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Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
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Posted - 2012.10.31 15:20:00 -
[1] - Quote
So, here's a little something about laser rifle from my experience and a little math i did. First, the "weapon range topic" from Musta was of great use for this. So thanks for the work pal.
Back to laser rifle.
Sharpshooter skills effect on Laser Rifle optimal Range.
At the moment, each level of the sharpshooter skill raises both the lower and higher limits of the weapons optimal range. And the result is that the weapon's behavior can change drastically with every level you add in this skill, making more and more useless in most fights. Here's the math
Laser Rifle Max Range: 81m Optimal Range: 61 - 78m
Now, with both light sharpshooting skills maxed : Meaning, 40% bonus in range.
Laser Rifle Max Range: 113 m Optimal Range: 85 - 109m
See, the weapon becomes more and more a long ranged weapon. It could be a choice but you tend to enhance those skills as they're usefull for other light weapons. So here, you got skills not enhancing the weapon, but changing it. Making it less good in a way as you're more and more handicapped in middle range fights.
Now, there's two solutions. Either block the lower limit. Or lower it for each sharpshooting skill level. See what would get.
1) Blocking lower limit solution Laser Rifle Max Range: 113 m Optimal Range: 61 - 109m
Ok, so not much has changed except the optimal range has increased a lot and the behavior of the weapon will overall be a either unchanged at middle range or way optimised at longed range.
2) Lowering lower limit solution Laser Rifle Max Range: 113m Optimal Range: 37 - 109m
So, we get an optimal range of more than 70m. And laser now becomes a very effective weapon, even under mid-range as the decrease in damage is proportionnal to the distance below the optimal range. Shooting at 30m would still inflict a 70% damage or something where with "blocked limit", you would shoot at 50 % or so.
In the end. My favorite option would be the "blocked lower limit" one. Would avoid the annoyance of feeling optimal range moving and not actually increasing while still keeping the laser in its role. Maybe set this limit to 60 for every laser and you're good.
Tweak Heat built-up
So, i've only used the standard laser rifle and have only invested in lvl 1 in laser rifle. Yet, i think i over-heated maybe 7-8 times in a hundred games i played using it. Imo, heat built up should be slightly increased.
And of course, the fact that advanced and proto Laser Rifle simply DO NOT heat up needs to be fixed.
That's it for me. Overall, laser rifle are a great addition to the game that doesnt need that much fixing, nerfing or else. It's a smart weapon that's both usefull and deadly without being any kind of OP. Great job on that one. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.10.31 15:46:00 -
[2] - Quote
Musta Tornius wrote:Totally agree with this. I'd like to see a lowering of the limit myself as I feel it would make it more useful. At the moment if you're less than 20-30 from the enemy you have to draw a sidearm to actually be able to inflict decent damage.
The skill doesn't do anything at all at the moment so it needs bug fixing. Currently the first level laser overheats after 79 shots fired, changing this to 50 and making the skill work would make sense.
As Caz mentioned the adv and proto doesn't overheat at all so maybe the proto could overheat quicker if it's base damage was increased slightly.
It would be immensely helpful if a Dev would tell us what the damage increment for the laser is and if's the same across all levels. A dev already mentioned it was a fixed amount but couldn't remember what it was exactly.
yep, time for dev word on lasers :) |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.11.02 12:48:00 -
[3] - Quote
Musta Tornius wrote:KEROSIINI-TERO wrote:For everyone's information before you request for hasher overheating,
Laser Rifles DO overheat currently. it was fixed something like halfway of October. And I'm talking about ELM which previously did not overheat. I just made a new alt, got level 3 in laser skill. I bought a laser and an elm laser and made two suits, started ambush and emptied the laser's clip, it only went to 79 shots fired, which is the same as having laser level 1, so that's still broken. I then tried the Elm laser and it did not overheat, it got to maybe 90% heat then the clip was empty so overheating can not happen with that weapon. I can't check prototype because of skill points.
Musta, or mister Fact ^^ |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.11.03 13:50:00 -
[4] - Quote
KEROSIINI-TERO wrote:Musta Tornius wrote:KEROSIINI-TERO wrote:For everyone's information before you request for hasher overheating,
Laser Rifles DO overheat currently. it was fixed something like halfway of October. And I'm talking about ELM which previously did not overheat. I just made a new alt, got level 3 in laser skill. I bought a laser and an elm laser and made two suits, started ambush and emptied the laser's clip, it only went to 79 shots fired, which is the same as having laser level 1, so that's still broken. I then tried the Elm laser and it did not overheat, it got to maybe 90% heat then the clip was empty so overheating can not happen with that weapon. I can't check prototype because of skill points. I got the same set of skills and ELM really DOES overheat. The mechanic exists. Once I even suicided by that. But as change is the only constant, I'm gonna test that once more tonight in case that is not true anymore. Please note two things: - This is still the second iteration of laser rifles and there are high chance that laser damage model and hit mechanic is of the greatest interest of the devs - At this moment training up the laser skills is wasted SP because of too small heat build up. So, definately heating (or some other price of using) must be made greater.
we agree, it is still WIP. Yet, i think the weapon is overall pretty balanced already and just needs small adjustments. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.11.06 09:45:00 -
[5] - Quote
Musta Tornius wrote:Hiya, just wanted to update this thread with the damage numbers for laser rifles as CCP Wolfman was generous enough to share the damage increase for laser rifles. I just done a quick calculation using that.
Shots fired_______1 ___2 ___3___10__20__30___40__50__60___70__79__90__100
Laser Rifle_______15.6 16.2 16.8 21.0 27.0 33.0 39.0 45.0 51.0 57.0 62.4
ELM-7 Laser Rifle 15.6 16.2 16.8 21.0 27.0 33.0 39.0 45.0 51.0 57.0 62.4 69.0 75.0
Viziam Laser Rifle 20.6 21.2 21.8 26.0 32.0 38.0 44.0 50.0 56.0 62.0 67.4 74.0 80.0
79 is the last shot the laser rifle can fire before overheating so I added that as the last shot for laser rifle in the table.
The viziam is basically 5 damage ahead of every shot of the ELM-7. Does it make a big difference when playing? I doubt that very much so. But this shows that the laser is quite a beast if you have kept the trigger down for some time as we already knew.
Oh and btw, I timed the elm-7, it empties its clip in 8 seconds flat meaning that the Laser Rifle shoots a pulse every 0.08 seconds or each 80ms. A standard frame rate of 24 fps is around 40 ms I do believe without checking my maths.
Sorry for the shittily formatted table, we need a table function here!
ouch |
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