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Vell0cet
Royal Uhlans Amarr Empire
0
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Posted - 2013.05.16 18:35:00 -
[1] - Quote
The laser rifle is a unique beast. It has several MAJOR downsides:
1. By far the biggest downside to using a laser rifle is that it produces a massive bright colored beam which is essentially a giant arrow pointing at you that almost anyone on the map can see: "laser rifle user here."
2. It builds damage over time, so you've got to be able to not only hit a moving target, but hold the beam on them as they jump, strafe, react etc.
3. It overheats which not only damages you, but also disables your ability to fire while it cools off in the middle of a firefight. Because it does most damage the closer it gets to overheating, players are incentivized to flirt with getting as close to the overheating boundry as possible.
4. Despite the overheat mechanism, it still takes ammo, so you still need to reload.
5. It's useless at close range.
6. It's very weak against armor.
I think all of these things are great. It makes the weapon feel very unique and creates tactical variety on the battlefield, adding to a deeper and more rich gameplay. Having everyone running around with assault rifles is boring, and shallow. Weapons like the laser rifle add depth and dimention. However with all of these very serious negatives, there really needs to be benefits to counterbalance them. I don't want laser rifles to become overpowered, just balanced in a way that keeps them unique and interesting.
1. Laser rifles should have their range significantly boosted so they can effectively counter TAC AR's by outranging them (perhaps to balance this change you could make it require a significant skill point investment to unlock deep in the laser rifle skill tree).
2. Increase damage, but only as it gets closer to overheating (i.e. make the damage output vs time graph a steeper slope). This boosts damage, but is balanced with the increased risk of being exposed from cover for longer periods (with the giant "laser rifle here" sign on your head), and being close to overheating (disabling/damaging you).
If done properly these changes could really boost the weapon (CCP: what percent of kills have been from laser rifles since uprising launched?) to make it viable again, but in a way that keeps the weapon unique and adds to the tactical complexity of the battlefield.
Oh and the sight is absolute ****. Please replace with something that doesn't make the weapon completely unusable, midrange weapons needs to be able to see what they're shooting, especially when they need to keep a bead on their target to do significant damage. |
Vell0cet
Royal Uhlans Amarr Empire
0
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Posted - 2013.05.16 19:06:00 -
[2] - Quote
Herpn Derpidus wrote:...Either the scrambler rifle or the laser rifle should be unlimited ammo
The thing about ammo is that it forces dependancies between other players, encourages tactical movement between physical locations on the battlefield. I don't think unlimited ammo would be all that beneficial (as you point out, not many people are clamoring for this) and yet it dumbs down the game a fair bit when people are less dependent on their teammates. I'd also add that I could see ammunition types being added at some time in the future just like in Eve, and this would work against that goal as well by anchoring expectations about ammo and laser weapons.
I do think you're absolutely right that it feels like it's lost it's place. |
Vell0cet
Royal Uhlans Amarr Empire
1
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Posted - 2013.05.16 20:27:00 -
[3] - Quote
ZDub 303 wrote:The range fix should help the LR find its place again.
Right now it only works in its optimal range, but hopefully remnant can add this effective range fix and youll still do fairly decent damage at even very longe ranges (think 80-100m hopefully/eventually).
You wont be able to evaporate people in a second but still soften them up quite a bit.
I think this is the niche that the TAR and the LR are supposed to fill... softening up targets and/or just keeping them scared and away altogether.
However, since ranges are pretty much garbage until the fix is implemented and then tweaked after feedback, the TAR will remain hella OP and the LR essentially useless at long range.
Also I agree, the iron sight is actually pretty bad... the scrambler scope would do wonders on the LR. If the TAR and the LR have the same range, why would anyone choose it over the TAR? The LR has many major drawbacks (as mentioned above), and if it's no better than the TAR in other ways, it's always going to the ugly stepsister. I'd like to see the LR hit out to 120-130ish with max skills (still many times shorter than a sniper rifle, but great at the mid range. The fact that you announce your location for several seconds every time you fire, prevents you from stealing the sniper's thunder, and the weakness at short range limits the weapon's advantage to mid range. |
Vell0cet
Royal Uhlans Amarr Empire
1
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Posted - 2013.05.17 19:50:00 -
[4] - Quote
Has there even been confirmation from CCP that the Laser Rifle is broken and that they're looking into ways to improve it? Or is it currently considered to be working as intended?TonYtigr wrote:Haven't used the scrambler rifle yet The scrambler has a really cool feel to it, I think CCP did a great job on the scrambler--it feels very different from the AR but is still fairly competitive at similar ranges. And the sight is great for it. I could see how CCP wants the Laser Rifle to have it's own unique sight, but the SR's sight would be a great starting place for re-working it. |
Vell0cet
Royal Uhlans Amarr Empire
2
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Posted - 2013.05.20 21:51:00 -
[5] - Quote
gil pilferer wrote:I agree with... changing one thing at a time. i don't want a return to chromosome lasers cos they were OP, but lets avoid a see-saw of nerfing and buffing and get it right slowly. I don't want see-sawing buffs/nerfs either, and I agree that LR were OP in Chromosome. My fear is that if they do one thing at a time it's going to take many months (or even unitl the next major update) before the LR can compete with the TAC. I think they should take care of the sight as soon as humanly possible, and then they should have some internal testing with a full TAC team vs. a full LR team (with mixed gear). When the LR's have been tweaked to the point they aren't getting completely decimated in the internal tests, that would be a good time to release the fixes. |
Vell0cet
Royal Uhlans Amarr Empire
4
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Posted - 2013.06.01 18:41:00 -
[6] - Quote
gil pilferer wrote:...but still no word on the LR. I'm sure CCP doesn't prioritise responding to nerd raging and threats to quit over civilised and constructive feedback...
The silence is deafening. I just want to hear them say they realize it's a problem and they're looking into it.
If CCP thinks everything is fine, then they need to do a lot more internal testing, because a full squad of LRs will get completely decimated by a full squad of any other weapon--not even close.
They need to run some SQL queries on their database to see percent of kills by LR's since Uprising launched. KD ratios of LR users since Uprising. Have someone try to kill a stationary target in good gear before the thing overheats, repeat the exercise with every other weapon out there. |
Vell0cet
Royal Uhlans Amarr Empire
4
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Posted - 2013.06.04 17:06:00 -
[7] - Quote
Mobius Wyvern wrote:In relation to the second point, since this would mean "pre-firing" and "sweeping" would no longer be viable, it would significantly increase the skill ceiling of the weapon. I actually like the balance of the "pre-firing" and sweeping mechanism. It forces you to pop out of cover and linger for a while with a big beam pointing at your location while you stand stationary. It makes you very vulnerable to snipers or people flanking you and is a nice "long burst" counterpoint to the "short bursts" mechanism of most weapons. It creates variety and tactical interest. I do think it was too easy to get a kill in chromosome with the sweep though, but you had to time things correctly or you'd overheat. It incentivized flirting with that line of overheating which is also an interesting mechanism. |
Vell0cet
Royal Uhlans Amarr Empire
4
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Posted - 2013.06.05 18:12:00 -
[8] - Quote
Zeylon Rho wrote:I've been killed by lasers.. twice I think since uprising launched. I think I've only been killed once since uprising, I was wearing a basic Amarr Assault with a small shield tank shooting at him with a mid-level SR. He killed me with a Viziam and I got him down to almost 0 health (with sloppy shooting while he was doing a great job of keeping me in the beam) my squadmate killed him less than a second after I died. He definitely earned that kill.
How many times have you guys been killed by a LR since uprising? |
Vell0cet
Royal Uhlans Amarr Empire
9
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Posted - 2013.06.19 17:45:00 -
[9] - Quote
I'm disappointed we haven't seen a fix to the sights. It's been WAY too long for such a simple fix. All they need to do is use the ones from the Scrambler or bring back the old ones, even if it's just temporary until they re-design them (if that's what's holding things up). They also need to tweak the range, and damage too, but FFS CCP at the minimum fix the sights--this should have been done as a hotfix the first week of Uprising. Your LRs are broken and it doesn't take long to grab the resources from your version control and execute a rollback. |
Vell0cet
Royal Uhlans Amarr Empire
61
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Posted - 2013.07.13 13:48:00 -
[10] - Quote
I don't mean to keep QQing, but CCP--this is getting ridiculous. FFS give us working sights (roll-back the original ones, or give us the scrambler version as a temporary fix at the very least). This should have been done so long ago. Getting your existing weapons to the point they are viable options should be a priority over adding extra crap like Commando suits. |
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