 - 11:20 PM

Leave them with the SAME DPS/heat per damage, jus thave them work as a constant stream as you hold them. THIS WOULD BE A BONUS FOR HUNTING LIGHTS

#10 Tennex

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Posted 17 December 2012 - 11:29 PM

View PostDeadoon, on 17 December 2012 - 11:20 PM, said:

I hope they add alternate variants of ac and lasers.
Like lower caliber high rate of fire versions of ac, maybe an ac/2 that fires like a madman or a ac/5 that is burst fire firing off 2 extremely quick shots, maybe even a uac that fires in 5 round bursts but fires those bursts in quick succession.


I think they are using the slug fire for ACs instead to attract customers from world of tanks. But have inadvertently narrowed the number of intersting game mechanics

#11 FrupertApricot

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Posted 17 December 2012 - 11:29 PM

Yeah AC's need to be more in line with say a bushmaster 35mm or a naval 155mm autoloader.

#12 Pr8Dator

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Posted 17 December 2012 - 11:51 PM

At last someone raises this up!!!!

The only "mechwarrior" game that got this right for me so far is the "MCM Combat Operations" ripoff of mechwarrior in Secondlife. I totally miss my 2 X LRM20 + 2 X Large Pulse Laser + 2 X Medium Pulse Laser Mad Cat that I pilot in that game. Pulse lasers rattling away at the enemy, thats the way to go for maximum DPS! :)

Oh, and laser, should keep those to a single pin point beam like we know of lasers in sci-fi throughout history... the laser cutter thing they have in this game now really doesn't quite cut it... *pun intended*

Edited by Pr8Dator, 17 December 2012 - 11:53 PM.


#13 Donuteater

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Posted 18 December 2012 - 12:28 AM

I think this could work well if the pulse lasers fired like they did in mechassault. Just instead of 5 pulses in 0.75 seconds,then cooldown, generating the weapons full heat, have one pulse,a fifth of the current heat and cooldown, then repeat.

#14 MustrumRidcully

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Posted 18 December 2012 - 01:28 AM

I don't mind the current implementation, but I like this idea anyway.

In fact, it might allow us to split the 3 laser classes (regular, ER, pulse) variants even better:

1) Regular Lasers have a long duration (0.75 to 1.25 seconds) and a moderate cooldown time (2-3 seconds)
2) ER Lasers have a moderate duration (0.5 to 1 seconds) and a long cooldowntime (3-4 seconds)
3) Pulse Lasers have a short duration (0.1 to 0.2 seconds) and a short cooldowntime (0.2 to 0.3 seconds)

And likewise, the laser sizes could also be differentiated along a standardized system
1) Small Lasers have a longer duration but shorter cooldowntime
2) Medium Lasers have a moderate duration and a moderate cooldowntime.
3) Large Lasers have a short duration and a long cooldowntime.

Obviously, the DPS figure of all lasers must be kept stable, e.g. if you increase their rate of fire, you must lower their damage and heat per shot.


So in the end we may have something like:

Small Laser: Duration 1.25, Cooldown Time 1.25; Total Recycle Time: 2.5
Medium Laser: Duration 1, Cooldown Time 2.5; Total Recycle Time: 3.5
Large Laser: Duration 0.75, Cooldown Time 3; Total Recycle Time: 3.75

ER Small Laser: Duration 1, Cooldown Time 3; Total Recycle Time: 4
ER Medium Laser: Duration 0.75, Cooldown Time 3.5; Total Recycle Time: 4.25
ER Large Laser: Duration 0.5, Cooldown Time 4; Total Recycle Time: 4.5

Small Pulse Laser: Duration 0.2, Cooldown Time 0.2; Total Recycle Time: 0.4
Medium Pulse Laser: Duration 0.15, Cooldown Time 0.25; Total Recycle Time: 0.4
Large Pulse Laser: Duration 0.1, Cooldown Time 0.3; Total Recycle Time: 0.4

#15 lizardmech

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Posted 18 December 2012 - 01:29 AM

I agree it's annoying they don't behave like energy machineguns. They are a pointless weapon in their current state, they should be a rapid fire weapon with a very short beam duration.

#16 Pr8Dator

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Posted 18 December 2012 - 01:36 AM

An excerpt from Sarna:
"...medium Pulse Laser still cannot be constantly discharged for extended periods of time."

Looks like it isn't supposed to work like an energy machinegun in canon as well...

#17 Cleverbird

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Posted 18 December 2012 - 01:45 AM

Am I the only one who likes the pulse weapons the way they are now?

#18 Glythe

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Posted 18 December 2012 - 01:51 AM

View PostCleverbird, on 18 December 2012 - 01:45 AM, said:

Am I the only one who likes the pulse weapons the way they are now?


Probably. Before the last laser heat tweak the MPL were actually good to use in that the extra damage was worth the extra heat/weight. Now the only 2 lasers even remotely worth using are LL and ML. That's messed up.

#19 Snowhawk

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Posted 18 December 2012 - 02:06 AM

Pulse lasers....?

House Steiner, what else...!

http://img.photobuck...nalliance-1.gif

Edited by Snowhawk, 18 December 2012 - 02:07 AM.


#20 Pr8Dator

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Posted 18 December 2012 - 02:51 AM

View PostGlythe, on 18 December 2012 - 01:51 AM, said:

Probably. Before the last laser heat tweak the MPL were actually good to use in that the extra damage was worth the extra heat/weight. Now the only 2 lasers even remotely worth using are LL and ML. That's messed up.


Well, actually the two best weapons in terms of DPS/Ton and Damage/Ton are the Medium laser and the Medium Pulse Laser. LL is just too hot and heavy to compete. Both LL and MPL has almost the same damage/heat (1.2 v 1.28) but vastly different DPS/Ton and Dam/Ton, giving MPL the absolute advantage over LL on the battlefield. If you have only one energy hardpoint and the tonnage to spare, the LPL would still be better than the LL.

Edited by Pr8Dator, 18 December 2012 - 03:11 AM.






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