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Rapid Fire Lasers are a shocking embarrassment, need buffs.

STAR WARS: The Old Republic > English > Galactic Starfighter
Rapid Fire Lasers are a shocking embarrassment, need buffs.

Delta_V's Avatar


Delta_V
02.16.2014 , 08:12 PM | #11
Quote: Originally Posted by Verain View Post
3- The weaknesses are crippling (weakness: short range)
The scouts don't see this as a weakness. They have one option each that is better at range- laser or quad laser- and the rest have the same range as RFLs. For them, it's just a matter of taking the better gun, which is NEVER rapid fire laser. For the type 2 strike, a range this close is foolish- even clusters are not very super for scooting people off of satellites, and the rest of your arsenal sits dead at this range. For type 1 strikes you can consider this in addition to the slighlty longer range ion, or in addition to either of the longer range options. The problem here is that the tracking penalty only adds up near the end of the arc, and quads are higher dps than rapids starting at less than 1km, and go much further than rapids. Many pilots will stick with their slightly less than optimal shots rather than switch to a low range weapon, because the moment the enemy pilot hits boost they will again be firing a suboptimal weapon and have to swap back.
Missed a reference to the type 2 strikes
[/pointlessnitpicking]

But yeah, on Scouts, the Light and/or Burst Lasers are categorically superior. On the Type 1 Strike, the only reason to even consider it is the utter lack of other short-range weapons (why don't the laser-specialist strikes have access to Burst Lasers again?). Even then, they are disappointing, especially because Strikes have a harder time keeping an enemy in your sights to begin with (this requirement is one of the big downsides of Rapids), since they are slower and less maneuverable than Scouts.

Verain's Avatar


Verain
02.16.2014 , 08:25 PM | #12
Quote: Originally Posted by Delta_V View Post
(why don't the laser-specialist strikes have access to Burst Lasers again?)
My guess is so that everyone isn't using burst laser cannon!

Adding burst lasers to the strikes wouldn't fix the rapid fire lasers issue. It would definitely be a giant buff, of course, but I'm trying to talk about RFLs- ideally, you would see a Flashfire/Sting would say "for this build, you want rapid fire lasers....".

Verain's Avatar


Verain
02.16.2014 , 10:12 PM | #13
I'd also like to hear from other pilots who have mastered rapid fire laser and used it a lot, especially on a scout. Does anyone think it's fine? Which of the suggestions I made could we all get behind?

Bolo_Yeung's Avatar


Bolo_Yeung
02.16.2014 , 10:30 PM | #14
I am not so sure.

Rapid Fire lasers are indeed weak - but they have really low power drain. With Laser Cannon, I have significantly more DPS, but - unlike Rapids - I cant just spam here I see a fly moving...

Kalphitis's Avatar


Kalphitis
02.16.2014 , 10:38 PM | #15
Agree with everything the MP says. It is just a terrible weapon...I've wasted tons of time flying behind enemies and firing/hitting them repeatedly with this weapon and hardly ever getting a kill (unless they already had low/no shields). It's just...bad...

That being said, I believe this weapon is terrible on purpose. As you mention, it's used on the Scouts and Strike Fighter, which are the 'introductory' fighters. I believe Bioware intentionally made these weapons crappy as a way to encourage people to play more to get to better ship with better weapons, etc. Don't get me wrong...I fly with Strike Fighter a lot and it is powerful, just not with RFLs.

This brings up the really sad point about RFL that you did not mention. If you are Free to Play and starting GSF, you have to contend with:
-Other people who are P2P/Preferred that have played more than you and have more skill
-Other people who are P2P/Preferred that have played more than you, and have more requisition/fleet points so they can have ships that are just better than yours
-A reduced rate of getting requisition points to even the odds
-While dealing with the above 3, you also are stuck with the inferior weapon of the RFL

Ultimately, I prefer games that balance PVP based solely on skill (first option above). That being said, I get it, I get it..."It's an MMO, if you play a lot and pay money you deserve an advantage!!" blah blah I get it!

But I think we can all agree that RFLs suck and need boosted. Good, detailed post MP.

Zoom_VI's Avatar


Zoom_VI
02.17.2014 , 12:04 AM | #16
Quote: Originally Posted by Verain View Post
I'd also like to hear from other pilots who have mastered rapid fire laser and used it a lot, especially on a scout. Does anyone think it's fine? Which of the suggestions I made could we all get behind?
I think they could use a bit of a damage buff. I have them mastered on my FF. (along with every other weapon)
Interestingly enough the highest damage game I have had was when I was using freq capacitor and rapids along with overcharge.
however that was just me messing around and the weapons inability to burst is a heavy disadvantage in most situations.

That said I would love for them to be more effective as honestly rapids are probably the single most satisfying weapon to shoot someone down with - nothing like the arc of lasers shooting across the sky towards my target. Feels way more like old school dogfighting than BLC or railguns do.
Crinn

Sanity is for the weak minded.

Helig's Avatar


Helig
02.17.2014 , 12:08 AM | #17
Quote: Originally Posted by Bolo_Yeung View Post
I am not so sure.

Rapid Fire lasers are indeed weak - but they have really low power drain. With Laser Cannon, I have significantly more DPS, but - unlike Rapids - I cant just spam here I see a fly moving...
You didn't read the post at all, did you?
"I'm not *giving* him cake, I'm *assaulting* him with cake!" - Pinkamena Diane Pie

Verain's Avatar


Verain
02.17.2014 , 12:27 AM | #18
Quote: Originally Posted by Zoom_VI View Post
I think they could use a bit of a damage buff. I have them mastered on my FF. (along with every other weapon)
Thanks. Most players don't stick with them enough to master them.

Quote:
Interestingly enough the highest damage game I have had was when I was using freq capacitor and rapids along with overcharge.
I don't think that should outpace lights in general, but interesting.

Quote:
That said I would love for them to be more effective as honestly rapids are probably the single most satisfying weapon to shoot someone down with - nothing like the arc of lasers shooting across the sky towards my target. Feels way more like old school dogfighting than BLC or railguns do.
Not only are they a real dogfighting weapon- the BLC issue is one I'm mixed on because I don't think the feel makes much sense, but I do like the feel of it, it just ticks me off that it's so effective- but they are also absolutely gorgeous. A fan of those things is just super pretty.


They simply need to be better!

Korithras's Avatar


Korithras
02.17.2014 , 12:43 AM | #19
All the numbers and technobabble of the OP and he can't grasp the concept of merely mousing over the rapid-fire laser cannons to realize "they have the lowest power draw but the least mount of damage" concept. These guns are weak for a reason, ok? They're meant to be there so you can hold down the trigger forever, and for people who may not have the best aim when it comes to putting the one circle over the other. That and you're not meant to use them alone, you can use them in conjunction with missiles and torpedoes. I use them on my scouts and I have zero problems with how they function. The X factor you left out is the pilot's skill set. Clearly, yours does not fit for using these cannons. Now get over it.

Gavin_Kelvar's Avatar


Gavin_Kelvar
02.17.2014 , 01:21 AM | #20
I agree with all of the points in the OP. I've honestly found my fully upgraded heavies (armor + shield pen) is more effective at point blank than rapids. Primarily because at point blank burst damage will likely be a premium and rapids have such low damage they seem to struggle just being able to put a dent in a guy's shields. With heavies at least a small amount of damage got through his shields.

IMO rapids need a serious damage buff. If lowering their ROF is needed to balance out the increased damage so be it. But from my experience the main problem of rapids is that they don't do enough damage per shot to have a high enough burst damage for use at the close ranges they're designed for. Another option would be to give them a high base crit chance (say something like 32% base + the 8% upgrade for a total possible 40% crit chance). That would take advantage of the high ROF to potentially give you a crazy amount of crits. That still might make it an iffy gun since you'd be relying on RNG luck to do the bulk of your damage unlike other guns that reliable do higher base damage.

Also it seems that as it currently stands just about every other blaster is completely serviceable without any upgrades but rapids seem to need the upgrades before they'd really become decent.