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Nguruthos IX
Tal-Romon Legion Amarr Empire
1623
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Posted - 2013.09.11 00:43:00 -
[1] - Quote
of just a little bit, seeing as how many AR's can hit it's range |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
1681
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Posted - 2013.09.11 00:50:00 -
[2] - Quote
I could go for this. Perhaps push back the beginning of the effective range as well so the . . . range . . . of it's effective range remains the same.
Range of the range, huh |
SponkSponkSponk
The Southern Legion The Umbra Combine
306
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Posted - 2013.09.11 01:04:00 -
[3] - Quote
I can imagine the LR getting a ramp-down as well as a ramp-up distance around its optimal range. |
Nguruthos IX
Tal-Romon Legion Amarr Empire
1624
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Posted - 2013.09.11 01:09:00 -
[4] - Quote
SponkSponkSponk wrote:I can imagine the LR getting a ramp-down as well as a ramp-up distance around its optimal range. come again? |
Vin Vicious
Capital Acquisitions LLC Public Disorder.
420
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Posted - 2013.09.11 01:18:00 -
[5] - Quote
Agreed, honestly I think the range on ARs need to be 10% lower than it is. |
Cody Sietz
Bullet Cluster
948
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Posted - 2013.09.11 01:21:00 -
[6] - Quote
I don't use it, but it needs wayyyy less DMG fall off. |
KING CHECKMATE
TEAM SATISFACTION
969
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Posted - 2013.09.11 01:21:00 -
[7] - Quote
Nguruthos IX wrote:of just a little bit, seeing as how many AR's can hit it's range
ACtually, the Sniper Skill shoud be in AND do this. As it is sometimes im shooting some gallante pri*k and my effeciency reads 25% and he is just making holes in my armor with a freakn gek at the same range. |
SponkSponkSponk
The Southern Legion The Umbra Combine
306
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Posted - 2013.09.11 01:46:00 -
[8] - Quote
Nguruthos IX wrote:SponkSponkSponk wrote:I can imagine the LR getting a ramp-down as well as a ramp-up distance around its optimal range. come again?
Currently, laser rifle damage looks like this:
0m <- damage increases -> 80m <- full damage -> 100m <- instantly 33% damage -> max range
I propose changing it like so:
0m <- damage increases -> 80m <- full damage -> 100m <- damage decreases -> 180m <- 33% damage -> max range |
PEW JACKSON
s i n g u l a r i t y
23
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Posted - 2013.09.11 01:53:00 -
[9] - Quote
90-115m optimal, and I'll have a field day on AR try hards. |
Nguruthos IX
Tal-Romon Legion Amarr Empire
1627
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Posted - 2013.09.11 01:58:00 -
[10] - Quote
PEW JACKSON wrote:90-115m optimal, and I'll have a field day on AR try hards.
how do LR range compare to something like a blaster in Eve? |
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RA Drahcir
Psygod9
179
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Posted - 2013.09.11 03:38:00 -
[11] - Quote
SponkSponkSponk wrote:Nguruthos IX wrote:SponkSponkSponk wrote:I can imagine the LR getting a ramp-down as well as a ramp-up distance around its optimal range. come again? Currently, laser rifle damage looks like this: 0m <- damage increases -> 80m <- full damage -> 100m <- instantly 33% damage -> max range I propose changing it like so: 0m <- damage increases -> 80m <- full damage -> 100m <- damage decreases -> 180m <- 33% damage -> max range
+1 |
Cosgar
ParagonX
5127
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Posted - 2013.09.11 04:05:00 -
[12] - Quote
Nguruthos IX wrote:PEW JACKSON wrote:90-115m optimal, and I'll have a field day on AR try hards. how do LR range compare to something like a blaster in Eve? Breach AR's max range should be the AR's optimal. |
PEW JACKSON
s i n g u l a r i t y
25
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Posted - 2013.09.11 04:11:00 -
[13] - Quote
Nguruthos IX wrote:
how do LR range compare to something like a blaster in Eve?
Dunno, but alot of DUST's mechanics fail at mirroring EVE's |
Sgt Kirk
SyNergy Gaming EoN.
1594
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Posted - 2013.09.11 04:12:00 -
[14] - Quote
Vin Vicious wrote:Agreed, honestly I think the range on ARs need to be 10% lower than it is. Wait until combat rifles come out, then you can complain about the range on those. |
low genius
The Sound Of Freedom Renegade Alliance
414
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Posted - 2013.09.11 04:20:00 -
[15] - Quote
Nguruthos IX wrote:PEW JACKSON wrote:90-115m optimal, and I'll have a field day on AR try hards. how do LR range compare to something like a blaster in Eve?
an lr would be a beam laser in the eve universe. they've got great optimal range, and almost no falloff range. they use a lot of capacitor (an energy rating for your ship) so they're great at long range, and hit hard. they're terrible up close, and they limit how many mods you can have activated concurrently over time. if your dust soldier was a pilot, too much use of the lr would tap your endurance until you couldn't even fire your gun. |
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