Author Topic: Range Changes for lasers  (Read 436 times)

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Offline ~SJ~Crush_Libs

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Range Changes for lasers
« on: March 06, 2010, 02:17:43 PM »
like to see the lasers distance increased.

ER Small = 350 meters
ER Med. = 700 meters
ER Large = 1000 meters

That includes both beam and pulse.

This could help offset LRMs killing larger mechs before getting into range.

6 Large Awesome only has  700 meter range and eating up 300 meters against a LRM vulture to get the first shot off = death


Offline Bowrrl

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Re: Range Changes for lasers
« Reply #1 on: March 06, 2010, 04:35:50 PM »
The Lasers are fine.

Charging straight ahead towards a missleboater without utilizing cover was your first mistake.

Offline (TLL)Sky_walker

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Re: Range Changes for lasers
« Reply #2 on: March 06, 2010, 06:51:26 PM »
Yep, lasers are fine.

We don't want unstoppable laser boats. Now at least missile boats have some advantage over them.
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Offline ThunderHawk819

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Re: Range Changes for lasers
« Reply #3 on: March 07, 2010, 01:59:19 AM »
I agree with the other two here. Leave the lasers as is.

Offline Nitro_R

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Re: Range Changes for lasers
« Reply #4 on: March 07, 2010, 02:08:33 AM »
Lasers are fine.
I can't recall any time I could even see past 600m since I'm around cover all the time in my Shadowcat.

Offline Snowball

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Re: Range Changes for lasers
« Reply #5 on: March 07, 2010, 02:16:08 AM »
The reason for slightly shorter ranges on lasers, as opposed to ballistic or missile weaponry, is that lasers are perfectly accurate and hit instantly.  No other weapon in that game does that, though others come close.

Imagine a Super CERLBL with a range of, say, 1200m.  This weapon would be pants-on-head retarded; it could blow the limbs off of Mechs and the wings off flyers with ease, pick off BA, and snipe pilots all over the place.

If ranges were increased, damage would have to drop dramatically to keep it remotely balanced.
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Offline ~SJ~Crush_Libs

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Re: Range Changes for lasers
« Reply #6 on: March 07, 2010, 02:36:43 AM »
I was going off MW3  laser distances is all.

taking cover in an Awesome is not easy since they are dirt slow. 

Secondly  open  maps = missle boat heaven  I guess ERPPC  will have to do on those maps

Offline Snowball

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Re: Range Changes for lasers
« Reply #7 on: March 07, 2010, 02:53:48 AM »
Understandable.

Personally, I love lasers, and would dance around happily if the ranges were increased, I just don't think it'd be good for the game as a whole.

And yes, Missile Boaters are always a problem on big open maps.  Try running in passive radar, sticking close to cover, or staying near other Mechs equipped with AMS to help limit LRM damage.

EDIT: Felt it was worth mentioning that PPC's can hit beyond their stated ranges.  I'm pretty sure there's a damage dropoff beyond their optimum ranges, but sometimes just hitting a boater can freak them out enough that they'll pull back.
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Offline Spanish Inquisition

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Re: Range Changes for lasers
« Reply #8 on: March 07, 2010, 02:55:59 AM »
While I realized the devs didn't give ranges similar to the previous Mechwarriors due to balance issues, I did find that the ranges were similar, in some cases, to CBT.

It doesn't stop me from being annoyed when I find my cLPLAS doesn't hit at 800m though.

And yes, Missile Boaters are always a problem on big open maps.  Try running in passive radar, sticking close to cover, or staying near other Mechs equipped with AMS to help limit LRM damage.
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Offline whatever

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Re: Range Changes for lasers
« Reply #9 on: March 07, 2010, 09:59:38 AM »
damage and ranges are fine but one thing would be nice is to have the laser beams have a short distance of fade. (just a qraphics effect no damage after

the max range)
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Offline CalenLoki

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Re: Range Changes for lasers
« Reply #10 on: March 08, 2010, 10:42:08 PM »
Don't know if it could be implemented, but damage reduction over range would be cool (and canon). Something like:
up to 1/4 range = 100%
up to half range = 80%
up to 3/4 range = 50%
up to full range = 10%
up to 6/4 range = visible beam.
This way laser ranges could be increased to match CBT values without making them uber OP sniping weapons.

Offline warmachine79

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Re: Range Changes for lasers
« Reply #11 on: March 09, 2010, 12:10:50 AM »
Yep, lasers are fine.

We don't want unstoppable laser boats. Now at least missile boats have some advantage over them.
Unstoppable laser boats at least need aiming. By now, the unstoppable missile boats just have to push the button. Unstoppable also is the wrong word for the missile boats as they don't need to move.

Offline Bowrrl

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Re: Range Changes for lasers
« Reply #12 on: March 09, 2010, 12:42:02 AM »
Missiles can be annoying but they really aren't all that bad and are far from unstoppable.

Offline HAARP

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Re: Range Changes for lasers
« Reply #13 on: March 15, 2010, 10:22:44 AM »
Don't know if it could be implemented, but damage reduction over range would be cool (and canon). Something like:
up to 1/4 range = 100%
up to half range = 80%
up to 3/4 range = 50%
up to full range = 10%
up to 6/4 range = visible beam.
This way laser ranges could be increased to match CBT values without making them uber OP sniping weapons.
I always wanted to suggest something like that, but not that extreme. But the idea is awesome.