Jump to content

Laser Damage

Balance Gameplay

11 replies to this topic

#1 RangerGee412

    Member

  • PipPipPipPipPipPip
  • The Defiant
  • The Defiant
  • 308 posts

Posted 26 May 2014 - 07:59 AM

What are your damage Numbers for Lasers ?

Average damage per hit lasers
ML 2.98
SL 2.14
ERLL 5.36
LL 5.38
LRGPulse 7.15
MedPulse 3.7
SPulse 1.68



Average damage per hit ballistics/PPC
ERPPC 10.30( strange its over 10)
PPC 9.43
AC2 2
AC5 5.15 (?)
ac10 10.36(?)
Gauss 15.46 (?)
LBX 8.03
Ultra5 5.25(?)
AC20 19.98

Ballistic/PPCs according to stats seem to do max damage or more per shot, Seriously doubt every single shot I've taken has been at optimal range, especially ppcs. Could just be bad stat tracking.

How about we buff lasers? Keep everything the same but change the duration.

Regular lasers from 1 second to either .6 or .75?

Pulse lasers from .6 to maybe around .4 or .5?

Could be a simple change to help lasers out a bit?


Curious to see what everyone else's damage has been on average per hit.

#2 Mcgral18

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • CS 2019 Top 8 Qualifier
  • CS 2019 Top 8 Qualifier
  • 17,987 posts
  • LocationSnow

Posted 26 May 2014 - 08:21 AM

I know my laser stats are lower, but that's normally because I fire them into the 1.75 times range knowingly.

Ballistics normally get more damage because of critical hits. They are more effective than laser crits, because any amount of FLD that breaches armor does full crit damage. I.E, a PPC hits a ST with 9 armor, 1 damage goes to IS. BUT, the AC10 in the side torso was crit, and takes a full 10 damage, and then gets destroyed.
A laser in the same situation would do potentially 1 damage crit in the case of a LL if there was only 8 armor. Although it would likely do less, since the burn time of the laser makes the damage be done in ticks. I'm not really sure how that affects critical hits, if each seperate tick crits a different object or not.

15% of crit damage counts towards the damage to IS.

ML at 2.93

MPL at 4.19

AC20 at 20.28

AA5 at 5.25

Those are the ones used most often.

Edited by Mcgral18, 26 May 2014 - 01:13 PM.


#3 Reitrix

    Member

  • PipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 1,130 posts

Posted 26 May 2014 - 08:30 AM

My Mediums come out at 3.08.
Please consider that you are probably never hitting with them for full burn every time, nor are you likely to get those full burns inside their optimal ranges every single time.
This greatly affects those averages.

#4 Damocles69

    Member

  • PipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 888 posts

Posted 26 May 2014 - 08:30 AM

lasers? what are those? some odd type of PPC or autocannon?

#5 Rampancy

    Member

  • PipPipPipPipPipPipPip
  • The Blade
  • The Blade
  • 568 posts

Posted 26 May 2014 - 10:03 AM

Mlas 3.37
Slas 2.06
ERLlas 5.72
LLas 5.65
Lpulse 7.73
Mpulse 4.42
Spulse 2.41

This is kind of pointless to look at, though. Damage per shot is a far better metric than damage per hit.

#6 Ultimax

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 6,979 posts

Posted 26 May 2014 - 10:15 AM

View PostRangerGee412, on 26 May 2014 - 07:59 AM, said:

Average damage per hit lasers
ERLL = 5.36
LL = 5.38

Average damage per hit ballistics/PPC
AC5 = 5.15 (?)
AC10 = 10.36

Ballistic/PPCs according to stats seem to do max damage or more per shot,

How about we buff lasers? Keep everything the same but change the duration.


Take a look at the sets of numbers I've boiled your post down to.


Your conclusion is odd, and suffers from this forum's myopia.

For 5 tons and two slots your one ER LLAS is doing 5.38 damage.
For 8 tons and four slots your one AC 5 is doing 5.51 damage.

So for the cost, the ER LLAS is actually giving you a higher damage output per ton vs. the AC 5 and the AC 5 is giving you better sustained DPS (if you stand there firing repeatedly).


Two ER LLAS will see your numbers at 10.76 damage for 10 total tons.
Add 4 heatsinks - total 14 tons.
Total 10+4 DHS, able to fire for about 1 minute without stopping and hitting for the same damage as an AC 10 does but at +200m the optimal range the AC 10 is capable of.

And for 14 tons, you could only have two tons of AC 10 ammo.



Yes FLD, when it hits, will be superior to spread damage. It better be, since the other weapon is:
  • hitscan
  • lighter
  • never runs out of ammo
  • costs less slots on your build
  • has better damage per ton ratio

That's kind of the point to justify the slotting requirements.

Edited by Ultimatum X, 26 May 2014 - 10:20 AM.


#7 kapusta11

    Member

  • PipPipPipPipPipPipPipPipPip
  • Little Helper
  • Little Helper
  • 3,854 posts

Posted 26 May 2014 - 10:28 AM

Posted Image
Posted Image
Posted Image
Posted Image
Posted Image

#8 LawDawg

    Member

  • PipPipPipPipPipPip
  • 372 posts
  • LocationOn the ATTACK!!!

Posted 26 May 2014 - 10:33 AM

Stats are so skewwwwwwwwed. You dont take your best shooters and post em. If EVERYONE posted there stats..(like PGI see them), you would be OFF mark. MARK my word. That is why they wont change numbers now.

They have thousands of numbers. Let it ride. They can not drop a weapon change ever week.

#9 El Bandito

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 26,736 posts
  • LocationStill doing ungodly amount of damage, but with more accuracy.

Posted 26 May 2014 - 10:40 AM

View PostRangerGee412, on 26 May 2014 - 07:59 AM, said:

Regular lasers from 1 second to either .6 or .75? Pulse lasers from .6 to maybe around .4 or .5? Could be a simple change to help lasers out a bit? Curious to see what everyone else's damage has been on average per hit.


I'd personally want the Lasers to have lower cooldown. PPC has lower cooldown than a Large Laser, for example, and that's dumb. Also for Christ's sake, increase the GH limit of Large Lasers to 3.

Edited by El Bandito, 26 May 2014 - 10:42 AM.


#10 Khobai

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 23,969 posts

Posted 26 May 2014 - 11:16 AM

I would personally prefer the burst fire/arcing damage route to balance FLD weapons.

However if you go the cooldown route, PPCs and AC20s need longer cooldowns. Cooldown should be proportional to how much FLD a weapon does. So the AC/20 should have the longest cooldown of any weapon, followed by gauss, then followed by the PPC and AC/10.

#11 Levi Porphyrogenitus

    Member

  • PipPipPipPipPipPipPipPipPip
  • Mercenary
  • Mercenary
  • 4,763 posts
  • LocationAurora, Indiana, USA, North America, Earth, Sol, Milky Way

Posted 26 May 2014 - 11:35 AM

View PostKhobai, on 26 May 2014 - 11:16 AM, said:

I would personally prefer the burst fire/arcing damage route to balance FLD weapons.

However if you go the cooldown route, PPCs and AC20s need longer cooldowns. Cooldown should be proportional to how much FLD a weapon does. So the AC/20 should have the longest cooldown of any weapon, followed by gauss, then followed by the PPC and AC/10.


I agree with the burst fire/damage arcing as the best mechanic for balancing weapons with inherent FLD mechanics.

The only problem with that last bit is the AC20. Given its very short range and its brawling specialization, it ought to do more damage, both per shot and over time, than any other option. Sure, cut max range to x2 (do the same with all ACs for that matter), which would seriously limit AC20 abuse (since with x3 it can do more damage than an AC10 even at quite long range), and leave the weapon as king of its area of expertise.

In general, longer ranged weapons need longer cooldowns and shorter ranged weapons need shorter ones, otherwise nobody will ever take short range guns (since long range guns will outperform them even up close).

#12 RangerGee412

    Member

  • PipPipPipPipPipPip
  • The Defiant
  • The Defiant
  • 308 posts

Posted 26 May 2014 - 01:11 PM

Ok so the critical hits count towards the damage count for the weapon. Thought so but I wasn't sure.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users