|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
matsumoto yuichi san
SVER True Blood Unclaimed.
3
|
Posted - 2013.06.04 02:07:00 -
[1] - Quote
This thread is indended to serve as a more collected location for the state of the laser rifle as it is seen by the community at this time,
I will start by saying that the viziam last build was too good, and deserved the damage reduction, and the remaining lasers were generally OK, with their primary apparent power being the primary play in ambush, those maps forcing engagement at 70m and the SS skill.
this build they overheat much faster and do huge feedback damage
this yields them being serviceable only on amarr assault suits, i think they should be at least usable on the others as it stands they really arent. This is minor though.
Major issue is the irons and the comarison to the TAR.
both these weapons are long range weapons and make the user want to engage at distance, however the TAR does superior damage, and has superior range, AND gets the benefit of simply being a variation of another weapon.
this is compounded by the absolutely attrocious irons on the LR, the combination of the actual irons and the terrible blue fuzz from firing makes ADS a practically useless endevour, (amplified by a lot of dark areas on the map + black suits already having poor contrast)
altogether i'd like to use the laser but i really can't even when the maps would allow it (half the time the maps being so focsused on outposts makes their range envelope even worse than the tar since being too close loses damage, and getting closer gains for the TAR.
side note you practically need damage mods to have a hope of killing someone before they get to cover, and even then only just before you overheat
and almsot kill yourself (amarr assault lvl 5 armor and shield 5%/lvl it does fully half you health from a viziam) before tank of course.
|
matsumoto yuichi san
SVER True Blood Unclaimed.
4
|
Posted - 2013.06.04 03:26:00 -
[2] - Quote
good so far, keep it going :) |
matsumoto yuichi san
SVER True Blood Unclaimed.
5
|
Posted - 2013.06.04 12:53:00 -
[3] - Quote
it does more damage from a longer duty cycle not from the heat, so if you were to have a long duty cycle followed by pulsed duty cycles at high heat you WILL NOT get more damage on the successive duty cycles, unforunately |
matsumoto yuichi san
SVER True Blood Unclaimed.
5
|
Posted - 2013.06.05 17:05:00 -
[4] - Quote
getting this back to not page 4 simply because IWS wanted a good thread on this and if it falls too far off then it won't serve that purpose, i think we have been mostly constructive so far.
essentially all of the concerns regarding the current LR state have been mentioned
i have neglected to suggest solutions (short of making the ADS not terribad) because i feel that that isn't my place specifically, so i just make comparisons and observations and say, this aint right.
ideally we get some fix for some of this soonish i would not like to see a whole build with a whole weapon gone just because you never got round to it, and it's all fine and dandy adding the missing racial stuff, in fact i would love to have it all drop atm, but the fact of the matter is until what you have is playing at least decently then the additional items will not be as helpful as you antcipate, you'll either add a new "BEST" option or the current stuff will be good enough that there would not be a good reason to use the new things as it would require skilling into them. this i say will happen because as much as you guys seem to have a great concept for cool, and good ideas for weapon functions, you seem terrible with making the numbers / implementation actually work out everything looks ok on paper, then you try it, and just laugh.... |
|
|
|