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Dragonmeballs
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Posted - 2015.08.30 17:02:00 -
[1] - Quote
Zaria Min Deir wrote:We are gathering community feedback on the Laser Rifle. All feedback is welcome, but comments from experienced users are greatly appreciated.
What do you see as the role of the weapon? How does it perform in that role? Would it need adjustment to be effective in that role? Or does the role of the weapon need redefining and then adjustments to follow? What would those adjustments be? What sort of outside factors do you think affect the performance of the weapon in the assumed role (for instance, does a specific fitting make it more efficient in certain circumstances)?
Please give examples of the fits you use the weapon on and the type of battlefield situations you use it in.
Thank you :)
I have used the Lazor (correct forum spelling btw) since I discovered it the open beta. It has been a roller coaster for those of us who utilize it. In the 2500 hrs I have spent playing Dust I would say that more than half of that time has been spent in suits outfitted with a Lazor.
I would conclude that CCP intends for the Lazor to be a specialist weapon similar to a swarm launcher or sniper rifle and the only suit that it works well with is the Amarr assault. Most of the other light weapons can be interchanged with other racial suits but without the Amarr assault heat bonus you're just a laser pointer highlighting targets for squad mates or blueberries.
Role as defined by the weapon: 1. Provide cover fire so that your teammates can advance on an objective. Find a position 50 meters out keep the heads of the reds down. If they are hiding they are not effectively defending the objective. 2. Harass the harassers. Reds like to camp from heights to cover an objective. Keep them from being effective with a Lazor 3. Keep the reds beyond arms length. When reds have to advance over open ground to get to an objective the lazor shines. Find a good spot and start mowing the lawn. The Lazor also works well at taking out uplinks and nanohives. If the reds can't main a position they can't advance from it. 4. [b]Sniper/Forge sniper harassment.[/b] This is just what is says. Heating the Lazor up allows for shorter ttk. The headshot bonus along with a well heated Lazor equals a poor mans sniper rifle.
Shortcomings of the lazor: As I mentioned before I believe CCP has clearly defined how the Lazor should be used but there are some distinct disadvantages when you wield it. 1. The visible beam means everybody looking your general direction knows what you are doing. You fast become sniper and cloaked scout bait. Engage a rail rifle at any range simultaneously and you'll lose every time. 2. The overheat penalty is stronger than any other weapon. If you didn't equip your suit with sizable amount of amour repair you find yourself spending as much time waiting to re-engage a target as you spend establishing a good position and finding a target. 3. The shading on the scope (when ADS) renders the lazor useless at its optimal range in certain environments. This is not the case for the rail riffle or the scrambler. 4. The lazor has low alpha damage. Again this is what makes it a skill based weapon. Kills only come when you can successfully maintain damage for the required time. 5. Effectiveness of the lazor is proportional to the level you have in the weapon and Amarr suit. Level 1 of each and you just harass other assault suits. Level 5 of each with prof 5 and now heavies know your name. It seems to me the progression is steeper than any other weapon if you are looking for kills as opposed to assists.
Outside factors: If you have a high ping (150-200 ms) like I do the Lazor may not be for you. Minja strafe rates and high ping make wielding the Lazor very trying some nights.
Suits: I run ADV Amarr assault with as much armor repair I can fit. I also run Krin's damage mods on the high side. Side arm is either a flaylock or breach sub. In most pubs I run the std Lazor but if it looks like a good match I'll bring out the ELM. The VISI only comes out when I see a bunch of proto try-hards on the otherside and our team is putting up a good fight.
Changes: 1. The shading of the scope strikes me as an unfair nerf. I don't think the Lazor should be rendered a point and hope at 80+ meters when CCP decides to get "artful" with certain environments.
Improvements: 1. Reduce the feedback damage to that of the Scrambler rifle. 2. Increase the optimal range to 120 meters. (The AA of the RR and SCR allow their shots to find you and that is not case for the Lazor as the AA/hit detection at that range is non-existent.)
Changes others have proposed: 1. Improving alpha damage at the cost of omega damage. I am on the fence on this one. I'd like slightly higher alpha damage as it would level the playing field slightly against other high range weapons but at least one weapon in this game should require some skill in order to be effective.....Lets face it....just about every other rifle is a spray and pray. 2. Burst Lazor or the ability to charge the Lazor......No. We already have this and it is known as the SCR.
TL:DR 1. Specialist weapon, skill into it all the way or don't 2. Amarr assault or you just are pointing at reds and drawing attention to yourself 3. Stay away from the front. Support your team. Think strategically. Act accordingly. 4. Eliminate the shading on the scope 5. Increase of effective range would be appreciated 6. Overheat feedback penalty reduction would be appreciated. 7. It is a weapon that requires an investment in time and skill to use. Dust doesn't have many of those so don't screw it up.
Blueberry!....Make yourself useful and shoot the blurry thing running this way with YES!
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Dragonmeballs
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Posted - 2015.08.31 18:24:00 -
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Adipem Nothi wrote:WyrmHero1945 wrote:Juno Tristan wrote:Breakin Stuff wrote:I'm not talking about using the laser rifle on a minmatar suit.
I'm talking about the amarr scout, commando and logi.
The fact that none of THEM can use the laser rifle particularly well is a problem in mine eyes. The LR is a stand and deliver type of weapon though, you need enough tank to take the shots whilst the LR damage builds up, so I don't think it's suitable for Scout/Logi. Commando is fair point though. Actually I think that on a AmScout it would work great. 2 damage mods, plates and a nanohive, with a scanner to always get a look on the prey. I tried LR scout back in beta and while squishy it felt great because you could go to above ground quickly and without being noticed. Plus the strafe while shooting was much quicker and you felt that you had more control. Long-time Scout. Very new to the Laser Rifle. Maxed out LR skilltree last week or the week prior; I've since been running ELM + CRD-9 on a 2x damage amp'd Commando ak.0. I like the weapon alot, and I'm getting good results so far. That said, I wouldn't dare run this thing on a Scout suit. Especially the AM Scout. I find the AM Commando to be quite good at delivering suppressing fire with the LR. At over 1000HP, I can absorb return fire while waiting for the weapon to heat up and deal decent damage. I can't imagine this going very well for a Scout, as "stand and deliver" simply isn't an option at 300-400HP. You'd have to heavily tank your AM Scout to wield the weapon with any effect, but at that point, wouldn't you be better off in an AM Assault? The AM Scout needs two damps to beat competitive active scans. That leaves only two lows for tank. Perhaps I'm missing something, but I believe the LR would have to kill much more quickly to be of any real use to a hit-and-run Scout. And if it were quick-to-kill in the tiny hands of a Scout, it'd likely be OP when wielded by AM Assault or Commando. * My two cents.
Adipem makes a very good point about both the Amarr scout and commando.
If you run the Lazor with the Amarr scout you have very little EHP to give if you overheat the Lazor. Your basically an overheat away from a suicide if you took any damage in the exchange with a red.
However with the Am Commando you have plenty of tank to absorb damage. I find the switching from Amarr assault to the Am commando jarring as the Am commando has no heat bonus. Time to overheat is short but the damage profile seems higher. Your aim must be even more accurate to kill with the commando where with the Am assault you have more time to find/lose/re-acquire your aim on a target.
I tried putting the Lazor on a Logi suit and it didn't work well. I was a lousy Logi and an even poorer Assault. You're better off putting uplinks on a Am Logi and keeping your team in a good position to work the objective.
Blueberry!....Make yourself useful and shoot the blurry thing running this way with YES!
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Dragonmeballs
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Posted - 2015.09.01 14:25:00 -
[3] - Quote
Mortedeamor wrote:Stefan Stahl wrote:Adipem Nothi wrote:I wouldn't dare run this thing on a Scout suit. Especially the AM Scout.
I find the AM Commando to be quite good at delivering suppressing fire with the LR. The way the LR is basically permanently tied to a nanohive makes it tough to operate with a Scout as well. The Commando supplements this style of fortifying one position and defending it much better. I had decent fun with the LR on a lvl 5 Amarr Commando during the past few days. I'm in no way proficient at it, but it's fun. Partly because I've been using it on a STD suit. A humbling experience at first, but I appreciate the challenge. Is it me or has the LR become much more common these last few days? I don't think I'm the only one researching it right now. the lr is not tied to a nano hive in the hands of someone with gun game It certainly isn't as bad as a mass driver but for a low skilled player the fitting cost forces choices.
If they armor tank they move slow and probably end up taking more damage. It takes a brave Logi to back a Lazor user. Lazor users are easy targets. The best choice at that point is a repair nanohive. I believe that is why some reach this conclusion.
Blueberry!....Make yourself useful and shoot the blurry thing running this way with YES!
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Dragonmeballs
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Posted - 2015.09.01 14:30:00 -
[4] - Quote
Saint Winter wrote:A visual effect .
That while more it is fenced warming the weapon, the laser changes color depending on the overheating.
Example :
0 % to 25 % of overheating= Color of the laser = Yellow to Orange
25 % to 50 % of overheating= Color of the laser = Orange to Red
50 % to 75 % of overheating= Color of the laser = Red to Dark Red
75 % to 100 % of overheating= Color of the laser = Dark Red to a Laser Explosion
Clear that the color changes gradually up to coming to the corresponded color.
I'd love having that kind of feedback when ADS but I fear this might add to memory issues and we have to many of those already.
Blueberry!....Make yourself useful and shoot the blurry thing running this way with YES!
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Dragonmeballs
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Posted - 2015.09.01 14:41:00 -
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Forever ETC wrote:Juno Tristan wrote:Since a lot of current LR users are happy with its performance I would suggest keeping it as is and introduce a new variant with higher base damage, lower damage gain over time and see how it goes This could be our Assault Variant. Divide the two Lazors up just like rail rifles.
Assault version: 1. Higher base damage with flatter progression 2. Optimal range 0-60 m
ELM/VISI 1. Same base damage and progression 2. Optimal range 80-120 m
Crazy Idea:
A Lazor pistol with the same kind of uncanny AA of the bolt pistol and the specifications I outlined for the assault Lazor---talk about a game changer.....
Blueberry!....Make yourself useful and shoot the blurry thing running this way with YES!
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Dragonmeballs
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Posted - 2015.09.19 22:41:00 -
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Bumping for more feedback
Blueberry!....Make yourself useful and shoot the blurry thing running this way with YES!
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