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Beren Hurin
Onslaught Inc RISE of LEGION
1894
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Posted - 2013.12.12 19:31:00 -
[1] - Quote
So the +/- for laser rifle
+higher DPS on amarr assault than any other 75m+ optimals weapon +no kick +slightly longer optimal (8%) than RR +natural suit can fit damage mods with little sacrifice to tank. -terrible mid/close range -heavy fitting cost -overheating -fast effective range dropoff
RR +moderate mid/close range application +decent fitting cost +fast reload with no overheat worries +gentle dropoff -charge up time -low damage to shield |
Beren Hurin
Onslaught Inc RISE of LEGION
1894
|
Posted - 2013.12.12 19:42:00 -
[2] - Quote
DUST Fiend wrote:I fail to see the purpose of the HMG in all but the tightest of close quarters, virtually everything outranges you by quite a bit, and you're too slow to dictate your engagements.
It's obnoxious.
I feel for the lasers, ever since they were stricken from Godhood they haven't been having a very good time
I do wonder about this stat in the SDE, it's 'hit momentum'. It has a hit momentum of 95 while the AR has 50. Its sort of unkown what it does, but whatever it does, its twice as effective at it than the AR. |
Beren Hurin
Onslaught Inc RISE of LEGION
1894
|
Posted - 2013.12.12 19:43:00 -
[3] - Quote
Chunky Munkey wrote:Beren Hurin wrote:So the +/- for laser rifle
+higher DPS on amarr assault than any other 75m+ optimals weapon +no kick +slightly longer optimal (8%) than RR +natural suit can fit damage mods with little sacrifice to tank. -terrible mid/close range -heavy fitting cost -overheating -fast effective range dropoff
RR +moderate mid/close range application +decent fitting cost +fast reload with no overheat worries +gentle dropoff -charge up time -low damage to shield "Moderate mid/close range"? Please leave the forums and think about what you just said.
What? You think the rail rifle is the best mid/close range weapon? |
Beren Hurin
Onslaught Inc RISE of LEGION
1894
|
Posted - 2013.12.12 20:15:00 -
[4] - Quote
J'Hiera wrote:Its good for precice destruction of distant enemy equipment.
Other than that; harassment.
The time it takes for it to do damage, is longer than it takes for the enemy rr to take you out.
I run my laser suit with 2 complex damage mods. I like to think I notice the difference, but hardly. Sometimes I run a complex shield and a damage mod instead.
Its a very delicate weapon to balance, though. Without proper thought out adjustments, you either overpower it, or completely destroy it.
I'm trying to figure some stuff out about the way the stats on the lasers work atm. On the damage all lasers have the property 'max beam damage' of 450. If damage mods don't change that then I think the only thing they would help with is getting to the max damage faster.
The problem is that the 'beam charge time' is 5 seconds. My assumption is that this is the time it takes the beam to normally reach 'max damage' My theory is that there is a charge time of 1 second during which the 17HP/ shot applies for the .08 shots/second. So you'll have fired 13 shots that first second for a measily 221 damage. After that the 50 HP min beam damage starts and then scales directly per shot for 62 shots. During this time each additional .08s shot adds 6.45 HP damage to the last shot's total.
I don't really know if this is exactly how it would work or not. It seems pretty extreme. It would theoretically mean that the total beam damage would something like 15k damage before overheating and 5k DPS in the last second. Which I could test this on a supply depot and do some math. The hard thing is getting the hits in the last second to land because at that point you've probably been spotted. |
Beren Hurin
Onslaught Inc RISE of LEGION
1895
|
Posted - 2013.12.12 20:41:00 -
[5] - Quote
Sinboto Simmons wrote:I've been asking this about the MD for months.
Support weapons need a looking at.
Yeah the information in the database for the MD is pointless. |
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