laser rifle

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DeadGuy

Legions Developer
GLS is indeed to OP , there is no escape if you encouter the nade specialist. Glad to hear that it is not coming back :)
It isn't that it "for sure" won't coming back, only that if it does it will have to be rebalanced. The problem there is making it balanced and *useful.* The original GLS was so bad no one touched it. But the difference between the original and the new one was very little, besides the extra impulse power. (lol @ going to 150+ from a standstill)
 

Homingun

Member
I really liked the charge-up feature of the old laser rifle because it felt original and seemed to fit the sniper role. I believe the main reason it got taken out was because of the damage radius and the damage over time that sometimes one hit killed raiders and outriders.

It would be awesome if this charge-up feature was implemented in the current sniper rifle. Maybe if the charge-up consumes energy based on time and the amount of energy consumed correlates to the damage output of the rifle. At full charge, it would not consume anymore energy but energy does not regenerate either. If energy runs out before charge up is complete, the damage output would only be based on however much energy was consumed. I think this adds a needed complexity to the role of sniper. It would require the the sniper to judge how much he needs to charge up to kill or not kill the target and it would also require careful energy management. I think the sniper should be able to ski during the charge up period of the sniper but would not be able to jet. I never did like the idea of how the lack of energy stopped the ability to ski.

Here are some rough numbers I thought up...

1 second for cool down after fire (reload)
10 damage for shooting with no charge
1.5 secs for full charge-up
40 damage at full charge

One thing that I didn't like about the damage fall off is that it goes against the role of a sniper. I think decreasing the general damage is a better solution. Keep in mind these numbers are rough estimates, but they felt good in my imagination.
 

mausgang

Puzzlemaster
What I've always wanted with the LR is the new LR, but with no lag-time between clicking the mouse and the laser firing. It may lead to more annoying O-Snipers in Pubs, but in competitive gameplay, the sniper's best two jobs are weakening incoming enemies (cce!) and helping to take down the health on the flag carrier. However, if the developers think that my proposal is too overpowering for the LR, then I would propose just reducing the lag time rather than disposing completely of the lag time.
 

Homingun

Member
I'd say 2 second cooldown and 2.5 second charge up.

Beyond that, what are you defining as 10/40 damage?

For instance, if I'm using the laser rifle and I click and release without charging up, it would only do 10 damage to whoever I shoot at. If I click and charge for .5 seconds and then release, I would do 20 damage and so on. The max would be a charge-up for 1.5 seconds for 40 damage.

I think a 2 second cool down and a 2.5 second charge up would gimp the weapon too much unless it had high damage output.
 

mausgang

Puzzlemaster
I think what Volt was asking about is what is ten damage? Everything is measured in percentages, but each class has different amounts of hp. would 10 be ten percent on an outrider?
 

Mabeline

God-Tier
The sniper rifle does have and always has had no radius, you have to pass through the ray from your muzzle point to the spot at the center of your screen to get hit by it. It has a maximum damage of 40 (at full energy) and a minimum of 10 (at zero energy). The beam has an optimal range of 500 meters and a maximum range of 1200 meters. The beam has a linear (as opposed to logarithmic) falloff to zero (at maximum range) beyond its optimal range.

Outrider has 75 health, raider 100, sent 200.

There is zero lag time between ready and firing during server processing, only your network latency.
 

Homingun

Member
The sniper rifle is and always has had no radius, you have to pass through the beam (which is merely a ray) to get hit by it. It has a maximum damage of 40 (at full energy) and a minimum of 10 (at zero energy). The beam has an optimal range of 500 meters and a maximum range of 1200 meters. The beam has a linear (as opposed to logarithmic) falloff to zero (at maximum range) beyond its optimal range.

Outrider has 75 health, raider 100, sent 200.

There is zero lag time between ready and firing during server processing, only your network latency.

Um, I was talking about the old sniper before the update...

And, instead of the falloff that makes snipers more of an annoyance than effective at long range, I think decreasing the rate of fire through a charge up mechanic would make it an actual sniper rifle.
 

luiscm97

Member
The sniper rifle does have and always has had no radius, you have to pass through the ray from your muzzle point to the spot at the center of your screen to get hit by it. It has a maximum damage of 40 (at full energy) and a minimum of 10 (at zero energy). The beam has an optimal range of 500 meters and a maximum range of 1200 meters. The beam has a linear (as opposed to logarithmic) falloff to zero (at maximum range) beyond its optimal range.

Outrider has 75 health, raider 100, sent 200.

There is zero lag time between ready and firing during server processing, only your network latency.
i think ill be a sniper i luv them thanks for the info mabeline
 

Mabeline

God-Tier
Um, I was talking about the old sniper before the update...

So was I, read my post.

And, instead of the falloff that makes snipers more of an annoyance than effective at long range, I think decreasing the rate of fire through a charge up mechanic would make it an actual sniper rifle.

I'm not particularly fond of modifying damage over distance, but it was thoroughly tested in both configurations. I already detailed in my previous posts why it is not a charge to fire (it was determined to be too weak during testing). Restating a point I've already addressed doesn't make it true.

The view distance in Legions is massive, when you can see clear across the map it may seem logical to be able to hit things hard at that range but in practice it doesn't work when actually playing the game. Most of the time when a sniper hits it's inside of 700 meters (based on the NanuNanu stats), and most long distance shots happen in the 700-800 range, meaning they're roughly 60-45% of their optimal damage. No other class can effectively control an enemy at even half that distance.
 

TheWimp

Member
i hated the old sniper rifle. I want my sniper to fire instantly instead of waiting around.

thanks fr fixing it and i say keep the new one just maybe a little more powerful
 

mausgang

Puzzlemaster
That's why you spawn most of the time out of view for a sniper, you have some fresh meat invincibility and then you get moving. If we keep the new laser but with just a few tweaks, then both snipers and other people will be happier, except for the big fans of the old charging sniper.
 

theGOAT

Member
no charging makes it easier for agressive snipers, and they can defend better too. That makes the game more challenging for cappers
 
The DoT of the old sniper rifle was killer. A stay at home sniper could potentially kill an incoming capper with a shot that wasn't even hard to make. The current sniper layout is definitely the best, but I'd like to see the Dystopia "charge" sniper as well.
 
I think it's best to have a class with the old laser rifle and a seperate class with the new one. For example, those who want power could use the beam charge LR, and the combat sniper can have a semi- powerful, yet quick LR that doesn't require the charge.
 

Moaty

New Member
I think the best solution for the sniper rifle would be to revert to the old one, but with the inclusion of one significant difference: it would be impossible to charge the rifle while touching the ground. This would make o-sniping virtually impossible while forcing snipers to adapt to the move-and-shoot paradigm.
 
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