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Are Pulse Lasers Any Good?


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#21 Sug

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Posted 14 January 2013 - 03:50 PM

View PostDe La Fresniere, on 14 January 2013 - 03:27 PM, said:

I really don't like pulse lasers... even the Mediums, and those are the only ones that are anywhere near approaching reason.



Side by side the regular lasers do look better on paper. But if you can offset the significant disadvantages of the pulse lasers (weight, space, heat), through upgrades or playstyle, you're left with dealing increased damage at a faster rate.

The difference on my HBK-4SP is night and day. : /

That 0.25 second doesn't seem like much but often it's the difference between dealing my damage to 3 hitboxes or 1.

But back to OP.


View Postlordsegan, on 14 January 2013 - 02:26 PM, said:

I saw a pulse laser hunchback the other day that looked like he was doing pretty good damage chainfiring his guns. It wasn't stripping the guts out of big mechs, but he was tearing stuff down in the brawl melee.

What do you all think?


Depends on the HBK. On the 4P I think loading the torso up with (6) Pulse lasers is a waste. Too hot, too heavy, too hard to aim. I use med pulse lasers in the arms for faster twitchy shots and regular lasers in the torso for a big alpha when i'm guaranteed a hit.

HBK-4SP. I'm loving having 2 med pulse lasers in each arm. Depending on the map I get 5-6 alphas before I need to watch my heat. If I fire one arm at a time I can almost go forever. 12 accurate damage every 1.5 sec <3

Edited by Sug, 14 January 2013 - 04:00 PM.


#22 Hellen Wheels

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Posted 14 January 2013 - 03:58 PM

Who cares one way or another as long as you have fun using them?

Oh yea, the people who have to always measure their pulse laser against someone elses.

<rolls eyes>
=H=

#23 Sable Dove

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Posted 14 January 2013 - 04:01 PM

My main is a quad Large Laser Catapult K2, and it frequently tops the scoreboard. Tried switching to LPLs, and it didn't do nearly as well.

Comparing 4 LLs against 3 LPLs:
The LPLs are heavier (21 vs 20), produce almost as much heat (8.31 HPS vs 8.6 HPS), Deal less damage (9.24 DPS vs 11.08 DPS), and only 2/3rds the range.

LPLs are pointless right now. If you have the hardpoints, take a couple MPLs,

#24 Bashars

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Posted 14 January 2013 - 04:07 PM

View Postlordsegan, on 14 January 2013 - 02:26 PM, said:

I saw a pulse laser hunchback the other day that looked like he was doing pretty good damage chainfiring his guns. It wasn't stripping the guts out of big mechs, but he was tearing stuff down in the brawl melee.

What do you all think?


You must have been watching him chainfire when his heat was up. I use them on my Hunch SP, I have 4 and with a srm6 or 2 streaks they can get hot. Once I am starting to get hot I start chainfiring them. Chainfire all the time would take forever to kill something.

#25 Sug

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Posted 14 January 2013 - 04:08 PM

View PostSpammyV, on 14 January 2013 - 03:33 PM, said:

Do you think that equipping MPLs as an anti-Light weapon is a good tactic for heavier chassis?


I don't think they are.

While they do their damage faster, they also MISS faster. Lights are gods now because of messed up hitboxes and Lag. The regular lasers give you more time to correct your aim while you lead them. Dealing partial damage is better than no damage : /

#26 Green Mamba

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Posted 14 January 2013 - 04:28 PM

Alot of the problem is the weight and heat of the Pulse Lasers compared to Reg Lasers.Pulse Lasers need a Boost there as the lesser weight of Reg Lasers and not to mention the lesser heat combine that for most Mechs Reg Lasers are better.

I run Med Pulse on my Raven though and this only due to the speed it runs at and concentrating damage for the short window you have in fast lights to line up shots.

Slower Mechs I think you are way better off with Regular Lasers

Edited by Green Mamba, 14 January 2013 - 04:29 PM.


#27 Pr8Dator

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Posted 14 January 2013 - 05:09 PM

View PostSpiralRazor, on 14 January 2013 - 03:40 PM, said:



This isnt true. Both types of laser do there damage in pulses...however the actual pulse lasers pulses are a bit faster(beam duration) and deal more damage per pulse(damage per activation).


In that case, I really see no strong reason for the use of LPL anymore... maybe that's why I've stripped my triple LPL Fang down to 1 LPL + 2 Large Lasers + 1 SRM6. This improved my maximum sustained DPS from 3.23 to 4.40! So, much much more sustained DPS than using 3 LPL and that's having 1 DHS lesser.

Edited by Pr8Dator, 14 January 2013 - 05:13 PM.


#28 80sGlamRockSensation David Bowie

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Posted 14 January 2013 - 06:20 PM

View PostPr8Dator, on 14 January 2013 - 05:09 PM, said:


In that case, I really see no strong reason for the use of LPL



Exactly, the way the weapon mechanic works (and especially looking at the weapon stats) its just a horrible weapon, when in Canon its meant to be vastly superior in comparison. Similar how the LB10-X is supposed to be a much better version of the autocannon, MW:O's weapon mechanics currently make it ****.

Its kinda funny, in a mech on mech game, mech killer weapons like the LBX10, AC10, 20, and PPC suck horribly when in actuality they should be the best weapons we have right now. Weapons need a serious re-work.

Edited by mwhighlander, 14 January 2013 - 07:36 PM.


#29 Lokust Davion

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Posted 14 January 2013 - 06:36 PM

i use med pulse lasers on my catapult c1 and its a dps monster if you know how to pilot it. coupled with missiles it does similar damage as a gaussapult but with more speed (80+ kph) and maneuverability (jumpjets). i dont bother to chain fire, just alpha and wait for it to cooldown to strike again.

Edited by Lokust Davion, 14 January 2013 - 06:37 PM.


#30 HRR Insanity

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Posted 14 January 2013 - 06:38 PM

View PostPr8Dator, on 14 January 2013 - 03:05 PM, said:


it does as each pulse counts as an individual hit while regular lasers count as one DOT hit.


Do you have a source for that statement?

Last time I checked, I could do damage/crit with any of the 29-30 particles of non-pulse laser damage.

#31 Cato Phoenix

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Posted 14 January 2013 - 06:45 PM

View PostSpammyV, on 14 January 2013 - 03:33 PM, said:

I've got a question about Pulses: Do you think that equipping MPLs as an anti-Light weapon is a good tactic for heavier chassis? Since they deal their damage in a shorter time frame would that make it easier to put the damage on a Light mech that's circling around and pecking you to death, rather than having to try to drag your laser fire over it?


Definitely a valid strategy.

#32 shintakie

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Posted 14 January 2013 - 06:45 PM

I use 6 small pulse lasers on my Cicada. Its pretty heavily specialized for River City and Frozen City drops though and is absolute god awful compared to a ML build on Caustic, but I get a lot of use out it.

The very very very short beam duration makes it excellent for city fightin in a fast mech. You can lay a full alpha into a single section in the time it takes you to cross between 2 buildins at full speed.

Granted thats about it's only use, but meh. I love it.

They also make the second best noise in the games. I love my wub wubs.

#33 Coole

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Posted 14 January 2013 - 07:01 PM

I like the pulses, but I think the large pulse just weighs a little too much. I also am not a big fan of the MPL's range, but I use it almost as much as regular ML's.

#34 Sug

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Posted 14 January 2013 - 07:10 PM

View PostHRR Insanity, on 14 January 2013 - 06:38 PM, said:


Do you have a source for that statement?

Last time I checked, I could do damage/crit with any of the 29-30 particles of non-pulse laser damage.


You're correct.

http://mwomercs.com/...us/page__st__40

Halfway down the page. David Bradley.

#35 80sGlamRockSensation David Bowie

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Posted 14 January 2013 - 07:52 PM

View PostCoole, on 14 January 2013 - 07:01 PM, said:

I like the pulses, but I think the large pulse just weighs a little too much. I also am not a big fan of the MPL's range, but I use it almost as much as regular ML's.


They can't / won't change the tonnage or criticals required for the weapon. They can however change the mechanics and stats of it at will, since they are more nebulous and have always varied from title to title.

#36 mekabuser

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Posted 14 January 2013 - 08:17 PM

View PostSpammyV, on 14 January 2013 - 03:33 PM, said:

I've got a question about Pulses: Do you think that equipping MPLs as an anti-Light weapon is a good tactic for heavier chassis? Since they deal their damage in a shorter time frame would that make it easier to put the damage on a Light mech that's circling around and pecking you to death, rather than having to try to drag your laser fire over it?

I used to carry 2 lpl on my cataphract specifically for anti light. I have that down to one lpl, but for me its effective. I use it as a jab. The one lpl I can start spraying at distance and deter most lights. If he makes one mistake its alpha time.
To me , its all about discouraging lights. A light pilot with half a brain will disengage if he starts taking damage. Tbh thats all im interested in half the time, Getting him away from me and my team mates.

#37 Khanahar

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Posted 14 January 2013 - 10:12 PM

MPLs are actually very useful in certain builds. In terms of firing mechanics, they are the best weapon in the game (short burn, hitscan). And, essentially, they are the most powerful 1 slot energy weapon. This makes them invaluable in many CN9 builds, where getting that extra DPS out of your CT is what makes you viable on the battlefield.





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