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lowratehitman
Subdreddit Test Alliance Please Ignore
418
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Posted - 2013.03.25 15:35:00 -
[1] - Quote
I enjoy the Laser Rifle and I will be the first to tell anyone this. I hear alot of debate and have for some time now how the Viziam and the Laser Rifle in general are supposedly OP. I have run this tool and know from using it for weeks on end that it is no more OP than the AR. What makes this weapon and the AR this so called OP is the complex DMG mods stacked. If you really want to validate a point and not just QQ due to something destroying someone, please use and experiment with the so called OP weapon or weapons. On a Assault B series suit without stacking dmg mods I am able to run around 456 shields with the viziam, with mods around 250 or so . So either a person is tank strong with weak attack or paper thin carrying a time bomb.
Is The Viziam OP ?
http://youtu.be/TgZOF8f6zrc |
Moejoe Omnipotent
Imperfects Negative-Feedback
333
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Posted - 2013.03.25 15:38:00 -
[2] - Quote
lowratehitman wrote:I enjoy the Laser Rifle and I will be the first to tell anyone this. I hear alot of debate and have for some time now how the Viziam and the Laser Rifle in general are supposedly OP. I have run this tool and know from using it for weeks on end that it is no more OP than the AR. What makes this weapon and the AR this so called OP is the complex DMG mods stacked. If you really want to validate a point and not just QQ due to something destroying someone, please use and experiment with the so called OP weapon or weapons. On a Assault B series suit without stacking dmg mods I am able to run around 456 shields with the viziam, with mods around 250 or so . So either a person is tank strong with weak attack or paper thin carrying a time bomb. Is The Viziam OP ? http://youtu.be/TgZOF8f6zrc
They're both problems. |
GeneralButtNaked
ZionTCD Legacy Rising
247
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Posted - 2013.03.25 15:42:00 -
[3] - Quote
I played against you and some other guys who were running a few lasers on Manus peak.
The only time you died was when I blasted you with my forge gun.
Now, I get that the map doesn't have any cover and prevents people from closing down on you, but you were cutting people down in proto suits like they were in MLT fits with no modules.
I don't know what is the issue on it, but something needs to be changed. I get that it destroys shields, but with the damage ramp up, it also chews armor to pieces.
Maybe the damage mods are the issue, maybe it needs a reduced effectiveness against armor, maybe it needs to not have damage ramp up so high after it heats up.
Not sure, as I have only been on the receiving end of it. |
Travi Zyg
G I A N T
46
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Posted - 2013.03.25 15:43:00 -
[4] - Quote
lowratehitman wrote:I enjoy the Laser Rifle and I will be the first to tell anyone this. I hear alot of debate and have for some time now how the Viziam and the Laser Rifle in general are supposedly OP. I have run this tool and know from using it for weeks on end that it is no more OP than the AR. What makes this weapon and the AR this so called OP is the complex DMG mods stacked. If you really want to validate a point and not just QQ due to something destroying someone, please use and experiment with the so called OP weapon or weapons. On a Assault B series suit without stacking dmg mods I am able to run around 456 shields with the viziam, with mods around 250 or so . So either a person is tank strong with weak attack or paper thin carrying a time bomb. Is The Viziam OP ? http://youtu.be/TgZOF8f6zrc
I think it does what it does very efficiently, you can lock down choke points like woah with it , and its devastating. It doesleave you more vulnerable close range and smart players will work their way around it with squad tactics. So I would say its not OP ot does have pros and cons. As for damage mods, we know they are broken with no stacking penalty. I would be more inclined to say something about complex dam. Mods before I QQ about a viziam. Ppl just need to realize that they cant go toe to toe at rangewith a good viziam user . Its just like everyone else who says something is OP cuz they keep getting killed by it. |
Sontie
VENGEANCE FOR HIRE
170
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Posted - 2013.03.25 15:47:00 -
[5] - Quote
With maps as small as they are right now, the lazer rifle is OP because it can't be flanked effectively. Maybe, when the maps get bigger and far more interesting, the lazer rifle will perfectly fit it's role but... the viziam is so damned OP right now! |
Bendtner92
Imperfects Negative-Feedback
449
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Posted - 2013.03.25 15:51:00 -
[6] - Quote
With a working stacking penalty there won't be much of a difference in stacking two or three damage mods. There's a huge difference on the fourth mod though.
With stacking penalty: After first mod 10% bonus. After second 19.6%. After third 26.4%. After fourth 29.9%.
Without stacking penalty (current situation): After first mod 10% bonus. After second 21%. After third 33.1%. After fourth 46.41%.
So on the third mod it's (only) a 7% difference. Not that much in my opinion.
Therefore if there is a problem it's mostly related to the laser. |
lowratehitman
Subdreddit Test Alliance Please Ignore
418
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Posted - 2013.03.25 15:53:00 -
[7] - Quote
without DMG mods it is a working tool but not as effective. But what has to be put int consideration is that the AR is given the same DMG mod bonus when stacked, actually every weapon.
Perhaps they fix the stacking penalty before we go after the weapons? |
lowratehitman
Subdreddit Test Alliance Please Ignore
418
|
Posted - 2013.03.25 15:55:00 -
[8] - Quote
Bendtner92 wrote:With a working stacking penalty there won't be much of a difference in stacking two or three damage mods. There's a huge difference on the fourth mod though.
With stacking penalty: After first mod 10% bonus. After second 19.6%. After third 26.4%. After fourth 29.9%.
Without stacking penalty (current situation): After first mod 10% bonus. After second 21%. After third 33.1%. After fourth 46.41%.
So on the third mod it's (only) a 7% difference. Not that much in my opinion.
Therefore if there is a problem it's mostly related to the laser.
You bring a valid point up, but I can lay people down just as fast with the AR with x3 mods. The LR has little CQC, and the AR tends to get rough to aim at LR distances. |
Travi Zyg
G I A N T
47
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Posted - 2013.03.25 16:02:00 -
[9] - Quote
lowratehitman wrote:without DMG mods it is a working tool but not as effective. But what has to be put int consideration is that the AR is given the same DMG mod bonus when stacked, actually every weapon.
Perhaps they fix the stacking penalty before we go after the weapons?
This.
Lets see where weapons are at with dmg mods fixed up first. |
GeneralButtNaked
ZionTCD Legacy Rising
247
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Posted - 2013.03.25 16:08:00 -
[10] - Quote
lowratehitman wrote:
You bring a valid point up, but I can lay people down just as fast with the AR with x3 mods. The LR has little CQC, and the AR tends to get rough to aim at LR distances.
But the main difference as a person getting lit up is that as the damage ramps up from the LR is when you are already getting into the targets armor, where even though it is allegedly less effective, the damage ramp causes it to do more/similar damage.
An AR has a clear shields over armor damage model, and the inverse is true for the HMG. The LR, because of the way the damage ramps is just as effective versus both, and that isn't really the optimal solution for any weapon in a game centered around hard counters.
I'm not saying it is OP, because I am really not sure. There are so many things that contribute to it, that it is difficult to pin down a singular cause.
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Buzzwords
Deadly Blue Dots RISE of LEGION
442
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Posted - 2013.03.25 16:24:00 -
[11] - Quote
i would also submit that, while any weapon can benefit from damage mods, longer ranged weapons like lasers or snipers can use them with less PRACTICAL negative. since they're out of range of most other weapons anyway, the lost shield modules matter a lot less.
so yah, i'd be totally willing to re-assess after the stacking penalty is fixed. |
Val'herik Dorn
SyNergy Gaming
364
|
Posted - 2013.03.25 17:28:00 -
[12] - Quote
The viziam is a beadt of a weapon and quite good at what it does. I don't think it is OP because it is the prtotype aka the best available version of the weapon.
Also most people shield tank so it is getting hlp from the people its killing...
People whine about the damage increase a lot. It s worth remembering its the only laser that gets one. The srd and elm both do 15 to start and the viziam starts at 20 in short burst its laughable how much damage it does.
In the hands of someone who uses it exclusively and know it like the back of their hand it is a monster. But still it is a giant neon sign screaming hey please come kill me!
On top of that it still only does good damage at a fair distance. Sure you can counteract that with a side arm but that's good strategy not a flaw of the weapon.
Its skills have to be fixed that much is absolutely certain and would make the std and elm far less effective than they are currently.
So until skills and mods are fixed its hard to judge whether it is op or not. |
WyrmHero1945
IMPSwarm Negative-Feedback
62
|
Posted - 2013.03.25 17:29:00 -
[13] - Quote
lowratehitman wrote:without DMG mods it is a working tool but not as effective. But what has to be put int consideration is that the AR is given the same DMG mod bonus when stacked, actually every weapon.
Perhaps they fix the stacking penalty before we go after the weapons?
lrh, I stacked 3 damage mods with a basic LR and I really didn't see significant damage increase difference. Maybe it's because the LR has low damage, and damage mods work better with high base damage weapons like AR, swarms, railguns, etc. However with a Viziam LR there should be a noticeable increase in damage. I decided to go shield extenders instead and I'm doing better than the mods... |
Disturbingly Bored
Universal Allies Inc.
176
|
Posted - 2013.03.25 17:57:00 -
[14] - Quote
The Viziam is overpowered because it gets 33% more damage over the advanced tier laser rifle, while every other proto gun in the game gets 5% more damage over advanced.
I'm pretty sure that's the very definition of overpowered.
Damage mods are just fine when compared to shield mods. You can't stacking penalize one and not penalize the other without ruining the game.
(I'd prefer everything had a stacking penalty, honestly, but the game would just go from one kind of mostly balanced to another kind.) |
Val'herik Dorn
SyNergy Gaming
364
|
Posted - 2013.03.25 18:04:00 -
[15] - Quote
Stacking penalties are applied to % based modules because without them the % have a clear advantage.
The reason why static bonuses do not get a penalty is because they are static two of them will always give the same bonus.
%based mods will end up giving more of a bonus each time they are applied as the static will give the same bonus each time.
It has worked in EVE for a decade... and works just fine... or possibly works in dust because without a dev directly saying oh yea this works... and proving it works we cant be sure. we can test it but we still can't be sure. |
Skihids
The Tritan Industries
1092
|
Posted - 2013.03.25 18:05:00 -
[16] - Quote
Just give me a proto small laser turret for my DS that's every bit as good as the hand held Visam and I will be happy.
Actually it should be better as it is a mounted weapon and will cost more. |
crazy space 1
ZionTCD Legacy Rising
956
|
Posted - 2013.03.25 18:09:00 -
[17] - Quote
Mostly it's the damage mods
Back in eve beta there was no stacking and people were getting 8 of them in the lows of a battleship, my god it's was crazy stuff :P |
Disturbingly Bored
Universal Allies Inc.
176
|
Posted - 2013.03.25 18:25:00 -
[18] - Quote
Val'herik Dorn wrote:Stacking penalties are applied to % based modules because without them the % have a clear advantage.
The reason why static bonuses do not get a penalty is because they are static two of them will always give the same bonus.
%based mods will end up giving more of a bonus each time they are applied as the static will give the same bonus each time.
That logic works until you actually start to do the math on what's better to fit to a dropsuit. Shield extenders currently beat out damage mods in the majority of situations. Stacking penalize damage mods and leave extenders untouched, and damage mods will be useless 100% of the time. |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
451
|
Posted - 2013.03.25 18:35:00 -
[19] - Quote
lowratehitman wrote:I enjoy the Laser Rifle and I will be the first to tell anyone this. I hear alot of debate and have for some time now how the Viziam and the Laser Rifle in general are supposedly OP. I have run this tool and know from using it for weeks on end that it is no more OP than the AR. What makes this weapon and the AR this so called OP is the complex DMG mods stacked. If you really want to validate a point and not just QQ due to something destroying someone, please use and experiment with the so called OP weapon or weapons. On a Assault B series suit without stacking dmg mods I am able to run around 456 shields with the viziam, with mods around 250 or so . So either a person is tank strong with weak attack or paper thin carrying a time bomb. Is The Viziam OP ? http://youtu.be/TgZOF8f6zrc
Dude I run skinweave or basic suits and basic laser.
Another "op" video just like the HMG?? Its not like the sniper rifle has more range than the Viziam.
"B" assault suit with three complex damage mods and a kalakiota sniper rifle. Try your laser rifle on a skirmish map where theres plenty of average or good enemy snipers.
Looks at video and decides to make skinweave heavy + militia forge gun. Since folks get upset at loosing a Viziam due to a militia equip user.
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GeneralButtNaked
ZionTCD Legacy Rising
254
|
Posted - 2013.03.25 18:36:00 -
[20] - Quote
Disturbingly Bored wrote:
That logic works until you actually start to do the math on what's better to fit to a dropsuit. Shield extenders currently beat out damage mods in the majority of situations. Stacking penalize damage mods and leave extenders untouched, and damage mods will be useless 100% of the time.
There are certain situations where I think there is a viable case to be made for damage mods, even with stacking penalties.
1. Armor tankers. If, like me you run an armor heavy, you can get away with running a couple of damage mods without seriously gimping your ability to survive a firefight.
2. Long range weapons. Snipers, and even LR users can benefit from these if they are playing with a proper support squad that will stay between them and the enemies.
3. Shotgun scouts. Having extra damage turns a near miss into a kill. Since the suit is already super squishy, 66 more shield HP isn't going to change that. Might as well pack more punch.
I'm am sure there are more, but I need more coffee. |
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lowratehitman
Subdreddit Test Alliance Please Ignore
419
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Posted - 2013.03.25 18:38:00 -
[21] - Quote
Disturbingly Bored wrote:The Viziam is overpowered because it gets 33% more damage over the advanced tier laser rifle, while every other proto gun in the game gets 5% more damage over advanced.
I'm pretty sure that's the very definition of overpowered.
Damage mods are just fine when compared to shield mods. You can't stacking penalize one and not penalize the other without ruining the game.
(I'd prefer everything had a stacking penalty, honestly, but the game would just go from one kind of mostly balanced to another kind.)
I am truly glad we are able to debate this subject as adults and the thread not go down hill.
You bring a valid point up as well,but are you putting into consideration when you bring up the 33% that the assault rifle skill is pluss 5% per level than %3 in the proficency stages? The LR has a cooll dow skill that is broke...no % to damage at all. |
Val'herik Dorn
SyNergy Gaming
364
|
Posted - 2013.03.25 19:05:00 -
[22] - Quote
Disturbingly Bored wrote:Val'herik Dorn wrote:Stacking penalties are applied to % based modules because without them the % have a clear advantage.
The reason why static bonuses do not get a penalty is because they are static two of them will always give the same bonus.
%based mods will end up giving more of a bonus each time they are applied as the static will give the same bonus each time. That logic works until you actually start to do the math on what's better to fit to a dropsuit. Shield extenders currently beat out damage mods in the majority of situations. Stacking penalize damage mods and leave extenders untouched, and damage mods will be useless 100% of the time.
No the logic is sound... they do not win in a majority of situations... on individual shots it will seem like the extenders are so much better (especially at proto levels) but you have a lot more than one shot and that will add up quick.
Now you add in the percentages you can get from optimal range, weapon efficiency, head shots... and its more than just Dmg Mod V EHP mod. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
645
|
Posted - 2013.03.25 19:15:00 -
[23] - Quote
Bendtner92 wrote:With a working stacking penalty there won't be much of a difference in stacking two or three damage mods. There's a huge difference on the fourth mod though.
With stacking penalty: After first mod 10% bonus. After second 19.6%. After third 26.4%. After fourth 29.9%.
Without stacking penalty (current situation): After first mod 10% bonus. After second 21%. After third 33.1%. After fourth 46.41%.
So on the third mod it's (only) a 7% difference. Not that much in my opinion.
Therefore if there is a problem it's mostly related to the laser.
While I do agree with you, I think the real issue is that the amount of damage Complex Mods gives you is the problem. With weapons flatlined, you take an Exile, add 1 damage mod, and now it hits as hard as a Proto AR...that seems broken. It was one thing when the damage difference between the guns was 10%, but now that they've reduced it to 5 in an attempt to lessen the effect of better weapons...they inadvertently made the un-changed damage mods king.
Honestly I think all damage mods should be more or less cut in half, at least with the current balance of weapon damage and suit HP.
Standard: +2% Advanced: +3% Complex: +5%
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Atlas Exenthal
mnemonic.
37
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Posted - 2013.03.25 19:21:00 -
[24] - Quote
Disturbingly Bored wrote:Damage mods are just fine when compared to shield mods. You can't stacking penalize one and not penalize the other without ruining the game.
Wat. Shield modifiers are stacking penalized. Shield Extenders are not, because they add a fixed amount of HP (skills do not change them).
Stacking works identically to how it works in EVE, where the only difference is the broken damage mod stacking (which also happened in EVE many years ago). |
DS 10
Subdreddit Test Alliance Please Ignore
97
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Posted - 2013.03.25 19:39:00 -
[25] - Quote
I think one thing people constantly overlook with the LR/Viziam is the lack of recoil vs damage output. There have been several comparisons to AR strengths, but ARs have considerable recoil when you're trying to take down a target from long range. Lasers don't budge. I think that because the LRs don't have recoil, they should have less damage output than ARs, but that's just me. Don't jump me, LR fans :D
Edit: I'm probably just making this all up since all I rock is my HMGs :D |
Disturbingly Bored
Universal Allies Inc.
176
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Posted - 2013.03.25 19:41:00 -
[26] - Quote
Val'herik Dorn wrote:No the logic is sound... they do not win in a majority of situations... on individual shots it will seem like the extenders are so much better (especially at proto levels) but you have a lot more than one shot and that will add up quick.
Now you add in the percentages you can get from optimal range, weapon efficiency, head shots... and its more than just Dmg Mod V EHP mod.
GǪexcept damage mods don't affect optimal, weapon efficiency or headshots. A player using shield extenders gets the same benefit from all of those as someone using damage mods.
You have to properly compare factors and know what you're actually testing, otherwise you get no useful information.
But it seems I need to make another convert, so let's do it this way:
You pick a dropsuit, a weapon, and lowslots, and I'll do all the math to show who kills who first. Deal?
Atlas Exenthal wrote:Wat. Shield modifiers are stacking penalized. Shield Extenders are not, because they add a fixed amount of HP (skills do not change them)
I was referring specifically to Shield Extenders. But I'll be sure not to mix the terms from here out. |
Rifter7
Improvise.
120
|
Posted - 2013.03.25 20:27:00 -
[27] - Quote
theres like 8 weapons in the game atm guys. can we discuss this when the weapons and new meta is actually there? |
Kane Fyea
BetaMax. CRONOS.
108
|
Posted - 2013.03.25 20:45:00 -
[28] - Quote
Lets look at it this way. LR is most effective against shielding.... What do most people put in their high slots.... SHIELD MODS.... Stop shield stacking and it wont be OP. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
647
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Posted - 2013.03.25 21:20:00 -
[29] - Quote
Kane Fyea wrote:Lets look at it this way. LR is most effective against shielding.... What do most people put in their high slots.... SHIELD MODS.... Stop shield stacking and it wont be OP.
...actually I think the point is that people usually put damage mods in their high slots.
Also there are very few reasons to ever armor tank in this game, which is problematic. |
Jaiden Longshot
Pink Fluffy Bounty Hunterz
240
|
Posted - 2013.03.25 23:09:00 -
[30] - Quote
I don't see the LR as an OP weapon. In fact I see it as more of a niche weapon that, while able to kill, acts as more of a deterrent or a denial of area weapon.
The effectiveness is merely exacerbated by the current map rotation (specifically Manus Peak Ambush).
I've seen a couple of posts noting the damage output but I'm curious if some of you have used the LR as much as an AR? In most engagements the AR is a far superior weapon in a slayer's hands or else you would see LRs as much as you see ARs on every map.
The MD annoys the kitten out of me as do tanks and snipers....doesn't mean they are OP.
I sat on LR Operation 1 for a month and I've used the base LR with one complex damage mod and without. Recently skilled up to the ELM and also used it with one complex damage mod and again without. Mixed results with the mods and certainly not noticeable enough that I would swear by using them with the LR every time.
That being said....where I did find the biggest difference in the LR effectiveness is with the operation skill. The base LR is substantially more effective with Op V skills. Intended? Not sure....but I certainly don't view the weapon as OP. The Duvolle is way more effective than the Viziam unless you are in the Viziam's optimal which is just where the AR damage begins to fall off a bit. To me....this is working as intended.
All things considered I think CCP has done a great job with weapon balance. If everyone was using the AR and HMG again it would be a step back, IMO. We've already seen what happened to the Breach weapons and based on that I am hesitant to ask for a NERF of anything.
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