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WyrmHero1945
SyNergy Gaming EoN.
492
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Posted - 2013.07.22 04:12:00 -
[31] - Quote
Winsaucerer wrote:True Adamance wrote:Morrigan Uroboros wrote:I don't see many of these on the field, and they arnt talked about much, but i've being using the basic one with 2 complex damage mods and I've being having a lot of fun with it. But what is the point of upgrading it? Looking at the stats they all appear to have the same damage, so is it more potential damage from the heat build up? They are amazing guns! And not jokes the Viziam is a huge step up from the ELM-7 How essential is the amarr assault for it? With upcoming logi changes, I'm tempted to leave vehicles for a bit and spec into Amarr logi (as a PIE member, I'm sure you can understand my preference for Amarrian technology). I am not sure if the heat buildup on a suit with no heat bonuses will be too high to make it worth it. Compared with other guns such as a scrambler rifle, or a TAR.
I have ADV Amarr Assault. The basic LR has gone from 40 ammo left @ overheat to 30 ammo left. I predict that at suit skill lvl 5 and a Viziam it can go to at least 15~20 ammo left, which is like Chromosome LR.
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Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
693
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Posted - 2013.07.22 04:13:00 -
[32] - Quote
THEAMAZING POTHEAD wrote:Id say just remove the laser past its optimal range so that itd be a helluva lot easier to use, but who knows i just use STD w/ damage mods, on a non-amarr suit I fully agree with this, past the effective range have the laser come to a dead stop. Nothing sucks more than getting the hit markers and thinking you are doing damage, then overheating only to realize you didn't even scratch the shields. If it is going to be that ineffective past the effective range why even have it? |
Harkon Vysarii
Dead Six Initiative Lokun Listamenn
432
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Posted - 2013.07.22 04:25:00 -
[33] - Quote
WyrmHero1945 wrote:Winsaucerer wrote:True Adamance wrote:Morrigan Uroboros wrote:I don't see many of these on the field, and they arnt talked about much, but i've being using the basic one with 2 complex damage mods and I've being having a lot of fun with it. But what is the point of upgrading it? Looking at the stats they all appear to have the same damage, so is it more potential damage from the heat build up? They are amazing guns! And not jokes the Viziam is a huge step up from the ELM-7 How essential is the amarr assault for it? With upcoming logi changes, I'm tempted to leave vehicles for a bit and spec into Amarr logi (as a PIE member, I'm sure you can understand my preference for Amarrian technology). I am not sure if the heat buildup on a suit with no heat bonuses will be too high to make it worth it. Compared with other guns such as a scrambler rifle, or a TAR. I have ADV Amarr Assault. The basic LR has gone from 40 ammo left @ overheat to 30 ammo left. I predict that at suit skill lvl 5 and a Viziam it can go to at least 15~20 ammo left, which is like Chromosome LR. You should be able to hit 26 shots before you overheat on the ELM. |
Winsaucerer
The Southern Legion RISE of LEGION
165
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Posted - 2013.07.22 04:27:00 -
[34] - Quote
Aero Yassavi wrote:THEAMAZING POTHEAD wrote:Id say just remove the laser past its optimal range so that itd be a helluva lot easier to use, but who knows i just use STD w/ damage mods, on a non-amarr suit I fully agree with this, past the effective range have the laser come to a dead stop. Nothing sucks more than getting the hit markers and thinking you are doing damage, then overheating only to realize you didn't even scratch the shields. If it is going to be that ineffective past the effective range why even have it?
So that you can ping a tank or vehicle that's about to explode, for bonus WP, or to get an assist on someone else's kill for +25 WP :) |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
756
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Posted - 2013.07.22 04:30:00 -
[35] - Quote
Winsaucerer wrote:Aero Yassavi wrote:THEAMAZING POTHEAD wrote:Id say just remove the laser past its optimal range so that itd be a helluva lot easier to use, but who knows i just use STD w/ damage mods, on a non-amarr suit I fully agree with this, past the effective range have the laser come to a dead stop. Nothing sucks more than getting the hit markers and thinking you are doing damage, then overheating only to realize you didn't even scratch the shields. If it is going to be that ineffective past the effective range why even have it? So that you can ping a tank or vehicle that's about to explode, for bonus WP, or to get an assist on someone else's kill for +25 WP :) Yup that's how I make most of my WP. |
Morrigan Uroboros
The Phoenix Federation
17
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Posted - 2013.07.22 04:36:00 -
[36] - Quote
So even upgrading to the advanced version i should see a noticeable difference? Also does the lazer rifle have to be run with complex damage mods, or is this just due to its greater engagement range and less need for tank? I mean damage mods are nice, and i do use them, but the idea that you need them for the weapon to be effective is quite a big flaw |
Winsaucerer
The Southern Legion RISE of LEGION
165
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Posted - 2013.07.22 04:39:00 -
[37] - Quote
Aero Yassavi wrote:As a sidenote, I really want to get into vehicles but with my preference for Amarrian tech I just haven't been able to I don't care if the dropships aren't fixed yet, I want to fly the Amarrian one even if it will just crash into the ground
The lack of Amarr vehicles was nearly enough to stop me speccing into vehicles. But then I decided that, like EVE, I'd probably end up skilling into multiple races anyway. Just wish I hadn't put logi LAV up to 5. Great car, but I don't really want to use it. |
ladwar
Dead Six Initiative Lokun Listamenn
957
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Posted - 2013.07.22 04:55:00 -
[38] - Quote
Morrigan Uroboros wrote:So even upgrading to the advanced version i should see a noticeable difference? Also does the lazer rifle have to be run with complex damage mods, or is this just due to its greater engagement range and less need for tank? I mean damage mods are nice, and i do use them, but the idea that you need them for the weapon to be effective is quite a big flaw most of the time your to far from the normal AR battle line for them to really bother with you so the damage mods are good choice to use but beware of snipers. the jump from standard to advance is there but you'll see more in proto and the amarr suits help but not needed, i run a minmatar just for the 1HP/s and the speed, it helps when people get mad at you for burning them to much |
Echoist
Fenrir's Wolves RUST415
40
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Posted - 2013.07.22 04:59:00 -
[39] - Quote
If you're any good with the laser rifle then you need the extra time the amarr suit gives you. I roll with my ADV minmatar basic and basically annihilate every thing. Really only three things prove a danger to me snipers, scout shotguns, and GOOD tac users. Other than thoae three things they don't have a chance against me. |
Imp Smash
Seraphim Auxiliaries CRONOS.
184
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Posted - 2013.07.22 05:12:00 -
[40] - Quote
I personally find the wierd range / damage setup to be the only problem.
As it is the laser range/damage is 1-x meters =**** damage. X-y meters = good damage. Y-z meters = **** damage.
If they dropped the max range on the laser but made the max range in the optimal it would function just fine.
Ie. 1-x meters **** damage. X-y meters good damage (optimal). After y no damage.
Then it would function intuitively. |
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