Author Topic: Heavy Lasers  (Read 928 times)

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Offline =CJW= Zweistein000 (W)

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Heavy Lasers
« on: November 30, 2010, 05:16:16 PM »
Hello I did a minor edit for Clan ER Lasers and made the Clan Heavy lasers.
I used sarna for reference and the way I calculated something is like this:

Heavy Large Laser Heat

Sarna values:
ER laser: 12 Heavy Laser: 18
MWLL Values:
ER laser: 189.5194125 Heavy Laser: X

Heavy laser Heat= (MWLL ER laser * Sarna Heavy Laser) / Sarna ER Laser
Heavy laser Heat = 284.278562

Is Slovenia we call it: Primerjalni Račun
Which would translate into: Calculation based upon similarity

If this isn't ready for Implementing I hope I at least helped on theway  ;)

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Offline (TLL)CapperDeluxe

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Re: Heavy Lasers
« Reply #1 on: November 30, 2010, 05:29:35 PM »
hurray algebra!
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Offline =CJW= Zweistein000 (W)

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Re: Heavy Lasers
« Reply #2 on: November 30, 2010, 05:35:53 PM »
hurray algebra!

Is that good?


EDIT:

.....Wait wasn't Algebra some mathematician?
« Last Edit: November 30, 2010, 05:41:27 PM by =CJW= Zweistein000 (CDT) »
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Offline (TLL)Sky_walker

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Re: Heavy Lasers
« Reply #3 on: November 30, 2010, 05:54:40 PM »
wait... you made heavy laser by increasing the heat of regular laser, and... that's all?
o_O
duh...
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Offline =CJW= Zweistein000 (W)

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Re: Heavy Lasers
« Reply #4 on: November 30, 2010, 06:02:13 PM »
wait... you made heavy laser by increasing the heat of regular laser, and... that's all?
o_O
duh...

Not Just heat *sigh*

Reduced range, increased heat, increased damage and increased the time you have to keep the beam on enemy to deal full damage.
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Offline TheDrgnRbrn

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Re: Heavy Lasers
« Reply #5 on: November 30, 2010, 06:09:37 PM »
Wait.. so what is this?
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Re: Heavy Lasers
« Reply #6 on: November 30, 2010, 06:15:31 PM »
Wait.. so what is this?

Clan_Heavy_Large_Beam_Laser

<item class="VehicleWeapon" name="Clan_Heavy_Large_Beam_Laser">
  <params>
    <param name="equipeable" value="0"/>
    <param name="giveable" value="0"/>
    <param name="selectable" value="0"/>
    <param name="pickable" value="0"/>
    <param name="mountable" value="1"/>
    <param name="usable" value="0"/>
    <param name="arms" value="0"/>
    <param name="range" value="550"/>
  </params>
  <geometry>
    <firstperson angles="0,0,0" name="Objects/objects_mwll/Weapons/Modular_Weapons/Guns/Large_Beam_Laser_Dummy.cgf" position="0,0,0"/>
    <thirdperson angles="0,0,0" name="Objects/objects_mwll/Weapons/Modular_Weapons/Guns/Large_Beam_Laser_Dummy.cgf"/>
  </geometry>
  <actions>
    <action name="fire">
      <sound name="sounds/mwll_weapons:LargeBeamLaser:nonloop" radius="100" target="firstperson"/>
      <sound name="sounds/mwll_weapons:LargeBeamLaser:nonloop" radius="100" target="thirdperson"/>
    </action>
    <action name="blast">
      <sound name="sounds/mwll_weapons:LargeBeamLaser:fire" radius="100" target="firstperson"/>
      <sound name="sounds/mwll_weapons:LargeBeamLaser:fire" radius="100" target="thirdperson"/>
    </action>
    <action name="spin_up">
      <animation name="shoot" target="owner"/>
      <sound name="sounds/mwll_weapons:LargeBeamLaser:charge" radius="100" static="1" target="firstperson"/>
      <sound name="sounds/mwll_weapons:LargeBeamLaser:charge" radius="100" static="1" target="thirdperson"/>
    </action>
    <action name="spin_down">
      <sound name="sounds/mwll_weapons:LargeBeamLaser:down" radius="100" static="1" target="firstperson"/>
      <sound name="sounds/mwll_weapons:LargeBeamLaser:down" radius="100" static="1" target="thirdperson"/>
    </action>
    <action name="hit">
      <sound name="sounds/physics:bullet_impact:moar_large_beam_impact" radius="100" target="firstperson"/>
      <sound name="sounds/physics:bullet_impact:moar_large_beam_impact" radius="100" static="1" target="thirdperson"/>
    </action>
    <action name="overheating">
      <sound name="sounds/mwll_weapons:Common:charge" radius="5" static="0" target="firstperson"/>
      <sound name="sounds/mwll_weapons:Common:charge" radius="5" static="0" target="thirdperson"/>
    </action>
  </actions>
  <firemodes>
    <firemode name="Beam" type="Laser">
      <fire>
        <param name="offset" value="0.15"/>
        <param name="spin_up_time" value="0.0001"/>
        <param name="damage" value="59.34060"/>
        <param name="clip_size" value="-1"/>
        <param name="hit_type" value="energy"/>
        <param name="helper_fp" value="weapon_term"/>
        <param name="helper_tp" value="weapon_term"/>
      </fire>
      <heating>
        <param name="overheat_time" value="0.5"/>
        <param name="duration" value="7.5"/>      EDIT: +2 sec (seems fair)
        <param name="cooldown_time" value="0.01"/>
        <param name="helper_fp" value="overheat_effect"/>
        <param name="effect_fp" value="weapon_fx.gun.overheat_haze"/>
        <param name="helper_tp" value="overheat_effect"/>
        <param name="effect_tp" value="weapon_fx.gun.overheat_haze"/>
        <param name="heatPerShot" value="284.278562"/>
      </heating>
      <beam>
        <param name="tick" value="0.025"/>
        <param name="range" value="550"/>
        <param name="hit_decal" value=""/>
        <param name="hit_decal_size" value="2"/>
        <param name="hit_decal_size_min" value="1.6"/>
        <param name="hit_decal_lifetime" value="3"/>
        <param name="hit_effect" value="mwll_fx_hit.lasers.laser_lg"/>
        <param name="hit_effect_scale" value="0.5"/>
      </beam>
      <effect>
        <firstperson effect="mwll_fx_weapons.lasers.laser_lg" helper="" light_radius="0"/>
        <thirdperson effect="mwll_fx_weapons.lasers.laser_lg" helper="" light_radius="0"/>
      </effect>
      <spinup>
        <firstperson effect="mwll_trails.large_laser.charge" helper="" light_radius="0"/>
        <thirdperson effect="mwll_trails.large_laser.charge" helper="" light_radius="0"/>
      </spinup>
      <beamObjects>
        <Object1 object="Objects/objects_mwll/Effects/ER_Large_Beam_laser/ER_Large_Beam_laser_1m.cgf" size="1"/>
        <Object2 object="Objects/objects_mwll/Effects/ER_Large_Beam_laser/ER_Large_Beam_laser_2m.cgf" size="2"/>
        <Object3 object="Objects/objects_mwll/Effects/ER_Large_Beam_laser/ER_Large_Beam_laser_5m.cgf" size="5"/>
        <Object4 object="Objects/objects_mwll/Effects/ER_Large_Beam_laser/ER_Large_Beam_laser_10m.cgf" size="10"/>
        <Object5 object="Objects/objects_mwll/Effects/ER_Large_Beam_laser/ER_Large_Beam_laser_25m.cgf" size="25"/>
        <Object6 object="Objects/objects_mwll/Effects/ER_Large_Beam_laser/ER_Large_Beam_laser_50m.cgf" size="50"/>
        <Object7 object="Objects/objects_mwll/Effects/ER_Large_Beam_laser/ER_Large_Beam_laser_75m.cgf" size="75"/>
        <Object8 object="Objects/objects_mwll/Effects/ER_Large_Beam_laser/ER_Large_Beam_laser_100m.cgf" size="100"/>
        <Object9 object="Objects/objects_mwll/Effects/ER_Large_Beam_laser/ER_Large_Beam_laser_200m.cgf" size="200"/>
        <Object10 object="Objects/objects_mwll/Effects/ER_Large_Beam_laser/ER_Large_Beam_laser_400m.cgf" size="400"/>
        <Object11 object="Objects/objects_mwll/Effects/ER_Large_Beam_laser/ER_Large_Beam_laser_800m.cgf" size="800"/>
      </beamObjects>
    </firemode>
  </firemodes>
  <weaponGroupData>
    <param name="group1Inactive" value="0"/>
    <param name="group2Inactive" value="1"/>
    <param name="group3Inactive" value="1"/>
    <param name="group4Inactive" value="1"/>
    <param name="group5Inactive" value="1"/>
    <param name="group6Inactive" value="1"/>

    <param name="delayBeforeRipple" value="500"/>
    <param name="weaponName" value="Clan Heavy Large Beam Laser"/>
  </weaponGroupData>
</item>

Clan Heavy medium Beam laser

<item class="VehicleWeapon" name="Clan_Heavy_Medium_Beam_Laser">
  <params>
    <param name="equipeable" value="0"/>
    <param name="giveable" value="0"/>
    <param name="selectable" value="0"/>
    <param name="pickable" value="0"/>
    <param name="mountable" value="1"/>
    <param name="usable" value="0"/>
    <param name="arms" value="0"/>
    <param name="range" value="450"/>
  </params>
  <geometry>
    <firstperson angles="0,0,0" name="Objects/objects_mwll/Weapons/Modular_Weapons/Guns/Medium_Beam_Laser_Dummy.cgf" position="0,0,0"/>
    <thirdperson angles="0,0,0" name="Objects/objects_mwll/Weapons/Modular_Weapons/Guns/Medium_Beam_Laser_Dummy.cgf"/>
  </geometry>
  <actions>
    <action name="fire">
      <sound name="" radius="100" target="firstperson"/>
      <sound name="" radius="100" target="thirdperson"/>
    </action>
    <action name="blast">
      <sound name="sounds/mwll_weapons:MediumBeamLaser:fire" radius="100" target="firstperson"/>
      <sound name="sounds/mwll_weapons:MediumBeamLaser:fire" radius="100" target="thirdperson"/>
    </action>
    <action name="spin_up">
      <animation name="shoot" target="owner"/>
      <sound name="sounds/mwll_weapons:MediumBeamLaser:charge" radius="100" static="1" target="firstperson"/>
      <sound name="sounds/mwll_weapons:MediumBeamLaser:charge" radius="100" static="1" target="thirdperson"/>
    </action>
    <action name="spin_down">
      <sound name="sounds/mwll_weapons:MediumBeamLaser:down" radius="100" static="1" target="firstperson"/>
      <sound name="sounds/mwll_weapons:MediumBeamLaser:down" radius="100" static="1" target="thirdperson"/>
    </action>
    <action name="hit">
      <sound name="sounds/physics:bullet_impact:moar_large_beam_impact" radius="100" target="firstperson"/>
      <sound name="sounds/physics:bullet_impact:moar_large_beam_impact" radius="100" static="1" target="thirdperson"/>
    </action>
    <action name="overheating">
      <sound name="sounds/mwll_weapons:Common:charge" radius="5" static="0" target="firstperson"/>
      <sound name="sounds/mwll_weapons:Common:charge" radius="5" static="0" target="thirdperson"/>
    </action>
  </actions>
  <firemodes>
    <firemode name="Beam" type="Laser">
      <fire>
        <param name="offset" value="0.15"/>
        <param name="spin_up_time" value="0.0001"/>
        <param name="damage" value="27.78039733"/>
        <param name="clip_size" value="-1"/>
        <param name="hit_type" value="energy"/>
        <param name="helper_fp" value="weapon_term"/>
        <param name="helper_tp" value="weapon_term"/>
      </fire>
      <heating>
        <param name="overheat_time" value="0.5"/>
        <param name="duration" value="5.0"/>  //EDIT: +1 seamed fair
        <param name="cooldown_time" value="0.01"/>
        <param name="helper_fp" value="overheat_effect"/>
        <param name="effect_fp" value="weapon_fx.gun.overheat_haze"/>
        <param name="helper_tp" value="overheat_effect"/>
        <param name="effect_tp" value="weapon_fx.gun.overheat_haze"/>
        <param name="heatPerShot" value="92.96981348"/>
      </heating>
      <beam>
        <param name="tick" value="0.025"/>
        <param name="range" value="450"/>
        <param name="hit_decal" value=""/>
        <param name="hit_decal_size" value="2"/>
        <param name="hit_decal_size_min" value="1.6"/>
        <param name="hit_decal_lifetime" value="3"/>
        <param name="hit_effect" value="mwll_fx_hit.lasers.laser_md"/>
        <param name="hit_effect_scale" value="0.4"/>
      </beam>
      <effect>
        <firstperson effect="mwll_fx_weapons.lasers.laser_md" helper="" light_radius="8"/>
        <thirdperson effect="mwll_fx_weapons.lasers.laser_md" helper="" light_radius="8"/>
      </effect>
      <spinup>
        <firstperson effect="" helper="" light_radius="8"/>
        <thirdperson effect="" helper="" light_radius="8"/>
      </spinup>
      <beamObjects>
        <Object1 object="Objects/objects_mwll/Effects/ER_Medium_Beam_laser/ER_Medium_Beam_laser_1m.cgf" size="1"/>
        <Object2 object="Objects/objects_mwll/Effects/ER_Medium_Beam_laser/ER_Medium_Beam_laser_2m.cgf" size="2"/>
        <Object3 object="Objects/objects_mwll/Effects/ER_Medium_Beam_laser/ER_Medium_Beam_laser_5m.cgf" size="5"/>
        <Object4 object="Objects/objects_mwll/Effects/ER_Medium_Beam_laser/ER_Medium_Beam_laser_10m.cgf" size="10"/>
        <Object5 object="Objects/objects_mwll/Effects/ER_Medium_Beam_laser/ER_Medium_Beam_laser_25m.cgf" size="25"/>
        <Object6 object="Objects/objects_mwll/Effects/ER_Medium_Beam_laser/ER_Medium_Beam_laser_50m.cgf" size="50"/>
        <Object7 object="Objects/objects_mwll/Effects/ER_Medium_Beam_laser/ER_Medium_Beam_laser_75m.cgf" size="75"/>
        <Object8 object="Objects/objects_mwll/Effects/ER_Medium_Beam_laser/ER_Medium_Beam_laser_100m.cgf" size="100"/>
        <Object9 object="Objects/objects_mwll/Effects/ER_Medium_Beam_laser/ER_Medium_Beam_laser_150m.cgf" size="150"/>
        <Object10 object="Objects/objects_mwll/Effects/ER_Medium_Beam_laser/ER_Medium_Beam_laser_300m.cgf" size="300"/>
        <Object11 object="Objects/objects_mwll/Effects/ER_Medium_Beam_laser/ER_Medium_Beam_laser_600m.cgf" size="600"/>
      </beamObjects>
    </firemode>
  </firemodes>
  <weaponGroupData>
    <param name="group1Inactive" value="0"/>
    <param name="group2Inactive" value="1"/>
    <param name="group3Inactive" value="1"/>
    <param name="group4Inactive" value="1"/>
    <param name="group5Inactive" value="1"/>
    <param name="group6Inactive" value="1"/>

    <param name="delayBeforeRipple" value="400"/>
    <param name="weaponName" value="Clan Heavy Medium Beam Laser"/>
  </weaponGroupData>
</item>

Clan Heavy Small Beam Laser

<item class="VehicleWeapon" name="Clan_ER_Small_Beam_Laser">
  <params>
    <param name="equipeable" value="0"/>
    <param name="giveable" value="0"/>
    <param name="selectable" value="0"/>
    <param name="pickable" value="0"/>
    <param name="mountable" value="1"/>
    <param name="usable" value="0"/>
    <param name="arms" value="0"/>
    <param name="range" value="250"/>
  </params>
  <geometry>
    <firstperson angles="0,0,0" name="Objects/objects_mwll/Weapons/Modular_Weapons/Guns/Small_Beam_Laser_Dummy.cgf" position="0,0,0"/>
    <thirdperson angles="0,0,0" name="Objects/objects_mwll/Weapons/Modular_Weapons/Guns/Small_Beam_Laser_Dummy.cgf"/>
  </geometry>
  <actions>
    <action name="fire">
      <sound name="sounds/mwll_weapons:SmallBeamLaser:fire" radius="100" static="1" target="firstperson"/>
      <sound name="sounds/mwll_weapons:SmallBeamLaser:fire" radius="100" static="1" target="thirdperson"/>
    </action>
    <action name="blast">
      <sound name="sounds/mwll_weapons:SmallBeamLaser:fire_fp" radius="100" target="firstperson"/>
      <sound name="sounds/mwll_weapons:SmallBeamLaser:fire" radius="100" target="thirdperson"/>
    </action>
    <action name="spin_up">
      <animation name="shoot" target="owner"/>
      <sound name="sounds/mwll_weapons:SmallBeamLaser:charge" radius="100" static="1" target="firstperson"/>
      <sound name="sounds/mwll_weapons:SmallBeamLaser:charge" radius="100" static="1" target="thirdperson"/>
    </action>
    <action name="spin_down">
      <sound name="sounds/mwll_weapons:SmallBeamLaser:down" radius="100" static="1" target="firstperson"/>
      <sound name="sounds/mwll_weapons:SmallBeamLaser:down" radius="100" static="1" target="thirdperson"/>
    </action>
    <action name="hit">
      <sound name="sounds/physics:bullet_impact:moar_large_beam_impact" radius="100" target="firstperson"/>
      <sound name="sounds/physics:bullet_impact:moar_large_beam_impact" radius="100" static="1" target="thirdperson"/>
    </action>
    <action name="overheating">
      <sound name="sounds/mwll_weapons:Common:charge" radius="5" static="0" target="firstperson"/>
      <sound name="sounds/mwll_weapons:Common:charge" radius="5" static="0" target="thirdperson"/>
    </action>
  </actions>
  <firemodes>
    <firemode name="Beam" type="Laser">
      <fire>
        <param name="offset" value="0.15"/>
        <param name="spin_up_time" value="0.0001"/>
        <param name="damage" value="11.694375"/>
        <param name="clip_size" value="-1"/>
        <param name="hit_type" value="energy"/>
        <param name="helper_fp" value="weapon_term"/>
        <param name="helper_tp" value="weapon_term"/>
      </fire>
      <heating>
        <param name="overheat_time" value="0.5"/>
        <param name="duration" value="3.0"/>      //EDIT:+0.5 seamed fair
        <param name="cooldown_time" value="0.15"/> //
        <param name="helper_fp" value="overheat_effect"/>
        <param name="effect_fp" value="weapon_fx.gun.overheat_haze"/>
        <param name="helper_tp" value="overheat_effect"/>
        <param name="effect_tp" value="weapon_fx.gun.overheat_haze"/>
        <param name="heatPerShot" value="28.3003815"/>
      </heating>
      <beam>
        <param name="tick" value="0.025"/>
        <param name="range" value="250"/>
        <param name="hit_decal" value=""/>
        <param name="hit_decal_size" value="2"/>
        <param name="hit_decal_size_min" value="1.6"/>
        <param name="hit_decal_lifetime" value="3"/>
        <param name="hit_effect" value="mwll_fx_hit.lasers.laser_sm"/>
        <param name="hit_effect_scale" value="0.2"/>
      </beam>
      <effect>
        <firstperson effect="mwll_fx_weapons.lasers.laser_sm" helper="" light_radius="8"/>
        <thirdperson effect="mwll_fx_weapons.lasers.laser_sm" helper="" light_radius="8"/>
      </effect>
      <spinup>
        <firstperson effect="" helper="" light_radius="8"/>
        <thirdperson effect="" helper="" light_radius="8"/>
      </spinup>
      <beamObjects>
        <Object1 object="Objects/objects_mwll/Effects/ER_Small_Beam_Laser/ER_Small_Beam_Laser_1m.cgf" size="1"/>
        <Object2 object="Objects/objects_mwll/Effects/ER_Small_Beam_Laser/ER_Small_Beam_Laser_2m.cgf" size="2"/>
        <Object3 object="Objects/objects_mwll/Effects/ER_Small_Beam_Laser/ER_Small_Beam_Laser_5m.cgf" size="5"/>
        <Object4 object="Objects/objects_mwll/Effects/ER_Small_Beam_Laser/ER_Small_Beam_Laser_10m.cgf" size="10"/>
        <Object5 object="Objects/objects_mwll/Effects/ER_Small_Beam_Laser/ER_Small_Beam_Laser_25m.cgf" size="25"/>
        <Object6 object="Objects/objects_mwll/Effects/ER_Small_Beam_Laser/ER_Small_Beam_Laser_50m.cgf" size="50"/>
        <Object7 object="Objects/objects_mwll/Effects/ER_Small_Beam_Laser/ER_Small_Beam_Laser_75m.cgf" size="75"/>
        <Object8 object="Objects/objects_mwll/Effects/ER_Small_Beam_Laser/ER_Small_Beam_Laser_100m.cgf" size="100"/>
        <Object9 object="Objects/objects_mwll/Effects/ER_Small_Beam_Laser/ER_Small_Beam_Laser_200m.cgf" size="200"/>
        <Object10 object="Objects/objects_mwll/Effects/ER_Small_Beam_Laser/ER_Small_Beam_Laser_400m.cgf" size="400"/>
      </beamObjects>
    </firemode>
  </firemodes>
  <weaponGroupData>
    <param name="group1Inactive" value="0"/>
    <param name="group2Inactive" value="1"/>
    <param name="group3Inactive" value="1"/>
    <param name="group4Inactive" value="1"/>
    <param name="group5Inactive" value="1"/>
    <param name="group6Inactive" value="1"/>

    <param name="delayBeforeRipple" value="250"/>
    <param name="weaponName" value="Clan Heavy Small Beam Laser"/>
  </weaponGroupData>
</item>


Is is more clear now?


« Last Edit: November 30, 2010, 06:23:56 PM by =CJW= Zweistein000 (CDT) »
..., but this is battletech, and sense is often not made.
Quote from: Defender
Never gonna happen. Ever.
Like, even in every alternate universe to ever possibly exist in the time-space continuum, ever.

Offline TheDrgnRbrn

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Re: Heavy Lasers
« Reply #7 on: November 30, 2010, 06:19:03 PM »
You are so witty.

Would someone like to explain why this is here? Considering the Devs wont use it and will probably be annoyed by it.
"In wars, boy, fools kill other fools for foolish causes."
          o Thom Merrilin

Offline =CJW= Zweistein000 (W)

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Re: Heavy Lasers
« Reply #8 on: November 30, 2010, 06:22:58 PM »
I basically changed the characteristic of ER laser: I reduced their Range, Increased their heat buildup, reduced range, Increased damage and Increased the Time you have to point them to an enemy before they do max damage AND I have renamed them into Heavy Lasers
..., but this is battletech, and sense is often not made.
Quote from: Defender
Never gonna happen. Ever.
Like, even in every alternate universe to ever possibly exist in the time-space continuum, ever.

Offline TheDrgnRbrn

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Re: Heavy Lasers
« Reply #9 on: November 30, 2010, 06:26:09 PM »
Yes. I can see that. I can read teh codzorz.

But I don't think any Dev is going to look kindly upon you playin around with their masterpiece.
"In wars, boy, fools kill other fools for foolish causes."
          o Thom Merrilin

Offline =CJW= Zweistein000 (W)

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Re: Heavy Lasers
« Reply #10 on: November 30, 2010, 06:30:55 PM »
Why...
..., but this is battletech, and sense is often not made.
Quote from: Defender
Never gonna happen. Ever.
Like, even in every alternate universe to ever possibly exist in the time-space continuum, ever.

Offline TheDrgnRbrn

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Re: Heavy Lasers
« Reply #11 on: November 30, 2010, 06:33:00 PM »
Would you like it if I came over to your house and installed Linux on your PC? No.

Devs don't like you messing with their stuff. Simple as that.
"In wars, boy, fools kill other fools for foolish causes."
          o Thom Merrilin

Offline =CJW= Zweistein000 (W)

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Re: Heavy Lasers
« Reply #12 on: November 30, 2010, 06:35:18 PM »
This wont replace the ER lasers you know..  anyway I'm going to play MWLL (probably RUS server)
..., but this is battletech, and sense is often not made.
Quote from: Defender
Never gonna happen. Ever.
Like, even in every alternate universe to ever possibly exist in the time-space continuum, ever.

Offline TheDrgnRbrn

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Re: Heavy Lasers
« Reply #13 on: November 30, 2010, 06:38:01 PM »
"In wars, boy, fools kill other fools for foolish causes."
          o Thom Merrilin

Offline HAARP

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Re: Heavy Lasers
« Reply #14 on: November 30, 2010, 06:53:14 PM »
Read the CBT rules. Then think about how this is not enough.
Then consider actual in-game balance. Then think about how this doesn't work.
Now consider the devs. Realize that this thread is bs.

ಠ_ಠ