Pages: [1] 2 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Musta Tornius
Molon Labe. General Tso's Alliance
1192
|
Posted - 2014.03.21 12:30:00 -
[1] - Quote
'* Laser Rifle: - Increased effective range and increased damage at short range, reduced heat cost at ADV and PRO tiers.'
So, just took another look at the 1.8 SDE and 1.7 SDE.
Laser rifle heat costs are going to be the same across all tiers in 1.8 which means they will all overheat at the same cost, this is clearly not what it says in the patch notes. Currently in 1.7 the prototype laser rifle can fire a lot more than standard can which is how it should be.
Furthermore, the base damage will be 5% more for elm and 10% more for viziam compared to Standard laser. This however should only affect the base damage and not the beam, making it entirely useless.
IF the current changes hold then there will be no point using any other laser rifle than the standard. Ranges seem to be the same too.
DUST514 Weapon Range & Information
Team Fairy DUST
|
Reav Hannari
Red Rock Outriders
3369
|
Posted - 2014.03.21 12:38:00 -
[2] - Quote
Either the SDE is wrong or 1.8 has some issues. Someone else pointed out one of the ck.0 suits, not an Aurum variant, only required the skill to 3. I'm hoping the SDE was built off an earlier build.
Adapt or Die // Republic Lance Commander // @ReesNoturana
|
Musta Tornius
Molon Labe. General Tso's Alliance
1192
|
Posted - 2014.03.21 12:45:00 -
[3] - Quote
Reav Hannari wrote:Either the SDE is wrong or 1.8 has some issues. Someone else pointed out one of the ck.0 suits, not an Aurum variant, only required the skill to 3. I'm hoping the SDE was built off an earlier build.
The SDE is part of their build scripts, when a new one is complied so should the SDE. Saying that, maybe they've accidentally given us an older SDE or something. We'll know by next Tuesday.
DUST514 Weapon Range & Information
Team Fairy DUST
|
Spectral Clone
Dust2Dust. Top Men.
1807
|
Posted - 2014.03.21 13:08:00 -
[4] - Quote
Musta told me to post here, so here you go guys!
A kitten riding on a turtle: http://www.youtube.com/watch?v=bjZqZWbmXK4
Drop it like its hat.
|
Reav Hannari
Red Rock Outriders
3369
|
Posted - 2014.03.21 13:12:00 -
[5] - Quote
Musta Tornius wrote:The SDE is part of their build scripts, when a new one is complied so should the SDE.
Very smart. I hadn't heard that. This kind of stuff has always been manually run by someone at CCP.
Adapt or Die // Republic Lance Commander // @ReesNoturana
|
Auris Lionesse
Capital Acquisitions LLC
498
|
Posted - 2014.03.21 13:14:00 -
[6] - Quote
Is it really surprising though? Ccp making mistakes. We all remember the militia tank nitro.
Gallente Heavy Ninja Turtles! Gallente Heavy Ninja Turtles!
Heroes in a half Gank!
TURTLE POWER!!!
|
Cat Merc
Ahrendee Mercenaries General Tso's Alliance
7594
|
Posted - 2014.03.21 13:19:00 -
[7] - Quote
Magic Crystal Ball
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
DUST514514
|
Spectral Clone
Dust2Dust. Top Men.
1807
|
Posted - 2014.03.21 13:33:00 -
[8] - Quote
Auris Lionesse wrote:Is it really surprising though? Ccp making mistakes. We all remember the militia tank nitro.
Shield Energizers without skill requirement also.
Drop it like its hat.
|
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7692
|
Posted - 2014.03.21 14:11:00 -
[9] - Quote
Musta Tornius wrote: Furthermore, the base damage will be 5% more for elm and 10% more for viziam compared to Standard laser. This however should only affect the base damage and not the beam, making it entirely useless.
Doesn't holding the beam increase damage in set increments? So starting out with higher base damage means you'll achieve higher damage output sooner?
Also currently the advanced and prototype variants don't fire that much longer before overheat. On a non-Amarr Assault suit, standard overheats after 60, advanced overheats at 63, and prototype overheats at 67.
"You're not even Aero, you're just Aero's friend."
|
jerrmy12 kahoalii
580
|
Posted - 2014.03.21 14:32:00 -
[10] - Quote
Reav Hannari wrote:Either the SDE is wrong or 1.8 has some issues. Someone else pointed out one of the ck.0 suits, not an Aurum variant, only required the skill to 3. I'm hoping the SDE was built off an earlier build. Link
Closed beta vet
Logi,
Heavy,
Python,
Scout.
Dark souls 2 new game plus.
|
|
Django Quik
Dust2Dust.
2469
|
Posted - 2014.03.21 14:32:00 -
[11] - Quote
The heat build up might be the same value but what are the max heat values at each tier?
Dedicated sidearm scout - Watch out for that headshot
Scout community is the nuts
|
Oxskull Duncarino
The Twisted Leprechaun
499
|
Posted - 2014.03.21 14:44:00 -
[12] - Quote
Aero Yassavi wrote:Musta Tornius wrote: Furthermore, the base damage will be 5% more for elm and 10% more for viziam compared to Standard laser. This however should only affect the base damage and not the beam, making it entirely useless.
Doesn't holding the beam increase damage in set increments? So starting out with higher base damage means you'll achieve higher damage output sooner? Also currently the advanced and prototype variants don't fire that much longer before overheat. On a non-Amarr Assault suit, standard overheats after 60, advanced overheats at 63, and prototype overheats at 67. I was just about to post and ask if the 7 round different to overheat between basic and proto was still there, but you got there first Aero. 7 rounds is NOT alot more! Currently, the only reason to use anything other than a basic is for aesthetics and/or too much money.
Good work Musta on the damage difference for 1.8. Hopefully CCP will notice as what their Devs that are in contact with the community all seem to think is it's heat buildup that changed. I'd still be interested on the numbers with the damage increase as I'm with Aero on thinking it's good, even if it's not as per the original description of the change. |
Musta Tornius
Molon Labe. General Tso's Alliance
1194
|
Posted - 2014.03.21 15:06:00 -
[13] - Quote
Oxskull Duncarino wrote:Aero Yassavi wrote:Musta Tornius wrote: Furthermore, the base damage will be 5% more for elm and 10% more for viziam compared to Standard laser. This however should only affect the base damage and not the beam, making it entirely useless.
Doesn't holding the beam increase damage in set increments? So starting out with higher base damage means you'll achieve higher damage output sooner? Also currently the advanced and prototype variants don't fire that much longer before overheat. On a non-Amarr Assault suit, standard overheats after 60, advanced overheats at 63, and prototype overheats at 67. I was just about to post and ask if the 7 round different to overheat between basic and proto was still there, but you got there first Aero. 7 rounds is NOT alot more! Currently, the only reason to use anything other than a basic is for aesthetics and/or too much money. Good work Musta on the potential damage difference for 1.8. Hopefully CCP will notice as what their Devs that are in contact with the community all seem to think is it's heat buildup that changed. I'd still be interested on the numbers with the damage increase as I'm with Aero on thinking it's good, even if it's not as per the original description of the change.
Considering the current different is 0.8 damage per shot, that's a two shot different between prototype and standard making it negligible.
Damage mods however affect both the beam and the base damage which is a whole different matter.
When using amarr assault you get about 77 shots with standard and 89 with viziam, that's a 12 shot different and a total damage difference of about 1000 damage, that's enough to take out several suits so it's hardly something you can ignore.
Furthermore if you want to read up on the laser have a look at our laser analysis work some weeks ago: https://forums.dust514.com/default.aspx?g=posts&t=146762&find=unread
DUST514 Weapon Range & Information
Team Fairy DUST
|
Xaviah Reaper
Nyain San
283
|
Posted - 2014.03.21 15:08:00 -
[14] - Quote
Reav Hannari wrote:Either the SDE is wrong or 1.8 has some issues. Someone else pointed out one of the ck.0 suits, not an Aurum variant, only required the skill to 3. I'm hoping the SDE was built off an earlier build.
skill to 3? ... maybe a new tier is nigh.. ck.1 :o
Best game with a Python:
33kills 1 death (1.6)
24kills 1 death (1.7)
|
Disturbingly Bored
Forum Warfare
2054
|
Posted - 2014.03.21 15:08:00 -
[15] - Quote
Here's a baby monkey riding a pig.
I used to own the FAT GAT until this --> [ASCII Art removed - draconian forum overlord CCP Logibro]
|
Oxskull Duncarino
The Twisted Leprechaun
499
|
Posted - 2014.03.21 16:34:00 -
[16] - Quote
Musta Tornius wrote:Oxskull Duncarino wrote:Aero Yassavi wrote:Musta Tornius wrote: Furthermore, the base damage will be 5% more for elm and 10% more for viziam compared to Standard laser. This however should only affect the base damage and not the beam, making it entirely useless.
Doesn't holding the beam increase damage in set increments? So starting out with higher base damage means you'll achieve higher damage output sooner? Also currently the advanced and prototype variants don't fire that much longer before overheat. On a non-Amarr Assault suit, standard overheats after 60, advanced overheats at 63, and prototype overheats at 67. I was just about to post and ask if the 7 round different to overheat between basic and proto was still there, but you got there first Aero. 7 rounds is NOT alot more! Currently, the only reason to use anything other than a basic is for aesthetics and/or too much money. Good work Musta on the potential damage difference for 1.8. Hopefully CCP will notice as what their Devs that are in contact with the community all seem to think is it's heat buildup that changed. I'd still be interested on the numbers with the damage increase as I'm with Aero on thinking it's good, even if it's not as per the original description of the change. Considering the current different is 0.8 damage per shot, that's a two shot different between prototype and standard making it negligible. Damage mods however affect both the beam and the base damage which is a whole different matter. When using amarr assault you get about 77 shots with standard and 89 with viziam, that's a 12 shot different and a total damage difference of about 1000 damage, that's enough to take out several suits so it's hardly something you can ignore. Furthermore if you want to read up on the laser have a look at our laser analysis work some weeks ago: https://forums.dust514.com/default.aspx?g=posts&t=146762&find=unread I don't have a pen and paper handy so your results will do Only two shots worth of damage difference between basic and proto with the figure you got for 1.8 makes it worse than now for sure. Roll on Tuesday so we can figure out what the story is
And yep, I've a very good idea how great the damage output is at the overheat point, but I find it's not a good idea to constantly run the laser to just about overheat to get that damage the whole time, as you WILL overheat alot and that is just bad practice in the long run. But, with the heat gauge in the bottom corner and it being ~5.5 seconds for the basic to get to overheat from a cool state, and ~6 seconds for the proto, the only really way to benefit from the extra damage is through overheating
Don't get me wrong, I'll happily overheat when my health is good, and I don't have any enemy pushing into close range, and will be chuckling to myself as I do so, but it's a less than ideal mechanic.
Sorry, I've gone away from what you started the thread about. Once again, nice one for spotting it, and as ya said, all we can do is wait for Tuesday to see exactly what the story is. |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
2459
|
Posted - 2014.03.21 17:28:00 -
[17] - Quote
Oxskull Duncarino wrote:And yep, I've a very good idea how great the damage output is at the overheat point, but I find it's not a good idea to constantly run the laser to just about overheat to get that damage the whole time, as you WILL overheat alot and that is just bad practice in the long run. But, with the heat gauge in the bottom corner and it being ~5.5 seconds for the basic to get to overheat from a cool state, and ~6 seconds for the proto, the only really way to benefit from the extra damage is through overheating
Wait, are you saying what I think you are saying? Are you burst firing at the upper levels of the heat gauge without letting it cool down? That's not how the weapon works if I'm reading you right. If not, my apologies, but I always find myself surprised at even seasoned players that still don't totally get it.
Anyway, it's been bugging the crap out of me the whole time that they have not given any specifics about the changes. It's like nobody but wolfman has any clue how the thing is programmed. I fear the OP may be right based only on that fact alone.
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.2
Amarr victor!
|
Supernus Gigas
sNk Syndicate
524
|
Posted - 2014.03.21 17:43:00 -
[18] - Quote
While we're on the topic of Laser Rifles, I have a question about the damage build up that hopefully one of you guys can answer.
Does damage simply increase the longer you fire it?
Or does it only increase against a single target you fire at?
FIRE UP THE HEAVY MEAT GRINDER! WE'RE HAVIN' CLONE BURGERS TONIGHT, BOYS!
|
jerrmy12 kahoalii
582
|
Posted - 2014.03.21 17:47:00 -
[19] - Quote
Reav Hannari wrote:Either the SDE is wrong or 1.8 has some issues. Someone else pointed out one of the ck.0 suits, not an Aurum variant, only required the skill to 3. I'm hoping the SDE was built off an earlier build. Link
Closed beta vet
Logi,
Heavy,
Python,
Scout.
Dark souls 2 new game plus.
|
Musta Tornius
Molon Labe. General Tso's Alliance
1199
|
Posted - 2014.03.21 17:59:00 -
[20] - Quote
Supernus Gigas wrote:While we're on the topic of Laser Rifles, I have a question about the damage build up that hopefully one of you guys can answer.
Does damage simply increase the longer you fire it?
Or does it only increase against a single target you fire at?
Go and read our analysis, it's quite long and the spreadsheets have a ton of numbers on it :P
Anyway, the laser damage increases as long you hold the trigger down, as soon as you let go it resets.
https://forums.dust514.com/default.aspx?g=posts&t=146762&find=unread
DUST514 Weapon Range & Information
Team Fairy DUST
|
|
Arx Ardashir
Imperium Aeternum
684
|
Posted - 2014.03.21 18:02:00 -
[21] - Quote
Supernus Gigas wrote:While we're on the topic of Laser Rifles, I have a question about the damage build up that hopefully one of you guys can answer.
Does damage simply increase the longer you fire it?
Or does it only increase against a single target you fire at? It increases the longer you fire it. And the modifier resets back to zero as soon as you stop firing, no matter your heat level.
Now is the winter of our non-content.
Ghosts Chance's hero for 3/1/14.
A manu dei et tet rimon.
|
Oxskull Duncarino
The Twisted Leprechaun
500
|
Posted - 2014.03.21 18:04:00 -
[22] - Quote
John Demonsbane wrote:Oxskull Duncarino wrote:And yep, I've a very good idea how great the damage output is at the overheat point, but I find it's not a good idea to constantly run the laser to just about overheat to get that damage the whole time, as you WILL overheat alot and that is just bad practice in the long run. But, with the heat gauge in the bottom corner and it being ~5.5 seconds for the basic to get to overheat from a cool state, and ~6 seconds for the proto, the only really way to benefit from the extra damage is through overheating Wait, are you saying what I think you are saying? Are you burst firing at the upper levels of the heat gauge without letting it cool down? That's not how the weapon works if I'm reading you right. If not, my apologies, but I always find myself surprised at even seasoned players that still don't totally get it. Anyway, it's been bugging the crap out of me the whole time that they have not given any specifics about the changes. It's like nobody but wolfman has any clue how the thing is programmed. I fear the OP may be right based only on that fact alone. Haha, no worries dude. Since day one I've been firmly in the camp of laughing at people burst firing the laser. It didn't even take alot a messing about to be fairly sure I wasn't getting anywhere burst firing once it was at near overheat, but it was great to read Musta and Co. had come to the same outcome during testing a few weeks ago.
Yeh, I'm kind of worried myself now that everything we've been told about the laser changes might be different on the deployment of 1.8. I really want to have it return as a viable long range option on my commando again as I miss the fun it is to run. Tears or shouts of joy in T - 90hrs |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
2459
|
Posted - 2014.03.21 18:05:00 -
[23] - Quote
Musta Tornius wrote:Supernus Gigas wrote:While we're on the topic of Laser Rifles, I have a question about the damage build up that hopefully one of you guys can answer.
Does damage simply increase the longer you fire it?
Or does it only increase against a single target you fire at? Go and read our analysis, it's quite long and the spreadsheets have a ton of numbers on it :P Anyway, the laser damage increases as long you hold the trigger down, as soon as you let go it resets. https://forums.dust514.com/default.aspx?g=posts&t=146762&find=unread
LOL, I barely made it through that in one sitting and I love the LR. Might be overwhelming for the uninitiated.
Here's the TL;DR version for the LR noob:
Like the screen says "continuous fire increases damage output." So, the damage per round goes up the longer you hold the trigger. Nothing else affects it. Not the heat gauge, not the time you have the beam on your target, nothing.
So, as a rule, only fire when your heat gauge is at zero, and don't let go until you are close to overheating.
Here's a fun little thing I wrote about using the LR.
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.2
Amarr victor!
|
Chunky Munkey
Amarr Templars Amarr Empire
3595
|
Posted - 2014.03.21 18:20:00 -
[24] - Quote
How can the base damage not affect the beam? Isn't the beam what deals that damage???
No.
|
Heinrich Jagerblitzen
Onslaught Inc RISE of LEGION
1639
|
Posted - 2014.03.21 18:27:00 -
[25] - Quote
Cat Merc wrote:Magic Crystal Ball
Not at all. The SDE is a REALLY bad crystal ball, many of the items in there are placeholders, authored items that were there to save labor in case future variants were to be introduced (but haven't actually been seriously tested), or failed items in testing that were far too broken to every make it into the actual game. If you're trying to figure out what's coming in the future from the SDE, you're seriously doing it wrong.
....like, looking into the wrong end of the telescope wrong. Sorry if I've ruined people's hopes and dreams, but I'd rather be honest than let all the speculation run rampant when that's not what the SDE is there for. And yes, there are some obvious errors in it too, which basically means its like looking in the wrong end of a scratched lens telescope.
CCP is currently looking into how to better manage the SDE and turn it into a more useful tool for players. The fact that its made available now should really just be seen as the first step in the right direction, not an authoritative look at what's transpiring in development (which is how it COULD be used down the road if groomed properly).
Probably the best use for it right now isn't even for accessing the data itself....but more for learning to build TOOLS that will allow non-coders to interpret its contents so that one day players can use it as a lens to view the changes in progress.
I hope that helps clarify matters. o7 |
Musta Tornius
Molon Labe. General Tso's Alliance
1200
|
Posted - 2014.03.21 19:59:00 -
[26] - Quote
Chunky Munkey wrote:How can the base damage not affect the beam? Isn't the beam what deals that damage???
The base damage is separate from the beam damage. All the lasers have the same increase per shot fired. With standard and viziam in 1.8 the base damage is only a difference of two shots fired (0.8 each shot extra).
Without any other differences this makes standard the only weapon needed.
DUST514 Weapon Range & Information
Team Fairy DUST
|
Vell0cet
SVER True Blood General Tso's Alliance
1211
|
Posted - 2014.03.21 20:11:00 -
[27] - Quote
Heinrich Jagerblitzen wrote:Cat Merc wrote:Magic Crystal Ball Not at all. The SDE is a REALLY bad crystal ball, many of the items in there are placeholders, authored items that were there to save labor in case future variants were to be introduced (but haven't actually been seriously tested), or failed items in testing that were far too broken to every make it into the actual game. If you're trying to figure out what's coming in the future from the SDE, you're seriously doing it wrong. ....like, looking into the wrong end of the telescope wrong. Sorry if I've ruined people's hopes and dreams, but I'd rather be honest than let all the speculation run rampant when that's not what the SDE is there for. And yes, there are some obvious errors in it too, which basically means its like looking in the wrong end of a scratched lens telescope. CCP is currently looking into how to better manage the SDE and turn it into a more useful tool for players. The fact that its made available now should really just be seen as the first step in the right direction, not an authoritative look at what's transpiring in development (which is how it COULD be used down the road if groomed properly). Probably the best use for it right now isn't even for accessing the data itself....but more for learning to build TOOLS that will allow non-coders to interpret its contents so that one day players can use it as a lens to view the changes in progress. I hope that helps clarify matters. o7 Thanks for clarifying Hans. o7
Best PvE idea ever!
|
MINA Longstrike
2Shitz 1Giggle United Brotherhood Alliance
346
|
Posted - 2014.03.21 20:19:00 -
[28] - Quote
Aero Yassavi wrote:Musta Tornius wrote: Furthermore, the base damage will be 5% more for elm and 10% more for viziam compared to Standard laser. This however should only affect the base damage and not the beam, making it entirely useless.
Doesn't holding the beam increase damage in set increments? So starting out with higher base damage means you'll achieve higher damage output sooner? Also currently the advanced and prototype variants don't fire that much longer before overheat. On a non-Amarr Assault suit, standard overheats after 60, advanced overheats at 63, and prototype overheats at 67.
Current formula is : [17 + (0.6 * shots fired consecutively)] * proficiency
Damage mods are factored in after all of that.
The real screwup to lasers is the proficiency split while still retaining 120%/80% damage profile when weapons like combat and rail rifle prof changes barely affect them, especially on top of damage mod nerfs (which should really be 3/5/7% to make them worth using). |
Musta Tornius
Molon Labe. General Tso's Alliance
1200
|
Posted - 2014.03.21 20:37:00 -
[29] - Quote
MINA Longstrike wrote:Aero Yassavi wrote:Musta Tornius wrote: Furthermore, the base damage will be 5% more for elm and 10% more for viziam compared to Standard laser. This however should only affect the base damage and not the beam, making it entirely useless.
Doesn't holding the beam increase damage in set increments? So starting out with higher base damage means you'll achieve higher damage output sooner? Also currently the advanced and prototype variants don't fire that much longer before overheat. On a non-Amarr Assault suit, standard overheats after 60, advanced overheats at 63, and prototype overheats at 67. Current formula is : [17 + (0.6 * shots fired consecutively)] * proficiency Damage mods are factored in after all of that. The real screwup to lasers is the proficiency split while still retaining 120%/80% damage profile when weapons like combat and rail rifle prof changes barely affect them, especially on top of damage mod nerfs (which should really be 3/5/7% to make them worth using).
Untrue, the increase is 0.8 per shot, gtorq ,grit and I spend several days analysing the lasers damage profile. See the thread I linked a couple of times in this thread.
DUST514 Weapon Range & Information
Team Fairy DUST
|
MINA Longstrike
2Shitz 1Giggle United Brotherhood Alliance
349
|
Posted - 2014.03.21 23:27:00 -
[30] - Quote
In any case whether the buildup be .6 or .8 with the changes happening to proficiency you lose *greater than half* of your damage upon hitting armor instead of shields, I think that his has the potential to be incredibly unhealthy for laser profile weapons, especially when compared to weapons like the combat or rail rifle. |
|
|
|
|
Pages: [1] 2 :: one page |
First page | Previous page | Next page | Last page |