General > Discussion
Laser Rifle - useless ?
EuchreJack:
We have to remember this post was started before the laser weapons were rebalanced. It seems that lasers are currently the most accurate weapons in the game. The laser rifle, with it's assault skill, is more accurate than the sniper rifle with it's sniper skill.
Surrealistik:
Yeah, laser weapons are pretty effective now. Personally I find some tweaks are still in order though. Accuracy for the series should be proportional to weapon power, rather than inverse (last I checked in 2.2 this was the case). This makes sense both in terms of realism and gameplay. As it stands, it's absurd that the laser pistol, the weapon with the shortest range, is the most accurate.
Further laser weapons at present seem to stray from the low damage design initially intended for them; currently their damage output per shot is very competitive. I recommend reducing damage and firemode TU costs alike to address this inconsistancy. Of course, this makes them less desirable in their role as extreme range sniper weapons, and exasperates the existing issue of a small ammo capacity, so in order to compensate, I suggest both increasing clip sizes across the board (especially in the case of the laser rifle which is also meant to be an assault weapon), and implimenting some sort of secondary 'overcharge' fire mode. In exchange for additional ammo and TU usage, the laser weapons could deliver powerful, accurate single shots proportional to the excess ammo expended.
Woreczko:
Some tweaking by myself:
--- Code: ---// =======================
// LASER PISTOL
// =======================
item laserpistol
{
name "_Laser Pistol"
model weapons/laserpistol/laserpistol
weapon true
type pistol
animationindex 2
holdtwohanded false
firetwohanded false
shape "0 0 3 2"
center "2.5 0 1.2"
scale 1.7
ammo 26
reload 10
price 5400
size 10
buytype weap_sec
}
// =======================
// LASER RIFLE
// =======================
item laserrifle
{
name "_Laser Rifle"
model weapons/laserrifle/laserrifle
weapon true
type rifle
animationindex 1
holdtwohanded false
firetwohanded true
shape "0 0 5 2"
center "4.5 0 1.5"
scale 1.26
ammo 18
reload 14
price 9570
size 35
buytype weap_pri
}
// =======================
// HEAVY LASER
// =======================
item heavylaser
{
name "_Heavy Laser"
model weapons/laserheavy/laserheavy
weapon true
type biggun
animationindex 1
holdtwohanded false
firetwohanded true
shape "0 0 5 2"
center "8.5 0 1.5"
scale 1.15
ammo 10
reload 18
price 22540
size 50
buytype weap_pri
}
item laserrifle_ammo
{
name "_D-F Cartridge"
model weapons/laserrifle/laserrifle_clip
type ammo
animationindex 0
shape "0 0 1 2"
center "0 0 0"
scale 1.8
price 210
size 7
buytype multi_ammo
// buytype weap_pri
dmgtype laser
weapon_mod laserpistol // weap_fds_idx=0
{
firedef
{
name "_Wave Fire"
skill close
projtl laserPulse
impact laserImpact
hitbody laserImpact
firesnd weapons/laser
speed 0
spread "0.7 0.7"
crouch 0.9
range 60
shots 1
ammo 2
time 6
damage "40 10"
dmgweight laser_medium
reaction true
}
firedef
{
name "_Pulsed Fire"
skill close
projtl laserPulse
impact laserImpact
hitbody laserImpact
firesnd weapons/laser
delaybetweenshots 8
speed 0
spread "0.7 0.7"
crouch 0.9
range 60
shots 3
ammo 3
time 6
damage "20 5"
dmgweight laser_light
reaction true
}
}
weapon_mod laserrifle // weap_fds_idx=1
{
firedef
{
name "_Wave Fire"
skill assault
projtl laserPulse
impact laserImpact
hitbody laserImpact
firesnd weapons/laser
speed 0
spread "0.5 0.5"
crouch 0.7
range 90
shots 1
ammo 2
time 9
damage "60 15"
dmgweight laser_medium
reaction true
}
firedef
{
name "_Pulsed Fire"
skill assault
projtl laserPulse
impact laserImpact
hitbody laserImpact
firesnd weapons/laser
delaybetweenshots 8
speed 0
spread "0.5 0.5"
crouch 0.7
range 90
shots 3
ammo 3
time 9
damage "30 10"
dmgweight laser_light
reaction true
}
firedef
{
name "_Aimed Wave Fire"
skill sniper
projtl laserPulse
impact laserImpact
hitbody laserImpact
firesnd weapons/laser
speed 0
spread "0.3 0.3"
crouch 0.5
range 90
shots 1
ammo 2
time 16
damage "60 15"
dmgweight laser_medium
reaction true
}
firedef
{
name "_Aimed Pulsed Fire"
skill assault
projtl laserPulse
impact laserImpact
hitbody laserImpact
firesnd weapons/laser
delaybetweenshots 8
speed 0
spread "0.3 0.3"
crouch 0.5
range 90
shots 3
ammo 3
time 16
damage "30 10"
dmgweight laser_light
reaction true
}
}
weapon_mod heavylaser // weap_fds_idx=2
{
firedef
{
name "_Wave Fire"
skill heavy
projtl laserOverload
impact laserImpact
hitbody laserImpact
firesnd weapons/heavy_laser
speed 0
spread "1 1"
crouch 2.0
range 120
shots 1
ammo 2
time 15
damage "100 25"
dmgweight laser_heavy
reaction true
}
firedef
{
name "_Long Wave"
skill heavy
projtl laserOverload
impact laserImpact
hitbody laserImpact
firesnd weapons/heavy_laser
speed 0
spread "1 1"
crouch 2.0
range 120
shots 1
ammo 3
time 25
damage "166 40"
dmgweight laser_heavy
reaction true
}
firedef
{
name "_Pulsed Fire"
skill heavy
projtl laserPulse
impact laserImpact
hitbody laserImpact
firesnd weapons/laser
delaybetweenshots 8
speed 0
spread "1 1"
crouch 2.0
range 120
shots 3
ammo 3
time 15
damage "50 15"
dmgweight laser_medium
reaction true
}
}
}
--- End code ---
In general, all laser weapons are fast, accurate but they don`t offer very much damage/TU. Take note, that I also altered armour, so that lasers, especially heavy, remain effective vs all armour types, while firearms and plasma weapons do not.
All laser weapons can be fired in a single wave or 3 short pulses. However, unlike firearms, both firemodes take the same (low) amount of TU`s, since there is no recoil. Pulsed fire is more effective damage wise, but will have trouble penetrating armour, as each beam is only half-strenght. Laser Rifle has addtionally aimed firemods, which make it more accurate than the sniper, while heavy laser has "long wave" - type of overcharged mode, you were asking for - ideal against heavy armoured targets, should kill any alien regardless of armour on standart difficulty.
Comments are welcome :)
Captain Bipto:
Lasers appeal to my style of play which usually (when not doing Wachau map) consists of long range attacks. I laughed my arse off when I saw the stats on plasma pistols and rifles. For me the high damage is simply not worth the short range these weapons have. I have only encountered three aliens so far, the taman, ortnok and (i forget) i think the shevan (some sorta lizard guy, they are brown) and my weapons, even the smgs are still effective. Another thing I noticed is that alien armor provides more protection against plasma than lasers? Makes sense.
knightsubzero:
they sure are fine now, good job on the rebalancing. ;D
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