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![Vell0cet Vell0cet](https://web.ccpgamescdn.com/dust/img/character_creator/female_amarr_128.jpg)
Vell0cet
SVER True Blood General Tso's Alliance
1245
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Posted - 2014.03.26 05:35:00 -
[1] - Quote
For me the litmus test for LR viability is if it can reliably beat the RR at some range. It has a TON of major drawbacks, which are all fine and part of what gives it it's own "personality." It needs to have a range where it dominates all other weapons to compensate though. The RR has very few drawbacks and is the main competitor to the LR's niche. The current range buff may not be enough (the effective might need an extra 10-20m). With the bugs to heat buildup with Amarr Assault, and the bug where heat isn't changing based on weapon tier, I haven't been able to really tell whether it still needs love.
Have any of you had experience with 1v1 against a RR? Were you able to find a range that was effective against them?
Best PvE idea ever!
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![Vell0cet Vell0cet](https://web.ccpgamescdn.com/dust/img/character_creator/female_amarr_128.jpg)
Vell0cet
SVER True Blood General Tso's Alliance
1248
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Posted - 2014.03.26 06:01:00 -
[2] - Quote
Tech Ohm Eaven wrote:Vell0cet wrote:For me the litmus test for LR viability is if it can reliably beat the RR at some range. It has a TON of major drawbacks, which are all fine and part of what gives it it's own "personality." It needs to have a range where it dominates all other weapons to compensate though. The RR has very few drawbacks and is the main competitor to the LR's niche. The current range buff may not be enough (the effective might need an extra 10-20m). With the bugs to heat buildup with Amarr Assault, and the bug where heat isn't changing based on weapon tier, I haven't been able to really tell whether it still needs love.
Have any of you had experience with 1v1 against a RR? Were you able to find a range that was effective against them? 1 v1 was disapointing. The way to make the laser work is you need a heavy on your squad to act as bait so that the laser user can kill the rail rifle user. The problem with this is why bother when its better to have two rail riflers shooting at the enemy. The laser still needs an extra 10m to 20m extra range. If you take 2 identical suits and give one guy a RR and the other a LR of the same tier, there should be some range where the LR kicks the crap out of the RR every time. No bait or other shenanigans, it should simply be the best weapon available for that range. If its not the case, then it needs more range (and a proportional increase in scope zoom) until this becomes true.
Sadly we won't know this for sure until the hotfix, by which time it would be too late to add more range (should balancing require it).
Best PvE idea ever!
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![Vell0cet Vell0cet](https://web.ccpgamescdn.com/dust/img/character_creator/female_amarr_128.jpg)
Vell0cet
SVER True Blood General Tso's Alliance
1269
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Posted - 2014.03.26 21:37:00 -
[3] - Quote
Musta Tornius wrote:G Torq and I done a followup analysis on laser in 1.8, not to mention I spoke to some CCP peeps. Basically the heat how it is now is correct, the patch notes were incorrect. The amarr assault is bugged but that's different.
The laser has faster ramp up damage than before, it used to be 0.8 extra per shot but it's now 0.91, 0.94 and 1.04 for std adv and proto. Not to mention base damage is higher too on adv and proto.
tldr; the laser is much stronger than before, about 20% for standard laser compared to 1.7. The optimal ranges, well just check my signature :) it's insane but shhhhh. There is a cap on damage though right? The SKE has an attribute labeled "m_BeamInfo.m_fMaxBeamDamage" that is set to 450 on all versions of the LR. So how does that fit into the formula?
Best PvE idea ever!
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