Difference between revisions of "Pulse Lasers"

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| Air SPL
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| 23.88
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| 147.17
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| Energy-Air
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| ---
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| ---
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| ---
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| 6x 0.06s
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| 26.32
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| ---
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| SPL
 
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| Air MPL
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| 500m
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| 23.93
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| 178.11
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| Energy-Air
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| ---
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| ---
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| ---
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| 2x 0.06s
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| 34.09
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! '''Heat/sec'''
 
! '''Heat/sec'''
 
! class="unsortable" | '''Notes'''
 
! class="unsortable" | '''Notes'''
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|-
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| Air CSPL
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| 450m
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| 23.88
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| 147.17
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| Energy-Air
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| ---
 +
| ---
 +
| ---
 +
| 6x 0.06s
 +
| 26.32
 +
| ---
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| ---
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| 64.55
 +
| 6.16
 +
| 10.48
 +
| Fires six pulses
 
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|-
  
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| 10.48
 
| 10.48
 
| Fires six pulses
 
| Fires six pulses
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| Air CMPL
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| 600m
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| 27.91
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| 207.5
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| Energy-Air
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| ---
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| ---
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| ---
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| 2x 0.06s
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| 34.09
 +
| ---
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| ---
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| 117.9
 +
| 7.43
 +
| 15.86
 +
| Fires two pulses
 
|-
 
|-
  

Revision as of 22:16, 4 September 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

All stats are current as of release 0.8.6.

Weapon Listed Range Heat Damage Damage Type Secondary Damage Secondary Damage Type Splash Radius Beam Duration Shots/min Overheat Cooldown Mech Damage/sec Mech Damage/Heat Heat/sec Notes
Air SPL 400m 23.88 147.17 Energy-Air --- --- --- 6x 0.06s 26.32 --- --- 64.55 6.16 10.48 Fires six pulses
SPL 250m 23.88 147.17 Energy --- --- --- 6x 0.06s 26.32 --- --- 64.55 6.16 10.48 Fires six pulses
Air MPL 500m 23.93 178.11 Energy-Air --- --- --- 2x 0.06s 34.09 --- --- 101.2 7.44 13.6 Fires two pulses
MPL 400m 23.93 178.11 Energy --- --- --- 2x 0.06s 34.09 --- --- 101.2 7.44 13.6 Fires two pulses
LPL 650m 47.83 267.17 Energy --- --- --- 2x 0.06s 34.09 --- --- 151.8 5.58 27.18 Fires two pulses
Weapon Listed Range Heat Damage Damage Type Secondary Damage Secondary Damage Type Splash Radius Beam Duration Shots/min Overheat Cooldown Mech Damage/sec Mech Damage/Heat Heat/sec Notes
Air CSPL 450m 23.88 147.17 Energy-Air --- --- --- 6x 0.06s 26.32 --- --- 64.55 6.16 10.48 Fires six pulses
CSPL 350m 23.88 147.17 Energy --- --- --- 6x 0.06s 26.32 --- --- 64.55 6.16 10.48 Fires six pulses
Air CMPL 600m 27.91 207.5 Energy-Air --- --- --- 2x 0.06s 34.09 --- --- 117.9 7.43 15.86 Fires two pulses
CMPL 500m 27.9 207.5 Energy --- --- --- 2x 0.06s 34.1 --- --- 117.9 7.43 15.86 Fires two pulses
CLPL 850m 59.81 296.86 Energy --- --- --- 2x 0.06s 34.09 --- --- 168.67 4.96 33.98 Fires two pulses


(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