Author Topic: New Pulse lasers...  (Read 1621 times)

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Online Spooky

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Re: New Pulse lasers...
« Reply #45 on: January 03, 2012, 01:12:25 AM »
Am I the only one who's learned to disregard every single thing Cloak and Dagger says?  Trollololol.   ???

Why would you do that? His points are not in any way completely invalid.

Offline Cloudburst

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Re: New Pulse lasers...
« Reply #46 on: January 03, 2012, 03:12:47 AM »
His suggestions are sound.

His arguments are not.
When will full game/demo/beta be released?
         We're planning a beta release in the next *very* few weeks. At this time, we can't be more specific. Please stop asking.

No, I will not stop asking.

Offline Cik

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Re: New Pulse lasers...
« Reply #47 on: January 03, 2012, 10:52:48 PM »
as to whether or not CERPPCs are objectively better weapons than CLPLs: no. CLPLs are noticeably easier to hit with than ERPPCs unless you are shooting at extremely broad targets. certainly, hitting CT with both weapons is fairly easy. but try aiming for a moving leg at each weapon's max range and you may have more difficulty. if what he says is correct that they weigh the same though, i think this could be changed. the characteristics of the weapon as they are feel ok to me now, and are definitely better.

Offline The Thing }12thVR{

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Re: New Pulse lasers...
« Reply #48 on: January 04, 2012, 03:15:21 PM »
The travel time and bugging out of PPCs make them not the most suitable weapon to use against nimble targets.

Offline Cloak and Dagger

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Re: New Pulse lasers...
« Reply #49 on: January 04, 2012, 04:22:30 PM »
The travel time is very small. The most it does is make them not the right weapon to combo with lasers for an alpha strike at long range.

Offline Cloudburst

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Re: New Pulse lasers...
« Reply #50 on: January 04, 2012, 04:24:42 PM »
Sorry but no, that is blatantly wrong.
When will full game/demo/beta be released?
         We're planning a beta release in the next *very* few weeks. At this time, we can't be more specific. Please stop asking.

No, I will not stop asking.

Offline Cloak and Dagger

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Re: New Pulse lasers...
« Reply #51 on: January 05, 2012, 03:36:31 AM »
Sorry but no, that is blatantly wrong.

Maybe for the people that can't aim.  ;D

Offline General_Armchair

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Re: New Pulse lasers...
« Reply #52 on: January 05, 2012, 03:43:17 AM »
What ranges are we talking?  Because the travel time for ER ppcs at max range is most certainly significant.

Also, PPCs are still buggy as hell against aircraft.

Offline AlfalphaCat

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Re: New Pulse lasers...
« Reply #53 on: January 05, 2012, 07:55:50 AM »
Sorry but no, that is blatantly wrong.
QFT, and also this.

Some folks might actually like the fact that this game is not dumbed down to the point of being a game of who can alpha-strike who first.

Alpha-striking is actually quite stupid with some very good 'Mechs.

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Online Spooky

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Re: New Pulse lasers...
« Reply #54 on: January 05, 2012, 09:31:34 AM »
Also, as soon as you have any amount of actual travel time for a weapon, you may have additional problems with weapon convergence against moving targets at shorter distances.

Offline CHHš Myria

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Re: New Pulse lasers...
« Reply #55 on: January 07, 2012, 02:55:32 PM »
I am enjoying the new pulse lasers, to me it feels like each direct -ZAP- of the laser delivers a considerate payload of damage, seeing both ground and air units go POW right from the very first pulse instead of, well, having to wait it out like it felt before..

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