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Tony Calif
Seraphim Initiative. CRONOS.
2002
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Posted - 2013.01.01 09:16:00 -
[61] - Quote
Try firing a laser at a shield tank. Like an HAV. Then try stacking damage mods and do it again. Then come back and say "it's not broken, that Sagaris deserved to die in 3 clips".
When people said "my AR can't kill a tank" CCP put in lasers.
CQC? It's called scrambler pistol. 400% headshots ftw. The fact you can have 2 over powered guns on 1 suit is super kewl.
Edit: no other weapon gains 25%damage at Proto vs standard/advanced grade. Tweeeeeks needed. Logic vs Data |
Breakin Stuff
Immobile Infantry
680
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Posted - 2013.01.01 11:14:00 -
[62] - Quote
Tony Calif wrote:Try firing a laser at a shield tank. Like an HAV. Then try stacking damage mods and do it again. Then come back and say "it's not broken, that Sagaris deserved to die in 3 clips".
When people said "my AR can't kill a tank" CCP put in lasers.
CQC? It's called scrambler pistol. 400% headshots ftw. The fact you can have 2 over powered guns on 1 suit is super kewl.
Edit: no other weapon gains 25%damage at Proto vs standard/advanced grade. Tweeeeeks needed. Logic vs Data
yeah, the damage mods need to suffer from diminishing returns like everything else. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
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Posted - 2013.01.01 16:41:00 -
[63] - Quote
Tony Calif wrote:Try firing a laser at a shield tank. Like an HAV. Then try stacking damage mods and do it again. Then come back and say "it's not broken, that Sagaris deserved to die in 3 clips".
When people said "my AR can't kill a tank" CCP put in lasers.
On LR's AV capabilities:
LR can't take out tanks, even shield tanks. I've tested 2-3 clips of Viziam onto them and that resulted as loss of maybe 20% shield. So, what they can do is assist in taking tanks down when you have a blue tank/other AV firing on red tank.
Even then, firing three clips and reloading, takes quite a time.
In case I'm wrong, I'm gonna retest it within two days. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
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Posted - 2013.01.01 16:52:00 -
[64] - Quote
Seems that this thread is going on two levels:
1) are laser rifles OP?
2) do laser rifles need tuning down or some other form of tweaking?
Because those two subtopics are not the same.
1) Being OP suggests that a weapon in question is superior in most cases and being 'the' weapon to use with no room for others. That results in defensive comments from people, most LR users but not all, that no nerf is needed. (I'm strong in my opinion that LR is not OP).
2) Now, THAT is the subject we should focus on. Is LR too strong in some part, even though it is supposed to be it's speciality? Is it doing something outside of it's speciality too well? Is it too weak in it's speciality? Could it's functionality (not power) be better, made smarter? Does it promote compromises and selections in both using and fitting?
(on that, I'm willing to say the heated up damage and the damage curve is too high - it CAN be tuned down or tweaked. More on that in my next post where I elaborate a bit.) |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
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Posted - 2013.01.01 17:08:00 -
[65] - Quote
On heated up damage and the damage curve in general:
I'm willing to admit it is somewhat too high. But, everyone should remember it has still to be heated up giving plenty of warning to aware players and commits in when to try to hit.
I see two ways to balance things:
A) balance the heating up curve a bit, tune down the highest dps of last seconds. But, as a trade-off, tune up the early parts a bit. What this does is taking some 'lightsabring' away and reduce some surprise las-mauling.
B) Remake the laser damage model to heat up per time on target. That is what everybody initially expected the LR to do. But there's a big but. It may not be possible to code in well - system would have to track how many ticks a target has had consequtively. That system might be quite vulnerable to bad hit detection and and bad latency. (only dust programmers would be able to give answer to that)
That would take away LR's area denial and group control properties as each target would have to be cooked separately.
Furthermore, it would be very very difficult to use if it requires to have LR on target for several seconds without missing a single tick!
Because of those last two points, the LR would most likely require damage buff in it's early heating curve as it is very unlikely that anyone would be able to keep 'beam' on infantry target spot on for 8 seconds or so, without a single loss of tick due aiming or bad hit detection. |
Gunner Visari
Crux Special Tasks Group Gallente Federation
163
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Posted - 2013.01.01 17:09:00 -
[66] - Quote
Musta Tornius wrote:Just a fyi. Laser has a roughly 750 rpm firing rate and although it looks like a beam weapon damage is done to targets in pulses like an assault rifle.
Facts seems to get lost in heated debating as always.
I would love to know where that fact comes from, since nowhere in the description or attributes section does it state a rpm firing rate. Heat build up per second yes RPM firing rate no.
Love it when people pull random "facts" and dont back them up. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
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Posted - 2013.01.01 17:15:00 -
[67] - Quote
Gunner Visari wrote:Musta Tornius wrote:Just a fyi. Laser has a roughly 750 rpm firing rate and although it looks like a beam weapon damage is done to targets in pulses like an assault rifle.
Facts seems to get lost in heated debating as always. I would love to know where that fact comes from, since nowhere in the description or attributes section does it state a rpm firing rate. Heat build up per second yes RPM firing rate no. Love it when people pull random "facts" and dont back them up.
There was a proper thread on the calculation. Sadly Mr Musta didn't link it, but I'm trying to find out. Gonna edit it here when I find...
EDIT: Link: https://forums.dust514.com/default.aspx?g=posts&m=389533#post389533
There's some cool fact... |
Gunner Visari
Crux Special Tasks Group Gallente Federation
163
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Posted - 2013.01.01 17:50:00 -
[68] - Quote
Okay its some nice numbers, but im a bit skeptical if only because i cant properly follow your work in the above link.
I see you have factored in the damage coeffcient, Is that per "shot" is that the coefficient and how does the heat build up per second then factor into the damage.
You say damage is done in pulses, suggesting that there is a break in which if the beam is focused on a target it does no damage. Based on your calculation it is 80ms. Now that is faster than the human eye can react, so obviously its too quick for me to perceive the stop in damage, from my end it looks as if the beam is continuing to damage, and when it "pulses" im simply getting an amplified level of damage, not a break in damage dealt and with an subsequent increase.
All the math suggest is that damage done occurs in a linear fashion until it reaches overheating and that with each successive "shot" it becomes slightly stronger, this doesnt suggest or prove that the beam is firing in a pulsatile fashion, only the damage is increasing in a pulsatile fashion. |
Victor 'LifeLine' Ramous
SyNergy Gaming
242
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Posted - 2013.01.01 20:38:00 -
[69] - Quote
Free Beers wrote:The dark cloud wrote:damage up close is crap compared to a militia assault rifle. In fact a militia assault rifle has a higher DPS then a laser rifle up close even if it build up heat and then it barely gets the same damage output as a SMG. At point blank range you might get 25% efficency rating on shields (armor is even worse) so you would do 5HP damage per hit with no heat up. With max heat up maybe you get a damage of 8-10HP on shields. Oh and the best counter against a laser rifle is a heavy type-1 with armor plates and aswell a laser rifle (type-2 has more shields and is with that easy to kill.) You could aswell get a sniper rifle and shot him from far away. Another option is to get up close and shot him with a AR or shotgun. If you see a well known laser rifle user he will allways keep distance and eventually camp a good overview spot. when he starts to get kills his position is extreme easy to spot due to the beam which is visible for the whole team. If you let a laser rifle guy go flawless with tons of kills its your fault in not reacting to the situation. Its not a ordinary AR guy, a Laser in a good position should allways be a number 1 priority to kill cause he can do a very good job of area denial. the optimal range of a laser isn't so much the issue. Example a few builds back no one used the excuse that a minddrive smg was really bad at 50 meters because it was used and under 15 meters. Same can be said for Lasers. I never bother with laser close up I switch to smg. Saying its bad up close has no bearing on how it performs in its optimal which is the issue being discussed. I used a proto laser quite at bit myself and its easily broken in context with other guns. That said I am well aware that the informal AR nerf (temp iron sights only does play a part in the strong feelings against lasers) What it comes down to is a combination of the items below. 1) As with snipers long range weapons such as Lasers benefit from the user always being able to fit damage mods without a real trade off. Example AR players have to weight the risk/reward of damage vs tank. the stacking mod issue doesn't play that big of role really. 2) Accuracy of a laser when you swipe it across someone is 100% where as other guns can't offer you that type of ability. I hardly every aim for head but will still catch it a bunch. Watching high level suits lose shields instantly then the merc die just as fast when i make my second swipe back across him is telling. I'm not some super skilled fps guy either but using a laser i have much higher kdr then with any other weapon. 3) The only player skill factor is the preheat needed. Once you get that down its faily simple to preheat and swipe across players with high alpha damage. The alpha damage is my only real concern because ccp had reduced ehp of suits and scaled down damage of weapons consistantly to make dust about gun fights not he who shoots first. Now i am not calling for a nerf of lasers but I think with the combination of 3 things i listed above they are a bit broken ths build. Add to that having highly skilled players using them they will get a bad rap anyways. So many bad players in dust just want everything that kills them nerfed. I would prefer ccp to look as the issue objectiving in it parts and assess it as part of the bigger picutre.
+1 for rationality
I personally still dont see standard and elm as OP, viziam the alpha damage can be seen as a bit much. it would be easier to make this decision with 1) Dmg Mods fixed (i saw your argument, but still it does at least cancel a factor out) and 2) if i knew the gear of the people i killed.
Assuming damage mods aren't as big of a factor, and gear factor is relatively null, then i see alpha damage of viziam needing to go down.
Now mechanics of the LR itself, if they made it so it heated up on the person, making the buildup accuracy dependant, they would have to make sure the buildup/multiplier doesnt do a hard reset whenever the LR strays off the person, its way too easy to zigzag out of an LRs beam (atm not as significant factor as buildup occurs within weapon). I would not be entirely against that tbh, but I would not want CCP to rush it as LRs are genuinely one of the more unique weapons of the game.
If they can get the mechanic right then that change increases the skill factor of the weapon. I would not want to see a significant DPS decrease yet, that can always happen after, add in more skill factor by the mechanic change first if they are going to do that, can always easily tweak dmg #s later. If they do tweak, maybe viziam and slightly. |
The dark cloud
Seraphim Initiative. CRONOS.
1060
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Posted - 2013.01.01 20:43:00 -
[70] - Quote
the laser rifle damage build up should stay how it is at the moment cause the beam itself gets hoter and with that the laser rifle itself. Just read the description of it. It has 3 laser beams inside of it which form then 1 beam. This results in a lower initial damage but the longer you fire the more heat it produces and with that a more stable and devestating beam. Just think of it with a HMG the longer you fire the more accurate it get but in this case its more damage. Its a core mechanic of the weapon. And the bullcrap with stay on the target for a certain amount of time wont work. Cause as soon you would see a laser beam every 1 starts bunny hopping making it a useless weapon. |
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Imp Smash
On The Brink
51
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Posted - 2013.01.07 13:35:00 -
[71] - Quote
My 2 isk.
In its current incarnation the LR overcharge numbers are a bit high. Either drop the bonus a little or require the beam to stay roughly on target and it wil be pretty fair. I think the LR concept is sound personally. However I did see a squadie fire up in the air for a bit then bring the laser down in an arc like a scythe and drop 4 assaults instantly. That seemed a bit off to me.
Edit note: I say roughly on target not exactly on target. As in if you make contact every half second or so the charge can keep going. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
391
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Posted - 2013.01.07 23:36:00 -
[72] - Quote
Imp Smash wrote:My 2 isk.
In its current incarnation the LR overcharge numbers are a bit high. Either drop the bonus a little or require the beam to stay roughly on target and it wil be pretty fair. I think the LR concept is sound personally. However I did see a squadie fire up in the air for a bit then bring the laser down in an arc like a scythe and drop 4 assaults instantly. That seemed a bit off to me.
Edit note: I say roughly on target not exactly on target. As in if you make contact every half second or so the charge can keep going.
I like the fact that when you use the LR you have to decide whether or not you start shooting the beam on target to waste as little ammo as possible or charge the beam a bit so you don't spook the red dot into cover.
I don't think changing that aspect of the LR will make the game better. |
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