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lDocHollidayl
Imperfects Negative-Feedback
171
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Posted - 2013.02.11 03:40:00 -
[1] - Quote
Gentlemen and ladies some facts. There has been enough speculation and feelings about the laser. No one cares about your experiences and feelings.
All laser rifles have the same range. The only way to change the range is with sharpshooter. This is the same for the AR. Basic and miltia have the same range so we speculate that all meta levels have the same range. EDIT I have not checked but it is written that the ADV and PROTO ARs get 3 to 4 meter buff in range. My speculation may be wrong. But laser numbers are right. overheats Laser 20 left 15 damage Elm 16 left 15 damage Viz 12 left does 20 damage
The base range for the AR is 0-35.2ish meters gives 110% on shields. At 79ish meters 23% damage.
The base range for the LR is 0-8.2ish meters gives 30% damage. It gives max damage of 120% on shields at 79ish meters. BUT 0% at 85.
As one can see the laser has an area it effects and does it well. But outside of this it is weak...and after its best effect area it drops off a cliff and does 0% damage. I will keep the more detailed facts to my corp vault.(we may make public) The AR is superior. Doing damage of 40% to 60% when the laser is at its best. However when the AR is at its best the laser does 30% to 60%.
As other have mentioned and is very worth repeating the LR when upgraded by sharpshooter shifts the minimum damage range forward and the maximum forward...hence making it weaker in minimum for every meter it is stronger on the max distance. This is not the effect sharpshooter has for any other weapon in dust. (to anyone's knowledge)
To bend over LR just a little more as has been mentioned the operation and proficiency skills have no effect. Whether on lvl 5 or lvl 1 you will overheat the same and cool down in the same manner. Just broke.
TL:DR Lasers are broke and when numbers are put side by side with the AR...AR dominates. In fact they are close to area of effect opposites. But the AR doesn't get punished for an upgrade in sharpshooter and has a much greater area of effect. As well the AR gets damage buffs in proficiency. I will concede the build up damage the laser has is very hard to measure and gauge. But no one takes in account of how quickly an AR slaughters a target when they don't "get out of the line of fire"...or of the "laser beam".
Thanks to William HBonney for the testing time and math. Thanks for all other players trying to bring attention to this erroneous weapon. |
SMiTTYCO
Internal Error. Negative-Feedback
28
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Posted - 2013.02.11 03:42:00 -
[2] - Quote
You tell em doc |
Ruyan Aldent
Planetary Response Organisation Test Friends Please Ignore
49
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Posted - 2013.02.11 03:50:00 -
[3] - Quote
I personally believe the laser is great at what it does. A long range weapon to support your team by not allowing the other team mobility. It does have a much larger learning curve than the AR as things like position, range, and steady aim make a huge factor but with that when it is mastered it is a great killing machine and support device. I'm sure many people have seen a well placed laser user go 30/0 maybe even 40/0.
Edit: Although the knowledge of the sharp shooter skill effecting it's min range aswell seems off to me and that is something I do believe needs fixing. |
Sobriety Denied
Universal Allies Inc.
432
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Posted - 2013.02.11 03:50:00 -
[4] - Quote
your logic is no match for the emotional dispositions of the non-experts |
lDocHollidayl
Imperfects Negative-Feedback
171
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Posted - 2013.02.11 03:58:00 -
[5] - Quote
Sobriety Denied wrote:your logic is no match for the emotional dispositions of the non-experts
Yea...getting my white flag now. |
SMiTTYCO
Internal Error. Negative-Feedback
28
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Posted - 2013.02.11 04:02:00 -
[6] - Quote
lDocHollidayl wrote:Sobriety Denied wrote:your logic is no match for the emotional dispositions of the non-experts Yea...getting my white flag now. Laser rifle is OP |
Full Metal Kitten
Sinq Laison Gendarmes Gallente Federation
150
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Posted - 2013.02.11 06:33:00 -
[7] - Quote
SMiTTYCO wrote: Laser rifle is OP
OP is |DocHolliday|
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Rubico
BetaMax.
2
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Posted - 2013.02.11 06:37:00 -
[8] - Quote
two words.
no spread |
lDocHollidayl
Imperfects Negative-Feedback
171
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Posted - 2013.02.11 19:24:00 -
[9] - Quote
Spread?
Prefer cream cheese. |
Halador Osiris
Dead Six Initiative
47
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Posted - 2013.02.11 19:29:00 -
[10] - Quote
I hear people crying to CCP to swing the nerf bat at the LR and the HMG, but I do NOT believe it's needed. Let the record show I've never used a LR or HMG. The reason? They both have BIG disadvantages.
First, the LR. You will never, never, NEVER get hit by a laser rifle and go "Jeez guys, I just don't know where it came from!" If you're playing like you should, you should be able to take cover. They build up damage, so if you keep popping out you can do something. If they keep it on, it'll overheat. Take potshots.
The HMG? If you're out in the field, you're screwed, but if you have cover then screw popping out, you keep behind that cover and make that heavy come after you! He can't run, he can't turn, he can't do jack. Weave him between some cover, get behind him, just outmaneuver him, and he will fall just like the rest.
You need to learn how to beat a LR or HMG. You don't need to make CCP beat them for you. |
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William HBonney
Imperfects Negative-Feedback
318
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Posted - 2013.02.11 19:48:00 -
[11] - Quote
We do need to test the damage and rate of increase. |
semperfi1999
Internal Error. Negative-Feedback
317
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Posted - 2013.02.11 20:18:00 -
[12] - Quote
William HBonney wrote:We do need to test the damage and rate of increase.
Only way I could think of doing this would be to use a shield tank and different lengths of firing time to try to approximate the relative increase in dmg for the duration of firing. |
Mithridates VI
New Eden Research Foundation
164
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Posted - 2013.02.11 20:33:00 -
[13] - Quote
lDocHollidayl wrote:All laser rifles have the same range. The only way to change the range is with sharpshooter. This is the same for the AR. Basic and miltia have the same range so we speculate that all meta levels have the same range.
You open this thread with the promise of facts and then jump straight into speculation... which the testing done by Musta Tornius would suggest to be incorrect.
Musta Tornius wrote:All stats are +- 1m with sharpshooter skill of 0 so no bonus range is applied. Laser Rifle Max Range: 81m Optimal Range: 61 - 78m Meta Level: 1
Elm-7 Laser Rifle Max Range: 84m Optimal Range: 62 - 79m Meta Level: 4
Viziam Laser Rifle Max Range: 84m Optimal Range: 62 - 79m Meta Level: 8
Check the link to see that the ranges on ARs differ as well.
I don't necessarily disagree with your conclusions... but I'm curious which of the claims regarding the laser range is correct. |
Free Beers
Internal Error. Negative-Feedback
1035
|
Posted - 2013.02.11 21:16:00 -
[14] - Quote
A couple of facts to add doc
1 Laser has no recoil - AR does and also has build up recoil the longer you hold R1 2 Laser has 100% accuracy - AR has accuracy and bullet spread 3 Laser takes advantage of the broken damage mods (ccp always takes like 5 months to fix anything) 4 Lasers increase damage over time of holding R1 - AR has consistant damage (holding R1 just increases recoil) 5 Movement while firing a laser doesn't decrease its accuracy - Moving while using an AR decreases its accuracy and increaes bullet spread.
To add to the discussion
Laser has an optimal range with fall off on either side. It was never intended to be a close range weapon. Trying to say that its bad at close range so its already nerfed is lame. No on argues that snipers at close range are really hard to use so the damage/sway/ROF should be uber good.
Back to the damage mod issue. Lasers are like snipers as they are normally not in the direct line of fire. To be specific when on my laser alt I use an A series assualt with damage mods in highs and smg. I will use smg (notice i could give a **** that laser is weak up close) till i get to my spot and drop hives. Then switch to laser and melt face. Since I dont have to worry about moving around and engaging players in CQC I can always go gank fit suits. The amount of damage and accuracy a laser can do is devastating.
I have been on the other side of this last build. I was in fully buffed b series assualt suits with close to 760 ehp. I watch an imperfect alt with laser pick off 2 people and thought I could sneak out and take him down. I got a laser accross my head and was dead instantly. Whoops.
I would like the laser mechanics to be reworked especialy the lame skill bonuses. Is a laser OP? Yes it is to me. |
Leither Yiltron
KILL-EM-QUICK RISE of LEGION
417
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Posted - 2013.02.11 21:33:00 -
[15] - Quote
lDocHollidayl wrote: TL:DR Lasers are broke and when numbers are put side by side with the AR...AR dominates. In fact they are close to area of effect opposites. But the AR doesn't get punished for an upgrade in sharpshooter and has a much greater area of effect. As well the AR gets damage buffs in proficiency. I will concede the build up damage the laser has is very hard to measure and gauge. But no one takes in account of how quickly an AR slaughters a target when they don't "get out of the line of fire"...or of the "laser beam".
Thanks to William HBonney for the testing time and math. Thanks for all other players trying to bring attention to this erroneous weapon.
It's an interesting observation, but the argument that the AR is actually MORE effective in the laser's optimal range includes more variables than pure damage.
Assault rifles might have the POTENTIAL to do a little bit more damage at laser distances than lasers do at AR distances, but there are critical differences. One mentioned was the damage buildup effect, which is really significant. The other, more readily recognizable variable, is the amount of recoil. Even though the AR might technically "do" a particular amount of damage at range, the farther out from optimal you go with an AR the less the base damage statistic actually reflects the output in a real life scenario. Recoil throws off your aim relative to a target's distance, so at laser ranges every player will suffer an additional number of missed bullets while using an AR, purely because of recoil.
This is pretty much the "problem" with lasers rifles right now. They fill their niche really nicely, which is great! But the lack of recoil and the absurdly long heat build up time (it goes up to more than 10 seconds, folks) allows laser a huge window of time in which they can miss, and miss, and miss while still managing to kill a target. No other gun has this luxury; you're going to have to curb your fire rate by burst firing in order to bring recoil down on any other weapon.
P.S.: Yes, except for HMG's. They're a bit of an oddity, but they also have a heat buildup mechanic to emulate recoil. It's also not that great at it.
Recoil definitely isn't something that lasers need, but the heat buildup time could stand some tweaking to actually more faithfully emulate the issues that every other gunner in the game faces.
This sharpshooter thing could definitely be rectified though, along with a fix to heat buildup time. |
Green Living
Pink Fluffy Bounty Hunterz RISE of LEGION
52
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Posted - 2013.02.11 21:52:00 -
[16] - Quote
Who cares? I can go ten matches in a row without seeing a single laser rifle user. |
William HBonney
Imperfects Negative-Feedback
318
|
Posted - 2013.02.11 22:56:00 -
[17] - Quote
semperfi1999 wrote:William HBonney wrote:We do need to test the damage and rate of increase. Only way I could think of doing this would be to use a shield tank and different lengths of firing time to try to approximate the relative increase in dmg for the duration of firing. It is an assumption that the increased heat has a constant rate of dmg, since we know the base we can derive how it is increased and if the different lasers do more dmg when heated. |
Shijima Kuraimaru
WarRavens
164
|
Posted - 2013.02.12 02:34:00 -
[18] - Quote
Leither Yiltron wrote:lDocHollidayl wrote: TL:DR Lasers are broke and when numbers are put side by side with the AR...AR dominates. In fact they are close to area of effect opposites. But the AR doesn't get punished for an upgrade in sharpshooter and has a much greater area of effect. As well the AR gets damage buffs in proficiency. I will concede the build up damage the laser has is very hard to measure and gauge. But no one takes in account of how quickly an AR slaughters a target when they don't "get out of the line of fire"...or of the "laser beam".
Thanks to William HBonney for the testing time and math. Thanks for all other players trying to bring attention to this erroneous weapon.
It's an interesting observation, but the argument that the AR is actually MORE effective in the laser's optimal range includes more variables than pure damage. Assault rifles might have the POTENTIAL to do a little bit more damage at laser distances than lasers do at AR distances, but there are critical differences. One mentioned was the damage buildup effect, which is really significant. The other, more readily recognizable variable, is the amount of recoil. Even though the AR might technically "do" a particular amount of damage at range, the farther out from optimal you go with an AR the less the base damage statistic actually reflects the output in a real life scenario. Recoil throws off your aim relative to a target's distance, so at laser ranges every player will suffer an additional number of missed bullets while using an AR, purely because of recoil. This is pretty much the "problem" with lasers rifles right now. They fill their niche really nicely, which is great! But the lack of recoil and the absurdly long heat build up time (it goes up to more than 10 seconds, folks) allows laser a huge window of time in which they can miss, and miss, and miss while still managing to kill a target. No other gun has this luxury; you're going to have to curb your fire rate by burst firing in order to bring recoil down on any other weapon. P.S.: Yes, except for HMG's. They're a bit of an oddity, but they also have a heat buildup mechanic to emulate recoil. It's also not that great at it. Recoil definitely isn't something that lasers need, but the heat buildup time could stand some tweaking to actually more faithfully emulate the issues that every other gunner in the game faces. This sharpshooter thing could definitely be rectified though, along with a fix to heat buildup time.
HMGs actually have barrel climb as well as heating. The longer it fires the more severe the climb making it more difficult to keep on target if one doesn't have the personal skills for it. It also has a more limited range than most other weapons. I think it only beats the shotgun, the SMG, and the scrambler for range.
Lasers, by their nature won't have recoil but heat up makes sense. And they do get damage bonus to head shots just like other weapons. That sharpshooter increases the distance of the minimum effective range as well as the max doesn't make sense, but if it extended the effective kill zone by leaving minimum effective range unmoved, there'd be a lot more calls for nerfing the laser.
Maybe fix the laser skills and have the minimum effective range remain constant as sharpshooter increases the max range and maybe reduce the damage build up. It sounds good to me, but there will still be tears as there will always be people QQ because their chosen setup can't 1 v 1 kill everything on the field in a toe to toe match up. |
lDocHollidayl
Imperfects Negative-Feedback
171
|
Posted - 2013.02.12 17:45:00 -
[19] - Quote
Mithridates VI wrote:lDocHollidayl wrote:All laser rifles have the same range. The only way to change the range is with sharpshooter. This is the same for the AR. Basic and miltia have the same range so we speculate that all meta levels have the same range. You open this thread with the promise of facts and then jump straight into speculation... which the testing done by M usta Tornius would suggest to be incorrect. Musta Tornius wrote:All stats are +- 1m with sharpshooter skill of 0 so no bonus range is applied. Laser Rifle Max Range: 81m Optimal Range: 61 - 78m Meta Level: 1
Elm-7 Laser Rifle Max Range: 84m Optimal Range: 62 - 79m Meta Level: 4
Viziam Laser Rifle Max Range: 84m Optimal Range: 62 - 79m Meta Level: 8
Check the link to see that the ranges on ARs differ as well. I don't necessarily disagree with your conclusions... but I'm curious which of the claims regarding the laser range is correct.
I did not see this thread... I wish I did. Our numbers are the same for lasers. I did not test the AR on the high end because I have not skilled into them that high. It very well could be that the Duvoulle will have a 4 meter buff. I can check against the Gek now. Once again thanks to everyone who is trying to show the laser's handicap.
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semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2013.02.12 17:55:00 -
[20] - Quote
Handicap......LOL Doc you crack me up. But I would still be interested in the numbers. |
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lDocHollidayl
Imperfects Negative-Feedback
171
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Posted - 2013.02.12 18:05:00 -
[21] - Quote
Free Beers wrote:A couple of facts to add doc
1 Laser has no recoil - AR does and also has build up recoil the longer you hold R1 2 Laser has 100% accuracy - AR has accuracy and bullet spread 3 Laser takes advantage of the broken damage mods (ccp always takes like 5 months to fix anything) 4 Lasers increase damage over time of holding R1 - AR has consistant damage (holding R1 just increases recoil) 5 Movement while firing a laser doesn't decrease its accuracy - Moving while using an AR decreases its accuracy and increaes bullet spread.
To add to the discussion
Laser has an optimal range with fall off on either side. It was never intended to be a close range weapon. Trying to say that its bad at close range so its already nerfed is lame. No on argues that snipers at close range are really hard to use so the damage/sway/ROF should be uber good.
Back to the damage mod issue. Lasers are like snipers as they are normally not in the direct line of fire. To be specific when on my laser alt I use an A series assualt with damage mods in highs and smg. I will use smg (notice i could give a **** that laser is weak up close) till i get to my spot and drop hives. Then switch to laser and melt face. Since I dont have to worry about moving around and engaging players in CQC I can always go gank fit suits. The amount of damage and accuracy a laser can do is devastating.
I have been on the other side of this last build. I was in fully buffed b series assualt suits with close to 760 ehp. I watch an imperfect alt with laser pick off 2 people and thought I could sneak out and take him down. I got a laser accross my head and was dead instantly. Whoops.
I would like the laser mechanics to be reworked especialy the lame skill bonuses. Is a laser OP? Yes it is to me.
1. concede...no recoil. 2. lasers do shoot where you aim but #1 already covered this... a weakness the laser has though is in a fight your advantage is to keep the beam on...making tracking an enemy a lot harder. Scouts are wicked annoying to zap down. 3. All guns gets this advantage? 4. this is its strength and weakness. I do 15-20 damage...we think with my first bullet. The AR does it's 30-36 something. As soon as I let cool down occur to adjust the shot I lose my "advantage". The last bullet in my clip does?200? we do not know but it is mean. But that is my heated up clip. I have to fire for a given amount of time to get there. AR is consistently given what you ask for damage wise. That is one reason I rather "depend" on the AR. 5. There is no laser that can really move and shoot and hit there target. (I sure can not and have not seen any) Watch any laser...we are only effective standing still. "That is why snipers love us...here am I free headshot!"
The stories of light sabering and killing players in one "swipe" I believe to be exaggerated or maybe someone got an assist or something. With the clip of 100 and heat build where it is I have swiped players with the hot lasers and it does little damage. More then a swipe...then I get deadly but it is not a magic wand.
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Vrain Matari
ZionTCD Legacy Rising
404
|
Posted - 2013.02.12 18:23:00 -
[22] - Quote
lDocHollidayl wrote:Mithridates VI wrote:lDocHollidayl wrote:All laser rifles have the same range. The only way to change the range is with sharpshooter. This is the same for the AR. Basic and miltia have the same range so we speculate that all meta levels have the same range. You open this thread with the promise of facts and then jump straight into speculation... which the testing done by M usta Tornius would suggest to be incorrect. Musta Tornius wrote:All stats are +- 1m with sharpshooter skill of 0 so no bonus range is applied. Laser Rifle Max Range: 81m Optimal Range: 61 - 78m Meta Level: 1
Elm-7 Laser Rifle Max Range: 84m Optimal Range: 62 - 79m Meta Level: 4
Viziam Laser Rifle Max Range: 84m Optimal Range: 62 - 79m Meta Level: 8
Check the link to see that the ranges on ARs differ as well. I don't necessarily disagree with your conclusions... but I'm curious which of the claims regarding the laser range is correct. I did not see this thread... I wish I did. Our numbers are the same for lasers. I did not test the AR on the high end because I have not skilled into them that high. It very well could be that the Duvoulle will have a 4 meter buff. I can check against the Gek now. Once again thanks to everyone who is trying to show the laser's handicap. Just a heads up about Musta's excellent thread that's worth knowing from the outset - iirc he states that all his quoted ranges are without sharpshooter trained.
This thread taught me what the difference between the GEK and the Killswitch really was. |
stormtroopin
Cygnus Tactical Operations
51
|
Posted - 2013.02.12 18:45:00 -
[23] - Quote
lDocHollidayl wrote:TL:DR Lasers are broke and when numbers are put side by side with the AR...AR dominates. In fact they are close to area of effect opposites. But the AR doesn't get punished for an upgrade in sharpshooter and has a much greater area of effect. As well the AR gets damage buffs in proficiency. Thanks for all other players trying to bring attention to this erroneous weapon. i skimmed over most other people's posts so this may have been asked alread; but judging from your first post, you sound really PRO-AR.. and if that's the case, why do you use the LR in pub matches? -a weapon you say is so erroneous. (i've played against you and a squad of other imps several times before) just curious. if i knew a weapon was flawed so hard, i wouldn't continue to use it.
edit; i guess you've probably skilled into LR and are waiting for CCP to fix it? |
lDocHollidayl
Imperfects Negative-Feedback
171
|
Posted - 2013.02.12 19:13:00 -
[24] - Quote
stormtroopin wrote:lDocHollidayl wrote:TL:DR Lasers are broke and when numbers are put side by side with the AR...AR dominates. In fact they are close to area of effect opposites. But the AR doesn't get punished for an upgrade in sharpshooter and has a much greater area of effect. As well the AR gets damage buffs in proficiency. Thanks for all other players trying to bring attention to this erroneous weapon. i skimmed over most other people's posts so this may have been asked alread; but judging from your first post, you sound really PRO-AR.. and if that's the case, why do you use the LR in pub matches? -a weapon you say is so erroneous. (i've played against you and a squad of other imps several times before) just curious. if i knew a weapon was flawed so hard, i wouldn't continue to use it. edit; i guess you've probably skilled into LR and are waiting for CCP to fix it?
I have ran AR for 9 months. I was just looking for a change. As well as the IMPs have insane AR users...to be effective strategically in corp wars I thought the laser had a good place as well as creating a niche for me personally. I actually never used the laser till after last wipe... however no one saw the skills broke or the range nerf in sharpshooter. My plight comes now from fearing the nerf hammer.
Green Living states it well... not OP from the conclusion it is not in heavy use. |
stormtroopin
Cygnus Tactical Operations
51
|
Posted - 2013.02.12 19:31:00 -
[25] - Quote
i certainly don't go ten matches without seeing an LR, but i do agree they are rare. however i can't agree that the frequency of use should be any indication of any weapon being OP or not. damn near everything has been called OP, when imho how can anyone call anything OP when there is such a variety of skills put into different categories by different players.
i use the standard AR for the larger capacity over a militia one, but my AR proficiency is almost maxed and sometimes i use damage modifiers. so when i womp a GEK user in half the time it takes to get my shields down, i laugh at the "NERF GEK" threads.
-that being said, there ARE SOME bugs that need to be worked. but imo i don't think anything needs a nerf OR a buff. i die from almost anything every now and then. including a well used LR. |
mikegunnz
Pink Fluffy Bounty Hunterz RISE of LEGION
425
|
Posted - 2013.02.12 19:39:00 -
[26] - Quote
As Beers said, the laser has INSANE damage once heated up. Supposedly, it's more effective against shields, not necessarily all that effective against armor. Problem is, that by the time you've easily gone through an opponents shields, the heat build-up is enough to EASILY melt their armor too. Even with an armor-tanked Heavy, you just have to spend a few tenths of a second pre-heating the laser and it melts armor effortlessly. Again, as Beers stated, lasers almost instantaneously melt through 7-800 HP.
I agree though, the nerf hammer would probably completely ruin this gun. My only suggestion would be to not change the laser, but change armor's resistance level to lasers. They need DOUBLE the resistance they currently have to lasers.
This would still allow laser user to almost instantly drop an opponents shields, but would require an extra second or so to take down armor. This would "balance" not only the weapon, but balance the issue with shields and armor as well. (as we all know, there is practically no reason to be armor-tanked in this game, right now it's all about shields) Giving armor more resistance would make armor-tanking a little more desirable since it would be you sturdy against lasers. |
stormtroopin
Cygnus Tactical Operations
51
|
Posted - 2013.02.12 19:42:00 -
[27] - Quote
+1 |
Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2013.02.12 20:09:00 -
[28] - Quote
If war were arithmetic, the mathematicians would rule the world.
The reason the LR is so good is because it does huge damage at ranges the AR struggles to do damage at. It's also far easier to aim than an AR, both due to the zoom, and due to it having no kick/dispersion, which further moves the balance in its favour. The reality of the situation is that, when someone who knows how to use a LR gets to using one, he can kill an AR user in seconds without any serious threat to himself.
lDocHollidayl wrote: Green Living states it well... not OP from the conclusion it is not in heavy use.
It isn't in heavy use because it's situational. You can't use it effectively at close ranges, which limits your ability to fight in certain areas. It absolutely destroys people in the areas it's useful in, but kinda sucks if you're running around amidst buildings or rough terrain or whatever. Most people clearly prefer to use the AR, as it's a gun that is useful pretty much all the time. Doesn't mean it's balanced, just means that the still very respectable power of ARs and their versatility is more attractive than the higher power but less versatility of LRs. |
Shijima Kuraimaru
WarRavens
164
|
Posted - 2013.02.12 20:28:00 -
[29] - Quote
Fivetimes Infinity wrote:If war were arithmetic, the mathematicians would rule the world.
The reason the LR is so good is because it does huge damage at ranges the AR struggles to do damage at. It's also far easier to aim than an AR, both due to the zoom, and due to it having no kick/dispersion, which further moves the balance in its favour. The reality of the situation is that, when someone who knows how to use a LR gets to using one, he can kill an AR user in seconds without any serious threat to himself.
Much like what the Sniper, Laser, Mass Driver, and Assault Rifle can do to the HMG, Scrambler, SMG, Shotgun, and Nova Knife. Well actually everything outranges the Nova Knife. LOL
lDocHollidayl wrote: Green Living states it well... not OP from the conclusion it is not in heavy use.
It isn't in heavy use because it's situational. You can't use it effectively at close ranges, which limits your ability to fight in certain areas. It absolutely destroys people in the areas it's useful in, but kinda sucks if you're running around amidst buildings or rough terrain or whatever. Most people clearly prefer to use the AR, as it's a gun that is useful pretty much all the time. Doesn't mean it's balanced, just means that the still very respectable power of ARs and their versatility is more attractive than the higher power but less versatility of LRs.[/quote]
But then balance is something different in dust that it is in other FPS games where one or two hits, or a short burst, from any weapon takes down one's opponent. Here in Dust, every weapon has a role it excels at. The LR excels at doing heavy damage, once warmed up, at long ranges where the AR excels at versatility and the HMG excels at close and early mid range damage and the shotgun excels at dirty close devastation. Everything has it's strength and weakness. It helps learn how to play to the strengths and minimize weaknesses. Those that have done that are the ones that make their chosen weapon seem over powered. |
lDocHollidayl
Imperfects Negative-Feedback
171
|
Posted - 2013.02.12 20:37:00 -
[30] - Quote
Fivetimes Infinity wrote:If war were arithmetic, the mathematicians would rule the world. The reason the LR is so good is because it does huge damage at ranges the AR struggles to do damage at. It's also far easier to aim than an AR, both due to the zoom, and due to it having no kick/dispersion, which further moves the balance in its favour. The reality of the situation is that, when someone who knows how to use a LR gets to using one, he can kill an AR user in seconds without any serious threat to himself. lDocHollidayl wrote: Green Living states it well... not OP from the conclusion it is not in heavy use.
It isn't in heavy use because it's situational. You can't use it effectively at close ranges, which limits your ability to fight in certain areas. It absolutely destroys people in the areas it's useful in, but kinda sucks if you're running around amidst buildings or rough terrain or whatever. Most people clearly prefer to use the AR, as it's a gun that is useful pretty much all the time. Doesn't mean it's balanced, just means that the still very respectable power of ARs and their versatility is more attractive than the higher power but less versatility of LRs.
For me that is almost the definition of balanced...give and take. The reason it is balanced is because it has only a 20 meter optimum window. It is balanced because players do not want to only have distance. Just like the shotgun. Balanced because it is so situational. But I contend it is broke because the skills do nothing and the sharpshooter punishment. |
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