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Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
9
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Posted - 2013.05.08 22:31:00 -
[1] - Quote
*In Chromosome I played as a logistics with a laser rifle (and still do)*
- The new iron sights block the area around the target (please bring back the "camera sight") By letting us see the beam it gave us a much nicer feedback saying "yes, you are firing" than the glare (that blocks our sights) we get now.
- The damage caused by overheating shouldn't be so high, the laser rifle is a light weapon but by giving it such a large amount of feedback damage (STD: 150, ADV: 202.5 (whats with the .5?), PRO: 225) you've tailored it to be fit exclusively on heavies. (the large feedback damage wouldn't be as big an issue without below)
- The time it takes to overheat is too short now. (for fights with more than one enemy, that are closer than optimum range, or against tankers) (wouldn't really be an issue without above) (STD: 5s, ADV: 5.2s, PRO: 5.4s)
- I've seen someone else say how the damage increases at a slower pace but I haven't been able to check that.
- One of the reasons why people thought the laser rifle was overpowerd in Chromosome was because you kept getting insta-killed by someone using it as a sniper rifle right? (I'm right aren't I?) The farther away your target is the more damage the laser rifle does, combine this with the Sharpshooter skill at lvl 5 and you've got an OP weapon (at distance, in CQC its more effective to try melee)
- They removed the Sharpshooter skill making it so that this can't happen (thats great in my opininon) but that meant that it didn't need so many other hard nerfs.
- I'm not really sure on this one, but I think it only gets a tiny bit more range than the AR, letting AR users (whose weapons don't need to warm up in order to do a decent amount of damage) take a few steps forward from my max range and now they can kill me because my LR is still warming up.
Ways they could solve these include:
- Giving the LR increased range (not much, maybe 10-15 meters) (by blanket increase across all teirs, or by higher teir LRs get more range)
- Giving it the "camera sight" back
- Increase the amount of heat the laser rifles can build up before overheating (by skill, blanket increase, or by tier)
If done by skill an easy way to do this would be like how ARs get an extra skill in their tree that gives them reduced dispersion. - Just add in another skill that decreases how quickly heat builds up or increases the amount it can handle before overheating!(or change the Laser Rifle Operation skill to the same effect (like it was in Chromosome), or to a hybrid that gives a smaller bonus to both. (and if they go with the hybrid then maybe another skill that has the same effect as the hybrid skill but drasticly increased skill cost that is in the same position as the current AR sharpshooter skill?(or in the tier past the Laser Rifle Proficiency skill))) ( and just so you know: decreased heat build up is much more useful in combat than increased cool down speed)
- Give us the old damage increase back (If it really has been changed. BUT, only if after everthing else, the LR still NEEDS a buff.
Just like to point out that I think the sieze time is fine right now, I don't see any reason it should be reduced. (but if because of balance due to fixing the above issues, I guess LR users could live with (slightly) increased sieze times) |
Cinnamon267
Sinq Laison Gendarmes Gallente Federation
36
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Posted - 2013.05.08 23:11:00 -
[2] - Quote
1 - The iron sites blocking the target is a problem. It's weird how they came to that design decision. Same with the blow that comes while firing. It's especially annoying when every other weapon has a site that is unobtrusive and means they can cut through you pretty fast. Give the LR the new AR sites. Would work wonders.
2 - Disagree. The damage caused by the laser is fine, to me. It's exploding with heat. It should cause damage and be something you don't do on a regular basis. You're punished for it. They needed to increase the damage over what it did in Chromosome. It did too little then. It needs to be something you think about while firing so you don't get carried away with it.
3 - I. usually, overheat with 37 "rounds" left. With the sites being what they are and the damage being much lower I can see where you are coming from. But, I can still get some people without it overheating. All depends on the situation. Lowering it by a couple of rounds might be beneficial. But, there still should be a fear when firing that this thing is going to overheat. It's part of the design of the weapon.
5 - Indeed. The Viziam's range + SS lvl 5 was awfully OP. It needed to be cut down. People, like myself, would occasionally sit on rooftops and just dominate with it. Was hard for people to get around to you. Unless it was on a map that made it easy to flank. Which people did. But, as of now, they don't need to flank you.
I'm wondering how much of this would be improved by giving the LR a better site to aim with. That's my biggest issue with it, right now. It's hard to gauge how nerfed it was when I can't really hit much. When something is stationary, at a console hacking for instance, I can take them down pretty fast. Damage seems OK. Something that will improve as you get proto + damage mods and whatnot. But, to me, the sites being improved may solve all of these issues.
And AR can cut through me and you so quickly mainly due to their improved sites, in my opinion. Using the AR and LR one after another it's night and day how much better the AR sites are. |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
11
|
Posted - 2013.05.08 23:39:00 -
[3] - Quote
Cinnamon267 wrote:1 - The iron sites blocking the target is a problem. It's weird how they came to that design decision. Same with the blow that comes while firing. It's especially annoying when every other weapon has a site that is unobtrusive and means they can cut through you pretty fast. Give the LR the new AR sites. Would work wonders.
2 - Disagree. The damage caused by the laser is fine, to me. It's exploding with heat. It should cause damage and be something you don't do on a regular basis. You're punished for it. They needed to increase the damage over what it did in Chromosome. It did too little then. It needs to be something you think about while firing so you don't get carried away with it.
3 - I. usually, overheat with 37 "rounds" left. With the sites being what they are and the damage being much lower I can see where you are coming from. But, I can still get some people without it overheating. All depends on the situation. Lowering it by a couple of rounds might be beneficial. But, there still should be a fear when firing that this thing is going to overheat. It's part of the design of the weapon.
1- I would prefer to have the sight from Chromosome brought back since it gave us a clear view of our target and his surroundings.
2-Why do higher amounts of damage the higher tier you go? I was tempted to stay in low tiers because it takes down a large portion of my health when it overheats, and since it'll generally be overheating because you're fighting, you will most likely have taken some damage already, and then some more while waiting for it to stop siezing. (My current fitting has a EHP of 400)
I think it should have somewhat reduced feedback damage (not as little as in Chromosome, somewhere inbetween)
3-(my times were from continuos firing until it overheated) |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
11
|
Posted - 2013.05.08 23:44:00 -
[4] - Quote
Cinnamon267 wrote: I'm wondering how much of this would be improved by giving the LR a better site to aim with. That's my biggest issue with it, right now. It's hard to gauge how nerfed it was when I can't really hit much. When something is stationary, at a console hacking for instance, I can take them down pretty fast. Damage seems OK. Something that will improve as you get proto + damage mods and whatnot. But, to me, the sites being improved may solve all of these issues.
I'm a logistics so I'll be using my high slots for shield extenders, shield rechargers, and *scan precision enhancers (*to max out how much I help my squad). Not damage mods. |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
11
|
Posted - 2013.05.09 00:41:00 -
[5] - Quote
Bumped back to front so more people can see this. |
Cinnamon267
Sinq Laison Gendarmes Gallente Federation
37
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Posted - 2013.05.09 01:06:00 -
[6] - Quote
Ecshon Autorez wrote:Cinnamon267 wrote:1 - The iron sites blocking the target is a problem. It's weird how they came to that design decision. Same with the blow that comes while firing. It's especially annoying when every other weapon has a site that is unobtrusive and means they can cut through you pretty fast. Give the LR the new AR sites. Would work wonders.
2 - Disagree. The damage caused by the laser is fine, to me. It's exploding with heat. It should cause damage and be something you don't do on a regular basis. You're punished for it. They needed to increase the damage over what it did in Chromosome. It did too little then. It needs to be something you think about while firing so you don't get carried away with it.
3 - I. usually, overheat with 37 "rounds" left. With the sites being what they are and the damage being much lower I can see where you are coming from. But, I can still get some people without it overheating. All depends on the situation. Lowering it by a couple of rounds might be beneficial. But, there still should be a fear when firing that this thing is going to overheat. It's part of the design of the weapon. 1- I would prefer to have the sight from Chromosome brought back since it gave us a clear view of our target and his surroundings. 2-Why do higher amounts of damage the higher tier you go? I was tempted to stay in low tiers because it takes down a large portion of my health when it overheats, and since it'll generally be overheating because you're fighting, you will most likely have taken some damage already, and then some more while waiting for it to stop siezing. (My current fitting has a EHP of 400) I think it should have somewhat reduced feedback damage (not as little as in Chromosome, somewhere inbetween) 3-(my times were from continuos firing until it overheated)
I find the damage it does to still be negligible. It only takes down my shields, which I have 150, and about 20 or so armour, which I have 309 of. It leaves me open to be taken down. Which is what I assume it is supposed to be.
Well, I don't really have much of an answer. I'm only using the AVD laser not the proto. But, I assume the damage output of the Viziam is such that a higher damage dealt to the player upon overheat is to compensate. |
Adstellarum
G I A N T EoN.
49
|
Posted - 2013.05.09 01:13:00 -
[7] - Quote
yea I used the basic LR on the first day and did not like that iron sight which is SHITTIER THAN AR and I think ARs need a slight dmg nerf especially the tactical with people using modded controllers to quickly fire it in rapid succession with little kick/dispersion because by the time the game reads the kick/dispersion the target is already dead before it becomes a matter for them....
The Range of the lvl 1 LR is about 85 meters I couldn't get an exact number but that is what it seems as that was the furtherest I could get tactical data when looking down the scope and occasionally firing but it was hard to keep a point on a target to make absolutely sure since we have no way to test out under safe conditions (i.e. training CBs) and yes I would actually like to see the laser beam coming out of the LR in scoped mode so if you don't want to do away with Iron sights then make the end of the rifle marker a HOLLOW POINT so that we can see it heading to the target even just a little
Instead of a sharpshooter skill like ARs and SMGs give the LR requiring proficiency of some level 3+ that reduces feedback by 2.5% per level.
I personally plan to run full shield extenders on my suits, dmg mods are easily mitigated by shields/armor especially with the way the infantry armor and shield skills that allow their use improving their efficiency.... in my opinion shield rechargers are currently worthless unless they bring shields into the way they are in EVE which is constant recharge or on something with a lot of shield hp like maybe a heavy or caldari logi (5 highslots.. i'd probably do 4 xtender and 1 recharger) as the recharger then makes up for the shield rep... but if they were to make shields like in eve then dropsuits would also require a shield boost system |
Talos Alomar
Subdreddit Test Alliance Please Ignore
728
|
Posted - 2013.05.09 01:13:00 -
[8] - Quote
background : I run a laser on an amarr assault suit
1. I like the look of the new sights, tbh. They are useful for finding out if something is in your range (if the entire body fits within the circle, they are out of range). The glare from the rifle is a bit obtrusive, though. CCP just needs to hurry up with weapon customization.
2. Don't overheat. I'm ok with the penalty being higher than it was last build.
3. this is why I run an Amarr Assault with a high LR prof skill. I would love a heat sink module, though.
4. I'm sure it takes longer to get to a really high damage as we all don't have a guaranteed 10% bonus from weaponry. I'm not sure if they changed a stat in the weapon itself.
5. - 6. If they are going to do anything with the range, they should extend the optimal range 5-10 m inward. it's supposed to be a medium range weapon, remember?
7. don't expect to be entirely out side of AR range, but at that point they are having some pretty crazy falloff. that's fine by me.
edit -
Adstellarum wrote: Instead of a sharpshooter skill like ARs and SMGs give the LR requiring proficiency of some level 3+ that reduces feedback by 2.5% per level.
Yes, please. |
Adstellarum
G I A N T EoN.
49
|
Posted - 2013.05.09 08:08:00 -
[9] - Quote
bump to get more attention |
The Robot Devil
BetaMax. CRONOS.
215
|
Posted - 2013.05.09 15:33:00 -
[10] - Quote
The sights are not too bad before I begin to fire but as soon as I fire the target disappears. The is a red chevron is there but everything else is very hard to see and it is difficult to track the target.
I am constantly out ranged by ARs. The person can be standing still and I will take damage and be down in three shots but a half a magazine of LR doesn't damage their shields. I am I wrong thinking that laser have better distance than blasters?
These two items are my only two problems with the LR. At proper range the Viziam does good damage, the overheat damage seem high but I am not skilled into a suit that changes that. |
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Belendur Balfour
Silver Gryphons Inc
1
|
Posted - 2013.05.09 19:34:00 -
[11] - Quote
My opinion
1. The sites suck, hard to track the target, which is essential to the laser rifle 2. It is a medium range weapon, not close not long, so it should do more damage at medium range than an AR 3. Overheat is acceptable, as the amarr suits help with that and it is an amarr weapon, in EVE for instance, you do not use lasers on caldari or gallente ships, since they do not get any bonuses which makes them underpowered on those vesseles
Question for a Dev, is the laser rifle the amarr equivalent of the Tactical AR? If so, it should be in the same damage catagory at the same ranges |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
14
|
Posted - 2013.05.10 20:49:00 -
[12] - Quote
Bump |
Atlas Exenthal
mnemonic.
38
|
Posted - 2013.05.12 18:29:00 -
[13] - Quote
Bumping because the new iron sights are really goddamn awful. |
Jack McReady
DUST University Ivy League
175
|
Posted - 2013.05.12 18:44:00 -
[14] - Quote
1. for some reason the laser is the only weapon that does not get a damage increase if you advance to higher meta levels, all it can do is slightly longer before overheating (and it is still has ammo to manage) which does not seem right.
advanced and proto levels should get damage increase just like every other weapon.
2. fix ADS (dat glow) |
Cinnamon267
The Southern Legion RISE of LEGION
45
|
Posted - 2013.05.12 18:58:00 -
[15] - Quote
Jack McReady wrote:1. for some reason the laser is the only weapon that does not get a damage increase if you advance to higher meta levels, all it can do is slightly longer before overheating (and it is still has ammo to manage) which does not seem right.
advanced and proto levels should get damage increase just like every other weapon.
2. fix ADS (dat glow)
They tried the damage increase and what you ended up with was the Viziam. |
Jack McReady
DUST University Ivy League
177
|
Posted - 2013.05.12 20:03:00 -
[16] - Quote
Cinnamon267 wrote:Jack McReady wrote:1. for some reason the laser is the only weapon that does not get a damage increase if you advance to higher meta levels, all it can do is slightly longer before overheating (and it is still has ammo to manage) which does not seem right.
advanced and proto levels should get damage increase just like every other weapon.
2. fix ADS (dat glow) They tried the damage increase and what you ended up with was the Viziam. the problem with the viziam was the jump was to high. it had a 25% increase over the advanced laser.
what I am talking about is a 5% increase from standard to advanced and another 5% from advanced to proto. |
lDocHollidayl
Imperfects Negative-Feedback
178
|
Posted - 2013.05.12 20:44:00 -
[17] - Quote
The laser is dead. OP is a weapon that everyone can use (and usually do use) and kill with it...20-1 20-0 20-2... The laser wasn't OP. It was dangerous at its optimal. Which gun is used by most and gets great kill numbers??? TAR anyone? Hands down the laser was not OP because of its light use. In Skirmish you saw maybe 3. Ambush bowl map...5 at the most. The laser is now seen once outta 6 games.....something like that? It had a specific range and was useless up close and damages the user in overheat. Now the AR match the range and hit when hip firing. This is currently the biggest problem. Hip fire for the TAR and such hit the laser harder and more accurate making the laser a poor choice of weapon. The TAR has no drawbacks. The laser has many.
Since update I have not seen a laser user with over 10 kills. |
Cinnamon267
The Southern Legion RISE of LEGION
49
|
Posted - 2013.05.12 22:11:00 -
[18] - Quote
lDocHollidayl wrote:The laser is dead. OP is a weapon that everyone can use (and usually do use) and kill with it...20-1 20-0 20-2... The laser wasn't OP. It was dangerous at its optimal. Which gun is used by most and gets great kill numbers??? TAR anyone? Hands down the laser was not OP because of its light use. In Skirmish you saw maybe 3. Ambush bowl map...5 at the most. The laser is now seen once outta 6 games.....something like that? It had a specific range and was useless up close and damages the user in overheat. Now the AR match the range and hit when hip firing. This is currently the biggest problem. Hip fire for the TAR and such hit the laser harder and more accurate making the laser a poor choice of weapon. The TAR has no drawbacks. The laser has many.
Since update I have not seen a laser user with over 10 kills.
I'm, almost, always over 10 kills. Lardy da for me, I know. |
Atlas Exenthal
mnemonic.
41
|
Posted - 2013.05.16 01:47:00 -
[19] - Quote
Not to mention the ******** amount of damage you now take when you overheat. The LR is inferior to the TAR in every capacity, and everything else is better at medium range.
The LR needs a slight range increase, LESS overheat damage, and a usable ironsight. How CCP got this so goddamn backwards is beyond me. The lack of sharpshooter skill would have balanced everything just fine.
As soon as CCP adds in the *absolute range* for all weapons, I see other rifles overwhelming the LRs completley |
Green Living
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
219
|
Posted - 2013.05.16 01:57:00 -
[20] - Quote
+1 |
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