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crazy space 2100046106
ZionTCD Legacy Rising
879
|
Posted - 2013.01.15 11:54:00 -
[31] - Quote
BattleCry1791 wrote:crazy space 2100046106 wrote:and what happens when your face to face with a shotgun or AR at close range? Laser deal 50% damage at 30m. 20% at 15m. Are ou kidding me? Overpowered? you have to be kidding me, try playing in a corp match. instead of people who stand still for you to kill them.
Not to mention lasers don't go up in damage. So as dropsuits start to fight with higher hp, lasers will not gain a damage boost. It's role becomes weaker as heavies gain more and more armor over shields, which the weapon counters. It deals 125% damage to shields. 75% to armor. I think if anything they could bring it's damage to armor down to 50%. But it should always tear a shield to pieces. Shield tanks run in fear. Unless you have a shotgun, then your dead. Slight problem here... As a heavy, you don't move so well, they can keep that laser on you pretty easy, so while it may not eat armor as well as shields...that's not a disadvantage to the laser rifle, that's a benefit for the heavy....there's a difference. Right but that's ok.
"Rock OP, paper's ok" -scissors
Also with the increased hp, just turn and shoot them. The best way to get a laser off you is to SHOOT HIM. it's pretty easy to find them, they are at the end of the giant beam of light. And if he can hit you, you can hit him. Unload in his direction, if he's smart he's get behind cover.
And if your out and in the open? Well duh, a weapon that does more damage the longer you shoot it is easier to use on a slow character? Yeah so what? it's also easier to snipe them because they have giant heads. We have to wait for more sp to be spent but heavies will become balanced with laser. Think end game, lasers are a strange weapon in terms of progression |
KingBabar
Seraphim Initiative. CRONOS.
441
|
Posted - 2013.01.15 11:55:00 -
[32] - Quote
Sha Kharn Clone wrote:KingBabar wrote:Sha Kharn Clone wrote: How on earth is darks trolling a general consensus for SI? Stop this bull now and grow up the both of you. Or just get a room and clear the sexual tension, your both great players and shock horror have a different opinion on lasers. Big deal talk about it like adults the both of you.
Personally I donGÇÖt mind the lower tier ones as they are . Maybe the vizams a little bit too scary but either way I think all lasers should take more cpu / pg to prevent them from allowing the user to also be a CQB ninja with a proto pistol or smg. My fix is probably horrible but hey itGÇÖs an idea and from bad ones can come good ones.
But but, he started it.... Yes he did and its because he's worried ccp will mess up the balancing as they always do. Being the bigger man though you just moved on and Im proud of you all my little cuddly huggable mercs u all my little cudduly huggable mercs
Thats my mommy! Sh+ª's the best! |
crazy space 2100046106
ZionTCD Legacy Rising
879
|
Posted - 2013.01.15 11:59:00 -
[33] - Quote
Sha Kharn Clone wrote: How on earth is darks trolling a general consensus for SI? Stop this bull now and grow up the both of you. Or just get a room and clear the sexual tension, your both great players and shock horror have a different opinion on lasers. Big deal talk about it like adults the both of you.
Personally I donGÇÖt mind the lower tier ones as they are . Maybe the vizams a little bit too scary but either way I think all lasers should take more cpu / pg to prevent them from allowing the user to also be a CQB ninja with a proto pistol or smg. My fix is probably horrible but hey itGÇÖs an idea and from bad ones can come good ones.
see increased fittings is a great fix, I like it
Same with mass drivers if they seem to effective now that they actully work more than 20% of the time, are seemlying OP. Maybe they should cost a bit more powergrid and cpu. Increasing the commitment you have to make into fitting skills.
Or they could use a fitting mod. So they could fit a close range SMG and laser, but that would mean they have to give up a low slot. I think that's a great balance idea. |
Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2013.01.15 12:00:00 -
[34] - Quote
If you start messing with its range and dmg etc etc then your just making this game even more grey and bland than it already is. LetGÇÖs keep the spice on this one and keep this unique weapon as its intended just make sure itGÇÖs got a scissors. So what do you guys think maybe up CPU and or PG requierments to reduce the suits capabilitys a little when you do finally close with that pesky camping lazor rifle scrub ?
@ crazy space thanks |
Cinnamon267
The Southern Legion
30
|
Posted - 2013.01.15 12:03:00 -
[35] - Quote
crazy space 2100046106 wrote:and what happens when your face to face with a shotgun or AR at close range? Laser deal 50% damage at 30m. 20% at 15m. Are ou kidding me? Overpowered? you have to be kidding me, try playing in a corp match. instead of people who stand still for you to kill them.
Not to mention lasers don't go up in damage. So as dropsuits start to fight with higher hp, lasers will not gain a damage boost. It's role becomes weaker as heavies gain more and more armor over shields, which the weapon counters. It deals 125% damage to shields. 75% to armor. I think if anything they could bring it's damage to armor down to 50%. But it should always tear a shield to pieces. Shield tanks run in fear. Unless you have a shotgun, then your dead.
Laser does go up in damage. The Viziam is 20 instead of the 15 the Elm and standard laser. |
crazy space 2100046106
ZionTCD Legacy Rising
879
|
Posted - 2013.01.15 12:03:00 -
[36] - Quote
KingBabar wrote:@ Bentner, good suggestion.
I don't want to see the laser nerfed into uselessness like for example the missile turrets. But I do have a problem with them burning through 500 HP in a second or so.
My experience from yesterday was like this:
1. I start fireing at someone doing a little damage, they start to panic and run away, dodge and so on. 2. I just keep fireing this constant 100% accurate, recoil less beam and by this time the damage output was so big that a mere thouch of an enemy was nough to put them down.
I didn't have much opposition to be honest. So in all fairness, I'll try it again today and see if I still go 13-3 and 15-2 without upgrading it at all.
And please fight us instead. I'll show you how to counter the laser. rawr
remote mines and 12.5 sprint speed GO! |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2013.01.15 12:04:00 -
[37] - Quote
KingBabar wrote:Yeah baby yeah! Get fried much?
- "Its so hard too use cause you need to keep the beam on your target."
BS!
When that baby heats up you merely need to glance a target and they're down.
And with an insane range, 100% accuracy and no recoil at all, and not least a proper sight, they are just so easy to use. Its like a modded controller fireing a tac AR from previous build. I could even fire 92 out of 100 "bullets" before it over heated. Whats that about?
-"They should be this insanely OP cause they're only useful at range." The last part might be true, but there are such things as SMGs, Scramblers and not least EZ-mode nades that should be enough for those face to face encounters. If you're stuck in the open fireing at an AR wielder at medium range then you're obviously doing it wrong.
I am amazed at how effective it was with only one level of skill and with only level 3 of weaponry. I used 2 +5% damage mods, I can only imagine what would happen with a proto suit, with a proto laser and tripple +10 mods....
If you camp a pipe and go 22-0, don't delude yourself, anyone half decent can do it.
I use 60 bullet ARs exclusively on my main account and do a pretty decent job with them. That I do cause I'm awsome, obviously, and because I put nearly all my skills into sharpshooter, recoil dampening, reload speed and damage buffs. If I were to use the same amount of skillpoints on my AR as I did with this laser, I wouldn't be competitive at a.
I discussed this in another tread with dark cloud. Laser are broken especially regarding their over-heating. Skill doesnt seems to affect anything. And a weapon that is supposed to overheat should never be able to use 92 out 100 ammo before over-heating no matter how many levels in over-heat reduction you have.
The skill needed with laser should be about dealing with over-heat. Heat it enough to deal serious damage but until it burns your own hand. At the moment, this part just doesnt exist as you can fire freely 90% of your clip before worrying.
Regarding range, it's the purpose of the weapon so nothing to say about it.
Damage on the other hand is too high on the basic laser rifle. The current damage of the laser rifle should be the one of the advanced ELM7, and the viziam should be lowered slightly as it's a freakin Nuclear Power Plant. (13 basic 15 elm7 17.5 viziam) |
crazy space 2100046106
ZionTCD Legacy Rising
879
|
Posted - 2013.01.15 12:05:00 -
[38] - Quote
Cinnamon267 wrote:crazy space 2100046106 wrote:and what happens when your face to face with a shotgun or AR at close range? Laser deal 50% damage at 30m. 20% at 15m. Are ou kidding me? Overpowered? you have to be kidding me, try playing in a corp match. instead of people who stand still for you to kill them.
Not to mention lasers don't go up in damage. So as dropsuits start to fight with higher hp, lasers will not gain a damage boost. It's role becomes weaker as heavies gain more and more armor over shields, which the weapon counters. It deals 125% damage to shields. 75% to armor. I think if anything they could bring it's damage to armor down to 50%. But it should always tear a shield to pieces. Shield tanks run in fear. Unless you have a shotgun, then your dead. Laser does go up in damage. The Viziam is 20 instead of the 15 the Elm and standard laser. Opps , well I suppose that must have to do with protogear, I'd rather see CCP make it have a larger clip. That way the increased overheat skill is more usefull, and the better guns build up heat slower. But I'd like to see even proto lasers still having the fear of overheating and blowing up in your face. I think it's a really neat mechanic. Why limit it to the weaker players and then get rid of it completely?
|
Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2013.01.15 12:05:00 -
[39] - Quote
Can anyoen fit RE and 3 Kineticx biotics to a scout suit ? Or are you like me and dream of a time when one day scouts are useful and are well scouty ?
Yea I also like the overheating dmg and tbh wouldnt mind it doing way more damage hmm somthing like 200+ just to make it a little more exciting when your pushing things to the limmit |
Marston VC
SVER True Blood Unclaimed.
92
|
Posted - 2013.01.15 12:12:00 -
[40] - Quote
KingBabar wrote:Yeah baby yeah! Get fried much?
- "Its so hard too use cause you need to keep the beam on your target."
BS!
When that baby heats up you merely need to glance a target and they're down.
And with an insane range, 100% accuracy and no recoil at all, and not least a proper sight, they are just so easy to use. Its like a modded controller fireing a tac AR from previous build. I could even fire 92 out of 100 "bullets" before it over heated. Whats that about?
-"They should be this insanely OP cause they're only useful at range." The last part might be true, but there are such things as SMGs, Scramblers and not least EZ-mode nades that should be enough for those face to face encounters. If you're stuck in the open fireing at an AR wielder at medium range then you're obviously doing it wrong.
I am amazed at how effective it was with only one level of skill and with only level 3 of weaponry. I used 2 +5% damage mods, I can only imagine what would happen with a proto suit, with a proto laser and tripple +10 mods....
If you camp a pipe and go 22-0, don't delude yourself, anyone half decent can do it.
I use 60 bullet ARs exclusively on my main account and do a pretty decent job with them. That I do cause I'm awsome, obviously, and because I put nearly all my skills into sharpshooter, recoil dampening, reload speed and damage buffs. If I were to use the same amount of skillpoints on my AR as I did with this laser, I wouldn't be competitive at a.
Your wrong about a few things, (and believe the following as i have been testing the laser rifle for the entire last build) The range of a laser rifle is NOT insane, its default range is actually LESS then an AR, and it only appears it has good range because of the amount of damage it does at range. your right about the "zero recoil" but the gun is firing lasers not bullets, what the hell would give it recoil to begin with? your guys breathing maybe?? Secondly your Laser rifle does NOT overheat at 8, with a LR operation level of 1, i can gaurantee you that because mine overheats at 20, and has followed that pattern since the laser rifle first came out.
Now if you want to camp on a pipe and laser people in a certain area, be my guess, but if you try that against any decent players that sh**t wont last long before you either get sniped, or flanked by somebody who knows how to end the bs. The laser rifle is meant to lock down open fields and its good at doing that. If your using the laser rifle without some sort of sidearm then your doing it wrong, but any AR user whos half decent shouldn't have a problem overpowering an SMG with an AR.
|
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Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2013.01.15 12:16:00 -
[41] - Quote
Proto SMG has a dam good chance vs a proto AR in CQB . Bring maths to prove otherwise. |
Cinnamon267
The Southern Legion
30
|
Posted - 2013.01.15 12:18:00 -
[42] - Quote
Bendtner92 wrote:Welcome to the club KingBabar.
I don't use the LR myself, but in my opinion it's pretty obvious that something needs to be changed about it. The problem with the LR is that they instantly kill any non-heavy, and to a certain degree heavies as well, once they're heated up.
A solution could be to further limit damage dealt to armor, making them almost only a counter to shields. The problem with this is that the LR then becomes a pure support weapon, since you need someone else to finish people off when you've killed their shield.
Another solution is to (if CCP wants to keep them doing more damage the longer you have been firing) raise the initial damage it does slightly, while lowering the max damage quite a lot, so that the gap between the initial damage and max damage is lessened.
Another problem currently is that the standard LR overheats with 20 shots left (right?) without any skills whatsoever. In my opinion that could be raised to 40 or 50 shots instead. In comparison the standard HMG with HMG operation 1 overheats after using a little more than half the clip (I think).
It does take a freakishly long time to overheat and the Elm never overheats. I've been using the laser since Codex and haven't experienced an overheat with the Elm laser.
I agree the overheat should be more aggressive. There needs to be something stopping you from holding down the trigger since the overheat won't stop you. With the AR you at least have recoil making you think a little. It would also make for some interesting gameplay due it's damage output increasing as it heats up. I can see many people tempting fate. Possibly increasing the damage it does to you to when it does overheat. Making it a more strategic weapon to use.
|
Kiiran-B
Seraphim Initiative. CRONOS.
45
|
Posted - 2013.01.15 12:47:00 -
[43] - Quote
KingBabar wrote:Yeah baby yeah! Get fried much?
- "Its so hard too use cause you need to keep the beam on your target."
BS!
When that baby heats up you merely need to glance a target and they're down.
And with an insane range, 100% accuracy and no recoil at all, and not least a proper sight, they are just so easy to use. Its like a modded controller fireing a tac AR from previous build. I could even fire 92 out of 100 "bullets" before it over heated. Whats that about?
-"They should be this insanely OP cause they're only useful at range." The last part might be true, but there are such things as SMGs, Scramblers and not least EZ-mode nades that should be enough for those face to face encounters. If you're stuck in the open fireing at an AR wielder at medium range then you're obviously doing it wrong.
I am amazed at how effective it was with only one level of skill and with only level 3 of weaponry. I used 2 +5% damage mods, I can only imagine what would happen with a proto suit, with a proto laser and tripple +10 mods....
If you camp a pipe and go 22-0, don't delude yourself, anyone half decent can do it.
I use 60 bullet ARs exclusively on my main account and do a pretty decent job with them. That I do cause I'm awsome, obviously, and because I put nearly all my skills into sharpshooter, recoil dampening, reload speed and damage buffs. If I were to use the same amount of skillpoints on my AR as I did with this laser, I wouldn't be competitive at a.
Amen! |
Takahiro Kashuken
Intara Direct Action Caldari State
102
|
Posted - 2013.01.15 12:52:00 -
[44] - Quote
Lazers great at distance **** at CQC
Just tweek the OH and it will be fine |
Imp Smash
On The Brink
51
|
Posted - 2013.01.15 13:15:00 -
[45] - Quote
Fix the HEat up damage bonus slightly. Very very minor changes to the stacking would solve the problem |
KingBabar
Seraphim Initiative. CRONOS.
441
|
Posted - 2013.01.15 13:23:00 -
[46] - Quote
Marston VC wrote:KingBabar wrote:Yeah baby yeah! Get fried much?
- "Its so hard too use cause you need to keep the beam on your target."
BS!
When that baby heats up you merely need to glance a target and they're down.
And with an insane range, 100% accuracy and no recoil at all, and not least a proper sight, they are just so easy to use. Its like a modded controller fireing a tac AR from previous build. I could even fire 92 out of 100 "bullets" before it over heated. Whats that about?
-"They should be this insanely OP cause they're only useful at range." The last part might be true, but there are such things as SMGs, Scramblers and not least EZ-mode nades that should be enough for those face to face encounters. If you're stuck in the open fireing at an AR wielder at medium range then you're obviously doing it wrong.
I am amazed at how effective it was with only one level of skill and with only level 3 of weaponry. I used 2 +5% damage mods, I can only imagine what would happen with a proto suit, with a proto laser and tripple +10 mods....
If you camp a pipe and go 22-0, don't delude yourself, anyone half decent can do it.
I use 60 bullet ARs exclusively on my main account and do a pretty decent job with them. That I do cause I'm awsome, obviously, and because I put nearly all my skills into sharpshooter, recoil dampening, reload speed and damage buffs. If I were to use the same amount of skillpoints on my AR as I did with this laser, I wouldn't be competitive at a. Your wrong about a few things, (and believe the following as i have been testing the laser rifle for the entire last build) The range of a laser rifle is NOT insane, its default range is actually LESS then an AR, and it only appears it has good range because of the amount of damage it does at range. your right about the "zero recoil" but the gun is firing lasers not bullets, what the hell would give it recoil to begin with? your guys breathing maybe?? Secondly your Laser rifle does NOT overheat at 8, with a LR operation level of 1, i can gaurantee you that because mine overheats at 20, and has followed that pattern since the laser rifle first came out. Now if you want to camp on a pipe and laser people in a certain area, be my guess, but if you try that against any decent players that sh**t wont last long before you either get sniped, or flanked by somebody who knows how to end the bs. The laser rifle is meant to lock down open fields and its good at doing that. If your using the laser rifle without some sort of sidearm then your doing it wrong, but any AR user whos half decent shouldn't have a problem overpowering an SMG with an AR.
Yeah you're right. Mostly. When it comes to range, don't let the stats fool you. Killing anything at max or even close to max range is almost impossible with an AR. So if we speak of max effective range, then the AR is no where near as good as a laser. The range however, is not a problem IMO.
And the tac ARs that are supposed to be good at it is a joke with its current recoil, it should have gotten a serious nerf to ROF, and a little recoil instead. Its moronic that a long range AR works best up close in cqc as a glorified pistol rather than down range as its supposed to do.
And yes I know its natural for it to have no recoil, I never intendet that to change, merely stating how easy it was to use coming from an iron sight AR which needs to be burst to work effectively, especially at any range.
And lastly, sorry about the probably very wrong over heat number I gave. I realize that my memory isn't all that good in this instance. I do however mean that the amount of time it could fire without over heating was much longer than I had anticapated, especially me only having 1 skill in it.
I don't claim to have to solution to the laser issue, if there really is one. I do think they are a bit too easy to use, thats all.
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Cyn Bruin
Imperfects Negative-Feedback
651
|
Posted - 2013.01.15 13:50:00 -
[47] - Quote
The regular LR and ELM are fine, they do damage on par with other weapons of their class. The reason they seem so awesome right now is the suit HP and some new players don't understand their mechanics.
The Viziam might need some looking at...
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semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2013.01.15 13:52:00 -
[48] - Quote
crazy space 2100046106 wrote:Sha Kharn Clone wrote: How on earth is darks trolling a general consensus for SI? Stop this bull now and grow up the both of you. Or just get a room and clear the sexual tension, your both great players and shock horror have a different opinion on lasers. Big deal talk about it like adults the both of you.
Personally I donGÇÖt mind the lower tier ones as they are . Maybe the vizams a little bit too scary but either way I think all lasers should take more cpu / pg to prevent them from allowing the user to also be a CQB ninja with a proto pistol or smg. My fix is probably horrible but hey itGÇÖs an idea and from bad ones can come good ones.
see increased fittings is a great fix, I like it Same with mass drivers if they seem to effective now that they actully work more than 20% of the time, are seemlying OP. Maybe they should cost a bit more powergrid and cpu. Increasing the commitment you have to make into fitting skills. Or they could use a fitting mod. So they could fit a close range SMG and laser, but that would mean they have to give up a low slot. I think that's a great balance idea.
Actually all this proves is that most players on dust have horrible aim and cannot adjust to a fast moving char.....which is why we got the strafe nerf so they can be more competitive.
I am glad that you have made this post Babar. Playing with you in MAG and now in Dust I do have some respect for you and I think that you have the ability to look at things a little more objectively then at least one of your corpmates. Just because your worried that CCP will overnerf something that doesnt mean that you should argue against adjusting an obviously OP weapon. I enjoy watching dark argue against TAC ARs using the exact same logic as those who are arguing against the laser rifles but.....he thinks he is right about the TAC and we are wrong about the laser.
There are several ways that you can adjust the laser and bring it down from its OP status. Faster overheating and less maximum dmg would both be good fixes. I admit as long as the laser rifles continue to be OP I will be specing into them so I can enjoy my time at destroying people with ease. |
Michael Cratar
Red and Silver Hand Amarr Empire
179
|
Posted - 2013.01.15 14:34:00 -
[49] - Quote
KingBabar wrote:Yeah baby yeah! Get fried much?
- "Its so hard too use cause you need to keep the beam on your target."
BS!
When that baby heats up you merely need to glance a target and they're down.
And with an insane range, 100% accuracy and no recoil at all, and not least a proper sight, they are just so easy to use. Its like a modded controller fireing a tac AR from previous build. I could even fire 92 out of 100 "bullets" before it over heated. Whats that about?
-"They should be this insanely OP cause they're only useful at range." The last part might be true, but there are such things as SMGs, Scramblers and not least EZ-mode nades that should be enough for those face to face encounters. If you're stuck in the open fireing at an AR wielder at medium range then you're obviously doing it wrong.
I am amazed at how effective it was with only one level of skill and with only level 3 of weaponry. I used 2 +5% damage mods, I can only imagine what would happen with a proto suit, with a proto laser and tripple +10 mods....
If you camp a pipe and go 22-0, don't delude yourself, anyone half decent can do it.
I use 60 bullet ARs exclusively on my main account and do a pretty decent job with them. That I do cause I'm awsome, obviously, and because I put nearly all my skills into sharpshooter, recoil dampening, reload speed and damage buffs. If I were to use the same amount of skillpoints on my AR as I did with this laser, I wouldn't be competitive at a.
Wellp, the cat is out of the bag now. I agree with everything this guy said. I got my laser proficiency up to 3 last build and seriously, all I had to do was glance at somebody. lasers do need a tweak, but I have no clue how to tweak them without making them totally useless. |
Knarf Black
Subdreddit Test Alliance Please Ignore
397
|
Posted - 2013.01.15 14:45:00 -
[50] - Quote
I've only toyed with the weapon at this point, so I've got a couple questions about it:
- Does the increase in damage cool back down slowly when you release the trigger or gone immediately?
- Does LW sharpshooter move the optimal range window further out or just expand it? (Does the minimum optimal range move, in other words?) |
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MD C4
Seraphim Initiative. CRONOS.
2
|
Posted - 2013.01.15 15:51:00 -
[51] - Quote
Lasers need a tweak, simply as that.
Adjusting dmg stacking, overheat, the heatup dmg bonus slightly should be enough.
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Caeli SineDeo
Imperfects Negative-Feedback
294
|
Posted - 2013.01.15 16:20:00 -
[52] - Quote
Sha Kharn Clone wrote: How on earth is darks trolling a general consensus for SI? Stop this bull now and grow up the both of you. Or just get a room and clear the sexual tension, your both great players and shock horror have a different opinion on lasers. Big deal talk about it like adults the both of you.
Personally I donGÇÖt mind the lower tier ones as they are . Maybe the vizams a little bit too scary but either way I think all lasers should take more cpu / pg to prevent them from allowing the user to also be a CQB ninja with a proto pistol or smg. My fix is probably horrible but hey itGÇÖs an idea and from bad ones can come good ones.
You really just need to get a baseball bat and beat him over the head I think. But it looks like you might have gotten the regnum shock collar on him finally.
Dark cloud needs to relize his lovely laser is going to get nerfed harder if he keeps acting in the matter he does over it instead of trying to reach a agreement/compromise and make a tweak to make it not so insta win at range.
Now as most people are mentioning alot of this deals with overheat issues.
It would not be bad to see the overheat start at 40 as base for lasers and then once you have skill maxed you get to fire 50 rounds. This would also make the cooldown skill more useful to max out. For repeat killings.
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KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
|
Posted - 2013.01.15 19:53:00 -
[53] - Quote
Ok, one more thread on this and one more set of answers and things to consider:
First, let's correct some false rumors and assumptions: - LR does not have higher range than AR. Killswitch GEK has slightly higher while the TAC AR's have way longer range (even tho tac's are handicapped now). LR can project their damage better at it's max range, even tho the said max range is shortet than AR.
- LR is not valid anti-tank weapon. It's easy to theoretize how easy it is to hit a tank and how LR is super effective vs shields and how because of those things they would be super effective against tanks as well. But the fact is that tank HPs run in an another world compared to dropsuit HP for which LR is scaled.
- The LR does significant damage to armor even though it's supposed to be weak. The reason for that is that first, non-heavy suits have usually very low armor indeed, and second, armor is damaged last when the heat is higher.
- LR does not instakill good non-heavy suits, though the kill is fast if done properly
- LR requires the user to have tactically advantageous position. It can't adapt to poor positions as other weapons do, hence LR is not usable everywhere. The greatest kdrs for LR users come on a tactical position - that would be the same for many other weapons but LR benefits from it more.
Now, some analysis on current state of LR usability: - Most effective LR users aim for the head, that finishes the target very very quickly. It is not the same where you shoot at.
- LR needs ridiculously little skill points to use. Only thing you need is L1 Laser Rifle operations, so there are so many potential potential people to test them and therefore also lots of LR users making them abundant at the moment.
- LR is straight away as good as it get's (with the exception of Viziam laser, multiple dama mods and ofc Weaponry L5 skill) and dropsuit survivability is very low in general. Basically, meta0-2 fittings go against almost the same laser beams as we saw week ago at the end of the singularity.
- LR damage curve is a bit high. It clearly hasn't been designed with ability to get headshots in mind which in combination can create near instant kills.
- Having Clip size limitation and current heating system is redundant, they are actually a single thing with heating being stronger, not two separate handicaps on the weapon.
- Although Pad (controller) vs KB+M is very balanced in Dust, it may be the case that KB+M is superior for LR users. (Sadly I haven't tested as LR came after I switched to KB+M
CONCLUSIONS: IS LASER RIFLE OP? LR is not OP, if by OP you mean 'better than everything, makes every other weapon obsolete'. It is situational. Good comparison between hand-held weapons: Ask yourself, do you see LR users roaming and murdering solo? No, they're almost always with squad filling a supporting role. It is very good support weapon as it should be. Therefore, It is foolish to say LR is OP.
Please read further.
Does LR need tweaking down? Is it imbalanced? YES. It is IMBA. The damage curve goes a bit too high, creating quick kills which understandably annoy victims. There lies the imbalance. (but not the alleged OP status)
[SUGGESTIONS:] Laser Rifle must not undergo traditional CCP 'op-fix' which mean total nerf. It is close being ok and should be slightly tuned down and somewhat tweaked. Pick one (or small amount of several) of the following:) A) Give harsher penalty vs armor HP. That limits the ability to get kills which really affect and emphasize LR's support role.
B) Even out the LR damage curve by tuning down the high end BUT at the same time tuning up the initial damage. That reduces heated up near instagibs while keeping LR valuable asset.
D) Redo heating mechanic altogether. (I have suggestion for that under developement still, gonna post in future...)
E) Redo the optimal model: currently max damage is from about 65m-90m with some skills. At 91M damage is zero, which is stupid. Make optimal 50-70, with max 90M and damage withering very close or very far.
In addition of the above, the skill tree needs redoing. It is currently both a benefit and handicap for LR: There's no reason to invest more SP so you get full power too cheap. On the other hand, you can't buff LR more by investing SP. X) Redo Laser Rifle skill tree |
crazy space 2100046106
ZionTCD Legacy Rising
879
|
Posted - 2013.01.15 20:09:00 -
[54] - Quote
YES, more range for the laser, but damage fall off. So if you hit 40-60m you deal full damage, but longer or shorter it's like 30% 15%.
With more aggressive overheating option and officer gear version I think the laser can be a powerful but balanced weapon. For instance only the officer laser at full skill level 5's should never overheat. end of story. |
KingBabar
Seraphim Initiative. CRONOS.
441
|
Posted - 2013.01.15 23:26:00 -
[55] - Quote
@ Kerosini; best post about lasers to date, +1
And a brief report from day 2 with a laser. Its still dominating in most games and still extremely effective with roughly a measly 12.5 K skillpoints invested.
I tried several times to fire it from a full clip to the point where it overheats. The lowest number I got was 9. A little strange that it varies but there it is. |
DJINN leukoplast
Hellstorm Inc League of Infamy
288
|
Posted - 2013.01.15 23:34:00 -
[56] - Quote
I haven't used lasers yet in this build, but back in Codex they were pretty amazing (most of the time). Didn't get too many kills with it, but it is amazing at keeping the enemy back. They flee like rats once you graze them and melt most of their shields in an instant.
Might have to give the laser another try on this build, as it sounds like it has been beefed up a bit. |
Free Beers
Internal Error. Negative-Feedback
1029
|
Posted - 2013.01.15 23:55:00 -
[57] - Quote
KingBabar wrote:@ Kerosini; best post about lasers to date, +1
And a brief report from day 2 with a laser. Its still dominating in most games and still extremely effective with roughly a measly 12.5 K skillpoints invested.
I tried several times to fire it from a full clip to the point where it overheats. The lowest number I got was 9. A little strange that it varies but there it is.
I will concur +1. Very well thoughtout post.
one thing would add regarding heat build up. If you use damage mods you should over heat faster. Adding in a bit of give and take. My reseaoning is that since laser is normally a at range fit everyone uses damage mods by default. There isn't a gank vs tank decision when its always gank/damage mod fits for lasers (If you are not using damage mods on lasers, you are doing it wrong)
again look at mechanics ccp please dont nerf hammer it. |
Dezus 1000
Reaper Galactic
13
|
Posted - 2013.01.16 00:04:00 -
[58] - Quote
Integral Zan wrote:Fivetimes Infinity wrote:Lasers need to overheat more quickly. The heat mechanic isn't a limitation at all. This damage isn't the really the main issue, it's the fact you can consistently fire through almost your entire ammo supply without any worries.
Interesting, this definitely should be looked into. |
fred orpaul
Tritan-Industries Legacy Rising
211
|
Posted - 2013.01.16 04:10:00 -
[59] - Quote
LR are fine the way they are, great for ending scrubs but unless you catch some on in the open just ok. I got on the LR train as soon as they came out and only die to them if I get caught in the open or they kill steal. They feel bad as because like MD no one know how to deal with them, but they are even easier then MD to survive and kill.
the vizium is the exception to this rule but its going against proto suits so its fine. |
Isaa Quade
ZionTCD Legacy Rising
107
|
Posted - 2013.01.16 04:27:00 -
[60] - Quote
In terms of weapon balance this build is damn good. AR users are still the majority, but I feel that that is mostly out of people wanting to not stray from what is familiar to them. Other than that all weapons are pretty viable right now. |
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