Still once you reach end game, a bonus to hit doesn't do much good.Yeah that FOW is bullshit, they really need to remove it. As they are, it's just the usual everythings-better-up-close trope as every other weapon in the game, but more.They're longer ranged then normal pluse lasers, likely perform as well or better then normal pluse laser across the latter's ranges and are very nasty Vs. infantry"Victory or Debt! I'm not against FOW in BT as a concept as it really existed but it was farther out than than ANY weapon range and in practice most battles (as IIRC it was 1.5 maps)They seem to have been converted at a similar rate to their tabletop counterparts as the stock weapons. Can someone explain to me how these two pieces of Lostech are worse than the standard versions? A Thug modification (or something similar) does make for a rather nice bodyguard unit for slow assaults or fire support.It seems to me they'd make more sense with their range mods reversed, so you trade damage for accuracy at range. ... S Pulse Laser + + +; + 10 Dmg. They are rare enough as is. The speed and stealth armor aren't for engaging the enemy, they're for keeping the commander alive when someone tries to go headhunting. Sounds like a bad deal, I know, but their real advantage was that they reduced your to-hit roll by 2. A pulse laser on the other hand is described as one that fires a beam with a pulse pattern rather than a single continuous beam at an object, theoretically vaporizing an object in phases rather than expending all its energy at once which would account for their increased damage output. Since we don't have access to most of the weight saving stuff and do have strictly better variants of the stock weapons, the LosTech is awful.At least the pulse lasers get the full range of their base version, I guess.In tabletop, the pulse laser hits harder than the standard and is slightly shorter ranged.
Small pulse laser boats are just too short-range to be very effective for anything given the weight/crit cost, albeit a water based melee type is feasible (which I will create!)
Finally the fact that the natural view range of a single mech is only slightly further than short ranged weapons (such as medium lasers) makes longer ranged weapons fairly irrelevant unless they can fire *without* LOS.TL;DR: This game did a very lousy job of balance and disproportionately favors missiles as a result of making a number of small mechanical tweaks.The thing is that IS pulse lasers were still garbage because range penalties are related to max range, so in most cases you lost as much in higher range penalty that you gained from the pulse laser bonus (e.g., medium pulse lasers are only more accurate than regular MLs at ranges 1, 2, and 4). Okay, so I quit BT for a while and when I came back, there's a bunch of new toys. Re: Anti-Infantry ER Flamer vs. Small X-Pulse Laser « Reply #2 on: 03 October 2011, 02:43:33 » The ER Flamer of course is nice for incendiary types of course, but if you're playing with fire/smoke rules, it's a real nice one for Snipers/LRM boats/Artillery units.
BattleTech - The Board Game of Armored Combat » ... Then for the same heat as the Large Pulse Laser, the Large VSPL does MORE damage at 4 hexes or less, and still keeps the same old damage and accuracy for much of the range that the standard Large Pulse struggles just to reach. Testing for this mod version was done with Battletech version 1.2.1-345 using the Gog Galaxy game client. The Medium Pulse is only 5 extra damage for 10 more heat over the standard Medium Laser. Anyways the Pulse Laser Boat is considered over powered by some Designers, but many canon already play on the theme (notably the Daishi C at medium range. Press question mark to learn the rest of the keyboard shortcutsCookies help us deliver our Services. with fog of war it's pointless.But I do believe from the AMA they are going to do another pass on the weapons soon (TM)Oh, guess I just of missed the to hit bonus.
And you are better off using a PPC over the ER Large Laser.The +++ med lasers are always better than the pulse lasers.on the pulse there is a bonus to hit (easier to hit with)..ER large laser really doesn't have a place in this game. Pulse Master The Pulse Master was design in response to a ComGuards request for a new unit built around the Large Pulse Laser. And doing rude things to lights that Its a little hefty, but the small VSP is brutal on a heavy BA suit dedicated to hunting other BA. And in tabletop, lasers weren't saddled with arbitrary nerfs that dictated that they delivered exactly zero stability damage. The -3 to-hit bonus and the higher damage brutalize the hoppy little buggers which need to get in close to utilize their lighter weapons, while the better range compared to other small class lasers lets them plink away as they close in on slower designs. That's as much as a standard Large Pulse Laser, which you'd have to pay 7 tons and 10 heat just to use.VSPs are fluffed as WoB/FWL weapon, so I kinda expected some FWL designs/variants/modifications equipped with them to show up after the Jihad ended. While most manufacturers focused on a variety of Battlemech designs, Leopard Armor proposed a hovercraft design, similar in concept to the Federated Commonwealth's Savannah Master. AFAICT the tabletop stats, in turn, assume a bunch of weight saving tech and limited options for turning that newly freed weight into useful stuff. If you had LOS to a target, you had LOS to a target.The fact that you can *trivially* get near guaranteed hits with weapon systems eliminates the chief advantage of pulse lasers. I'll have to give that a try. Like mechs, weapon shop locations are determined by spawn lists that check for specific planet attributes and faction allegiance. The fact that stability damage only comes from ballistic sources greatly reduces the power of lasers. The following lists breaks down where weapons can be found. To determine it, first check which weapon you want to find on the weapon pages (see weapons), then use Ctrl+F to navigate this list.. And, of course, modding all energy weapons to TT heat levels.New comments cannot be posted and votes cannot be castThe subreddit of Harebrained Schemes' Battletech Turn-Based Strategy Game.Press J to jump to the feed. Personally, I've modded them to be just a little better than corresponding +++ (++ in case of PPC) variants.
Small pulse laser boats are just too short-range to be very effective for anything given the weight/crit cost, albeit a water based melee type is feasible (which I will create!)
Finally the fact that the natural view range of a single mech is only slightly further than short ranged weapons (such as medium lasers) makes longer ranged weapons fairly irrelevant unless they can fire *without* LOS.TL;DR: This game did a very lousy job of balance and disproportionately favors missiles as a result of making a number of small mechanical tweaks.The thing is that IS pulse lasers were still garbage because range penalties are related to max range, so in most cases you lost as much in higher range penalty that you gained from the pulse laser bonus (e.g., medium pulse lasers are only more accurate than regular MLs at ranges 1, 2, and 4). Okay, so I quit BT for a while and when I came back, there's a bunch of new toys. Re: Anti-Infantry ER Flamer vs. Small X-Pulse Laser « Reply #2 on: 03 October 2011, 02:43:33 » The ER Flamer of course is nice for incendiary types of course, but if you're playing with fire/smoke rules, it's a real nice one for Snipers/LRM boats/Artillery units.
BattleTech - The Board Game of Armored Combat » ... Then for the same heat as the Large Pulse Laser, the Large VSPL does MORE damage at 4 hexes or less, and still keeps the same old damage and accuracy for much of the range that the standard Large Pulse struggles just to reach. Testing for this mod version was done with Battletech version 1.2.1-345 using the Gog Galaxy game client. The Medium Pulse is only 5 extra damage for 10 more heat over the standard Medium Laser. Anyways the Pulse Laser Boat is considered over powered by some Designers, but many canon already play on the theme (notably the Daishi C at medium range. Press question mark to learn the rest of the keyboard shortcutsCookies help us deliver our Services. with fog of war it's pointless.But I do believe from the AMA they are going to do another pass on the weapons soon (TM)Oh, guess I just of missed the to hit bonus.
And you are better off using a PPC over the ER Large Laser.The +++ med lasers are always better than the pulse lasers.on the pulse there is a bonus to hit (easier to hit with)..ER large laser really doesn't have a place in this game. Pulse Master The Pulse Master was design in response to a ComGuards request for a new unit built around the Large Pulse Laser. And doing rude things to lights that Its a little hefty, but the small VSP is brutal on a heavy BA suit dedicated to hunting other BA. And in tabletop, lasers weren't saddled with arbitrary nerfs that dictated that they delivered exactly zero stability damage. The -3 to-hit bonus and the higher damage brutalize the hoppy little buggers which need to get in close to utilize their lighter weapons, while the better range compared to other small class lasers lets them plink away as they close in on slower designs. That's as much as a standard Large Pulse Laser, which you'd have to pay 7 tons and 10 heat just to use.VSPs are fluffed as WoB/FWL weapon, so I kinda expected some FWL designs/variants/modifications equipped with them to show up after the Jihad ended. While most manufacturers focused on a variety of Battlemech designs, Leopard Armor proposed a hovercraft design, similar in concept to the Federated Commonwealth's Savannah Master. AFAICT the tabletop stats, in turn, assume a bunch of weight saving tech and limited options for turning that newly freed weight into useful stuff. If you had LOS to a target, you had LOS to a target.The fact that you can *trivially* get near guaranteed hits with weapon systems eliminates the chief advantage of pulse lasers. I'll have to give that a try. Like mechs, weapon shop locations are determined by spawn lists that check for specific planet attributes and faction allegiance. The fact that stability damage only comes from ballistic sources greatly reduces the power of lasers. The following lists breaks down where weapons can be found. To determine it, first check which weapon you want to find on the weapon pages (see weapons), then use Ctrl+F to navigate this list.. And, of course, modding all energy weapons to TT heat levels.New comments cannot be posted and votes cannot be castThe subreddit of Harebrained Schemes' Battletech Turn-Based Strategy Game.Press J to jump to the feed. Personally, I've modded them to be just a little better than corresponding +++ (++ in case of PPC) variants.