Standard Lasers

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The Standard Laser is the most basic energy weapon available in MWLL, allowing units to operate independently of ammunition supplies unlike Ballistic or Missile Weapons.


Battle Armor firing the BA Small Laser

As you can probably guess, Standard Laser fires a laser beam that damages anything it comes into contact with. There is no travel time to the target and the beam can be swept across an area, damaging everything it touches, making it difficult to dodge completely. The beam does deal damage over time, however, meaning that to obtain the full benefit of the weapon's capabilities it needs to be directed at a single target, or better yet a single location on the target, for the duration of its firing time. Another possible pitfall is that Standard Lasers (like all Energy Weapons) generate comparatively large amounts of waste heat. It should be noted however, that Inner Sphere lasers output much less waste heat than their Clan counterparts, though with mildly less damage.

Weapon Stats

Weapon Max
Beam Duration Hit Damage/Shot Damage
Speed Heat
BA Small Laser 400m 0.5s 279 Energy 24 117 Hitscan ---
Small Laser 300m 0.5s 160 Energy 20 56 9
Medium Laser 500m 280 13.3 65 39
Large Laser 700m 560 10 98 102
Air SL 400m 0.5s 140 Energy-air 20 56 9
Air ML 550m 280 13.3 74.7 39
All stats are current as of release 0.11.4

BA Small Laser

The default weapon of any newly spawned Battle Armor, the BA Small Laser is a surprisingly powerful weapon with a higher damage and rate-of-fire than the SL. Although there are other, more powerful Battle Armor Weapons the BA SL can be used against most targets effectively in skilled hands. While the damage is lower than the BA Micro Heavy Laser, the BA SL is a much quieter weapon, able to be confused with any other small laser when seen on the battlefield. This can give the user much more time without being noticed by hostiles.

Small and Medium Laser

Primarily short-range weapons, both the SL and ML generate a small enough heat load that they can often be fired without worry even in high temperature maps. In addition, their rate-of-fire is fast enough that units mounting several can keep up an almost constant stream of fire when using chain fire. SL's can be identified by the red color of the laser it fires, while ML's fire a green laser. Small and medium lasers are easy to underestimate, yet in groups or against already damaged components easily apply damage over time. The relatively low heat load and pinpoint damage is also excellent for dealing with hostile Battle Armor.

Large Laser

The heaviest Standard Laser, LLs have the longest range, deal the most damage, and also generate the most heat. Although it has a slow rate-of-fire it makes an excellent sniping and long-range support weapon. If a unit is firing several LLs it should keep an eye on its heat levels or risk overheating. While Inner Sphere LLs do lack some of the damage of their Clan counterparts, they are still not to be underestimated. Additionally, the much lower heat load, combined with the generally heavier armor of Inner Sphere assets can allow for surprising amounts of suppressing fire.


The SL and ML were both introduced by the Terran Hegemony circa 2300, with the LL to follow in 2316. This most basic laser technology was so wide spread it managed to survive the Succession Wars, with over 50 different laser models in production by the time of the 4th Succession War. The Medium Laser is widely considered the most efficient weapon when system mass, heat, range, and damage are all taken into account.

As with Standard AutoCannon, the Clans ultimately phased out Standard Laser technology completely in favor of Pulse Laser and ER Laser designs.

BattleTech reference


The following Inner Sphere assets equip Standard Lasers:

All lists are current as of release 0.11.4

See Also