- Joined
- Apr 25, 2020
Don't think of IS MPLs as Medium Laser-equivalents. Think of them as Large Laser equivalents for brawlers. Two Medium Pulse Lasers give you a granular 12 damage and a -2 to-hit bonus in exchange for 8 heat and 4 tons. A large laser gives you 8 damage and no to-hit bonus in exchange for 8 heat and 5 tons. Sure, you could fit three normal Medium Lasers and get 15 damage for 9 heat (the ML is the yardstick all weapons are measured against for a reason), but you miss out on that to-hit bonus too. And that bonus is deceptively useful.So... are IS-spec pulse lasers worth it?
Is the boost to the to-hit number on short ranges worth the worse range, especially given that the maximum range of pulse lasers is equal to the medium range of non-pulse lasers and thus at (say) a range of 6, the medium pulse laser has the same to-hit as the medium laser, but the medium still has its long-range bracket to spare?
I guess it all comes down to engagement ranges, but I feel like any mech that isn't tailor made to be an urban brawler that gets up in the enemy's face, a regular medium laser is a better choice.
The MPL's to-hit bonus isn't really meant to offset range, it's meant to offset movement. A 'Mech that's dancing around in urban combat is likely to be dipping into their running MP pretty often, either to get to punching range of the target, or to maneuver to counter someone trying to slot in for a rear armor shot. At these ranges you're going to have no range penalty anyway. In fact, there is no better weapon to perform the classic "Surprise, Motherfucker!" maneuver: jumping over a piece of terrain and landing right behind some fool. That worrying +3 penalty for firing after jumping becomes a much more acceptable +1 when you're using Pulse Lasers.