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retuning laser beams (aka buncha buffs)


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https://github.com/Aurorastation/Aurora.3/pull/3484


tl;dr, tentatively reverts some of the nerfs Nanako dealt to laser guns. Because the across-the-board thing was dumb, followed by adding cult pylons and the cult juggernaut laser reflecting. Individually the changes aren't bad but done in the sequence they were introduced it was obviously intended to nerf security and buff cult, which is already dang strong considering the prospect of converting security officers, which is still an option for anyone who wants to try!


Worthless exposition aside this still leaves the present balance problem of laser rifles. Now here's the thing. I have no idea what to do with laser rifles. They act like 20 shot laser DMRs that excel at all ranges with their high rate of fire, accuracy, high shot capacity and very reliable DPS. This is a 'DPS king' gun. This is not balanced whatsoever. 2 officers with each of these rifles generally outperforms every other weapon in the game. You ever play BF3? SKSes were fucking ridiculous, they were fun as hell to use but not fun to get sweeped by. They did require high skill to use, yes, but after mastering the need to track your enemies with good enough precision and also pull the trigger fast enough, you were rolling around with a literal laser gun destroying every other player in sight.


And now, the laser rifle acts like a first person shooter's token highly versatile fast-shooting, spammable DMR that performs well at close and medium ranges, which is the only range that most players will get into during normal gameplay! Isn't that absurd? I think it is. So we're agreed it needs changes, but we can be more flexible than BF3 can with nerfing a gun that exists in real life. Laser rifles don't exist (well ok the LIZARDMEN have them). So we have justification to change 'em.


But, like, how, dude? That's my question. Point me to another weapon that behaves in a fairly balanced manner and I'll consider tuning the laser rifle to that degree. In this PR I may end up resolving to nerf the laser rifle's max capacity to 15. Versatility can be alright but the laser rifle as it stands is much too versatile that even nerfing its max capacity may not be enough to stop it from being outright ridiculous in overturning normally disadvantageous situations.

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I like having reliable weapons on-station for when mercs arrive or someone shows up with some serious hardware. Laser rifles are pretty good for this.


I don't see a big need to further nerf station security while much more powerful and deadly stuff than they have access to is commonly brought aboard along with the element of initiative and surprise.


In my view, grenades, fire axes, and the AI need nerfed more than anything, and energy pistols should have about twice the shots they do.

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Energy pistols were buffed in the recent laser patch. Though I'm very tempted to turn them into slow-shooting, hard-hitting energy revolvers considering how rare they are to be found on-station. It'd defeat the purpose of them being self-defense weapons if they become incredibly effectively at killing people without using a lot of their charge, though. The purpose of the energy pistol is to avoid giving someone the means and opportunity to 3 shot crit someone, which I'd rather not have to deal with. You should be able to fullclip kill one person with energy pistol provided they aren't wearing heavier armor. Exotic novelty isn't worth throwing off game balance by giving three heads of staff license to murk or stunlock anyone they please, for every single round they exist in.


Once the laser changes reach master, and a period of a week or two passes, I will revisit the laser rifle and probably turn it into a slower shooting DMR-like weapon with the same accuracy it has now. Its impact might be buffed back up to 40 as well. Might hit the energy rifle the ERT have with the same thing.

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Guest Marlon Phoenix

pls do not remove juggernauts deflecting lasers. That makes them, well, juggernauts. They can already be defeated with ballistics, but cult constructs are so hard to get with salty people ghosting and refusing to play them that there should be a reward for all the effort put in.


Anyway, the rest of the changes are ok I guess?

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I'm not touching juggernaughts, they're fine the way they are, I was just detailing on the bias nanako had when making these changes.


If I decide to buff lasers again I might increase juggernaught deflect rate to 100% to compensate but for right now I'm willing to let the changes slide and people get used to them before I do anything else.

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As much as I love the Laser Rifle since it's my bae, I will point this out.


I would pick ballistics over Rifles any day of the fucking year, why? Shrapnel.


Ballistics have a very special ability in having only to hit the person once and cause Shrapnel will on a technicality win you a firefight, as I doubt as a Antag you will be taken to Medical, healed up, then let out loose again. You will either die from Shrapnel or get Captured.


Now in Schev's response, yes, Rifles are extremely busted but only to counterbalance the Shrapnel mechanic. Either pick a weapon that can win the firefight in the long run, or pick the Rifle which can quickly end your opponent. If he's competent enough, both of you die in the end.


Look at the Shotgun for example. Put slugs into a Combat Shotty and you can get a leg or hand gibbed at a fair range of 10-15 tiles away. Ain't no counterplay to that.


That's how I see weapon balancing in my own eyes. Would like to know what you think.

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As much as I love the Laser Rifle since it's my bae, I will point this out.


I would pick ballistics over Rifles any day of the fucking year, why? Shrapnel.


Ballistics have a very special ability in having only to hit the person once and cause Shrapnel will on a technicality win you a firefight, as I doubt as a Antag you will be taken to Medical, healed up, then let out loose again. You will either die from Shrapnel or get Captured.


Now in Schev's response, yes, Rifles are extremely busted but only to counterbalance the Shrapnel mechanic. Either pick a weapon that can win the firefight in the long run, or pick the Rifle which can quickly end your opponent. If he's competent enough, both of you die in the end.


Look at the Shotgun for example. Put slugs into a Combat Shotty and you can get a leg or hand gibbed at a fair range of 10-15 tiles away. Ain't no counterplay to that.


That's how I see weapon balancing in my own eyes. Would like to know what you think.

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