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Beren Hurin
K-A-O-S theory
819
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Posted - 2013.07.25 13:02:00 -
[1] - Quote
I've been messing around with the laser a bit too lately...here's what I've found:
One key with the laser rifle is to use the minimap to help you identify your ranges. The middle circle is 50m and it reaches to 100m so you only want to engage people outside that middle circle and about 2.5 ticks outside of that. This is your sweet spot. See above for a graph.
As an amarr logi, having nanohives and a scanner equipped seems to be about as ideal of a situation as you can get. You can get lots of targets IDed out to 100m, which then lets you quickly find the ones in the sweet spot. Not to mention, the rest of your team will see them as well. Switching back and forth between a scanner and your laser to keep the enemy revealed really helps you and your team's situational awareness. It's name isn't coming to me, but there is an advanced scanner which will pick up most suits, that you can sweep in front of you for about 180 degrees while the enemies last for around 5+ seconds. This is really helpful because your team often then will pinpoint a few of those enemies visually, which continues to light them up.
Positioning just works differently than AR also. I've found that there are a lot of good cover zones that are approximately the 66m-85m sweet spot distance away from normal hot zones. Engaging so many AR users at >55m is also really disruptive much like a mass driver. Even if you aren't taking a lot of players down, if you can keep them that distance away, they may waste ammo spraying at you. Knowing your tank helps here, as you can very easily just tank a full clip of duvolle ammo at 65m. The tactical AR is what you want to worry about.
Because of their precision, laser rifles have an underestimated value attacking elevated positions too. You can stay out of range of the encamped position. This is what makes them good against snipers also, since very often, snipers will be too slow to notice your damage before they can do anything.
Finally, it doesn't take long to figure out how to pulse your beams. Holding the beam for continuous damage results in a lot of lost ammo, but getting the heat up past 75-80% and then quickly pulsing the beam can use up to 50% less ammo while maintaining the hot/deadly zone. And with no kickback your accuracy is unaffected. |
Beren Hurin
K-A-O-S theory
819
|
Posted - 2013.07.25 14:42:00 -
[2] - Quote
lowratehitman wrote:See... nobody really used it when it first came out due to it not being that great..... than overnight the thing was ripping and melting faces... over night... it will get another buff so that the users increase in due time
red dot sight should help. Hit detection has improved. People are gradually improving aiming so that skirmishing at these ranges is doable. With the choppiness in chromosome sometimes it forced a lot of closer range battles. Now its a lot more stable and I anticipate battles 'spreading out'.
This will further change the meta. Closer range battles under 30m means a lot of people are sharing radar and a lot of each team is detectable, which further advantages closer range weapons. If the battlefield spreads out so that more smaller squads kind of play 'zone' rather than zerg around, I anticipate longer ranged scouts, and scanner-logis will become more valuable. |
Beren Hurin
K-A-O-S theory
823
|
Posted - 2013.07.25 17:23:00 -
[3] - Quote
GTA-V FTW wrote:LR's bark is worse than its bite.
When it hits you it sounds like it is melting you from the inside out but then I look at the HUD and just LOL at the guy using it.
He must not have been at the right range. |
Beren Hurin
K-A-O-S theory
824
|
Posted - 2013.07.25 17:29:00 -
[4] - Quote
Awry Barux wrote:I understand that CCP wants weapons to have distinct ranges, but the LR suffering a massive close range damage reduction is ridiculous. I don't think there's any argument to be made that making the LR's optimal, say, 20-80 with an effective range of ~100 (as opposed to the current 60-80 with an effective range of ~85) would make it OP, and it would make it so much more usable. Unless you can consistently maneuver all your opponents into that 60-80m sweet spot, the LR is terrible. Given the fact that pretty much all installation fighting in Dust occurs within the AR's optimal, ~20-40m, or in CQC within 10m, the LR's distance requirement renders it useless.
Also, on a lore note- lasers only get weaker as they travel. Science, please. Don't try to tell me that this big honkin' laser beam is harmless if you're two feet away from it, but deadly if you're 60m away...
Very much disagree. There are many places that you just have to re-learn that are good areas for hitting those AR hotspots from. You just have to think like a LR user. Do not make the world fit inside the little AR box.
Ashland Domination - for example: Where the 'C' objective in skirmish is amazing for hitting the 'crows nest', but a lot of fighting never happens down there. A little further northwest where the trucks are parked is good for hitting people on the near pipe, and a lot of people crossing over to get behind 'B'.
Generally, you are just focusing on finding the outer perimeter around objectives. Imagine a 50m and 80m circle around every objective. Now that is where you fight as a LR user if attacking. Obviously you can be point defense if you are defending, and don't forget that backing away from the objective is an option. Also, commando suits... |
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