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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4846
|
Posted - 2013.07.12 04:48:00 -
[1] - Quote
There is so much counterintuitive, strange, and design decisions with the laser rifle: It does low damage up close, but does higher damage the further away you shoot... but it starts doing low damage again once you exceed a certain range. That is just silly, lasers do not work that way at all. It is made even worse by the fact that the game doesn't explain that at all.
Giving a mid-long range laser weapon an ironsight was not a good idea. Even worse, giving it a sight that blocks the user from seeing the beam, no one in CCP testing this weapon before Uprising thought it was a bad idea? A close-range shotgun has a better sight than the laser rifle.
The weapon does damage the longer it fires, that is also silly, but at least the game actually explains it to you when you spawn with the weapon (unlike the range thing). This incentivises players to miss on purpose at first until the laser builds up enough damage, this is because initially hitting your target is only good for scaring them away. This does not reward skill.
How the laser should be: Damage should not be dependent on range. I propose lowering the base damage to 15, but make it just as good at close range as mid range. Damage should then drop at the 80s ranges.
Get rid of the ironsight, give it a sight like the scrambler rifle.
Make damage build on the target, not on the laser. Damage buildup should not be based on how long the laser has fired, but how of it hit the target. The longer you hit the target, the more damage should increase. It will reward precise aiming skill, and also makes sense because the laser should be heating up the enemy's from continuous fire.
pew pew, pew pew, pew |
The-Errorist
BetaMax Beta CRONOS.
61
|
Posted - 2013.07.12 05:06:00 -
[2] - Quote
I agree, the LR is a pretty silly weapon.
One way for the laser rifle to build up damage based on the how long a person has been hitting their target is to make dropsuits have a heat stat that goes up when being hit by a laser rifle. This way if a PersonA was being burned severely by LaserRifleGuy1, but LaserRifleGuy1 gets killed, LaserRifleGuy2 can continue near where he left off. |
RuckingFetard
Better Hide R Die D.E.F.I.A.N.C.E
257
|
Posted - 2013.07.12 05:06:00 -
[3] - Quote
KAGEHOSHI Horned Wolf wrote:There is so much counterintuitive, strange, and bad design decisions with the laser rifle:
It does low damage up close, but does higher damage the further away you shoot... but it starts doing low damage again once you exceed a certain range. That is just silly, lasers do not work that way at all. It is made even worse by the fact that the game doesn't explain that at all.
Giving a mid-long range laser weapon an ironsight was not a good idea. Even worse, giving it a sight that blocks the user from seeing the beam, no one in CCP testing this weapon before Uprising thought it was a bad idea? A close-range shotgun has a better sight than the laser rifle.
The weapon does damage the longer it fires, that is also silly, but at least the game actually explains it to you when you spawn with the weapon (unlike the range thing). This incentivises players to miss on purpose at first until the laser builds up enough damage, this is because initially hitting your target is only good for scaring them away. This does not reward skill.
How the laser should be: Damage should not be dependent on range. I propose lowering the base damage to 15, but make it just as good at close range as mid range. Damage should then drop at the 80 meter ranges.
Get rid of the ironsight, give it a sight like the scrambler rifle.
Make damage build on the target, not on the laser. Damage buildup should not be based on how long the laser has fired, but how of it hit the target. The longer you hit the target, the more damage should increase. It will reward precise aiming skill, and also makes sense because the laser should be heating up the enemy's from continuous fire.
pew pew, pew pew, pew 1)nope. Better have it increasing in dmg uptil 95m 2) better zoom optics please 3) nope. It would still be useless, considering that it will damage you initially at 15/-shot. I propose a much-more rapid increase in damage should you go with this suggestion |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4849
|
Posted - 2013.07.12 05:16:00 -
[4] - Quote
RuckingFetard wrote:KAGEHOSHI Horned Wolf wrote:There is so much counterintuitive, strange, and bad design decisions with the laser rifle:
It does low damage up close, but does higher damage the further away you shoot... but it starts doing low damage again once you exceed a certain range. That is just silly, lasers do not work that way at all. It is made even worse by the fact that the game doesn't explain that at all.
Giving a mid-long range laser weapon an ironsight was not a good idea. Even worse, giving it a sight that blocks the user from seeing the beam, no one in CCP testing this weapon before Uprising thought it was a bad idea? A close-range shotgun has a better sight than the laser rifle.
The weapon does damage the longer it fires, that is also silly, but at least the game actually explains it to you when you spawn with the weapon (unlike the range thing). This incentivises players to miss on purpose at first until the laser builds up enough damage, this is because initially hitting your target is only good for scaring them away. This does not reward skill.
How the laser should be: Damage should not be dependent on range. I propose lowering the base damage to 15, but make it just as good at close range as mid range. Damage should then drop at the 80 meter ranges.
Get rid of the ironsight, give it a sight like the scrambler rifle.
Make damage build on the target, not on the laser. Damage buildup should not be based on how long the laser has fired, but how of it hit the target. The longer you hit the target, the more damage should increase. It will reward precise aiming skill, and also makes sense because the laser should be heating up the enemy's from continuous fire.
pew pew, pew pew, pew 1)nope. Better have it increasing in dmg uptil 95m 2) better zoom optics please 3) nope. It would still be useless, considering that it will damage you initially at 15/-shot. I propose a much-more rapid increase in damage should you go with this suggestion
I agree damage needs to be faster, though I still find the way range works pretty silly and counterintuitive. |
Meeko Fent
Seituoda Taskforce Command Caldari State
259
|
Posted - 2013.07.12 05:47:00 -
[5] - Quote
If damage builds up on target as opposed to on beam, then wouldn't you think it would make it even more useless?
Then your target manages to escape the bean, so now the weapon does the same damage it did before you had it on target.
The range issue is correct, as it does make no sense.
Everybody and their grandma knows about how sucky the LR sights are. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4849
|
Posted - 2013.07.12 05:54:00 -
[6] - Quote
Meeko Fent wrote:If damage builds up on target as opposed to on beam, then wouldn't you think it would make it even more useless?
Then your target manages to escape the bean, so now the weapon does the same damage it did before you had it on target.
The range issue is correct, as it does make no sense.
Everybody and their grandma knows about how sucky the LR sights are. Ideally the damage built up on the target should cool down slowly, so the target evading for 2 seconds shouldn't reset the damage back to 15. Also the laser being more viable for closer ranges, and the faster damage build up would keep it far from useless IMO. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
859
|
Posted - 2013.07.12 05:54:00 -
[7] - Quote
Im fairly certain I read somewhere that the explained reason for the range is that the beam doesn't completely focus till a certain distance, hence the low damage up close. If you know some basic optics from physics this actually makes a good bit of sense. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
554
|
Posted - 2013.07.12 06:24:00 -
[8] - Quote
KAGEHOSHI Horned Wolf wrote:There is so much counterintuitive, strange, and bad design decisions with the laser rifle:
It does low damage up close, but does higher damage the further away you shoot... but it starts doing low damage again once you exceed a certain range. That is just silly, lasers do not work that way at all. It is made even worse by the fact that the game doesn't explain that at all.
Giving a mid-long range laser weapon an ironsight was not a good idea. Even worse, giving it a sight that blocks the user from seeing the beam, no one in CCP testing this weapon before Uprising thought it was a bad idea? A close-range shotgun has a better sight than the laser rifle.
The weapon does damage the longer it fires, that is also silly, but at least the game actually explains it to you when you spawn with the weapon (unlike the range thing). This incentivises players to miss on purpose at first until the laser builds up enough damage, this is because initially hitting your target is only good for scaring them away. This does not reward skill.
How the laser should be: Damage should not be dependent on range. I propose lowering the base damage to 15, but make it just as good at close range as mid range. Damage should then drop at the 80 meter ranges.
Get rid of the ironsight, give it a sight like the scrambler rifle.
Make damage build on the target, not on the laser. Damage buildup should not be based on how long the laser has fired, but how of it hit the target. The longer you hit the target, the more damage should increase. It will reward precise aiming skill, and also makes sense because the laser should be heating up the enemy's from continuous fire.
EDIT: the damage buildup needs to happen faster also.
pew pew, pew pew, pew Sorry but currently Laser Rifles are great guns.
I was In chromo when they were better guns but whut ever. |
Skihids
Bullet Cluster
1724
|
Posted - 2013.07.12 06:30:00 -
[9] - Quote
Pokey Dravon wrote:Im fairly certain I read somewhere that the explained reason for the range is that the beam doesn't completely focus till a certain distance, hence the low damage up close. If you know some basic optics from physics this actually makes a good bit of sense.
That might work as an explanation if the beam started out wide, narrowed to a point, then diverged again, but it's a constant narrow beam.
Instead I would go with "frequency matching" bs where the three seprate beams composing the main beam have differing wavelengths and they have to all align for maximum power transfer through material. Of course with the short wavelength of light that:
A) would happen at far shorter distances And B) repeat over and over down the length of the beam
So forget it. There is no believable explanation for the screwy damage profile. It's just there because it balances the weapon. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
860
|
Posted - 2013.07.13 08:50:00 -
[10] - Quote
Skihids wrote:Pokey Dravon wrote:Im fairly certain I read somewhere that the explained reason for the range is that the beam doesn't completely focus till a certain distance, hence the low damage up close. If you know some basic optics from physics this actually makes a good bit of sense. That might work as an explanation if the beam started out wide, narrowed to a point, then diverged again, but it's a constant narrow beam. Instead I would go with "frequency matching" bs where the three seprate beams composing the main beam have differing wavelengths and they have to all align for maximum power transfer through material. Of course with the short wavelength of light that: A) would happen at far shorter distances And B) repeat over and over down the length of the beam So forget it. There is no believable explanation for the screwy damage profile. It's just there because it balances the weapon.
You make it sound so awful that they need to bend physics a bit to make the gun actually fair in the game... |
|
Scottie MaCallan
Krusual Covert Operators Minmatar Republic
27
|
Posted - 2013.07.13 08:57:00 -
[11] - Quote
I just want to see sqauds of speed tanked lasers become a viable counter to shorter range AR blobs or heavies, it makes me sad that I'm not currently specc'd into lasers but I don't see the point when there's not much benefit of adopting it over a SCR
new sight would be amazing. also yea, better system of damge build up too. on target would be a good step forward |
Levithunder
Nova Corps Marines Ishuk-Raata Enforcement Directive
1
|
Posted - 2013.07.13 20:44:00 -
[12] - Quote
Laser needs A better scope , better iron sight sensetivity. Those are the two things ccp must do to make the laser decent again. What I would also like to see is a 5% heat reduction skill because I think it's unfair that only the amarr assault gets it because I use to long range tank with. Lastly the age old question of DMG output I think it's fine the way it is because it takes 1.2 secounds for a scout, 3.5 secounds for medium and 6.5 to 7.5 secounds for a heavy like it should if ccp changed the DMG output lower it would be completely useless if it where higher it would be to fast. the lr just needs better aiming and tracking. |
Stefan Stahl
Seituoda Taskforce Command Caldari State
150
|
Posted - 2013.07.13 21:28:00 -
[13] - Quote
Just make it work like in Codex. That was fine. Both for the operator of the weapon and the target. |
Mobius Wyvern
BetaMax. CRONOS.
2447
|
Posted - 2013.07.13 21:31:00 -
[14] - Quote
KAGEHOSHI Horned Wolf wrote:There is so much counterintuitive, strange, and bad design decisions with the laser rifle:
It does low damage up close, but does higher damage the further away you shoot... but it starts doing low damage again once you exceed a certain range. That is just silly, lasers do not work that way at all. It is made even worse by the fact that the game doesn't explain that at all.
Giving a mid-long range laser weapon an ironsight was not a good idea. Even worse, giving it a sight that blocks the user from seeing the beam, no one in CCP testing this weapon before Uprising thought it was a bad idea? A close-range shotgun has a better sight than the laser rifle.
The weapon does damage the longer it fires, that is also silly, but at least the game actually explains it to you when you spawn with the weapon (unlike the range thing). This incentivises players to miss on purpose at first until the laser builds up enough damage, this is because initially hitting your target is only good for scaring them away. This does not reward skill.
How the laser should be: Damage should not be dependent on range. I propose lowering the base damage to 15, but make it just as good at close range as mid range. Damage should then drop at the 80 meter ranges.
Get rid of the ironsight, give it a sight like the scrambler rifle.
Make damage build on the target, not on the laser. Damage buildup should not be based on how long the laser has fired, but how of it hit the target. The longer you hit the target, the more damage should increase. It will reward precise aiming skill, and also makes sense because the laser should be heating up the enemy's from continuous fire.
EDIT: the damage buildup needs to happen faster also.
pew pew, pew pew, pew I am ALL OVER your third point, and have been saying the same for months. Being able to "cook up" the beam and then just swipe for a kill is unacceptable faceroll.
As to your second point: scope.
Not a red-dot sight, a scope. If you're going to design the Laser Rifle as a mid-long weapon, which is obviously what they designed it to be, why the hell does it not have a scope when the bloody Gallente ARs do?
I completely agree on changing the sight, but if anything, I'd prefer to get the old camera scope it used to have back, maybe with a bit more zoom. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
1175
|
Posted - 2013.07.13 23:18:00 -
[15] - Quote
I don't think the LR should be changed to only building up damage when on target. That would just turn the LR into a scrambler rifle that lets the enemy know when you are charging it.
Most of the time when I get a kill from charging the beam off target it's because either the target is completely oblivious to me and I can get the beam hot enough to burn through their head before they can react or its in a gun fight and I charge the beam by shooting it into the cover they are using and drilling them in the face when they pop out of cover again.
There are also times when I'm tracking a running target, and I put the beam in front of them and they kill themselves by running into it.
The build up over time mechanic is incredibly devastating, but only if you allow yourself to be punished by it. You have to play smart around a LR, not just have good reflexes. if you adapt your strategies you'll be ok. |
Major Lee High
Battle Response Organizations
46
|
Posted - 2013.07.13 23:23:00 -
[16] - Quote
I miss lasers 8[ |
Provolonee
Undefined Risk DARKSTAR ARMY
72
|
Posted - 2013.07.13 23:41:00 -
[17] - Quote
Yes the sights suck. But I have no problems putting the beam on target. Even firing from the hip I can land head shots. The damage is also fine within it's optimal. That is it's only real problem. a 20m optimal. engaging enemy's inside that sweet spot is impossible to do with any kind of consistency. You have to use dropships, rooftops, ect and just hope your enemy is in your range.
I would like to see it's optimal range go from 30m-80m. A small overlap with AR optimal, and a much wider range where You could be effective from. 30m is also about the range I can track people fitting from the hip like a boss. You would still have 0-30m of AR's dominating you. |
Scheneighnay McBob
Tribal Band Dust Mercenaries Immortals of War
2242
|
Posted - 2013.07.13 23:46:00 -
[18] - Quote
Worst part about the sights are that they aren't even set up right- the beam is supposed to hit directly above the pin- not inside the pin where you can't see what you're shooting. http://3.bp.blogspot.com/_l-C99gGCBhk/TOQHJqpbVYI/AAAAAAAAByc/gwb0nbNXWxM/s1600/sights.jpg |
Iago Templar
Sver true blood Public Disorder.
11
|
Posted - 2013.07.14 00:45:00 -
[19] - Quote
I cry everytime I look at my forlorn Laser Rifle. I loved that weapon so much, now scrambler rifles have taken over my game.
Please CCP take off the iron sights and sort out the optimal range. PLEASE! |
XV1
Ninth Legion Freelance
37
|
Posted - 2013.07.14 01:07:00 -
[20] - Quote
If anything longer range would be nice, I seldom have close range enemies get to me but at the same time it makes it difficult to do much if anything to enemies as getting them into the optimal range is near impossible. Most enemies either stay outside of the range taking minimal damage or come inside the low end of the scale and still take minimal damage. Either way I do little to nothing with it unless I get lucky enough to get someone standing inside the optimal range which is quite uncommon even when I use structures to my advantage. |
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ladwar
Dead Six Initiative Lokun Listamenn
847
|
Posted - 2013.07.14 03:01:00 -
[21] - Quote
so im the only one left using them? nice.. burn burn burn!!!! |
Echoist
Fenrir's Wolves RUST415
32
|
Posted - 2013.07.14 03:47:00 -
[22] - Quote
ladwar wrote:so im the only one left using them? nice.. burn burn burn!!!!
Lol you're not the only one I use them exclusively with my smg. And on the note of laser rifles you people do realize why the optimal range is the way it is, because it's supposed to be a DEFENSIVE weapon. When using this gun you're basically a sentry gun defending an area which is why this gun truely shines in skirmish and domination. Also to those saying this gun is horrible and useless you might be using it wrong cause I've gone 15/3 all the way up to 27/0 with this gun and with less than 10 assists. Of course i would LOVE a new sight for the gun and a short range variant of the gun. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
568
|
Posted - 2013.07.14 05:49:00 -
[23] - Quote
Levithunder wrote:Laser needs A better scope , better iron sight sensetivity. Those are the two things ccp must do to make the laser decent again. What I would also like to see is a 5% heat reduction skill because I think it's unfair that only the amarr assault gets it because I use to long range tank with. Lastly the age old question of DMG output I think it's fine the way it is because it takes 1.2 secounds for a scout, 3.5 secounds for medium and 6.5 to 7.5 secounds for a heavy like it should if ccp changed the DMG output lower it would be completely useless if it where higher it would be to fast. the lr just needs better aiming and tracking. I don't think its unfair at all. Its a weapon designed to be used by Amarrians....not by mercenaries, traitors, and heretics. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
568
|
Posted - 2013.07.14 05:50:00 -
[24] - Quote
ladwar wrote:so im the only one left using them? nice.. burn burn burn!!!! No you aren't I still embrace the tenets of Amarrian warfare and burnt the unclean as well. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4887
|
Posted - 2013.07.14 05:52:00 -
[25] - Quote
True Adamance wrote:Levithunder wrote:Laser needs A better scope , better iron sight sensetivity. Those are the two things ccp must do to make the laser decent again. What I would also like to see is a 5% heat reduction skill because I think it's unfair that only the amarr assault gets it because I use to long range tank with. Lastly the age old question of DMG output I think it's fine the way it is because it takes 1.2 secounds for a scout, 3.5 secounds for medium and 6.5 to 7.5 secounds for a heavy like it should if ccp changed the DMG output lower it would be completely useless if it where higher it would be to fast. the lr just needs better aiming and tracking. I don't think its unfair at all. Its a weapon designed to be used by Amarrians....not by mercenaries, traitors, and heretics. I don't think that's a good point since I'm sure no race would want their weapons being used by everyone either. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
568
|
Posted - 2013.07.14 05:58:00 -
[26] - Quote
KAGEHOSHI Horned Wolf wrote:True Adamance wrote:Levithunder wrote:Laser needs A better scope , better iron sight sensetivity. Those are the two things ccp must do to make the laser decent again. What I would also like to see is a 5% heat reduction skill because I think it's unfair that only the amarr assault gets it because I use to long range tank with. Lastly the age old question of DMG output I think it's fine the way it is because it takes 1.2 secounds for a scout, 3.5 secounds for medium and 6.5 to 7.5 secounds for a heavy like it should if ccp changed the DMG output lower it would be completely useless if it where higher it would be to fast. the lr just needs better aiming and tracking. I don't think its unfair at all. Its a weapon designed to be used by Amarrians....not by mercenaries, traitors, and heretics. I don't think that's a good point since I'm sure no race would want their weapons being used by everyone either. But what I am saying is that a dropsuit designed by that race would take into account its own style of warfare.
I don't think its unfair the gallente get a CPU reduction of hybrid weapons, or the caldari get a reload boost, nor do I think the Minnies have a bad bonus in having extra side arm rounds.
The Amarr bonus is perfectly sound, while I do agree a skill would be nice it would just make the amarr suit better which Im not going to complain about.....even so its hardly unfair the amarr get a bonus to the weapon type the dropsuit was intended to be used with. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4887
|
Posted - 2013.07.14 06:02:00 -
[27] - Quote
True Adamance wrote:KAGEHOSHI Horned Wolf wrote:True Adamance wrote:Levithunder wrote:Laser needs A better scope , better iron sight sensetivity. Those are the two things ccp must do to make the laser decent again. What I would also like to see is a 5% heat reduction skill because I think it's unfair that only the amarr assault gets it because I use to long range tank with. Lastly the age old question of DMG output I think it's fine the way it is because it takes 1.2 secounds for a scout, 3.5 secounds for medium and 6.5 to 7.5 secounds for a heavy like it should if ccp changed the DMG output lower it would be completely useless if it where higher it would be to fast. the lr just needs better aiming and tracking. I don't think its unfair at all. Its a weapon designed to be used by Amarrians....not by mercenaries, traitors, and heretics. I don't think that's a good point since I'm sure no race would want their weapons being used by everyone either. But what I am saying is that a dropsuit designed by that race would take into account its own style of warfare. I don't think its unfair the gallente get a CPU reduction of hybrid weapons, or the caldari get a reload boost, nor do I think the Minnies have a bad bonus in having extra side arm rounds. The Amarr bonus is perfectly sound, while I do agree a skill would be nice it would just make the amarr suit better which Im not going to complain about.....even so its hardly unfair the amarr get a bonus to the weapon type the dropsuit was intended to be used with. I agree there should be a heat buildup reduction skill, because the laser is not worth using at all without the Amarr assault. No other race has their weapon's performance so dependent on their specific suit. A CPU reduction, and an almost worthless reload bonus doesn't really compare IMO.
Good thing I'm specced into Amarr mediums on my main, so I can get an Amarr assault later on for laser rifle (only tested it on an alt). |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
568
|
Posted - 2013.07.14 06:20:00 -
[28] - Quote
KAGEHOSHI Horned Wolf wrote:True Adamance wrote:KAGEHOSHI Horned Wolf wrote:True Adamance wrote:Levithunder wrote:Laser needs A better scope , better iron sight sensetivity. Those are the two things ccp must do to make the laser decent again. What I would also like to see is a 5% heat reduction skill because I think it's unfair that only the amarr assault gets it because I use to long range tank with. Lastly the age old question of DMG output I think it's fine the way it is because it takes 1.2 secounds for a scout, 3.5 secounds for medium and 6.5 to 7.5 secounds for a heavy like it should if ccp changed the DMG output lower it would be completely useless if it where higher it would be to fast. the lr just needs better aiming and tracking. I don't think its unfair at all. Its a weapon designed to be used by Amarrians....not by mercenaries, traitors, and heretics. I don't think that's a good point since I'm sure no race would want their weapons being used by everyone either. But what I am saying is that a dropsuit designed by that race would take into account its own style of warfare. I don't think its unfair the gallente get a CPU reduction of hybrid weapons, or the caldari get a reload boost, nor do I think the Minnies have a bad bonus in having extra side arm rounds. The Amarr bonus is perfectly sound, while I do agree a skill would be nice it would just make the amarr suit better which Im not going to complain about.....even so its hardly unfair the amarr get a bonus to the weapon type the dropsuit was intended to be used with. I agree there should be a heat buildup reduction skill, because the laser is not worth using at all without the Amarr assault. No other race has their weapon's performance so dependent on their specific suit. A CPU reduction, and an almost worthless reload bonus doesn't really compare IMO. Good thing I'm specced into Amarr mediums on my main, so I can get an Amarr assault later on for laser rifle (only tested it on an alt). .... No the Laser is still very good even without the modifiers. I specced lasers before I even had the SP to role racial varients.
I would say if the skill were to be implanted then it should only be a 15-20% modifier at most otherwise you really are making the Amarr medium a good suit.
I also wouldn't scoff at the Caldari reload bonus. My 8M SP assault has it and by god it makes my firing lines that much more potent. |
ladwar
Dead Six Initiative Lokun Listamenn
848
|
Posted - 2013.07.14 06:36:00 -
[29] - Quote
Echoist wrote:ladwar wrote:so im the only one left using them? nice.. burn burn burn!!!! Lol you're not the only one I use them exclusively with my smg. And on the note of laser rifles you people do realize why the optimal range is the way it is, because it's supposed to be a DEFENSIVE weapon. When using this gun you're basically a sentry gun defending an area which is why this gun truely shines in skirmish and domination. Also to those saying this gun is horrible and useless you might be using it wrong cause I've gone 15/3 all the way up to 27/0 with this gun and with less than 10 assists. Of course i would LOVE a new sight for the gun and a short range variant of the gun. the irons at misleading.. the old one worked great, other than that it works just the way its meant to and i usually go 20/7 but thats because i rush sometimes and use my flaylock but run out of ammo. |
Immortal Jovian
J o v e E m p i r e
0
|
Posted - 2013.07.14 06:56:00 -
[30] - Quote
True Adamance wrote:Levithunder wrote:Laser needs A better scope , better iron sight sensetivity. Those are the two things ccp must do to make the laser decent again. What I would also like to see is a 5% heat reduction skill because I think it's unfair that only the amarr assault gets it because I use to long range tank with. Lastly the age old question of DMG output I think it's fine the way it is because it takes 1.2 secounds for a scout, 3.5 secounds for medium and 6.5 to 7.5 secounds for a heavy like it should if ccp changed the DMG output lower it would be completely useless if it where higher it would be to fast. the lr just needs better aiming and tracking. I don't think its unfair at all. Its a weapon designed to be used by Amarrians....not by mercenaries, traitors, and heretics.
I use amarr heavy..... FYI I should have the reduction I'm amarrian ..... |
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True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
569
|
Posted - 2013.07.14 07:38:00 -
[31] - Quote
Immortal Jovian wrote:True Adamance wrote:Levithunder wrote:Laser needs A better scope , better iron sight sensetivity. Those are the two things ccp must do to make the laser decent again. What I would also like to see is a 5% heat reduction skill because I think it's unfair that only the amarr assault gets it because I use to long range tank with. Lastly the age old question of DMG output I think it's fine the way it is because it takes 1.2 secounds for a scout, 3.5 secounds for medium and 6.5 to 7.5 secounds for a heavy like it should if ccp changed the DMG output lower it would be completely useless if it where higher it would be to fast. the lr just needs better aiming and tracking. I don't think its unfair at all. Its a weapon designed to be used by Amarrians....not by mercenaries, traitors, and heretics. I use amarr heavy..... FYI I should have the reduction I'm amarrian .....
Everything about you scream want to be a Jove.... you are one of those heretics.... |
Shion Typhon
Intara Direct Action Caldari State
127
|
Posted - 2013.07.14 08:39:00 -
[32] - Quote
KAGEHOSHI Horned Wolf wrote:There is so much counterintuitive, strange, and bad design decisions with the laser rifle:
It does low damage up close, but does higher damage the further away you shoot... but it starts doing low damage again once you exceed a certain range. That is just silly, lasers do not work that way at all. It is made even worse by the fact that the game doesn't explain that at all.
Giving a mid-long range laser weapon an ironsight was not a good idea. Even worse, giving it a sight that blocks the user from seeing the beam, no one in CCP testing this weapon before Uprising thought it was a bad idea? A close-range shotgun has a better sight than the laser rifle.
The weapon does damage the longer it fires, that is also silly, but at least the game actually explains it to you when you spawn with the weapon (unlike the range thing). This incentivises players to miss on purpose at first until the laser builds up enough damage, this is because initially hitting your target is only good for scaring them away. This does not reward skill.
How the laser should be: Damage should not be dependent on range. I propose lowering the base damage to 15, but make it just as good at close range as mid range. Damage should then drop at the 80 meter ranges.
Get rid of the ironsight, give it a sight like the scrambler rifle.
EDIT: A scope would be even better. Make damage build on the target, not on the laser. Damage buildup should not be based on how long the laser has fired, but how long it hit the target. The longer you hit the target, the more damage should increase. The heat buildup on the target should decrease slowly when the laser stops hitting it, but should not automatically reset. It will reward precise aiming skill, and also makes sense because the laser should be heating up the enemy's from continuous fire.
EDIT: the damage buildup needs to happen faster also.
pew pew, pew pew, pew
I often disagree with this guy's posts but this is a pretty sensible approach that would make laser use much more intuitive. |
Vyzion Eyri
The Southern Legion RISE of LEGION
940
|
Posted - 2013.07.14 09:39:00 -
[33] - Quote
You know... for some reason, this thread made me consider the viability of having lasers be able to totally ignore shields, and directly impact armour.
Lets say we weakened damage even further, but implemented the damage scaling based on how long you had a laser on a target. Would that merit being able to ignore shields? |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4888
|
Posted - 2013.07.14 09:49:00 -
[34] - Quote
Vyzion Eyri wrote:You know... for some reason, this thread made me consider the viability of having lasers be able to totally ignore shields, and directly impact armour.
Lets say we weakened damage even further, but implemented the damage scaling based on how long you had a laser on a target. Would that merit being able to ignore shields? That sounds pretty freakin cool, though I would make it a variant, or an entirely different weapon type. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
571
|
Posted - 2013.07.14 10:00:00 -
[35] - Quote
KAGEHOSHI Horned Wolf wrote:Vyzion Eyri wrote:You know... for some reason, this thread made me consider the viability of having lasers be able to totally ignore shields, and directly impact armour.
Lets say we weakened damage even further, but implemented the damage scaling based on how long you had a laser on a target. Would that merit being able to ignore shields? That sounds pretty freakin cool, though I would make it a variant, or an entirely different weapon type.
No god please no...... |
RuckingFetard
Better Hide R Die D.E.F.I.A.N.C.E
271
|
Posted - 2013.07.14 11:15:00 -
[36] - Quote
Vyzion Eyri wrote:You know... for some reason, this thread made me consider the viability of having lasers be able to totally ignore shields, and directly impact armour.
Lets say we weakened damage even further, but implemented the damage scaling based on how long you had a laser on a target. Would that merit being able to ignore shields? Meh, it would further promote omni-tanking |
Levithunder
Nova Corps Marines Ishuk-Raata Enforcement Directive
1
|
Posted - 2013.07.14 11:30:00 -
[37] - Quote
I think adding a dropsuit heat build up would be a terriable idea also I think ignoring shields would make no sense we want the weapon fixed not overpowerd and nerfed again or have it be more garbage, a couple things would balance it again 1.a REAL scope or have it back where it just zoomed In(anything is better than it is now) 2. Iron sight sensitivity changes with the sensitivity you set 3.Heat build up reduction skill or to make some people happy.... Only have the skill on amarr suits including assualt amarr sentinel and cammandos
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Echoist
Fenrir's Wolves RUST415
32
|
Posted - 2013.07.14 13:23:00 -
[38] - Quote
Levithunder wrote:I think adding a dropsuit heat build up would be a terriable idea also I think ignoring shields would make no sense we want the weapon fixed not overpowerd and nerfed again or have it be more garbage, a couple things would balance it again 1.a REAL scope or have it back where it just zoomed In(anything is better than it is now) 2. Iron sight sensitivity changes with the sensitivity you set 3.Heat build up reduction skill or to make some people happy.... Only have the skill on amarr suits including assualt amarr sentinel and cammandos
I agree with 1, 2, and the first part of 3 but I think it would be unfair to give the amarr dropsuit even more of an advantage when using this gun you don't see this in any other suit. For example the minmatar assault suit gives a bonus to sidearm clip size but that affects ALL sidearms including the amarr scrambler pistol and the others. Maybe we should make it an individual skill so that everyone can get that skill and switch out the suit bonus for the amarr to something more suitable like less recoil for all light weapons since i know the scrambler rifle has a bunch when under continuos fire. What do you guys think? Or what suit bonus would be more suitable for the amarr? |
Levithunder
Nova Corps Marines Ishuk-Raata Enforcement Directive
3
|
Posted - 2013.07.14 13:29:00 -
[39] - Quote
Echoist wrote:Levithunder wrote:I think adding a dropsuit heat build up would be a terriable idea also I think ignoring shields would make no sense we want the weapon fixed not overpowerd and nerfed again or have it be more garbage, a couple things would balance it again 1.a REAL scope or have it back where it just zoomed In(anything is better than it is now) 2. Iron sight sensitivity changes with the sensitivity you set 3.Heat build up reduction skill or to make some people happy.... Only have the skill on amarr suits including assualt amarr sentinel and cammandos
I agree with 1, 2, and the first part of 3 but I think it would be unfair to give the amarr dropsuit even more of an advantage when using this gun you don't see this in any other suit. For example the minmatar assault suit gives a bonus to sidearm clip size but that affects ALL sidearms including the amarr scrambler pistol and the others. Maybe we should make it an individual skill so that everyone can get that skill and switch out the suit bonus for the amarr to something more suitable like less recoil for all light weapons since i know the scrambler rifle has a bunch when under continuos fire. What do you guys think? Or what suit bonus would be more suitable for the amarr?
That's a very good point I really don't have a problem with heat build up though I can go through about 70-75 rounds on my proto laser it's just a question of aiming the thing. |
Echoist
Fenrir's Wolves RUST415
32
|
Posted - 2013.07.14 13:37:00 -
[40] - Quote
Levithunder wrote:Echoist wrote:Levithunder wrote:I think adding a dropsuit heat build up would be a terriable idea also I think ignoring shields would make no sense we want the weapon fixed not overpowerd and nerfed again or have it be more garbage, a couple things would balance it again 1.a REAL scope or have it back where it just zoomed In(anything is better than it is now) 2. Iron sight sensitivity changes with the sensitivity you set 3.Heat build up reduction skill or to make some people happy.... Only have the skill on amarr suits including assualt amarr sentinel and cammandos
I agree with 1, 2, and the first part of 3 but I think it would be unfair to give the amarr dropsuit even more of an advantage when using this gun you don't see this in any other suit. For example the minmatar assault suit gives a bonus to sidearm clip size but that affects ALL sidearms including the amarr scrambler pistol and the others. Maybe we should make it an individual skill so that everyone can get that skill and switch out the suit bonus for the amarr to something more suitable like less recoil for all light weapons since i know the scrambler rifle has a bunch when under continuos fire. What do you guys think? Or what suit bonus would be more suitable for the amarr? That's a very good point I really don't have a problem with heat build up though I can go through about 70-75 rounds on my proto laser it's just a question of aiming the thing.
And I'm sure there are a few people out there that use the amarr dropsuits but don't always use the scrambler rifle or the laser rifle. So by changing the suit bonus to something more general it would support a wider range of play styles. It would also allow other races to use the laser rifle more effectively while still have a chance to go up against other amarr laser users. |
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Kristoff Atruin
Subdreddit Test Alliance Please Ignore
746
|
Posted - 2013.07.14 13:52:00 -
[41] - Quote
"You make it sound so awful that they need to bend physics a bit"
Let me tell you about how outer space in eve is more fluid than void. It's a common joke that we're actually playing internet space submarines.
I like the fact that the laser rifle works in a way that isn't intuitive. It's one of the few truly original weapons that makes me feel like I'm playing in a sci-fi universe rather than a modern military shooter with costumes. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4893
|
Posted - 2013.07.14 14:00:00 -
[42] - Quote
Kristoff Atruin wrote:"You make it sound so awful that they need to bend physics a bit"
Let me tell you about how outer space in eve is more fluid than void. It's a common joke that we're actually playing internet space submarines.
I like the fact that the laser rifle works in a way that isn't intuitive. It's one of the few truly original weapons that makes me feel like I'm playing in a sci-fi universe rather than a modern military shooter with costumes. So you equate scifi with counterintuitiveness? weird. Scifi is based on science, in the case of the EVE universe it seems to lean towards hard scifi (adhering closely to real world scientific principles), but the current laser rifle range mechanics are more fantasy than science. If the laser did make sense, it wouldn't make it any less scifi. Also no modern military shooter has a laser rifle, nor any weapon with a similar damage buildup mechanic, so just changing the range mechanics wouldn't make it suddenly a reskinned modern military shooter. |
Alena Ventrallis
Osmon Surveillance Caldari State
1
|
Posted - 2013.07.14 14:17:00 -
[43] - Quote
The weapons in Dust tend to follow the principles of the weapons in EVE (Blasters are rapid firing with short range, railguns are longe range and slow firing) so in keeping with this theme, the laser rifle should do the same damage from 0m to its optimal (which should be buffed, as lasers in eve are known for their good optimals) and quickly lose damage once you get past that range (again, in EVE lasers are known to have lower than average falloff.) This would make the laser rifle analogous to beam lasers from EVE, and the scrambler rifle (especially the assault variant) akin to pulse lasers.
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Kristoff Atruin
Subdreddit Test Alliance Please Ignore
749
|
Posted - 2013.07.15 02:18:00 -
[44] - Quote
I equate sci-fi with the existence of things that don't work exactly like things I can experience in real life, today. There is also very little hardness to the New Eden sci-fi. Physics least of all. Gameplay trumps science in this universe, which is why we have fluid mechanics for space and the concept of "up". When I play a game I look for things that add fun to the experience. Encountering a gun on the battlefield that makes me need to close the distance quickly if I want to live, or stick in cover and find a different approach, is fun. The more damage at range mechanic dramatically alters the strategy of the game. If we took your approach and made the laser have a damage profile that is identical to an assault rifle, then we might as well just reskin it as an assault rifle. The important thing isn't whether the gun displays bullets or light when it fires, but how the gun behaves and shapes your choices in a fight. Different is better than more of the same. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4977
|
Posted - 2013.07.15 02:30:00 -
[45] - Quote
Kristoff Atruin wrote:I equate sci-fi with the existence of things that don't work exactly like things I can experience in real life, today. There is also very little hardness to the New Eden sci-fi. Physics least of all. Gameplay trumps science in this universe, which is why we have fluid mechanics for space and the concept of "up". When I play a game I look for things that add fun to the experience. Encountering a gun on the battlefield that makes me need to close the distance quickly if I want to live, or stick in cover and find a different approach, is fun. The more damage at range mechanic dramatically alters the strategy of the game. If we took your approach and made the laser have a damage profile that is identical to an assault rifle, then we might as well just reskin it as an assault rifle. The important thing isn't whether the gun displays bullets or light when it fires, but how the gun behaves and shapes your choices in a fight. Different is better than more of the same.
It isn't sacrificing physics for good gameplay, its sacrificing physics at the cost of gameplay. The optimal range is such a narrow band somewhere in the middle of the beam makes finding targets in the ideal range unreliable. The game doesn't even explain the damage over range thing to players. I'm not asking for the laser to have the same mechanic as the AR when it comes to damage buildup. An AR doesn't have damage build up, and I'm not suggesting damage buildup is removed, I'm suggesting damage buildup happens on target instead of the beam. |
Imp Smash
Seraphim Auxiliaries CRONOS.
175
|
Posted - 2013.07.15 03:57:00 -
[46] - Quote
Kage - I'm with ya for 1 point, against ya for another, and completely undecided on the third.
Scope - yes.
Range / Damage Mechanic change I disagree with partly. I like the inverted range - keeps it better at Long range operation without being too powerful. But I agree that the drop off in damage at range is wierd. Shouldn't it just have a maximum range? The end of that max range is the end of the optimum as well? Make the range fully inverted.
Heat buildup? Meh. I don't know. As it stands its better for catching groups of guys in the open. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4978
|
Posted - 2013.07.15 04:09:00 -
[47] - Quote
Imp Smash wrote:Kage - I'm with ya for 1 point, against ya for another, and completely undecided on the third.
Scope - yes.
Range / Damage Mechanic change I disagree with partly. I like the inverted range - keeps it better at Long range operation without being too powerful. But I agree that the drop off in damage at range is wierd. Shouldn't it just have a maximum range? The end of that max range is the end of the optimum as well? Make the range fully inverted.
Heat buildup? Meh. I don't know. As it stands its better for catching groups of guys in the open. I would actually be fine with inverted range if it actually was what that is, but it isn't. It gets better at long range, but it starts to suck again, there's only like a 20 meter optimal. I would actually like it if the damage kept increasing with range, and at a certain point did not increase or decrease instead of sucking again. |
Imp Smash
Seraphim Auxiliaries CRONOS.
175
|
Posted - 2013.07.15 04:42:00 -
[48] - Quote
KAGEHOSHI Horned Wolf wrote:Imp Smash wrote:Kage - I'm with ya for 1 point, against ya for another, and completely undecided on the third.
Scope - yes.
Range / Damage Mechanic change I disagree with partly. I like the inverted range - keeps it better at Long range operation without being too powerful. But I agree that the drop off in damage at range is wierd. Shouldn't it just have a maximum range? The end of that max range is the end of the optimum as well? Make the range fully inverted.
Heat buildup? Meh. I don't know. As it stands its better for catching groups of guys in the open. I would actually be fine with inverted range if it actually was what that is, but it isn't. It gets better at long range, but it starts to suck again, there's only like a 20 meter optimal. I would actually like it if the damage kept increasing with range, and at a certain point did not increase or decrease instead of sucking again.
Ya I view it the same way. If that were the case and if the sight was just a LITTLE better - I wouldn't care about the heat mechanic or the stats on them. They'd be just right. |
Echoist
Fenrir's Wolves RUST415
38
|
Posted - 2013.07.15 05:08:00 -
[49] - Quote
I'm only speaking out of my experience with the laser rifle and i don't lnow how much you guys or gals use the gun, but from what I could predict I believe that by making the laser heat build up affect the person himself and not the gun it would make it unnecessarily difficult to defend an objective against a group of rasberries. Now I'm all for a good challenge which is why I personally use this gun, but maybe we and by we I mean CCP should fix the sights first before we start messing around with the numbers. Cause I'm pretty sure that by actually having a better visual on your targets it would greatly improve how the weapon handles and then from there on out we can narrow down the problems with the gun. Personally right now its not the damage that is keeping me from getting kills its the sights the gun has. |
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