Heavy Lasers

From MechWarrior: Living Legends Wiki
(Redirected from HML)
Jump to: navigation, search

Heavy Lasers are powerful Clan used laser weapons, sacrificing range for raw firepower.


Heavy Lasers are Clan weapons which deal more damage per shot than any other laser weapon. A Heavy Laser's beam fires for a noticeably longer (1.5s) time than Standard Lasers or Extended Range Lasers, and like those weapons it deals damage over time requiring the beam to be maintained upon its target. Because of the long beam duration, it can be difficult to maintain fire on a single location on the target -- especially if it is actively evading.

In exchange for this high damage yield, Heavy Lasers have to sacrifice other qualities. Their range is lower than that of other Clan energy weapons and they produce quite a bit of waste heat which must be carefully managed to prevent overheating. This makes them best suited for shorter-range brawling and hit-and-run units firing the weapons in carefully controlled volleys to manage their heat. Smart use of Coolant and taking advantage of bodies of water can help deal with the heavy heat load.

There is also a handheld version available for Battle Armor known as the Micro Heavy Laser. Although Heavy Lasers are exclusively Clan technology, even Inner Sphere Battle Armor can equip the BA mHL.

Weapon Stats

Weapon Max
Beam Duration Hit Damage/Shot Damage
Speed Heat
BA mHL 80m 1.5s 1349 Energy 8.6 203 Hitscan ---
HSL 200m 1.5s 420 Energy 11.4 84 46
HML 400m 720 9.2 117 106
HLL 600m 1500 7.1 186 331
Air HSL 400m 1.5s 420 Energy-air 11.4 98 46
Air HML 500m 720 9.2 135 106
Air HLL 650m 1500 7.1 216 298
All stats are current as of release 0.14.10

Gameplay & Hints


The most powerful Battle Armor weapon but extremely range limited. This can be problematic when out in the open so it is best to only use on maps where there is ample cover to dodge behind, making it a good weapon choice in urban-like environments or when defending a base in Terrain Control matches. It is important to note that the BA mHL is a dedicated Battle Armor weapon, meaning that it cannot be taken on BattleMechs, VTOLs, Fighters, or Vehicles (excluding the APC).


The CHSL and CHML only have the range to be effective during short-range encounters. While they are impressively powerful for weapons their size the associated heat load can be problematic over time if the unit boasts more than a couple. If you get in prolonged combat situation, it might be useful to avoid firing off too many in a single volley, so either break the weapons into separate groups or take advantage of the chain fire firing mode.


The CHLL produces more heat than any other weapon in the game. It also deals the highest pinpoint alpha damage of any Energy Weapon and as with all lasers can operate independent of ammunition supplies. The main drawback of the CHLL is that its range restricts it from being a truly effective sniper weapon, and the intense heat load can be dangerous even if fired conservatively. Still, units mounting even a single CHLL represent a significant threat to any enemy that crosses their path.


Developed by the Star Adders in 3059, the first heavy lasers to see combat in the Inner Sphere were deployed by the Ghost Bears against the Draconis Combine during the abortive Combine Dominion War. The heavy laser is one of the standout achievements of the scientist castes’ attempts to leap past the Inner Sphere’s toiling engineers and provide the Clans’ warriors with better weapons than they had during Operation Revival. Utilizing a brute-force approach that Lyran engineers would have understood, the Star Adders strengthened and enlarged most of the components of a standard laser to build a stronger, more damaging beam than had ever been constructed for ground-based use before. Available in all three standard laser classes—small, medium, and large—they are deliriously powerful weapons, rivaling even particle projector cannon for firepower. Their lasing systems inflict targeting problems that frustrate warriors familiar with laser weaponry, but the possible damage done more than offsets this disadvantage. The lasers lost much of their range advantage (with ranges similar to that of Inner Sphere Standard Lasers) and have a significant pre-charging period, however a Clan Medium Heavy Laser had the same punch as an Inner Sphere PPC at a fraction of the weight.

Although not particularly innovative, the weapon system, in addition to the Advanced Tactical Missiles introduced by Clan Coyote a few years earlier, are significant because they represent an end to the technological stagnation the Clans had settled into.

BattleTech reference


The following Clan assets equip Heavy Lasers:

Asset Type Faction Tons HSL HML HLL Air HSL Air HML Air HLL
Locust IIC D Mech CL 25 1
Locust IIC F Mech CL 25 4
Solitaire Prime Mech CL 25 3 1
Uller F Mech CL 30 1
Cougar D Mech CL 35 1 2
Puma D Mech CL 35 2
Shadowcat E Mech CL 45 1
Shadowcat G Mech CL 45 2
Hellhound C Mech CL 50 3
Hellhound D Mech CL 50 1
Hellhound G Mech CL 50 4
Blacklanner B Mech CL 55 6 1
Blacklanner F Mech CL 55 2
Stormcrow D Mech CL 55 1
Vulture B Mech CL 60 2
Cauldronborn E Mech CL 65 1
Cauldronborn G Mech CL 65 2
Loki D Mech CL 65 4
Novacat D Mech CL 70 2 1
Thor B Mech CL 70 1
Thor D Mech CL 70 2
Thor G Mech CL 70 2
Madcat D Mech CL 75 1
Madcat G Mech CL 75 2
Masakari C Mech CL 85 6
Bloodasp Prime Mech CL 90 4
Bloodasp D Mech CL 90 2
Bloodasp E Mech CL 90 2
MadCatMKII G Mech CL 90 2 2
Daishi E Mech CL 100 4
Daishi G Mech CL 100 2
Mithras B Vehicle CL 25 2 1
Mithras F Vehicle CL 25 1
Hephaestus E Vehicle CL 30 2
Ares B Vehicle CL 40 1
Epona D Vehicle CL 50 4
Oro D Vehicle CL 60 2 2
Shoden D Vehicle CL 70 2
Morrigu B Vehicle CL 80 1
Mars E Vehicle CL 100 1
Mars G Vehicle CL 100 1
Donar E VTOL CL 25 2 1
Donar F VTOL CL 25 1
Avar C ASF CL 35 1
Avar E ASF CL 35 2
Avar F ASF CL 35 2
Sulla D ASF CL 45 1 2
Sulla E ASF CL 45 2
Visigoth A ASF CL 60 3
Visigoth E ASF CL 60 4
Xerxes B ASF CL 85 2 2
All stats are current as of release 0.14.10