Difference between revisions of "Pulse Lasers"

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! Weapon || Range || Ammo || Heat || Damage<br>&amp; [[damage types|type]] || Splash || Shots per<br>minute || Mech<br>dmg/s
 
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Revision as of 17:31, 3 August 2017

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Pulse Lasers differ from Beam Lasers by delivering their damage through rapid-cycling, high-energy laser pulses generating the energy weapon equivalent to machine gun fire.

Overview

Schematic of a Large Pulse Laser

Although a Pulse Laser's individual laser pulse is less powerful than the beam created by a Beam Laser, this is more than made up for by the higher rate-of-fire and the fact that the high energy pulses do not require that the laser be held on the target to achieve full damage. Unlike X-Pulse Lasers a standard Pulse Laser cannot maintain its fire indefinitely and requires a short cool down time between firings. Clan versions have slightly increased damage output but also generate more heat, but otherwise function identically to their Inner Sphere counterparts.

Compared to Standard Beam Lasers a Pulse Laser has two main drawbacks. First, the higher rate of fire naturally translates into more heat. Second, Pulse Lasers have a shorter range. This makes designs which rely Pulse Lasers engage at medium-short range and forces them to watch their heat closely or risk taking damage from overheating.

Weapon Stats

for v0.5.4

Weapon Range Ammo Heat Damage
& type
Splash Shots per
minute
Mech
dmg/s
SPL 250m - 1,5 97 energy - 43,2 70
MPL 400m - 7,3 178 energy - 31,7 94
LPL 600m - 26,8 410 energy - 20,8 142
Weapon Range Ammo Heat Damage
& type
Splash Shots per
minute
Mech
dmg/s
CSPL 300m - 1,7 97 energy - 43,2 70
CMPL 500m - 10,7 207 energy - 31,7 109
CLPL 700m - 35,7 455 energy - 20,8 157
Weapon Range Ammo Heat Damage
& type
Splash Shots per
minute
Mech
dmg/s


(C)SPL and (C)MPL

Both SPLs and MPLs are reasonably heat efficient for the damage they cause, but their range limitations make them strictly short-range weapons making them most at home on brawler type units. Often they are used to keep a steady stream of fire on an enemy while more powerful weapons are recycling. Their high rate-of-fire also makes them competent anti-Battle Armor weapons. Units which get the most use out of these two systems either have a high speed, enabling them to close the range to target quickly, or operate in locations where it is difficult to take advantage of their short range.

(C)LPL

With a range of 700m, the LPLs are just able to qualify as medium-range weapons. Their high rate of fire and respectable damage make them respectably powerful. Because of their similar ranges and different capabilities, LPLs make a good match for the AC10, UAC10, or LBX10, with the LPL maintaining pressure on the target while the heavier ballistic weapon inflicts heavy damage upon it. Sustained fire of LPL's will almost certainly overheat a unit.


Canon

Pulse Lasers (of all types) were introduced in 2609 by the Terran Hegemony and were able to deal heavier damage upon a target because the staggered pulses gave ablative protection in armor a chance to disperse before the next hit was delivered. The rapid rate of fire also made it easier to strike targets, although the weapons proved to have shorter range than either ER or Standard Lasers.

As with all advanced technology, the Inner Sphere lost the ability to produce Pulse Lasers in 2950 during the Succession Wars, but the technology was later recovered by the Draconis Combine in 3037 with the discovery of the Helm Core. The Clans, meanwhile, continued to refine existing Pulse Laser technology, improving its range and power (at a cost of increased heat) while making them more compact. Clan Smoke Jaguar also produced a Micro Pulse Laser in 3060 before being annihilated in Operation Bulldog.

Usage

The following vehicles equip these weapons.

(C)SPL (C)MPL (C)LPL

See Also