alten hilt
DUST University Ivy League
53
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Posted - 2013.12.23 21:34:00 -
[1] - Quote
tl:dr version:
- Amarr light weapons (laser, Scrambler rifle) are the only weapons in the game that punish the user for normal, proper use. (You could argue that AOE weapons fall into this category, but I choose instead to define AOE weapons as having consequences for their misuse, as opposed to punishment for normal use)
- Amarr light weapons have not one, but three punishments
- 50 hp damage not adjusted for resistances (at least as far as I could tell)
- 5 seconds of "seize" where the user is unable to shoot
- 5 seconds of "seize" where the user is unable to switch weapons
Of the three, the Assault scrambler rifle seems the most balanced. Only occasionally will I overheat the gun, and when it does, it feels like a fair trade off.
I propose the following potential fixes
Option 1: Reduce the heat build up on the laser rifle and normal scrambler rifle to feel more balanced Option 2: Keep the heat, eliminate the sieze. Only punish the user once (at a minimum, let me switch weapons!) Option 3: Make heat build up and damage proportional and let the user select the level. Lower damage/lower heat, medium damage/medium heat, high damage/high heat. Option 4: Keep the seize, eliminate the HP damage, and let the user switch weapons (like turrets)
In a firefight, aiming and ammunition management are hard enough , but when you throw on heat and hitpoint management, it's just too much.
I believe these are the major reasons Amarr light weapons are so rare on the battlefield. Why use a weapon that requires extra management and punishes you so excessively for using it? Especially when the the Rail Rifle, Combat Rifle, and Assault Rifle have no comparable drawbacks?
I love Amarr, but I about to give up on their weapon systems, and I feel that they could use some balancing love.
p.s. Why is the charge up on the scrambler rifle as long as a forge gun and/or charged sniper rifle? It's not nearly as powerful or versatile. Especially when you consider that I can't repeatedly spam the charge up due to the overheating penalty. Penalties neither the forge gun nor the charge sniper rile suffer.
p.p.s. Why does the laser rifle's damage depend on long-range? No other weapon system has reduced damage inside of optimal. Other weapon systems do full damage all the way out to their optimal range. Shouldn't laser rifles be the same?
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