Let's tweak Laser Rifle

MJ1284

Member
Instead of bashing LR down to 7th Circle of Hell (I do that enough on Public matches whenever Braiken, Tomstoiler or other such hippies do it) I thought it would be nice to see what people think about LR in general and how would they improve it if they had power to do so.

Here's what I'd like to suggest: Make LR damage diminish range scale with map size itself, currently you can O Snipe enemies on Nivosus & Moonshine from base to base with enough damage to actually hamper enemy defenders (around 15-20 % Raider's health per hit) while in Frostbyte & Gorge you'll barely put a scratch on enemy (5% Raider's health per hit).
On larger maps, like Zenith & Core LR would have longer range before it starts to diminish to counter the fact that cappers can come from any direction with really high speed and of course makes rabbit chasing easier (I recall rabbiting being major headache on bigger maps like Quarry, Blade Run & Mirage).

Before people start saying that this would nerf snipers too much on smaller maps, think about this: You can still nail incoming cappers once or twice even before they hit the flagstand, possibly even killing them (which is much harder with rockets & nades and less effective with chaingun). Because the bases are located short distance from one another capper chase doesn't usually take long (doesn't interfere with LR chasing) and LR chasing would be equally viable as it has been up till now.

Other suggestion I recall from previous similar discussion was a shield sphere around the base which would absorb all laser beams that are shot towards the base (but doesn't block laser beams shot inside the shield sphere).

So what do you think of these ideas? How would YOU tweak Laser Rifle? Let's hear it!
 

Immanent

Member
Nice MJ :), uhm so I actually agree with ya. I hate rabbits, and I hate how it's impossibily difficult to snipe them on larger maps. I myself am a not too bad of a sniper. I'm thinking, seriously the reload time? But then again it's a defensive weapon, but why pair the sniper specialist with a chaingun. Your only going to use 1 or the other. In close combat, I know I would stick with the chaingun when they're >60% but you're pretty much a dead duck with 1/4 your jets and an enemy going to ground pound you.
 

SeymourGore

Flatulent Cherub
Personally, I'm not a big fan of changing weapon properties based on map size. I feel that it would be confusing for new players ("Why am I not doing decent damage anymore?!").

I've always felt that base assets would be a good way of curbing 'nuisance sniping' (o-sniping or what have you). MJ touched on the topic of 'shields', and I've liked that idea in the past too. Perhaps have a generator powering these shields creating an extra target for LO/HO and something else for defense to defend.
 
All i think is wrong with them is that the shot seems to be slightly off the center of the ret, because i had the center of the ret on a stationary target and wasn't doing any damage until i aimed down and to the left so the ret was aimed at their foot.

Edit: Although, it could to be the ret itself.
 

Lin

Member
If you are using my ret ( judging by your post on my page) I can assure you that it is centered on the screen. Dunno about the beam, but the ret is centered.

I would tweak it to get rid of that stupid glitch where it shoots and reloads but nothing comes out.

Also the delay when it shoots. If you want to make it delay, make it something obvious and consistent, like the charging mechanism. Not something random that people have to figure out exists.
 

mausgang

Puzzlemaster
One thing I would like is if a sniper is doing defensive work (ie: in the sniper's base or close to it) then the LR wouldn't use up jetpack energy, but still have the reload time that it currently has. This would make life easier for snipers that were dragged into duels that they didn't want. Its happened to me, and probably to other people, so that might be nice. Then, once outside of the base, the energy consumption resumes. This would possibly encourage using sniping as its meant for, defensive work, and it would also allow a sniper who is also acting as a chaser to leave quickly after making a shot rather than waiting a few vital moments before joining in on the chase. That's my thought for now, I might come up with a few more.

I'll have to agree with Seymour here on the damage dropoff over distance deal. On larger maps, you can't even SEE the base or the cappers once their at distance, let alone hit them. It is irritating to be sniped base to base on moonshine or nivosus, but if there was a 'shield' of some sort, possibly destroyable and reparable, to negate the effects of osnipers, that would work better, but really, what's legions without some annoying new sniper thinking he can make a difference by poking the defense with lasers?
 

Lin

Member
That fits pretty well into the generator idea. Within the generator radius you don't use energy, but if it gets destroyed, no go.
 

A2

Member
Hmm. Something to think about here.
Continuous beam till our energy is out? Anything passing through it gets damaged, but less damaged than that of when the player is directly striked. Also, holding on to the beam depletes energy much much faster.

Just something that came to my mind. Nothing interesting here. =)
 

Dabbleh

Legions Developer
Hmm. Something to think about here.
Continuous beam till our energy is out? Anything passing through it gets damaged, but less damaged than that of when the player is directly striked. Also, holding on to the beam depletes energy much much faster.

Just something that came to my mind. Nothing interesting here. =)
Sounds spammy.
 

A2

Member
Oooooo look at those jet-trails!
Also, I don't think it has to be that spammy. It takes out the complete energy, i.e. when on hold, and energy depletes quite quickly. Main point is, damage occurs even when the player passes right through the beam, but not as much damage as when hit directly.
 

Lin

Member
Indeed. everytime i see old videos, i think LONG TRAILS OMG.

but back on topic, Thats kinda how it was before. the devs said it was OP, so it got taken out.
 

WildFire

Warrior of Linux
Personally, I'm quite liking the weapon as it at the moment. As it is, most newbies have difficulties with it anyway, which is good, because it should take practice to use it. The only thing I would change about it is a regeneration sound that you hear as the weapon is recharging. Similar to the railgun in quake, a humming sound. Though I might have RockeyRex to have a look into if he can do anything with that. I often miss time it, and end up with the regen bug that is here . I find it really annoying. :/
 

Lin

Member
Wouldnt fixing the bug deal with that issue better than telling you when the bug is over?
 

MightySheep

Member
personally id get rid of that annoying ghost-shot thing when you try to fire before its fully reloaded

and if it was possible make it less reliant on ping
 

Braiken

Member
The only issue I have with LR is that it's damage is lowered over distance. Hiting far away and fast moving targets is really hard and even if you manage to pull it off you take little to zero health from your target. It doesn't reward you for being so badass (still I find the LR a devastating weapon as it is now).

Another issue people seems to have with snipers are the osnipers. While I do not like osnipers (aka sniping from cover still standing or barely moving targets) it's your team's fault for not having an LO to take care of it. Osniping is indeed a valid "tactic", we just gotta deal with it. (even though I like the sphere idea it would even stop orocketing)

And the unwanted duels. In a good team there should be other defenders beside you who can assist you in taking out enemy LO. In a duel I'd say try to get out from your enemies sight, let him do the legwork to get to you and while he does shoot him with the LR to get advantage (though I do admit it that its funny when it takes 6 or even more LR shoots to take out a raider because theres so little energy in your shoots)

Sorry for not quoting I was simply lazy to do that;)

Regards
Braiken
 

WildFire

Warrior of Linux
Either way you look at the sniper rifle, It is overpowered, especially the Hornet Loadout, which is very Versatile, and can pretty much play any position apart from Distract due to the lack of chain (However, it could be used for outside distract, where it rockets and snipes enemy attackers as they leave the base, called harassment)

Its already been tweaked enough, lets just leave it the way it is and see if and what other new weapons have an effect on the usage and tactics of it.
 

Lin

Member
I'm just waiting till the glitch and variable delay get fixed. Ultraraptor's reports of a fix have given me new hope
 
Top