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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
7380
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Posted - 2013.12.11 01:51:00 -
[1] - Quote
1.7 is here, the AR and SCR got a range buff, and the rail rifle is now the king of ranged combat aside from the sniper rifle. The laser rifle has lost its already questionable niche.
Problems with the laser rifle Low damage up close, then it gets good, then it gets crappy again. The band of effective range on the laser beam is only 66-88 meters, that's only a 23 meter effective range. Basically this weapon is only good for only a specific 23 meters, otherwise it sucks. Its also just counter-intuitive that a gun would do less damage up close; sure you can say its because of the focus on the laser's lenses, but it makes no sense why the lenses wouldn't already be focused.
Even when in its optimal or effective range, the rail rifles can still dominate the laser rifle users with their range. A rail rifle's range can be from 85 to 102 meters depending on the tier. An advanced or prototype rail rifle has the range advantage over a laser rifle. Unlike the laser rifle, the rail rifle doesn't suddenly start doing less damage at close ranges.
Overheat damage increments with tier. This is just terrible, higher tier weapons are suppose to be better than their lower tier predecessors, not just better in some ways but worse in some ways. Overheat damage needs to be the same for all tiers, or should get lower as the tier increases.
Solutions Make the optimal range start from 0 meters like any other gun. This will make the laser rifle actually not worthless in close range, and allow it to be useful for more than just a short 23 meters of distance. You may be thinking "but the laser rifle is meant to be for mid-long range", but so is the sniper rifle, but shots do full damage if you can hit the target at close range. The base damage can also be lowered if needed.
Obviously the range thing would be a huge buff, and might make the laser rifle OP. To balance it, damage buildup should not be based on how long the laser has fired, but how long it has been hitting the target. The longer you hit the target, the more damage should increase. The heat buildup on the target should decrease slowly when the laser stops hitting it, but should not automatically reset. It will reward precise aiming skill, and also makes sense because the laser should be heating up the enemy's from continuous fire.
Standardize overheat feedback damage, or reduce the feedback damage as the tier increases. Higher tier weapons should not perform worse in any way to their standard counterparts.
Save the laser rifle.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of the threads // Forum alt Gû¦Gû+
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Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
4050
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Posted - 2013.12.11 02:01:00 -
[2] - Quote
KAGEHOSHI Horned Wolf wrote:1.7 is here, the AR and SCR got a range buff, and the rail rifle is now the king of ranged combat aside from the sniper rifle. The laser rifle has lost its already questionable niche.
Problems with the laser rifle
Low damage up close, then it gets good, then it gets crappy again. The band of effective range on the laser beam is only 66-88 meters, that's only a 23 meter effective range. Basically this weapon is only good for only a specific 23 meters, otherwise it sucks. Its also just counter-intuitive that a gun would do less damage up close; sure you can say its because of the focus on the laser's lenses, but it makes no sense why the lenses wouldn't already be focused.
Even when in its optimal or effective range, the rail rifles can still dominate the laser rifle users with their range. A rail rifle's range can be from 85 to 102 meters depending on the tier. An advanced or prototype rail rifle has the range advantage over a laser rifle. Unlike the laser rifle, the rail rifle doesn't suddenly start doing less damage at close ranges.
Overheat damage increments with tier. This is just terrible, higher tier weapons are suppose to be better than their lower tier predecessors, not just better in some ways but worse in some ways. Overheat damage needs to be the same for all tiers, or should get lower as the tier increases.
Solutions Make the optimal range start from 0 meters like any other gun. This will make the laser rifle actually not worthless in close range, and allow it to be useful for more than just a short 23 meters of distance. You may be thinking "but the laser rifle is meant to be for mid-long range", but so is the sniper rifle, but shots do full damage if you can hit the target at close range. The base damage can also be lowered if needed.
Obviously the range thing would be a huge buff, and might make the laser rifle OP. To balance it, damage buildup should not be based on how long the laser has fired, but how long it has been hitting the target. The longer you hit the target, the more damage should increase. The heat buildup on the target should decrease slowly when the laser stops hitting it, but should not automatically reset. It will reward precise aiming skill, and also makes sense because the laser should be heating up the enemy's from continuous fire.
Standardize overheat feedback damage, or reduce the feedback damage as the tier increases. Higher tier weapons should not perform worse in any way to their standard counterparts.
Save the laser rifle. This is pretty much every good proposal for the Laser Rifle condensed into one post.
If you make the damage buildup based on time-on-target rather than heat level of the gun, you can remove the restrictive range limitations while still keeping the weapon balanced in its own niche and against the other weapons.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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DeadlyAztec11
2701
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Posted - 2013.12.11 02:21:00 -
[3] - Quote
Just return the Chromasome version.
Also the Pre nerf Flaylock.
There needs to be less nerfs and more buffs.
Madness is the emergency exit. You can just step outside, and close the door on all those dreadful things that happened.
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Dunce Masterson
Savage Bullet
0
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Posted - 2013.12.11 05:05:00 -
[4] - Quote
DeadlyAztec11 wrote:Just return the Chromasome version.
Also the Pre nerf Flaylock.
There needs to be less nerfs and more buffs.
so 15 17 20 damage with no range restrictions? sounds good to me also the feedback damage needs to be reduced to 50 |
Talos Alomar
Subdreddit Test Alliance Please Ignore
1800
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Posted - 2013.12.11 05:27:00 -
[5] - Quote
Great post, though I disagree on the implementation of the solutions.
I'd be pretty disappointed if they changed the way the LR built up damage. The reason I love the gun is the fact that once you're done killing one guy you can nearly insta-kill the guy next to him. That gives the LR the opportunity to keep heads down like no other weapon can.
I also don't think that the effective needs to start at 0, but rather i'd rather see the curves change.
right now the point blank damage for the LR is at about 20%, and the damage increases are drawn ina hyperbolic curve until it hits effective, then suddenly drops to 0.
If I had my way the point blank damage would be no lower than 50%, and then it would just be a straight line to 100% and then a slower decline after that. That way the LR would still be a weaker up close but It would be able to still chew through targets at all ranges if you get the beam hot.
What the LR really needs as well is a useful operations skill. better cool down speed is absolutely useless. I have used the LR since literally the day it was released. I know that weapon in and out. There is no real incentive to fire that weapon again until after you've reloaded. once you have gotten the beam hot enough to cause any real damage you have fired off so many shots that it's unlikely you'd kill anything else with the rounds you have left in the magazine. |
Green Living
Scions of Athra
1044
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Posted - 2013.12.12 19:43:00 -
[6] - Quote
+1 |
RedBleach LeSanglant
Hellstorm Inc League of Infamy
480
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Posted - 2013.12.12 21:37:00 -
[7] - Quote
Save laser rifle: yes - used to be my favorite weapon
Damage depending on time on target: no, that is the draw of every other weapon - time on target kills it. It is a niche weapon and it is unique because it can power up to a certain level and then home in to kill the target - but making the user lit up to the world as well. This is the point of the LZR. I would hate to see it become just another gun that was like all the others. |
Garth Mandra
The Southern Legion The Umbra Combine
254
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Posted - 2013.12.13 02:56:00 -
[8] - Quote
I'm not keen on the damage on target thing.
I'd like to see the laser rifle returned to it's long range niche. At the moment that would mean giving it a maximum optimal range of 100+m. That's quite a lot so I wouldn't object if the laser kept its terrible close range damage.
One other thing I would like to see is a longer effective range. Dropping from 100% damage to 11% in 3m is silly (85m to 88m).
Fixing the tier progression is an obvious requirement. |
Cosgar
ParagonX
8603
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Posted - 2013.12.13 03:07:00 -
[9] - Quote
I'd rather the laser go back to having Chromosome sharpshooter proficiency 5 range and make it the Amarr's version of a sniper rifle.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Vell0cet
SVER True Blood Public Disorder.
704
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Posted - 2013.12.13 03:13:00 -
[10] - Quote
Keep the mechanics the same, they're fun. Give it an effective range of 66 - 120m and an increase in zoom proportional to the range increase. Reevaluate after and make small incremental changes as necessary.
Quick/Dirty Test Range Idea
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Emerald Bellerophon
Nenikekamen
50
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Posted - 2013.12.13 04:54:00 -
[11] - Quote
LRs are just fine. Keep them the way they are.
Kidding! I just have to bump because I love to see at least one topic noone's totally disagreed with after 10 posts.
I'd also love to crack my Viziams out again.
+1 to all and to all a good night! |
Talos Alomar
Subdreddit Test Alliance Please Ignore
1810
|
Posted - 2013.12.13 16:34:00 -
[12] - Quote
Emerald Bellerophon wrote:LRs are just fine. Keep them the way they are.
Kidding! I just have to bump because I love to see at least one topic noone's totally disagreed with after 10 posts.
I'd also love to crack my Viziams out again.
+1 to all and to all a good night!
Maybe lasers should get the same bump in damage EVERY OTHER WEAPON gets for it's tiers.
And I really like the idea of bringing the range out to 120m and calling it the Amarr long range precision weapon. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
7495
|
Posted - 2013.12.16 14:46:00 -
[13] - Quote
Fix it
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of the threads // Forum alt Gû¦Gû+
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
696
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Posted - 2013.12.16 16:31:00 -
[14] - Quote
It's tragic what has happened to the gentleman's weapon, it's been rendered useless twice now. Tried to use it last night just to see if it really was UP and I was getting crushed by RR's left and right. I was actually thinking earlier today that if the Amarr scout isn't in 1.8 I might get my Caldari Assault to proto next instead of Amarr because the LR is so useless now. That was a depressing thought.
I'd like to keep the same damage increase mechanic too. That's what makes it unique. There definitely needs to be a damage and range progression with tiers along with an across-the-board increase in damage and range. The beta viziam was only (ok, mostly) OP because there were no other long-range weapons. The RR and newly range-buffed ScR and AR have obliterated that.
The massive dropoff at the end of the optimal for what is supposed to be a long range weapon has always been kinda ridiculous, too.
"The line between disorder and order lies in logistics" -Sun Tzu
Amarr victor!
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Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
4185
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Posted - 2013.12.20 20:06:00 -
[15] - Quote
John Demonsbane wrote:It's tragic what has happened to the gentleman's weapon, it's been rendered useless twice now. Tried to use it last night just to see if it really was UP and I was getting crushed by RR's left and right. I was actually thinking earlier today that if the Amarr scout isn't in 1.8 I might get my Caldari Assault to proto next instead of Amarr because the LR is so useless now. That was a depressing thought.
I'd like to keep the same damage increase mechanic too. That's what makes it unique. There definitely needs to be a damage and range progression with tiers along with an across-the-board increase in damage and range. The beta viziam was only (ok, mostly) OP because there were no other long-range weapons. The RR and newly range-buffed ScR and AR have obliterated that.
The massive dropoff at the end of the optimal for what is supposed to be a long range weapon has always been kinda ridiculous, too. Part of why both I and Wolf would love to see the damage increase tied to the time the beam is on the target is because that would allow the range on the weapon to be opened up to far more than it is now without resulting in bitching about it being overpowered. A skilled user could still easily keep the beam on their target and build up heat on the target's suit to kill them.
Personally, I'd love to have the weapon have a smooth falloff curve out to a very long extreme range, meaning that longer range shots require the beam to be on the target longer, and thus balancing out its range capability.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Talos Alomar
Subdreddit Test Alliance Please Ignore
1891
|
Posted - 2013.12.21 02:58:00 -
[16] - Quote
Maybe the higher tiers of LR should do less damage to the user when they OH? In any case the LR for all practical effect has just one tier right now, there needs to be massive changes to the weapon's progression. It should have the same bump in base damage that every other weapon has for higher tiers.
Try to kill it all you want CCP, I still <3 my laser.
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Spectre-M
The Generals General Tso's Alliance
142
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Posted - 2013.12.21 06:29:00 -
[17] - Quote
Haven't tried it yet but would like to. I just don't want to die trying.
Amarr Factional Warfare Loyalist
Minnmatar in Amarr Armor
I am a Wolf in Sheeps Clothing
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
757
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Posted - 2013.12.21 06:36:00 -
[18] - Quote
Spectre-M wrote:Haven't tried it yet but would like to. I just don't want to die trying.
Go for it, skilling up even to ADV is arguably not that helpful ATM so it's easy to pick up with minimal investment. The uniqueness of the weapon makes it kinda addictive. I'd advise just using it occasionally for fun for now though, it's a bit UP again.
"The line between disorder and order lies in logistics" -Sun Tzu
Amarr victor!
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
757
|
Posted - 2013.12.21 06:45:00 -
[19] - Quote
Mobius Wyvern wrote:John Demonsbane wrote:It's tragic what has happened to the gentleman's weapon, it's been rendered useless twice now. Tried to use it last night just to see if it really was UP and I was getting crushed by RR's left and right. I was actually thinking earlier today that if the Amarr scout isn't in 1.8 I might get my Caldari Assault to proto next instead of Amarr because the LR is so useless now. That was a depressing thought.
I'd like to keep the same damage increase mechanic too. That's what makes it unique. There definitely needs to be a damage and range progression with tiers along with an across-the-board increase in damage and range. The beta viziam was only (ok, mostly) OP because there were no other long-range weapons. The RR and newly range-buffed ScR and AR have obliterated that.
The massive dropoff at the end of the optimal for what is supposed to be a long range weapon has always been kinda ridiculous, too. Part of why both I and Wolf would love to see the damage increase tied to the time the beam is on the target is because that would allow the range on the weapon to be opened up to far more than it is now without resulting in bitching about it being overpowered. A skilled user could still easily keep the beam on their target and build up heat on the target's suit to kill them. Personally, I'd love to have the weapon have a smooth falloff curve out to a very long extreme range, meaning that longer range shots require the beam to be on the target longer, and thus balancing out its range capability.
That totally changes the mechanics of using the weapon. That's no fun! The whole "oh dear look how terrible my aim is, I sure do suck at Dust... aaand now I just ninja melted you and 2 of your buddies faces, thanks for playing" is seriously the greatest tactic of all time. A close second is leading people until they basically clothesline themselves on your beam. God damn I love that.
Time on target would actually make it LESS useful because you couldn't really engage multiple targets as effectively as you can they way it is now.
"The line between disorder and order lies in logistics" -Sun Tzu
Amarr victor!
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
7562
|
Posted - 2013.12.21 08:38:00 -
[20] - Quote
John Demonsbane wrote:Mobius Wyvern wrote:John Demonsbane wrote:It's tragic what has happened to the gentleman's weapon, it's been rendered useless twice now. Tried to use it last night just to see if it really was UP and I was getting crushed by RR's left and right. I was actually thinking earlier today that if the Amarr scout isn't in 1.8 I might get my Caldari Assault to proto next instead of Amarr because the LR is so useless now. That was a depressing thought.
I'd like to keep the same damage increase mechanic too. That's what makes it unique. There definitely needs to be a damage and range progression with tiers along with an across-the-board increase in damage and range. The beta viziam was only (ok, mostly) OP because there were no other long-range weapons. The RR and newly range-buffed ScR and AR have obliterated that.
The massive dropoff at the end of the optimal for what is supposed to be a long range weapon has always been kinda ridiculous, too. Part of why both I and Wolf would love to see the damage increase tied to the time the beam is on the target is because that would allow the range on the weapon to be opened up to far more than it is now without resulting in bitching about it being overpowered. A skilled user could still easily keep the beam on their target and build up heat on the target's suit to kill them. Personally, I'd love to have the weapon have a smooth falloff curve out to a very long extreme range, meaning that longer range shots require the beam to be on the target longer, and thus balancing out its range capability. That totally changes the mechanics of using the weapon. That's no fun! The whole "oh dear look how terrible my aim is, I sure do suck at Dust... aaand now I just ninja melted you and 2 of your buddies faces, thanks for playing" is seriously the greatest tactic of all time. A close second is leading people until they basically clothesline themselves on your beam. God damn I love that. Time on target would actually make it LESS useful because you couldn't really engage multiple targets as effectively as you can they way it is now. The increased viable range would make up for not being able to engage multiple targets.
I guess it would be cool to have a variant of the laser rifle have damage build up on the beam instead of the person.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of the threads // Forum alt Gû¦Gû+
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Talos Alomar
Subdreddit Test Alliance Please Ignore
1921
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Posted - 2013.12.21 18:31:00 -
[21] - Quote
KAGEHOSHI Horned Wolf wrote: The increased viable range would make up for not being able to engage multiple targets.
I guess it would be cool to have a variant of the laser rifle have damage build up on the beam instead of the person.
But the ability to engage multiple targets is the reason I like the LR as much as I do. I love using it as an area denial weapon.
Try to kill it all you want CCP, I still <3 my laser.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
7675
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Posted - 2013.12.30 10:29:00 -
[22] - Quote
Fix it!
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of the threads // Forum alt Gû¦Gû+
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GET ATMESON
Dem Durrty Boyz Renegade Alliance
203
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Posted - 2014.01.06 17:33:00 -
[23] - Quote
so the lazer rifle will be back to OP before uprising. CCP cant buff anything without braking something else. cant wait
1.7 HMG hotfix works great. Now for more Heavy suits or guns soonGäó
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Jooki Chewaka
Stalking Wolfpack
71
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Posted - 2014.01.06 17:55:00 -
[24] - Quote
KAGEHOSHI Horned Wolf wrote:1.7 is here, the AR and SCR got a range buff, and the rail rifle is now the king of ranged combat aside from the sniper rifle. The laser rifle has lost its already questionable niche.
Problems with the laser rifle
Low damage up close, then it gets good, then it gets crappy again. The band of effective range on the laser beam is only 66-88 meters, that's only a 23 meter effective range. Basically this weapon is only good for only a specific 23 meters, otherwise it sucks. Its also just counter-intuitive that a gun would do less damage up close; sure you can say its because of the focus on the laser's lenses, but it makes no sense why the lenses wouldn't already be focused.
Even when in its optimal or effective range, the rail rifles can still dominate the laser rifle users with their range. A rail rifle's range can be from 85 to 102 meters depending on the tier. An advanced or prototype rail rifle has the range advantage over a laser rifle. Unlike the laser rifle, the rail rifle doesn't suddenly start doing less damage at close ranges.
Overheat damage increments with tier. This is just terrible, higher tier weapons are suppose to be better than their lower tier predecessors, not just better in some ways but worse in some ways. Overheat damage needs to be the same for all tiers, or should get lower as the tier increases.
Solutions Make the optimal range start from 0 meters like any other gun. This will make the laser rifle actually not worthless in close range, and allow it to be useful for more than just a short 23 meters of distance. You may be thinking "but the laser rifle is meant to be for mid-long range", but so is the sniper rifle, but shots do full damage if you can hit the target at close range. The base damage can also be lowered if needed.
Agreed to all
KAGEHOSHI Horned Wolf wrote: Obviously the range thing would be a huge buff, and might make the laser rifle OP. To balance it, damage buildup should not be based on how long the laser has fired, but how long it has been hitting the target. The longer you hit the target, the more damage should increase. The heat buildup on the target should decrease slowly when the laser stops hitting it, but should not automatically reset. It will reward precise aiming skill, and also makes sense because the laser should be heating up the enemy's from continuous fire.
This makes no sense, why should the weapon stop building up heat when its not hitting the target?
KAGEHOSHI Horned Wolf wrote: Standardize overheat feedback damage, or reduce the feedback damage as the tier increases. Higher tier weapons should not perform worse in any way to their standard counterparts.
Youre overlooking that the highger tier lasers build less heat per second.
As a solution, i would say that instead of making it make damage at close range, do half its damage, and also increase its range to pair it, or make it similar to the rail rifle.
Another thing thats bugging me its the need to reload, so heres the thing, its energy right? so basically what we are replacing are batteries, the handicap the laser has is that one must stop shooting, because the weapon has overheated or to avoid it, then why dont they make that one doesnt need to reload? we still have to stop shooting at a given time, i say this because, the handicap of the overheat its MUCH bigger than the 0.25 load time of the rail rifle.
See you from orbit
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1511
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Posted - 2014.01.06 17:58:00 -
[25] - Quote
GET ATMESON wrote:so the lazer rifle will be back to OP before uprising. CCP cant buff anything without braking something else. cant wait
Laz0r rifles (spell it correctly, please!) were only OP in beta because their range was dramatically longer than any other weapon. The RR eliminates that straight out of the gate. Every single racial rifle has a better range profile than the LR right now. It's absurd that a Gallente weapon (duvolle) has an effective range only 10m less than an LR.
"The line between disorder and order lies in logistics" -Sun Tzu
Amarr victor!
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
7820
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Posted - 2014.01.06 18:10:00 -
[26] - Quote
Jooki Chewaka wrote:KAGEHOSHI Horned Wolf wrote:Problems with the laser rifle
Low damage up close, then it gets good, then it gets crappy again. The band of effective range on the laser beam is only 66-88 meters, that's only a 23 meter effective range. Basically this weapon is only good for only a specific 23 meters, otherwise it sucks. Its also just counter-intuitive that a gun would do less damage up close; sure you can say its because of the focus on the laser's lenses, but it makes no sense why the lenses wouldn't already be focused.
Even when in its optimal or effective range, the rail rifles can still dominate the laser rifle users with their range. A rail rifle's range can be from 85 to 102 meters depending on the tier. An advanced or prototype rail rifle has the range advantage over a laser rifle. Unlike the laser rifle, the rail rifle doesn't suddenly start doing less damage at close ranges.
Overheat damage increments with tier. This is just terrible, higher tier weapons are suppose to be better than their lower tier predecessors, not just better in some ways but worse in some ways. Overheat damage needs to be the same for all tiers, or should get lower as the tier increases.
Solutions Make the optimal range start from 0 meters like any other gun. This will make the laser rifle actually not worthless in close range, and allow it to be useful for more than just a short 23 meters of distance. You may be thinking "but the laser rifle is meant to be for mid-long range", but so is the sniper rifle, but shots do full damage if you can hit the target at close range. The base damage can also be lowered if needed.
Agreed to all KAGEHOSHI Horned Wolf wrote: Obviously the range thing would be a huge buff, and might make the laser rifle OP. To balance it, damage buildup should not be based on how long the laser has fired, but how long it has been hitting the target. The longer you hit the target, the more damage should increase. The heat buildup on the target should decrease slowly when the laser stops hitting it, but should not automatically reset. It will reward precise aiming skill, and also makes sense because the laser should be heating up the enemy's from continuous fire.
This makes no sense, why should the weapon stop building up heat when its not hitting the target? Why dont instead make that at close range it does 60% of its damage? KAGEHOSHI Horned Wolf wrote: Standardize overheat feedback damage, or reduce the feedback damage as the tier increases. Higher tier weapons should not perform worse in any way to their standard counterparts.
Youre overlooking that the highger tier lasers build less heat per second, but they don't do more damage, so the more damage feedback makes no sense, i think that the solution would be thgat higher tiers do same damage at all tiers, but build up less over time. Another thing thats bugging me its the need to reload, so heres the thing, its energy right? so basically what we are replacing are batteries, the handicap the laser has is that one must stop shooting, because the weapon has overheated or to avoid it, then why dont they make that one doesnt need to reload? we still have to stop shooting at a given time, i say this because, the handicap of the overheat its MUCH bigger than the 0.25 load time of the rail rifle. I think you misunderstand, heat buildup would be the same whether or not the laser is heating the target, but damage buildup should only happen on the target, and the damage buildup that happened on the target (from heating the dropsuit with the lasert) should start going back down when the laser is no longer hitting it. I realized I phrased it in a confusing way, I will fix it.
I am aware of the less heat buildup per level, but one positive does not justify a negative. Higher tier version of the same weapons are ALWAYS better than the lower tier ones in performance, the laser rifle is the only one where the higher tier ones must pay with a performance con for a pro.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Jooki Chewaka
Stalking Wolfpack
71
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Posted - 2014.01.06 18:27:00 -
[27] - Quote
KAGEHOSHI Horned Wolf wrote:I think you misunderstand, heat buildup would be the same whether or not the laser is heating the target, but damage buildup should only happen on the target, and the damage buildup that happened on the target (from heating the dropsuit with the lasert) should start going back down when the laser is no longer hitting it. I realized I phrased it in a confusing way, I will fix it. Oh, i see, i understand now, you mean that the more "worm" the weapon it the bigger its damage output. I understand and still dont agree, as i see it, this is like ovens, or toaster machines, they have a working optimal temperature, there is a lot of skill involved on firing the gun stoping and firing again, keeping it at its optimal temperature, its beam its on the optimal temperature. But still what youre saying makes also sense, if the beam, regardless its temperature stop hitting the surface, means that that surface is getting cooler, but if that where the case, then people should also suffer from a damage over time effect, until their suit cools totally... i dont know, i think both concepts make sense.
KAGEHOSHI Horned Wolf wrote:I am aware of the less heat buildup per level, but one positive does not justify a negative. Higher tier version of the same weapons are ALWAYS better than the lower tier ones in performance, the laser rifle is the only one where the higher tier ones must pay with a performance con for a pro. Thats absolutely right, its stupid that a better gun is worse in some way. But still i think that proto tier having a slightly lower build up rate is enough, having the same damage for overheat than the other ones.
To be honest, i can use proto laser, but i use eve collectors edition bpo :P
See you from orbit
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low genius
The Sound Of Freedom Renegade Alliance
1072
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Posted - 2014.01.06 18:33:00 -
[28] - Quote
I loved the laser rifle in 1.7. not because it was better than other guns, but it had a fun range mechanic. now I only use it to kill people on roofs. |
Jooki Chewaka
Stalking Wolfpack
72
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Posted - 2014.01.06 18:36:00 -
[29] - Quote
low genius wrote:I loved the laser rifle in 1.7. not because it was better than other guns, but it had a fun range mechanic. now I only use it to kill people on roofs. Ive had people moking at me LOL THIS DUDE USING A LASER YO... dude wtf im not a carebear using proto rail rifle and suit and aim assistance because if i get killed to much i will range and throw the controller to the ground while yellin GODDAMIT U CHEATR... and then proceeded to steal them a couple-o'frags.
See you from orbit
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RedBleach LeSanglant
Hellstorm Inc League of Infamy
502
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Posted - 2014.01.07 19:06:00 -
[30] - Quote
The only way I could get behind the "time on target to increase damage" would be if that happened at any range. Fired alone it would only be long range, but continually damaging a target and any range would shift the effective range of the laser to their distance. Something like a .5 seconds for every 20 meters the target is from the effective range; as if the laser was adjusting the focusing crystal. Of course it would reset upon the release of the trigger and since one can only fire until the heat burn out scalds you at 2-4 seconds it would not be effective close range, but may at times be effective and medium and long range.
Oh, and freaking longer range!
The Logi Code. Guide to LogiBro Success
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