DUSTSearch ForumWatch http://dustsearch.com/ The alternative DUST514 Forum browser. en-us Tue, 9 Sep 2025 00:00:00 +0000 DUSTSearch RSS Module v1.1 chribba@evemail <![CDATA[Laser rifle - A constructive discussion - by WeapondigitX V7]]> https://forums.dust514.com/default.aspx?g=posts&m=1054496#post1054496
I have found some success with the weapon.

However:

The sights are still horrible (I think the blue glow when in ADS may have been removed).

The weapon does very good damage at extreme ranges however loses damage by alarming amounts as range of your targets decreases and beyond a certain range the damage starts to drop off again.

What the laser rifle needs:

Needs a scope or much larger zoom while in ADS like in chromosome. It is very hard to aim with the laser rifle currently and the current iron sights does obstruct my view a little.

The start of the optimal range (at which the damage done is maximum) needs to be reduced (moved further towards the weapon user). The point when damage starts to drop as range increases needs to be increased so that point is further away from the weapon user.
(example: optimal range of scrambler pistol might be 15m to 30m, now changed to, 10m to 50m) This example is meant to add clarity to what I am saying only.]]>
Sun, 14 Jul 2013 06:57:00 +0000 dustsearch/guid/795755
<![CDATA[Laser rifle - A constructive discussion - by Orion Vahid]]> https://forums.dust514.com/default.aspx?g=posts&m=1052129#post1052129 ]]> Sat, 13 Jul 2013 14:02:00 +0000 dustsearch/guid/793566 <![CDATA[Laser rifle - A constructive discussion - by Vell0cet]]> https://forums.dust514.com/default.aspx?g=posts&m=1052092#post1052092 Sat, 13 Jul 2013 13:48:00 +0000 dustsearch/guid/793530 <![CDATA[Laser rifle - A constructive discussion - by True Adamance]]> https://forums.dust514.com/default.aspx?g=posts&m=983215#post983215 TonYtigr wrote:
Ok lets do something constructive here.
I haven't fully tested the LR, but I'm pretty sure most people that used the LR in Uprising would agree, the LR requires adjustements.

Here are my suggestions/requests:

1- Range: increase the effective range to me would be a good counter to tac AR. Refer to this post for more discussions on the topic.

2- Overheat: at lower lever the LR is barely usable, it overheats really too fast. I am lvl 5 now and it is not even near the level 1 in chromosone. I would suggest decreasing the heat built up just a little but never at the level of chromosone.

3- Sight: we all know that someday we may be able to change the sight of our weapon, however the actual sight on the LR is not ideal for this type of weapon. I am requesting to change this ASAP. More discussion here and here

4- Damage: with the above adjustement I would wait to touch the damage.

5- Variety: ok this is maybe on the dev roadmap, but some LR variety would be nice. There is actually 3 ISK version and 1 AUR. Compared to the 14 AR available (not counting officer AR) this is... sad. Sad. I would really like to see proficiency variants with longer range, or high damage/high heat built up versions (without going into the scrambler rifles domain of course).
More details: Laser rifles variants

6- Turning speed: As mentionned by few people, the turning speed at ADS is slow. Tracking of heavies is not that hard, but running assaults and logis is quite a challenge. A small thread about it here.

Other discussions:
- Bob Amarrley
- Aisha Ctarl
- SERPENT-Adamapple
- Baal Entreri

Oh! And please CCP, use a scientific approach by changing one thing at the time and ask some feedback between each. This will avoid QQing from the shielded guys... Big smile


What do you think?

Edits: few links added and item number 6.


From a full time user of the LR back in chromosome, and also from uprising. THIS MAKES SENSE CCP]]>
Thu, 27 Jun 2013 00:51:00 +0000 dustsearch/guid/730721
<![CDATA[Laser rifle - A constructive discussion - by gil pilferer]]> https://forums.dust514.com/default.aspx?g=posts&m=983202#post983202 https://forums.dust514.com/default.aspx?g=posts&m=980095#post980095

No mention of the SR sight... I am disappoint]]>
Thu, 27 Jun 2013 00:45:00 +0000 dustsearch/guid/730686
<![CDATA[Laser rifle - A constructive discussion - by Mikael Murray]]> https://forums.dust514.com/default.aspx?g=posts&m=963822#post963822
Re ballance asap]]>
Fri, 21 Jun 2013 00:46:00 +0000 dustsearch/guid/713024
<![CDATA[Laser rifle - A constructive discussion - by Vell0cet]]> https://forums.dust514.com/default.aspx?g=posts&m=958813#post958813 Wed, 19 Jun 2013 17:45:00 +0000 dustsearch/guid/708609 <![CDATA[Laser rifle - A constructive discussion - by Sibri Vannikh]]> https://forums.dust514.com/default.aspx?g=posts&m=940101#post940101 Fri, 14 Jun 2013 06:30:00 +0000 dustsearch/guid/691327 <![CDATA[Laser rifle - A constructive discussion - by RoundEy3]]> https://forums.dust514.com/default.aspx?g=posts&m=934785#post934785
Just waiting for my laser rifles to be a real weapon again...]]>
Wed, 12 Jun 2013 20:37:00 +0000 dustsearch/guid/686418
<![CDATA[Laser rifle - A constructive discussion - by RedBleach LeSanglant]]> https://forums.dust514.com/default.aspx?g=posts&m=934758#post934758 Wed, 12 Jun 2013 20:28:00 +0000 dustsearch/guid/686417 <![CDATA[Laser rifle - A constructive discussion - by Provolonee]]> https://forums.dust514.com/default.aspx?g=posts&m=916822#post916822
So after the recent Tac nerf I loaded up my Lazoring alt, to see if its better. It is better now that it has its niche back. I have prof level 4 and the viziam. Im using 2x complex dmg mods with it also. My best round with it so far is 8 kills and 30 assists. but most rounds are pretty poor. You need to be in the right place at the right time for it to be effective. I miss the gun alot and i do believe it needs a comeback for the image of Dust.

-The viziam in chromozone was OP towards the end of its cycle, I think the others were fine. I think even the damage and range currently are fine.

-I think the most important thing to remember was back in Chromo all we had were Caldari assault suits, This gun was the exact counter to shield tanking. It would make it appear OP because nobody had the choice to Armor tank. Even most heavys were in the type 2 suit. It was the counter to everybody, Now that more suits are in, not so much.

-I dont think you should nerf a weapon by blocking off a persons abilty to shoot. The sights along with the glare make it a spray and pray. It is at times impossible to even see the person you are shooting at. Im not sure why you even need iron sights on a gun that allready had a lasor sight. Hip fire sensitivity is to high, ADS is to low. (hip fire is also pretty pointless)

-The damage seems to be OK, Im not sure you should have to go all the way to Prof level 4 and stack dmg to be able to kill a suit in one magizine though. Wait and see IMO.

-It is no longer useable as an area denial tool, The heat build up is to quick to keep the lasor out for long enough to scare anybody.

-You cannot use the STD lasor on a MLT light frame, one over heat will blow your head off. on a standard frame you can live through 1, but your gonna be toast soon.

-It is still subject to the reload bug, (reload, cant shoot, melee, reload for real this time) happens 3-4 times a match for me.

-The beam its self, Cannot be seen while ADS, and it is to thin and not a solid line, So its less awesome. (i can live with it looking less awesome if it works)

-I did enjoy doing the pre heat and swipe move, It rewarded pre planning and skill. It made you feel all warm inside just holding down the button. It was a requirement to drop a Proto suit.

I know all of this stuff has been mentioned before. I think this game could use a bit more "Unique-Awesome", The lasor was unique to Dust. I have 10 mil SP in my charactors suit, and no SP in its weapon, i want my job back. Thanks CCP I know you will make it right.

]]>
Fri, 7 Jun 2013 23:59:00 +0000 dustsearch/guid/670143
<![CDATA[Laser rifle - A constructive discussion - by Full Metal Kitten]]> https://forums.dust514.com/default.aspx?g=posts&m=916042#post916042 gil pilferer wrote:
i wonder what the new varieties are! I wasn't really thinking about that. anyone got any cool theories for LR variants?

I know it isn't feasible, but would be cool if you could switch laser crystals for different ranges. Bear
]]>
Fri, 7 Jun 2013 19:08:00 +0000 dustsearch/guid/669433
<![CDATA[Laser rifle - A constructive discussion - by BangBang Chuck]]> https://forums.dust514.com/default.aspx?g=posts&m=915811#post915811 Fri, 7 Jun 2013 18:17:00 +0000 dustsearch/guid/669187 <![CDATA[Laser rifle - A constructive discussion - by KrazyEyeKilla]]> https://forums.dust514.com/default.aspx?g=posts&m=913999#post913999 Fri, 7 Jun 2013 09:36:00 +0000 dustsearch/guid/667573 <![CDATA[Laser rifle - A constructive discussion - by gil pilferer]]> https://forums.dust514.com/default.aspx?g=posts&m=912468#post912468 Quote:
Update: There are more laser rifle variants coming, and we are working on fixing ADS issues.



It's so reassuring to know that CCP are looking into it and I can't wait to hear more about what's planned. I just hope "ADS issues" refers to a new sight as well as improving the tracking speed. i think that would be enough of a start to then take stock and see how the LR fares. the damage / range numbers can then be tweaked pretty easily if it's still off.

Also i wonder what the new varieties are! I wasn't really thinking about that. anyone got any cool theories for LR variants?

THANKYOU CCP]]>
Fri, 7 Jun 2013 00:08:00 +0000 dustsearch/guid/666187
<![CDATA[Laser rifle - A constructive discussion - by TonYtigr]]> https://forums.dust514.com/default.aspx?g=posts&m=911989#post911989 martinofski wrote:
Great, it's in the Dev weekly feedback/suggestion topic.


Link please

Edit: forget it.... Found

Quote:
[FEEDBACK] Laser Rifles in Uprising: https://forums.dust514.com/default.aspx?g=posts&t=77908
Update: There are more laser rifle variants coming, and we are working on fixing ADS issues.

Great news]]>
Thu, 6 Jun 2013 22:09:00 +0000 dustsearch/guid/665776
<![CDATA[Laser rifle - A constructive discussion - by Green Living]]> https://forums.dust514.com/default.aspx?g=posts&m=911129#post911129 martinofski wrote:
Great, it's in the Dev weekly feedback/suggestion topic.


Great news, finally!]]>
Thu, 6 Jun 2013 18:50:00 +0000 dustsearch/guid/665010
<![CDATA[Laser rifle - A constructive discussion - by martinofski]]> https://forums.dust514.com/default.aspx?g=posts&m=909909#post909909 Thu, 6 Jun 2013 13:16:00 +0000 dustsearch/guid/665009 <![CDATA[Laser rifle - A constructive discussion - by gil pilferer]]> https://forums.dust514.com/default.aspx?g=posts&m=908403#post908403 Vell0cet wrote:
Mobius Wyvern wrote:
In relation to the second point, since this would mean "pre-firing" and "sweeping" would no longer be viable, it would significantly increase the skill ceiling of the weapon.
I actually like the balance of the "pre-firing" and sweeping mechanism. It forces you to pop out of cover and linger for a while with a big beam revealing your location while you stand stationary. It makes you very vulnerable to snipers or people flanking you and is a nice "long burst" counterpoint to the "short bursts" mechanism of most weapons. It creates variety and tactical interest. I do think it was too easy to get a kill in chromosome with the sweep though, but you had to time things correctly or you'd overheat. It incentivized flirting with that line of overheating which is also an interesting mechanism.


+1

I loved the sweeping mechanic in chromosome, and the risk vs reward which is what makes eve/dust so appealing to me in the first place. I realise it was op but it only needed a small tweak. As for weather the issues would have been resolved by bigger maps and losing sharpshooter it's hard to say, but I would be interested to hear or see how the chromosome LR would fare in the current dust climate. A test server like they have on eve to try out changes before implementing them would be cool, although I suspect that dust doesn't have to population to support it.]]>
Thu, 6 Jun 2013 03:28:00 +0000 dustsearch/guid/662558
<![CDATA[Laser rifle - A constructive discussion - by TV Repair Guy]]> https://forums.dust514.com/default.aspx?g=posts&m=907576#post907576
CCP: Buff the laser rifle, and restore the old iron sights so people can aim.]]>
Wed, 5 Jun 2013 23:33:00 +0000 dustsearch/guid/661796
<![CDATA[Laser rifle - A constructive discussion - by Talos Alomar]]> https://forums.dust514.com/default.aspx?g=posts&m=907468#post907468 Vell0cet wrote:

How many times have you guys been killed by a LR since uprising?


I'd say about 4-6 times. It's always been in a laser duel, when I made the switch to the SCR I've never lost a fight with a LR. the LR can't compete with the alpha of the SCR or the DPS/rang of the tac. It's a useless weapon.]]>
Wed, 5 Jun 2013 23:03:00 +0000 dustsearch/guid/661690
<![CDATA[Laser rifle - A constructive discussion - by Ten-Sidhe]]> https://forums.dust514.com/default.aspx?g=posts&m=906654#post906654
The laser rifle is a beam laser, that by eve lore should out range plasma and pulse laser weapons. In eve the range is doubled. So, adding the decreasing damage currently before optimal after optimal as well would bring it inline with eve lore and help give it a role in the fps.

chromosome range was
laser optimal 61-78 and max 81m without sharpshooter skills
change to optimal 61-78 and max 139m with damage falling off from optimal in both directions

for comparison
Douvelle Tactical Assault Rifle 1-79 optimal and max 122m by chromosome tests
exile ar 1-38 optimal and max 64m by tests in uprising build

The old build laser rifle sight was fine, not fan of the new one.

The damage increase while on target would not be good for ai for reasons given above. It could be great for the heavy av version though.

av beam heavy weapon idea
2/3 speed of damage ramp and heat build up with 50% larger clip, have the damage also ramp while on target. This would make it slightly less effective vs infantry since the combined ramp would be less in most cases, but allow damage to quickly increase when held on larger target to av levels. It would also be unfortunate for any infantry that ran through the beam when firing on shield tank.
Values would have to be adjusted by playtest but sounds like an interesting starting point to me.


]]>
Wed, 5 Jun 2013 19:51:00 +0000 dustsearch/guid/660955
<![CDATA[Laser rifle - A constructive discussion - by Vell0cet]]> https://forums.dust514.com/default.aspx?g=posts&m=906294#post906294 Zeylon Rho wrote:
I've been killed by lasers.. twice I think since uprising launched.
I think I've only been killed once since uprising, I was wearing a basic Amarr Assault with a small shield tank shooting at him with a mid-level SR. He killed me with a Viziam and I got him down to almost 0 health (with sloppy shooting while he was doing a great job of keeping me in the beam) my squadmate killed him less than a second after I died. He definitely earned that kill.

How many times have you guys been killed by a LR since uprising?]]>
Wed, 5 Jun 2013 18:12:00 +0000 dustsearch/guid/660617
<![CDATA[Laser rifle - A constructive discussion - by Vile Heathen]]> https://forums.dust514.com/default.aspx?g=posts&m=905737#post905737 Rynx Sinfar wrote:
Vile Heathen wrote:


It also looks ridiculous when the laser sudden drops off a meter from your face.



Don't have experience to comment on the laser's new design but in Chromosome I always laughed when people would fire at me, the laser would end 4-5 meters from me, and they'd hold the trigger down while running at me like some sort of jousting knight.

It can have one of two effects. First it's either an intense moment where you can "see" the bullet inches from your face and you go "holy crap that was close!", or it's no where near you and you laugh at the guy wiggling around a laser hoping for a hit.

Otherwise all I can add is that I haven't seen a laser in a couple weeks. I've seen more plasma cannon kills.


The funniest instance of this is when someone is lasering you and they don't realize they're not hitting you. And then you retaliate with you own laser which (in the chromosome build), had a higher sharpshooter proficiency.

]]>
Wed, 5 Jun 2013 15:51:00 +0000 dustsearch/guid/660134
<![CDATA[Laser rifle - A constructive discussion - by Zeylon Rho]]> https://forums.dust514.com/default.aspx?g=posts&m=905416#post905416 Rynx Sinfar wrote:
Vile Heathen wrote:


It also looks ridiculous when the laser sudden drops off a meter from your face.



Don't have experience to comment on the laser's new design but in Chromosome I always laughed when people would fire at me, the laser would end 4-5 meters from me, and they'd hold the trigger down while running at me like some sort of jousting knight.

It can have one of two effects. First it's either an intense moment where you can "see" the bullet inches from your face and you go "holy crap that was close!", or it's no where near you and you laugh at the guy wiggling around a laser hoping for a hit.

Otherwise all I can add is that I haven't seen a laser in a couple weeks. I've seen more plasma cannon kills.


Plasma Cannon is its own special brand of hilarious. I've been killed by lasers.. twice I think since uprising launched. I credit some of this to people jumping ship on lasers, and another big chunk to lasers losing their niche being outranged/matched by TARs. The sight issue on a long-range weapon also seems.. problematic.]]>
Wed, 5 Jun 2013 14:09:00 +0000 dustsearch/guid/659842
<![CDATA[Laser rifle - A constructive discussion - by Rynx Sinfar]]> https://forums.dust514.com/default.aspx?g=posts&m=905377#post905377 Vile Heathen wrote:


It also looks ridiculous when the laser sudden drops off a meter from your face.



Don't have experience to comment on the laser's new design but in Chromosome I always laughed when people would fire at me, the laser would end 4-5 meters from me, and they'd hold the trigger down while running at me like some sort of jousting knight.

It can have one of two effects. First it's either an intense moment where you can "see" the bullet inches from your face and you go "holy crap that was close!", or it's no where near you and you laugh at the guy wiggling around a laser hoping for a hit.

Otherwise all I can add is that I haven't seen a laser in a couple weeks. I've seen more plasma cannon kills.]]>
Wed, 5 Jun 2013 13:53:00 +0000 dustsearch/guid/659790
<![CDATA[Laser rifle - A constructive discussion - by dent 308]]> https://forums.dust514.com/default.aspx?g=posts&m=905195#post905195
Prior to the respec I ran proto Amarr Assault, Viziam, Laser Prof 5. Even with 3 complex damage mods on top it was very difficult to employ. Over time I became an armor tanking SMG user, so I had to respec to logi / AR to get stuff done.

Some thoughts :

Heat Management was handled well by Amarr Assault 5, it does make quite a difference compared to using an unbonused suit.

Damage output is pretty low in general, even at optimal range you can't trade shots and win. Only by hunting stragglers who I could catch unawares did I have any success at all.
Running in squad or team where I couldn't always maneuver to my optimal I would end up using the SMG or running closet logi for the fight.

Range was the real killer. Not being able to engage targets at range, or getting outranged by tac ars, and at close range the damage output is next to nil.

In conclusion the laser as it stands now is all disadvantages. Unemployable.]]>
Wed, 5 Jun 2013 12:43:00 +0000 dustsearch/guid/659628
<![CDATA[Laser rifle - A constructive discussion - by Your Absolut End]]> https://forums.dust514.com/default.aspx?g=posts&m=904805#post904805 Pseudonym0 wrote:
I haven't used the LR since the patch, and I was never a habitual LR user, but I have noticed it's absence from the battlefield. I don't think they should kill off the weapon any more than I think the MD I used should have been so badly destroyed, but LR did need a significant nerf pre-patch. Anyone suggesting lasers should go back to this level is asking for something comparable in damage potential to the present TAR which everyone (including the LR user) is complaining about. Essentially, I think everyone needs to finally acknowledge it was OP before and make suggestions (e.g. the iron sights issue) that bring it more into balance, as opposed to returning it to it's former level.



I don't think the LR in chromosome was OP.
The problem on chromosome were the small ambush maps and the sharp-shooter skill.

Just remember manus peak: There was simply no spot where you could not reach the enemy, and most of the time when you got them they were in your optimal range. I can't mention this point to much, you were nearly everywhere in it's OPTIMAL range.
The weapon itself was never OP, but the maps were the big problem, to gether with the SS-skill. And on top of this we had millions of people complaining about it who never used it. Even in chromosome u needed some RL-skills to succeed with the LR. Im talking about all the other maps.

So, now we don't have the SS-Skill anymore, and the maps are way bigger.
With this in mind, you could implement the LR from chromosome into uprising 1 to 1.

The LR has to be a beast, if it is fully heated and you are in it's optimal range. It HAS to be, there is no way around, simply because of the fact that the LR besides it's optimal range is absoloutely useless.

Like I offered before. Implement the old LR, also with the old sights and than let's see how it works. I think alot of people will be surprised how well balanced the LR in reality all the time was.]]>
Wed, 5 Jun 2013 08:58:00 +0000 dustsearch/guid/659276
<![CDATA[Laser rifle - A constructive discussion - by Vile Heathen]]> https://forums.dust514.com/default.aspx?g=posts&m=904537#post904537 scientifically.

For instance, if you're gonna say it takes time to "heat up", then maybe range should increase over time as well?

Also, if you're going to say it has a limited range, it can only be because it's bloomingGa phenomenon where the photons are disrupted and dispersed as the beam ionizes its way through the thick atmosphere. This means as it reaches its effective range, the beam becomes weaker.

And lets face it. It's a goram laser! It's "muzzle velocity" is the fastest possible. It SHOULD shoot as far as a railgun, and certainly the TAR. It also looks ridiculous when the laser sudden drops off a meter from your face.

The blooming would be a great way of balancing it, keeping it from being OP at long range, perhaps only good enough to kill shields, and allow it to be semi-useful at a hip-fire range.


Another thing that could make it more interesting is pulse mode/variant. If you fire a laser in short, fast pulses, the first few pulses "cut a hole" through the atmosphere, allowing the later pulses to reach the target without blooming, hence unlimited range. The photons would hit the target and would cause thermal damage, as well as a shockwave, as the targets atoms evaporate so quicklyGsomething the "cutting laser" more doesn't do. This of course would require a massive buildup of power, and the laser rifle would have to be fitted with a capacitor, like the forge gun. But imagine how cool it would sound hearing the capacitor fill up like a camera flash, and a strobed blink of light appears for but half a second, followed by a line of ionized atmosphere which fades away into the wind?]]>
Wed, 5 Jun 2013 06:44:00 +0000 dustsearch/guid/659029
<![CDATA[Laser rifle - A constructive discussion - by Pseudonym0]]> https://forums.dust514.com/default.aspx?g=posts&m=904352#post904352 Wed, 5 Jun 2013 05:26:00 +0000 dustsearch/guid/658852 <![CDATA[Laser rifle - A constructive discussion - by TonYtigr]]> https://forums.dust514.com/default.aspx?g=posts&m=904163#post904163 Wed, 5 Jun 2013 03:52:00 +0000 dustsearch/guid/658679 <![CDATA[Laser rifle - A constructive discussion - by Green Living]]> https://forums.dust514.com/default.aspx?g=posts&m=904142#post904142 TonYtigr wrote:
Green Living wrote:
Shocked


What's wrong Green? You just saw a LR in a game? Lol



LOL Never. I only know two other LR users left in this game.]]>
Wed, 5 Jun 2013 03:43:00 +0000 dustsearch/guid/658658
<![CDATA[Laser rifle - A constructive discussion - by TonYtigr]]> https://forums.dust514.com/default.aspx?g=posts&m=904131#post904131 Green Living wrote:
Shocked


What's wrong Green? You just saw a LR in a game? Lol]]>
Wed, 5 Jun 2013 03:40:00 +0000 dustsearch/guid/658657
<![CDATA[Laser rifle - A constructive discussion - by Green Living]]> https://forums.dust514.com/default.aspx?g=posts&m=904002#post904002 ]]> Wed, 5 Jun 2013 02:50:00 +0000 dustsearch/guid/658531 <![CDATA[Laser rifle - A constructive discussion - by Green Living]]> https://forums.dust514.com/default.aspx?g=posts&m=902649#post902649 Tue, 4 Jun 2013 20:01:00 +0000 dustsearch/guid/657296 <![CDATA[Laser rifle - A constructive discussion - by Your Absolut End]]> https://forums.dust514.com/default.aspx?g=posts&m=902094#post902094
https://forums.dust514.com/default.aspx?g=posts&m=902019#post902019

You guys should know how you ruined that LR, as said in that thread above, the Chromosome LR in Uprising would be nice balance.

Bigger maps, smaller optimal range, the changes CCP did are exactly what the LR in chromosome needed to find it's place.
Just bring back the old LR for 1 week and see how it works.]]>
Tue, 4 Jun 2013 17:11:00 +0000 dustsearch/guid/656834
<![CDATA[Laser rifle - A constructive discussion - by Vell0cet]]> https://forums.dust514.com/default.aspx?g=posts&m=902070#post902070 Mobius Wyvern wrote:
In relation to the second point, since this would mean "pre-firing" and "sweeping" would no longer be viable, it would significantly increase the skill ceiling of the weapon.
I actually like the balance of the "pre-firing" and sweeping mechanism. It forces you to pop out of cover and linger for a while with a big beam pointing at your location while you stand stationary. It makes you very vulnerable to snipers or people flanking you and is a nice "long burst" counterpoint to the "short bursts" mechanism of most weapons. It creates variety and tactical interest. I do think it was too easy to get a kill in chromosome with the sweep though, but you had to time things correctly or you'd overheat. It incentivized flirting with that line of overheating which is also an interesting mechanism.]]>
Tue, 4 Jun 2013 17:06:00 +0000 dustsearch/guid/656801
<![CDATA[Laser rifle - A constructive discussion - by matsumoto yuichi san]]> https://forums.dust514.com/default.aspx?g=posts&m=901670#post901670
]]>
Tue, 4 Jun 2013 15:13:00 +0000 dustsearch/guid/656800
<![CDATA[Laser rifle - A constructive discussion - by shaman oga]]> https://forums.dust514.com/default.aspx?g=posts&m=901446#post901446 Tue, 4 Jun 2013 13:35:00 +0000 dustsearch/guid/656247 <![CDATA[Laser rifle - A constructive discussion - by WeapondigitX V7]]> https://forums.dust514.com/default.aspx?g=posts&m=901398#post901398 Tue, 4 Jun 2013 13:21:00 +0000 dustsearch/guid/656212 <![CDATA[Laser rifle - A constructive discussion - by RoundEy3]]> https://forums.dust514.com/default.aspx?g=posts&m=901392#post901392 Mobius Wyvern wrote:
I'll reiterate and modify some points I've made before.


  • In my opinion, the damage increase should be based on the time that the beam is on the target rather than how long you fire it.


In relation to the second point, since this would mean "pre-firing" and "sweeping" would no longer be viable, it would significantly increase the skill ceiling of the weapon.

With that done, you could increase the damage buildup rate, but I would also recommend that they damage bonus have a falloff of half the buildup rate based on how long the beam is off the target.

This would provide a reward for a player with good strafing ability by allowing them to effectively combat a Laser Rifle user without fear of having the beam sweep across them at 90%+ heat and vaporize them instantly.



On that point I don't believe that would be a good idea technically. It could work, but it would seem they'd have to re-tool most of the weapon's #'s and function.

Also, every time your beam slipped off of your target you would lose the bonus to damage. It doesn't matter how good you are, unless your target is standing still your aim transitions from on and off the target frequently even if only for a brief moment.

Purely speaking of damage delivery I think they just need to recalculate the outright damage vs. damage amplification vs. heat build rate for LR's of all lv's.

Sweeping is what makes the LR unique and fun, just needs to be worked on along with the sights and range issues as well.

]]>
Tue, 4 Jun 2013 13:19:00 +0000 dustsearch/guid/656211
<![CDATA[Laser rifle - A constructive discussion - by Mobius Wyvern]]> https://forums.dust514.com/default.aspx?g=posts&m=901301#post901301 matsumoto yuichi san wrote:
that would defeat the point of being a beam weapon, it would then be a pulse weapon EG scrambler and we have that :P

Exactly.]]>
Tue, 4 Jun 2013 12:51:00 +0000 dustsearch/guid/656141
<![CDATA[Laser rifle - A constructive discussion - by matsumoto yuichi san]]> https://forums.dust514.com/default.aspx?g=posts&m=901296#post901296 ]]> Tue, 4 Jun 2013 12:50:00 +0000 dustsearch/guid/656140 <![CDATA[Laser rifle - A constructive discussion - by Mobius Wyvern]]> https://forums.dust514.com/default.aspx?g=posts&m=901212#post901212 shaman oga wrote:
In my opinion the laser rifle need a complete review, even its aspect should change.

  • Charge to shoot
  • Range 200 meters
  • A good scope
  • Fires a single beam, more you charge it more it depletes its battery
  • Charging too much acts like hoverheat

It should be like a charge sniper rifle but laser, with a smaller range.

Animation of the shot:

O ------------------------X------------------------
O \\\\\\\\ -----------------X----------------- \\\\\\\\\
O \\\\\\\\\\\\\\\\\\\\ --------X-------- \\\\\\\\\\\\\\\\\\\\\
O \\\\\\\\\\\\\\\\\\\\\\\\\\\\\ -X- \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

O =shooter
-- = beam
X = center of the beam
\\ = don't consider, used for spacing.

I don't know about all that....]]>
Tue, 4 Jun 2013 12:26:00 +0000 dustsearch/guid/656051
<![CDATA[Laser rifle - A constructive discussion - by shaman oga]]> https://forums.dust514.com/default.aspx?g=posts&m=901192#post901192

  • Charge to shoot
  • Range 200 meters
  • A good scope
  • Fires a single beam, more you charge it more it depletes its battery
  • Charging too much acts like hoverheat

It should be like a charge sniper rifle but laser, with a smaller range.

Animation of the shot:

O ------------------------X------------------------
O \\\\\\\\ -----------------X----------------- \\\\\\\\\
O \\\\\\\\\\\\\\\\\\\\ --------X-------- \\\\\\\\\\\\\\\\\\\\\
O \\\\\\\\\\\\\\\\\\\\\\\\\\\\\ -X- \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

O =shooter
-- = beam
X = center of the beam
\\ = don't consider, used for spacing.]]>
Tue, 4 Jun 2013 12:20:00 +0000 dustsearch/guid/656050
<![CDATA[Laser rifle - A constructive discussion - by Mobius Wyvern]]> https://forums.dust514.com/default.aspx?g=posts&m=901129#post901129

  • The Laser Rifle needs some kind of scope, preferably the camera-scope it had before.

  • In my opinion, the damage increase should be based on the time that the beam is on the target rather than how long you fire it.


In relation to the second point, since this would mean "pre-firing" and "sweeping" would no longer be viable, it would significantly increase the skill ceiling of the weapon.

With that done, you could increase the damage buildup rate, but I would also recommend that they damage bonus have a falloff of half the buildup rate based on how long the beam is off the target.

This would provide a reward for a player with good strafing ability by allowing them to effectively combat a Laser Rifle user without fear of having the beam sweep across them at 90%+ heat and vaporize them instantly.]]>
Tue, 4 Jun 2013 11:55:00 +0000 dustsearch/guid/655972
<![CDATA[Laser rifle - A constructive discussion - by XXfootnoteXX]]> https://forums.dust514.com/default.aspx?g=posts&m=900898#post900898 Iron Wolf Saber wrote:
Watching.


Are the Dev's?]]>
Tue, 4 Jun 2013 10:08:00 +0000 dustsearch/guid/655778
<![CDATA[Laser rifle - A constructive discussion - by Iron Wolf Saber]]> https://forums.dust514.com/default.aspx?g=posts&m=900615#post900615 Tue, 4 Jun 2013 07:52:00 +0000 dustsearch/guid/655527 <![CDATA[Laser rifle - A constructive discussion - by Green Living]]> https://forums.dust514.com/default.aspx?g=posts&m=899343#post899343 Mon, 3 Jun 2013 23:47:00 +0000 dustsearch/guid/654325 <![CDATA[Laser rifle - A constructive discussion - by TonYtigr]]> https://forums.dust514.com/default.aspx?g=posts&m=895006#post895006 Have you used the LR during Chromosome?
How did you found the sight while ADS?]]>
Sun, 2 Jun 2013 01:46:00 +0000 dustsearch/guid/650379
<![CDATA[Laser rifle - A constructive discussion - by Templar Renegade200]]> https://forums.dust514.com/default.aspx?g=posts&m=894897#post894897 Sun, 2 Jun 2013 01:06:00 +0000 dustsearch/guid/650290 <![CDATA[Laser rifle - A constructive discussion - by Green Living]]> https://forums.dust514.com/default.aspx?g=posts&m=894866#post894866 Sun, 2 Jun 2013 00:52:00 +0000 dustsearch/guid/650266 <![CDATA[Laser rifle - A constructive discussion - by Vell0cet]]> https://forums.dust514.com/default.aspx?g=posts&m=893557#post893557 gil pilferer wrote:
...but still no word on the LR. I'm sure CCP doesn't prioritise responding to nerd raging and threats to quit over civilised and constructive feedback...


The silence is deafening. I just want to hear them say they realize it's a problem and they're looking into it.

If CCP thinks everything is fine, then they need to do a lot more internal testing, because a full squad of LRs will get completely decimated by a full squad of any other weapon--not even close.

They need to run some SQL queries on their database to see percent of kills by LR's since Uprising launched. KD ratios of LR users since Uprising. Have someone try to kill a stationary target in good gear before the thing overheats, repeat the exercise with every other weapon out there.]]>
Sat, 1 Jun 2013 18:41:00 +0000 dustsearch/guid/649053
<![CDATA[Laser rifle - A constructive discussion - by TonYtigr]]> https://forums.dust514.com/default.aspx?g=posts&m=884657#post884657 RoundEy3 wrote:
TonYtigr wrote:
Hey bien merci Laurent, je suis content de savoir qu'un membre du CPM soit d'accord que le laser a besoin d'ajustements. Je vais continuer en anglais.

I cannot completely agree with what you've said Laurent. Chromosome LR was OP for sure. I was using the standard LR at that time and was killing more people than with the Viziam with prof lvl 3 now. Of course, the SS was playing a major role in Chromosome.

Hopefully you'll be able to have a chat with CCP Remnant for this weapon...



I can understand your concern to not over do any changes and turn the LR into an absolute beast, but I'll hazard a guess you were using the Chromosome LR as it was meant to be used. Meaning, you were making sure to engage enemies at it's optimal med. long range where it's damage is at it's best. Any weapon used in it's ideal tactic in adept hands should "APPEAR" to be OP by the target.

In that case I wouldn't say the LR was OP, just used properly. Had you done all of your fights up close against shotguns and AR's I'm sure the LR wouldn't seem very OP.

My point is right now the LR has no optimal. It doesn't shine where it should, fails everywhere else, and is just out-perforemed by everyother weapon.



Well of course I was using the LR as it meant to be and I'm still using it as before. The only difference is that I have proficiency level 3 now, the viziam and 2 complex damage modifier to get the same results that I had with the std LR in chromosome ( was lvl 3 with no complex damage). Now in the best games I may do 17/5 with my 150k ISK setup... In chromosome It was 15k ISK. This is why I'm saying it was OP in Chromosome. I really feel that now we are close to have a fair weapon when compared with equal meta level weapon in their respective area of excellence. To me, to compete against the TAR, which is its direct opponent, the LR requires:
1- a usable sight
2- a slight increase in range
3- a slight decrease in heat build up.

]]>
Thu, 30 May 2013 21:25:00 +0000 dustsearch/guid/640899
<![CDATA[Laser rifle - A constructive discussion - by Your Absolut End]]> https://forums.dust514.com/default.aspx?g=posts&m=882893#post882893 RoundEy3 wrote:
TonYtigr wrote:
Hey bien merci Laurent, je suis content de savoir qu'un membre du CPM soit d'accord que le laser a besoin d'ajustements. Je vais continuer en anglais.

I cannot completely agree with what you've said Laurent. Chromosome LR was OP for sure. I was using the standard LR at that time and was killing more people than with the Viziam with prof lvl 3 now. Of course, the SS was playing a major role in Chromosome.

Hopefully you'll be able to have a chat with CCP Remnant for this weapon...



I can understand your concern to not over do any changes and turn the LR into an absolute beast, but I'll hazard a guess you were using the Chromosome LR as it was meant to be used. Meaning, you were making sure to engage enemies at it's optimal med. long range where it's damage is at it's best. Any weapon used in it's ideal tactic in adept hands should "APPEAR" to be OP by the target.

In that case I wouldn't say the LR was OP, just used properly. Had you done all of your fights up close against shotguns and AR's I'm sure the LR wouldn't seem very OP.

My point is right now the LR has no optimal. It doesn't shine where it should, fails everywhere else, and is just out-perforemed by everyother weapon.



Yeah, and seriously this change one thing, wait, change it more or less thing won't work, personally I regret spending ANY skill point into lasers at the moment. I'd rather use this SP for nothing at all than on the lasers. THIS is how bad the LR is right now.]]>
Thu, 30 May 2013 15:58:00 +0000 dustsearch/guid/639261
<![CDATA[Laser rifle - A constructive discussion - by RoundEy3]]> https://forums.dust514.com/default.aspx?g=posts&m=882835#post882835 TonYtigr wrote:
Hey bien merci Laurent, je suis content de savoir qu'un membre du CPM soit d'accord que le laser a besoin d'ajustements. Je vais continuer en anglais.

I cannot completely agree with what you've said Laurent. Chromosome LR was OP for sure. I was using the standard LR at that time and was killing more people than with the Viziam with prof lvl 3 now. Of course, the SS was playing a major role in Chromosome.

Hopefully you'll be able to have a chat with CCP Remnant for this weapon...



I can understand your concern to not over do any changes and turn the LR into an absolute beast, but I'll hazard a guess you were using the Chromosome LR as it was meant to be used. Meaning, you were making sure to engage enemies at it's optimal med. long range where it's damage is at it's best. Any weapon used in it's ideal tactic in adept hands should "APPEAR" to be OP by the target.

In that case I wouldn't say the LR was OP, just used properly. Had you done all of your fights up close against shotguns and AR's I'm sure the LR wouldn't seem very OP.

My point is right now the LR has no optimal. It doesn't shine where it should, fails everywhere else, and is just out-perforemed by everyother weapon.
]]>
Thu, 30 May 2013 15:52:00 +0000 dustsearch/guid/639260
<![CDATA[Laser rifle - A constructive discussion - by gil pilferer]]> https://forums.dust514.com/default.aspx?g=posts&m=879792#post879792 Thu, 30 May 2013 02:45:00 +0000 dustsearch/guid/636484 <![CDATA[Laser rifle - A constructive discussion - by Green Living]]> https://forums.dust514.com/default.aspx?g=posts&m=879524#post879524 Thu, 30 May 2013 01:17:00 +0000 dustsearch/guid/636483 <![CDATA[Laser rifle - A constructive discussion - by Atlas Exenthal]]> https://forums.dust514.com/default.aspx?g=posts&m=879457#post879457 I'd like to see how the LRs perform after that.

I don't find the damage or range too underwhelming, just that the scope is ********.
Once TARs get a proper nerf and the LR gets its scope fixed, I think we'll be okay.]]>
Thu, 30 May 2013 00:54:00 +0000 dustsearch/guid/636189
<![CDATA[Laser rifle - A constructive discussion - by TonYtigr]]> https://forums.dust514.com/default.aspx?g=posts&m=879268#post879268
I cannot completely agree with what you've said Laurent. Chromosome LR was OP for sure. I was using the standard LR at that time and was killing more people than with the Viziam with prof lvl 3 now. Of course, the SS was playing a major role in Chromosome.

Hopefully you'll be able to have a chat with CCP Remnant for this weapon...]]>
Wed, 29 May 2013 23:52:00 +0000 dustsearch/guid/636019
<![CDATA[Laser rifle - A constructive discussion - by Laurent Cazaderon]]> https://forums.dust514.com/default.aspx?g=posts&m=877037#post877037 TonYtigr wrote:
Ok lets do something constructive here.
I haven't fully tested the LR, but I'm pretty sure most people that used the LR in Uprising would agree, the LR requires adjustements.

Here are my suggestions/requests:

1- Range: increase the effective range to me would be a good counter to tac AR. Refer to this post for more discussions on the topic.

2- Overheat: at lower lever the LR is barely usable, it overheats really too fast. I am lvl 5 now and it is not even near the level 1 in chromosone. I would suggest decreasing the heat built up just a little but never at the level of chromosone.

3- Sight: we all know that someday we may be able to change the sight of our weapon, however the actual sight on the LR is not ideal for this type of weapon. I am requesting to change this ASAP. More discussion here and here

4- Damage: with the above adjustement I would wait to touch the damage.

5- Variety: ok this is maybe on the dev roadmap, but some LR variety would be nice. There is actually 3 ISK version and 1 AUR. Compared to the 14 AR available (not counting officer AR) this is... sad. Sad. I would really like to see proficiency variants with longer range, or high damage/high heat built up versions (without going into the scrambler rifles domain of course).
More details: Laser rifles variants

6- Turning speed: As mentionned by few people, the turning speed at ADS is slow. Tracking of heavies is not that hard, but running assaults and logis is quite a challenge. A small thread about it here.

Other discussions:
- Bob Amarrley
- Aisha Ctarl
- SERPENT-Adamapple
- Baal Entreri

Oh! And please CCP, use a scientific approach by changing one thing at the time and ask some feedback between each. This will avoid QQing from the shielded guys... Big smile


What do you think?

Edits: few links added and item number 6.


I tend to agree with you. LR in chromosme were mostly fine. And the tweak done to them has been way too important.
The best way to fix lasers would be to go back to chromosome lasers and just raise heat speed built up and lower viziam's base damage.

How is it possible to go from LVL1 LR over-heating at 75-79 % of the clip to a such fast over-heat ? New LR user should over-heat around 45-50. Master user should over-heat round 80. It all lies with how much damage is acceptable in one second.

And your last part, about tweaking step by step. Couldnt agree more. Worst part being that it's been told to them over and over and over and over again. Especially when they can now tweak (supposedly) everything without needing any hard patching. So no excuse to not do things little by little.]]>
Wed, 29 May 2013 14:35:00 +0000 dustsearch/guid/634165
<![CDATA[Laser rifle - A constructive discussion - by Sam Tektzby]]> https://forums.dust514.com/default.aspx?g=posts&m=873513#post873513 Better way is make AR more on "medium" range usefull and laser "close2medium". Its laser rifle..its LASER BOYO XJ]]> Tue, 28 May 2013 19:55:00 +0000 dustsearch/guid/630351 <![CDATA[Laser rifle - A constructive discussion - by RoundEy3]]> https://forums.dust514.com/default.aspx?g=posts&m=873396#post873396 Cinnamon267 wrote:
Garth Mandra wrote:
RoundEy3 wrote:

Also, ditching the ramp up damage is a priority. The damage of the beam should be stable to be on even terms with the other guns.



I disagree with this. I want to keep DUST diverse with each weapon being unique not just reskinned ARs. I like the damage build up mechanic. The devs just need to tweak the numbers until it is balanced.

As a few people have said here CCP *needs* to start tweaking things one by one rather than in great swathes of changes. This method could be vulnerable to cunning metagamers that try to skew the statistics but I think DUST is big enough to be able to avoid this.

In my opinion they need to fix the LR sight first and then see what happens. Then if necessary boost the damage or range or...


Sights are the biggest issue. I wanna know how many problems will be solved by the sights being improved. Don't remove the glow, either. Reduce it. I don't know about damage, right now. Hard to properly say until the sights are properly addressed. Same with the TAR. The damage should be fine. 17 instead of the 15 is normally was.

Quote:
Also, ditching the ramp up damage is a priority. The damage of the beam should be stable to be on even terms with the other guns.


Woefully bad idea. Weapon diversity is one of Dust's major issues. Making it a differently skinned AR would be pointless. The mechanic works. The sights need addressing before anything else.

I want to know how many of the lasers issues will be solved by better sights and the TAR not being insanely OP. When those 2 things happen, we will know what works and what doesn't. Right now, it's looked at purely as a countermeasure for something that is broken.



Hey don't get me wrong I want weapon diversity, but the way the LR currently is, is bad. It was more so a suggestion to make the weapon perform adequately.

In my view ANY improvement to the aiming, range, and damage of the LR is severely needed. If anyone who hasn't used it is in doubt. Try it out for a few matches in comparrison to other weapons of the same lv. In all ranks it is an overcharged taser.]]>
Tue, 28 May 2013 19:27:00 +0000 dustsearch/guid/630238
<![CDATA[Laser rifle - A constructive discussion - by TonYtigr]]> https://forums.dust514.com/default.aspx?g=posts&m=869961#post869961 Tue, 28 May 2013 02:54:00 +0000 dustsearch/guid/627242 <![CDATA[Laser rifle - A constructive discussion - by Bob Amarrley]]> https://forums.dust514.com/default.aspx?g=posts&m=869279#post869279 gil pilferer wrote:
There's been a pretty consistent consensus in this thread about how to resolve what is currently a pretty homogenous usage of weapons in dust. In my experience when there is this much consensus something is pretty obviously broken but The stats on weapon usage are there for the devs to see if they are questioning if this is a real issue or just a bunch of laser fanboys QQing. It would just be nice to at least have a "we are looking into it" from a dev.


Yes...would be nice.]]>
Tue, 28 May 2013 00:08:00 +0000 dustsearch/guid/626690
<![CDATA[Laser rifle - A constructive discussion - by TonYtigr]]> https://forums.dust514.com/default.aspx?g=posts&m=866697#post866697 Mon, 27 May 2013 11:43:00 +0000 dustsearch/guid/624322 <![CDATA[Laser rifle - A constructive discussion - by gil pilferer]]> https://forums.dust514.com/default.aspx?g=posts&m=866581#post866581 Mon, 27 May 2013 11:10:00 +0000 dustsearch/guid/624211 <![CDATA[Laser rifle - A constructive discussion - by Jathniel]]> https://forums.dust514.com/default.aspx?g=posts&m=866280#post866280

Another example of misuse of the nerf hammer.

We will need to produce exact stats for the Laser Rifle to get it functioning in game. Or perhaps a general review of it's operation.

We'll be getting our respecs soon, along with the new tree. I'm going to set out to research and develop stats for the Laser Rifle as well.
I'll need to find old Chromosome stats too... I'm sure I will find something in some old thread somewhere.]]>
Mon, 27 May 2013 08:38:00 +0000 dustsearch/guid/623935
<![CDATA[Laser rifle - A constructive discussion - by jojo jostar]]> https://forums.dust514.com/default.aspx?g=posts&m=865583#post865583 Mon, 27 May 2013 03:32:00 +0000 dustsearch/guid/623282 <![CDATA[Laser rifle - A constructive discussion - by Dust HaHakoke]]> https://forums.dust514.com/default.aspx?g=posts&m=865371#post865371 Mon, 27 May 2013 02:29:00 +0000 dustsearch/guid/623103 <![CDATA[Laser rifle - A constructive discussion - by Cinnamon267]]> https://forums.dust514.com/default.aspx?g=posts&m=865111#post865111 Garth Mandra wrote:
RoundEy3 wrote:

Also, ditching the ramp up damage is a priority. The damage of the beam should be stable to be on even terms with the other guns.



I disagree with this. I want to keep DUST diverse with each weapon being unique not just reskinned ARs. I like the damage build up mechanic. The devs just need to tweak the numbers until it is balanced.

As a few people have said here CCP *needs* to start tweaking things one by one rather than in great swathes of changes. This method could be vulnerable to cunning metagamers that try to skew the statistics but I think DUST is big enough to be able to avoid this.

In my opinion they need to fix the LR sight first and then see what happens. Then if necessary boost the damage or range or...


Sights are the biggest issue. I wanna know how many problems will be solved by the sights being improved. Don't remove the glow, either. Reduce it. I don't know about damage, right now. Hard to properly say until the sights are properly addressed. Same with the TAR. The damage should be fine. 17 instead of the 15 is normally was.

Quote:
Also, ditching the ramp up damage is a priority. The damage of the beam should be stable to be on even terms with the other guns.


Woefully bad idea. Weapon diversity is one of Dust's major issues. Making it a differently skinned AR would be pointless. The mechanic works. The sights need addressing before anything else.

I want to know how many of the lasers issues will be solved by better sights and the TAR not being insanely OP. When those 2 things happen, we will know what works and what doesn't. Right now, it's looked at purely as a countermeasure for something that is broken.]]>
Mon, 27 May 2013 01:18:00 +0000 dustsearch/guid/622891
<![CDATA[Laser rifle - A constructive discussion - by Bob Amarrley]]> https://forums.dust514.com/default.aspx?g=posts&m=864954#post864954
Agree 100% with suggestions 1. fix scope, 2. fix range, 3. fix damage]]>
Mon, 27 May 2013 00:22:00 +0000 dustsearch/guid/622739
<![CDATA[Laser rifle - A constructive discussion - by TonYtigr]]> https://forums.dust514.com/default.aspx?g=posts&m=861244#post861244 Sat, 25 May 2013 23:12:00 +0000 dustsearch/guid/619376 <![CDATA[Laser rifle - A constructive discussion - by gil pilferer]]> https://forums.dust514.com/default.aspx?g=posts&m=847116#post847116 ladwar wrote:
nothing needs to be done, clearly TAR needs to be fixed the LR is just fine.


TAR definitely needs a nerf, but are you seriously ok with the LR scope? It's TERRIBLE!]]>
Thu, 23 May 2013 04:46:00 +0000 dustsearch/guid/606689
<![CDATA[Laser rifle - A constructive discussion - by Belendur Balfour]]> https://forums.dust514.com/default.aspx?g=posts&m=846509#post846509 2. Needs better range, and a better window of damage my thinking is it should be able to still kill things at 10-20m though not as well, and needs to be a better mid range weapon, so it should shoot out to say 100 - 120m
3. Damage should increase even a tiny bit as the level of the weapon goes up, otherwise it is entirly inconsistant with the other weapons
Also, why does the heat damage go up per level on the laser but not on the scrambler rifle? This is also inconsistant. They are both laser weapons(Laser Rifle is a Beam laser, Scrambler Rifle is a Pulse Laser)]]>
Thu, 23 May 2013 00:50:00 +0000 dustsearch/guid/606175
<![CDATA[Laser rifle - A constructive discussion - by Full Metal Kitten]]> https://forums.dust514.com/default.aspx?g=posts&m=846225#post846225 ladwar wrote:
nothing needs to be done, clearly TAR needs to be fixed the LR is just fine.

You're wrong.

ADS turn speed needs to come back up. This weapon cannot be hip fired with any utility. Range and optimal need to be ratcheted up. The iron sight gets in the way. Preferred chromosome version because I could anticipate my targets better since they weren't obscured. The heat build up seems fine to me. I kill myself with the scrambler more than the red dots. Lol

I understand why the LR was nerfed in Uprising, but I wish they would have waited to see how the range reductions played out.
]]>
Wed, 22 May 2013 23:08:00 +0000 dustsearch/guid/605955
<![CDATA[Laser rifle - A constructive discussion - by VLIGHT5]]> https://forums.dust514.com/default.aspx?g=posts&m=846122#post846122 Wed, 22 May 2013 22:39:00 +0000 dustsearch/guid/605843 <![CDATA[Laser rifle - A constructive discussion - by TonYtigr]]> https://forums.dust514.com/default.aspx?g=posts&m=846068#post846068 ladwar wrote:
nothing needs to be done, clearly TAR needs to be fixed the LR is just fine.


I'm more the type ''buff''. So I would say: the TAR are almost ok, but the laser needs at least a sight. Saying ''just fine'' is a bit below what I think Roll. Having a prof lvl 1 laser with a nice sight would be amazing. Keep the others as they are.]]>
Wed, 22 May 2013 22:25:00 +0000 dustsearch/guid/605842
<![CDATA[Laser rifle - A constructive discussion - by ladwar]]> https://forums.dust514.com/default.aspx?g=posts&m=843603#post843603 Wed, 22 May 2013 10:39:00 +0000 dustsearch/guid/603697 <![CDATA[Laser rifle - A constructive discussion - by xxMERIDAxx]]> https://forums.dust514.com/default.aspx?g=posts&m=843591#post843591 Wed, 22 May 2013 10:33:00 +0000 dustsearch/guid/603676 <![CDATA[Laser rifle - A constructive discussion - by Garth Mandra]]> https://forums.dust514.com/default.aspx?g=posts&m=843465#post843465 RoundEy3 wrote:

Also, ditching the ramp up damage is a priority. The damage of the beam should be stable to be on even terms with the other guns.



I disagree with this. I want to keep DUST diverse with each weapon being unique not just reskinned ARs. I like the damage build up mechanic. The devs just need to tweak the numbers until it is balanced.

As a few people have said here CCP *needs* to start tweaking things one by one rather than in great swathes of changes. This method could be vulnerable to cunning metagamers that try to skew the statistics but I think DUST is big enough to be able to avoid this.

In my opinion they need to fix the LR sight first and then see what happens. Then if necessary boost the damage or range or...]]>
Wed, 22 May 2013 09:55:00 +0000 dustsearch/guid/603563
<![CDATA[Laser rifle - A constructive discussion - by gil pilferer]]> https://forums.dust514.com/default.aspx?g=posts&m=843270#post843270 Vell0cet wrote:
My fear is that if they do one thing at a time it's going to take many months (or even unitl the next major update) before the LR can compete with the TAC. I think they should take care of the sight as soon as humanly possible, and then they should have some internal testing with a full TAC team vs. a full LR team (with mixed gear). When the LR's have been tweaked to the point they aren't getting completely decimated in the internal tests, that would be a good time to release the fixes.


I feel your frustration bit I think that once they start addressing the issue it will move pretty quickly. Having said that I do agree that it probably wouldn't hurt to tweak one stat (range) as well as fixing the sight.
]]>
Wed, 22 May 2013 08:51:00 +0000 dustsearch/guid/603394
<![CDATA[Laser rifle - A constructive discussion - by RoundEy3]]> https://forums.dust514.com/default.aspx?g=posts&m=841057#post841057
Really, More people need to try using the current laser rifles so we can get some more feedback.
I know there have got to be more people that would like to use this weapon if it were something more than a long range taser.]]>
Tue, 21 May 2013 21:06:00 +0000 dustsearch/guid/601393
<![CDATA[Laser rifle - A constructive discussion - by RoundEy3]]> https://forums.dust514.com/default.aspx?g=posts&m=839580#post839580 ap0ne one wrote:
Since the LR is really a Amarr beam laser it should have much much better range, and with this range should come a new sight. A scope or holographic site would be ideal. The fact that A. it needs to ramp up to do its dmg and B. if your not carefull it will blow up in your face justifies either a dmg buff or removing/shorting the ramp up time. I for one would rather have a Mega Pulse rifle tho :)


As far as sights go I would like to see a holographic red dot style sight or a similar reflex style sight.

I would imagine a good sight system for a weapon such as this would be an open optics holoraphic sight with an open wide field of view (about 45 degrees ADS). So an upright optics sight with an opaque rangefinding circle (this is simply a circle to track a moving enemy within) with a fine point center red dot for precision.

This would allow you to aim this weapon in a way it is meant to be. You have a fairly open view while ADS, a refined area to try to keep moving targets within, and a fine point for accuracy.

Please something like this: http://www.google.com/imgres?q=holographic+red+dot+sights&sa=X&rls=com.microsoft:en-us:IE-SearchBox&rlz=1I7GGLT_enUS407&biw=1143&bih=637&tbm=isch&tbnid=odzXn-ySdhTtxM:&imgrefurl=http://www.mountsplus.com/AR-15_Accessories/AR-15_Scope_Rings/EOT-552-A65.html&docid=n5iJ7cNeX6-LhM&imgurl=http://www.mountsplus.com/images-product/eotech/EOT-553-A65-A.jpg&w=400&h=400&ei=gI6bUf2kL8XYqAH2oYHgDA&zoom=1&iact=hc&vpx=517&vpy=110&dur=845&hovh=225&hovw=225&tx=117&ty=132&page=1&tbnh=139&tbnw=138&start=0&ndsp=24&ved=1t:429,r:3,s:0,i:92]]>
Tue, 21 May 2013 15:17:00 +0000 dustsearch/guid/600151
<![CDATA[Laser rifle - A constructive discussion - by TonYtigr]]> https://forums.dust514.com/default.aspx?g=posts&m=838428#post838428 Tue, 21 May 2013 09:54:00 +0000 dustsearch/guid/599158 <![CDATA[Laser rifle - A constructive discussion - by Vell0cet]]> https://forums.dust514.com/default.aspx?g=posts&m=836172#post836172 gil pilferer wrote:
I agree with... changing one thing at a time. i don't want a return to chromosome lasers cos they were OP, but lets avoid a see-saw of nerfing and buffing and get it right slowly.
I don't want see-sawing buffs/nerfs either, and I agree that LR were OP in Chromosome. My fear is that if they do one thing at a time it's going to take many months (or even unitl the next major update) before the LR can compete with the TAC. I think they should take care of the sight as soon as humanly possible, and then they should have some internal testing with a full TAC team vs. a full LR team (with mixed gear). When the LR's have been tweaked to the point they aren't getting completely decimated in the internal tests, that would be a good time to release the fixes.]]>
Mon, 20 May 2013 21:51:00 +0000 dustsearch/guid/597129
<![CDATA[Laser rifle - A constructive discussion - by gil pilferer]]> https://forums.dust514.com/default.aspx?g=posts&m=832318#post832318 1. Scope. As others have said SR one is a good start but I'm open to whatever as long as it has good visibility to track targets. The chromosome sight was fine IMO, it was just the damage that was a bit high.
2. Range. This is a med range weapon that should be able to kite ARs
3. Heat build up. You should be able to take someone down with good aim before overheating. As mentioned fix the scope first and this might resolve itself.
4. Damage. At the moment it feels a bit anaemic but I suspect that solving the other issues should fix it.

It would be really nice if we could get some acknowledgement from a dev that they are looking into it or if its working as Intended.]]>
Mon, 20 May 2013 03:06:00 +0000 dustsearch/guid/593793
<![CDATA[Laser rifle - A constructive discussion - by ap0ne one]]> https://forums.dust514.com/default.aspx?g=posts&m=831913#post831913 ]]> Mon, 20 May 2013 01:22:00 +0000 dustsearch/guid/593444 <![CDATA[Laser rifle - A constructive discussion - by Round3y3]]> https://forums.dust514.com/default.aspx?g=posts&m=831774#post831774
I tried using it in about 5 matches and it consitently feels useless compared to the other weapons. Even when you do get a solid bead on someone through the peep hole gun sight it seems like you aren't hurting your opponent, but rather letting them know which direction they need to turn to.

I agree with just about everyone else here in what adjustments are needed. Perhaps a faster fire rate would help. Well, faster ammo consumption is how it would be perceived by the player, the beam would stay the same.

Putting my vote out there to please make this a better weapon.]]>
Mon, 20 May 2013 00:51:00 +0000 dustsearch/guid/593320
<![CDATA[Laser rifle - A constructive discussion - by TonYtigr]]> https://forums.dust514.com/default.aspx?g=posts&m=829923#post829923
Your example would mean something if you knew which type of LR the guy was using and how much SP he invested in. With almost no SP in LR and equipped with a std LR, that's is true you can't do much. When we compare the TacAR to LR we shall always compare them with the same SP invested in and using the same metalevel. In fact, right now there is no proficiency level LR, so we can't even trully compare.]]>
Sun, 19 May 2013 18:43:00 +0000 dustsearch/guid/591663
<![CDATA[Laser rifle - A constructive discussion - by NSProxy]]> https://forums.dust514.com/default.aspx?g=posts&m=829829#post829829 TonYtigr wrote:
would strongly suggest CCP to change the sight first and nothing else.
Have you used the TAC? I really don't think the LR will hold up against the TAC with just the sight swapped out. I had someone shooting me with a LR from range the other day on my other toon with only about 1,500,000 SP and I should have been long dead (would have been if he'd be using any other weapon). He managed to hit me a lot but couldn't bring me down and I was wearing crap gear. There's more to be concerned about than just the sight.]]>
Sun, 19 May 2013 18:15:00 +0000 dustsearch/guid/591580
<![CDATA[Laser rifle - A constructive discussion - by Green Living]]> https://forums.dust514.com/default.aspx?g=posts&m=829697#post829697 Sun, 19 May 2013 17:39:00 +0000 dustsearch/guid/591487 <![CDATA[Laser rifle - A constructive discussion - by TonYtigr]]> https://forums.dust514.com/default.aspx?g=posts&m=828864#post828864 Mr PurpSicle wrote:

yep were on the same page. the sight needs to be fixed. does the ADS sensitivity seem to low to you. not sure if it's just the KB/M thats just screwed up with it?


True, sensitivity is a bit low and I'm using the DS3. I am guessing that CCP reduced it to avoid the death ray of light that we had in Chromosone. Still, just a little increase in speed wouldn't hurt. I'm gonna test various sentitivity setting with corpmates and see if I can follow runners.]]>
Sun, 19 May 2013 14:11:00 +0000 dustsearch/guid/590738
<![CDATA[Laser rifle - A constructive discussion - by Mr PurpSicle]]> https://forums.dust514.com/default.aspx?g=posts&m=828736#post828736 yep were on the same page. the sight needs to be fixed. does the ADS sensitivity seem to low to you. not sure if it's just the KB/M thats just screwed up with it?]]> Sun, 19 May 2013 13:34:00 +0000 dustsearch/guid/590637 <![CDATA[Laser rifle - A constructive discussion - by TonYtigr]]> https://forums.dust514.com/default.aspx?g=posts&m=828509#post828509 Mr. PurpSicle, I agree on almost everything in your post, but I'm not sure about the damage buff. If the LR gets a AGOC sight + a damage buff, i would be afraid that the LR re-become OP. I would strongly suggest CCP to change the sight first and nothing else. Then see what's happening. Even the blue haze I would keep it as a first step.

When I started in Uprising in my basic LR, I was pissed, especially with the heat built up, then I took the chance to put SP up to lvl 5, the difference is HUGE between the lvl 1 and lvl 5. And this is what I like with this weapon. Now when I run with a std LR or the ELM I can do good things but not as much as with the Viziam, which is a killer when used the right way.

My tips while using the LR.
1- keep your distance! You are not effective below 60m.
2- cover, cover, cover! You shine so much with this weapon you need to hide sometimes
3- Aim steady targets first! These guys are snipers or other LR users....the ones that can shoot you at these distances.
4- look at your heat! Not only that you stop firing for a while, you die from it!
5- look for open areas! Find where the enemy are forced to cross an open area, you'll melt their face off!
]]>
Sun, 19 May 2013 11:30:00 +0000 dustsearch/guid/590453
<![CDATA[Laser rifle - A constructive discussion - by Mr PurpSicle]]> https://forums.dust514.com/default.aspx?g=posts&m=828277#post828277
1. ADS sensitivity. Return to Chromosome levels.

2. Remove crappy Iron Sights. Use SR AGOC sight. Remove annoying glow in ADS mode.

3. Level all heat build up on all models. Reduce heat build up slightly. Also, damage should be dependent not on continuous fire but on level of heat build up.

4. Damage: STD - 17, ADV - 17.5, PRO - 18. Possibly even make damage levels even.

5. Range. should be made to counter TAR. This depends on what is done, in the future, to the TAR. Maybe LR needs a damage falloff range from something like 80m-120m.]]>
Sun, 19 May 2013 09:39:00 +0000 dustsearch/guid/590231
<![CDATA[Laser rifle - A constructive discussion - by DeadlyAztec11]]> https://forums.dust514.com/default.aspx?g=posts&m=827501#post827501 Sun, 19 May 2013 04:20:00 +0000 dustsearch/guid/589538 <![CDATA[Laser rifle - A constructive discussion - by CLONE117]]> https://forums.dust514.com/default.aspx?g=posts&m=822229#post822229 Fri, 17 May 2013 22:10:00 +0000 dustsearch/guid/589537 <![CDATA[Laser rifle - A constructive discussion - by Ekrano Fergus]]> https://forums.dust514.com/default.aspx?g=posts&m=821978#post821978
If there was a dense fog everywhere then it would be okay to have, but there isn't any so it is unnecessary.]]>
Fri, 17 May 2013 21:10:00 +0000 dustsearch/guid/584662
<![CDATA[Laser rifle - A constructive discussion - by Vell0cet]]> https://forums.dust514.com/default.aspx?g=posts&m=821653#post821653 TonYtigr wrote:
Haven't used the scrambler rifle yet
The scrambler has a really cool feel to it, I think CCP did a great job on the scrambler--it feels very different from the AR but is still fairly competitive at similar ranges. And the sight is great for it. I could see how CCP wants the Laser Rifle to have it's own unique sight, but the SR's sight would be a great starting place for re-working it.]]>
Fri, 17 May 2013 19:50:00 +0000 dustsearch/guid/584382
<![CDATA[Laser rifle - A constructive discussion - by Green Living]]> https://forums.dust514.com/default.aspx?g=posts&m=818098#post818098 Fri, 17 May 2013 01:20:00 +0000 dustsearch/guid/581421 <![CDATA[Laser rifle - A constructive discussion - by KrazyEyeKilla]]> https://forums.dust514.com/default.aspx?g=posts&m=817511#post817511 Thu, 16 May 2013 23:09:00 +0000 dustsearch/guid/580915 <![CDATA[Laser rifle - A constructive discussion - by TonYtigr]]> https://forums.dust514.com/default.aspx?g=posts&m=816994#post816994 Vell0cet wrote:
If the TAR and the LR have the same range, why would anyone choose it over the TAR? The LR has many major drawbacks (as mentioned above), and if it's no better than the TAR in other ways, it's always going to the ugly stepsister. I'd like to see the LR hit out to 120-130ish with max skills--still many times shorter than a sniper rifle, but great at the mid range and farther than a TAR. The fact that you announce your location for several seconds every time you fire, prevents you from stealing the sniper's thunder, and the weakness at short range limits the weapon's advantage to mid range.


You may be right, but if I was in CCP's shoes, I would rather increase the range equal to the Tac AR first and see what happens. Yesterday I played a match with the Viziam in a defensive fashion and was able to pin down some tac AR users. Maybe they were bad, but one of my heavy corpmate flanked them and did a massacre. It is feasible to achieve something, but with a lot of practice and mostly luck.

Actually, after reconsidering all my OP suggestions, the biggest flaw is the sight and the blue haze. The only way i can track a enemy while ADS is looking at their shield bar. When its going down its because I'm at the right spot...
Haven't used the scrambler rifle yet, it seems that this type of sight would be great for LR. Still keep the blue haze, but a bit reduced in intensity.]]>
Thu, 16 May 2013 21:38:00 +0000 dustsearch/guid/580469
<![CDATA[Laser rifle - A constructive discussion - by RedBleach LeSanglant]]> https://forums.dust514.com/default.aspx?g=posts&m=816815#post816815 Thu, 16 May 2013 21:03:00 +0000 dustsearch/guid/580298 <![CDATA[Laser rifle - A constructive discussion - by Vell0cet]]> https://forums.dust514.com/default.aspx?g=posts&m=816637#post816637 ZDub 303 wrote:
The range fix should help the LR find its place again.

Right now it only works in its optimal range, but hopefully remnant can add this effective range fix and youll still do fairly decent damage at even very longe ranges (think 80-100m hopefully/eventually).

You wont be able to evaporate people in a second but still soften them up quite a bit.

I think this is the niche that the TAR and the LR are supposed to fill... softening up targets and/or just keeping them scared and away altogether.

However, since ranges are pretty much garbage until the fix is implemented and then tweaked after feedback, the TAR will remain hella OP and the LR essentially useless at long range.

Also I agree, the iron sight is actually pretty bad... the scrambler scope would do wonders on the LR.
If the TAR and the LR have the same range, why would anyone choose it over the TAR? The LR has many major drawbacks (as mentioned above), and if it's no better than the TAR in other ways, it's always going to the ugly stepsister. I'd like to see the LR hit out to 120-130ish with max skills (still many times shorter than a sniper rifle, but great at the mid range. The fact that you announce your location for several seconds every time you fire, prevents you from stealing the sniper's thunder, and the weakness at short range limits the weapon's advantage to mid range.]]>
Thu, 16 May 2013 20:27:00 +0000 dustsearch/guid/580153
<![CDATA[Laser rifle - A constructive discussion - by ZDub 303]]> https://forums.dust514.com/default.aspx?g=posts&m=816519#post816519
Right now it only works in its optimal range, but hopefully remnant can add this effective range fix and youll still do fairly decent damage at even very longe ranges (think 80-100m hopefully/eventually).

You wont be able to evaporate people in a second but still soften them up quite a bit.

I think this is the niche that the TAR and the LR are supposed to fill... softening up targets and/or just keeping them scared and away altogether.

However, since ranges are pretty much garbage until the fix is implemented and then tweaked after feedback, the TAR will remain hella OP and the LR essentially useless at long range.

Also I agree, the iron sight is actually pretty bad... the scrambler scope would do wonders on the LR.]]>
Thu, 16 May 2013 20:08:00 +0000 dustsearch/guid/580060
<![CDATA[Laser rifle - A constructive discussion - by Herpn Derpidus]]> https://forums.dust514.com/default.aspx?g=posts&m=816221#post816221 Vell0cet wrote:
Herpn Derpidus wrote:
...Either the scrambler rifle or the laser rifle should be unlimited ammo


The thing about ammo is that it forces dependancies between other players, encourages tactical movement between physical locations on the battlefield. I don't think unlimited ammo would be all that beneficial (as you point out, not many people are clamoring for this) and yet it dumbs down the game a fair bit when people are less dependent on their teammates. I'd also add that I could see ammunition types being added at some time in the future just like in Eve, and this would work against that goal as well by anchoring expectations about ammo and laser weapons.

I do think you're absolutely right that it feels like it's lost it's place.


my idea for adding unlimited ammo for it would be to also nerf the gun be a large amount and hopefully make it less pg and cpu heavy, this would be more for logis because they shouldnt realy be out geting kills and what not but they do wana help support and need to defend themselves, but this would be useful that way we arent eating up our own nano hives, an assualt runing around tryin to kill with an unlimited ammo gun like that would be wasting his time, maybe even make the gun a sidearm too]]>
Thu, 16 May 2013 19:24:00 +0000 dustsearch/guid/579769
<![CDATA[Laser rifle - A constructive discussion - by Vell0cet]]> https://forums.dust514.com/default.aspx?g=posts&m=816087#post816087 Herpn Derpidus wrote:
...Either the scrambler rifle or the laser rifle should be unlimited ammo


The thing about ammo is that it forces dependancies between other players, encourages tactical movement between physical locations on the battlefield. I don't think unlimited ammo would be all that beneficial (as you point out, not many people are clamoring for this) and yet it dumbs down the game a fair bit when people are less dependent on their teammates. I'd also add that I could see ammunition types being added at some time in the future just like in Eve, and this would work against that goal as well by anchoring expectations about ammo and laser weapons.

I do think you're absolutely right that it feels like it's lost it's place.]]>
Thu, 16 May 2013 19:06:00 +0000 dustsearch/guid/579640
<![CDATA[Laser rifle - A constructive discussion - by Herpn Derpidus]]> https://forums.dust514.com/default.aspx?g=posts&m=815933#post815933 Thu, 16 May 2013 18:47:00 +0000 dustsearch/guid/579496 <![CDATA[Laser rifle - A constructive discussion - by Vell0cet]]> https://forums.dust514.com/default.aspx?g=posts&m=815820#post815820 MAJOR downsides:

1. By far the biggest downside to using a laser rifle is that it produces a massive bright colored beam which is essentially a giant arrow pointing at you that almost anyone on the map can see: "laser rifle user here."

2. It builds damage over time, so you've got to be able to not only hit a moving target, but hold the beam on them as they jump, strafe, react etc.

3. It overheats which not only damages you, but also disables your ability to fire while it cools off in the middle of a firefight. Because it does most damage the closer it gets to overheating, players are incentivized to flirt with getting as close to the overheating boundry as possible.

4. Despite the overheat mechanism, it still takes ammo, so you still need to reload.

5. It's useless at close range.

6. It's very weak against armor.

I think all of these things are great. It makes the weapon feel very unique and creates tactical variety on the battlefield, adding to a deeper and more rich gameplay. Having everyone running around with assault rifles is boring, and shallow. Weapons like the laser rifle add depth and dimention. However with all of these very serious negatives, there really needs to be benefits to counterbalance them. I don't want laser rifles to become overpowered, just balanced in a way that keeps them unique and interesting.

1. Laser rifles should have their range significantly boosted so they can effectively counter TAC AR's by outranging them (perhaps to balance this change you could make it require a significant skill point investment to unlock deep in the laser rifle skill tree).

2. Increase damage, but only as it gets closer to overheating (i.e. make the damage output vs time graph a steeper slope). This boosts damage, but is balanced with the increased risk of being exposed from cover for longer periods (with the giant "laser rifle here" sign on your head), and being close to overheating (disabling/damaging you).

If done properly these changes could really boost the weapon (CCP: what percent of kills have been from laser rifles since uprising launched?) to make it viable again, but in a way that keeps the weapon unique and adds to the tactical complexity of the battlefield.

Oh and the sight is absolute ****. Please replace with something that doesn't make the weapon completely unusable, midrange weapons needs to be able to see what they're shooting, especially when they need to keep a bead on their target to do significant damage.]]>
Thu, 16 May 2013 18:35:00 +0000 dustsearch/guid/579432
<![CDATA[Laser rifle - A constructive discussion - by Green Living]]> https://forums.dust514.com/default.aspx?g=posts&m=813943#post813943 Thu, 16 May 2013 13:43:00 +0000 dustsearch/guid/577921 <![CDATA[Laser rifle - A constructive discussion - by semperfi1999]]> https://forums.dust514.com/default.aspx?g=posts&m=813904#post813904
#1 Range needs to be increased......it needs to minimally have the same max range as the tac rifle and I would say that a tad bit more probably wouldnt hurt.

#2 optimal needs to be better. Put optimal from 60-max range (probably around 105 meters for max range)

#3 The sight on the LR needs to be the same as the sight on the scrambler (this only makes sense as its the same race)

Do these things and you will see the noob TAC users cry tears here on the forums. While those who know anything about weapon balance would appreciate these adjustments since the laser was nerfed to the ground. I would not change anything further on the LR without it being in service for a bit to see whether this is enough to balance it out (I suspect it is).]]>
Thu, 16 May 2013 13:36:00 +0000 dustsearch/guid/577876
<![CDATA[Laser rifle - A constructive discussion - by Jack McReady]]> https://forums.dust514.com/default.aspx?g=posts&m=813699#post813699 17.7 damage at advanced
18.5 damage at proto
revome of the glow during ADS

this would bring the scaling inline with other weapons which also get damage increase on higher meta level. damage would be still 15% weaker than prenerf viziam.

and TAR has to be nerfed, TAR makes the LR obsolete.]]>
Thu, 16 May 2013 12:30:00 +0000 dustsearch/guid/577726
<![CDATA[Laser rifle - A constructive discussion - by J Lav]]> https://forums.dust514.com/default.aspx?g=posts&m=813639#post813639
I've tried to make it work, I really have. But take a close look at it:

It does 20-50% damage at it's reasonable range. That is where you can make out someone's head through the awful sight they gave it.

The cheapest TAC AR does 3 times the damage, longer range, more damage up close and comes with a better sight... That's right, get closer to a laser, and somehow the heat dissipates...

Before, it took skill to charge up the heat on a laser, and then hit someone with it, or to track your target. Now, you've got the worlds worst sight, with a crazy blue haze that blocks your view, trying to shoot at people who are like the size of ants on the screen, and track them with sluggish controls. Oh, and to make it even better, your targets all have longer range and do a crap load more damage.

Much Needed improvements:
-Less heat accumulation! -I can't even kill someone before overheating when I do track them - with lvl 4 lsr.
-Make it actually heat up when not on the target.
-Fix close range damage -Why in the world would a laser lose its effect up close?
-Fix the horrible sights
-Damage - like above, is probably okay if you fix the others.]]>
Thu, 16 May 2013 12:09:00 +0000 dustsearch/guid/577665
<![CDATA[Laser rifle - A constructive discussion - by TonYtigr]]> https://forums.dust514.com/default.aspx?g=posts&m=811687#post811687 Starne wrote:
i think its time we took a new approch to the LR. im thinking that it would be cool to have some high rate of fire LR like the ones that are already in place. but also some that are semi auto that you fire and have a cool down ( like rockets) where you must wait to refire but have the shot be vary damaging and produce high heat biuld up. say 3 to 4 shots in a row before over heating with higher meta levels ( adv, pro) having less heat per shot. and the same if not more range as a tac ar. what do you think?


This could be like a ''breach'' variant. Although it must not fall into the same gameplay as a scrambler rifle.

I've played with the viziam tonight and it can be quite good in some maps. Playing defensive on open areas is nice. I'm playing with 2 complex damage and at prof lvl 3.]]>
Thu, 16 May 2013 02:02:00 +0000 dustsearch/guid/575895
<![CDATA[Laser rifle - A constructive discussion - by Starne]]> https://forums.dust514.com/default.aspx?g=posts&m=811638#post811638 Thu, 16 May 2013 01:53:00 +0000 dustsearch/guid/575858 <![CDATA[Laser rifle - A constructive discussion - by Full Metal Kitten]]> https://forums.dust514.com/default.aspx?g=posts&m=811433#post811433
Overheat and the "hey here I am!" trail of the laser is the balance, not difficult sighting. Thanks in advance, CCP! Smile]]>
Thu, 16 May 2013 01:07:00 +0000 dustsearch/guid/575648
<![CDATA[Laser rifle - A constructive discussion - by TonYtigr]]> https://forums.dust514.com/default.aspx?g=posts&m=810925#post810925 I haven't fully tested the LR, but I'm pretty sure most people that used the LR in Uprising would agree, the LR requires adjustements.

Here are my suggestions/requests:

1- Range: increase the effective range to me a good counter to tac AR. Refer to this post for more discussions on the topic.

2- Overheat: at lower lever the LR is barely usable, it overheats really too fast. I am lvl 5 now and it is not even near the level 1 in chromosone. I would suggest decreasing the heat built up just a little but never at the level of chromosone.

3- Sight: we all know that someday we may be able to change the sight of our weapon, however the actual sight on the LR is not ideal for this type of weapon. I am requesting to change this ASAP. More discussion here.

4- Damage: with the above adjustement I would wait to touch the damage.

5- Variety: ok this is maybe on the dev roadmap, but some LR variety would be nice. There is actually 3 ISK version and 1 AUR. Compared to the 14 AR available (not counting officer AR) this is... sad. Sad. I would really like to see proficiency variants with longer range, or high damage/high heat built up versions (without going into the scrambler rifles domain of course).

Oh! And please CCP, use a scientific approach by changing one thing at the time and ask some feedback between each. This will avoid QQing from the shielded guys... Big smile

What do you think?]]>
Wed, 15 May 2013 22:39:00 +0000 dustsearch/guid/575235