- fifthderelicte
- |
- Exalted Mythic Member
- gamertag: BJRSCJ
- user homepage:
Posted by: Methew
Posted by: fifthderelicte
Very good point. On High Ground there is a lot of cover and it's hard for the laser to get set up and get a good shot. On Sand Trap there are two lasers evening out the gameplay, and the vehicles respawn relatively quickly. Not to mention, there are missile pods on the map as well. High Ground doesn't produce much vehicle play, however, which is partially due to the laser. Sand Trap does use a lot of vehicles, but that's because of the fast vehicle respawn to laser respawn ratio, as well as the lasers picking off the other laser guy.
Construct also has a laser, but it's worthless there because you get out BRed before you can ever use it. Also, though Avalanche is large like Sand Trap, lasers stifle the vehicle play of one side significantly. The laser on Last Resort also makes vehicle play hard for the beach team, which is really unnecessary, as it's such a tight map they could be taken out skillfully without it.
Overall I think the laser is too easy to use for how much power it gives. The only maps it works well on without stifling vehicle play for one/both teams or making one team's vehicular arsenal too powerful are tight maps that are extremely infantry focused. The one exception to that is Sand Trap, which is so open and only contains one sniper rifle, so lasers have to shoot at each other to take the other one out for their team, wasting shots. Maps can be changed to help gameplay with the current laser, but overall this laser is too good without an appropriate tradeoff. I can't believe people are actually arguing against making something more skillful to use - especially such a powerful weapon (not you, Jay, but the people in this thread in general_
I'm interested in your opinion since you write a lot and say things that not only do I agree with but make sense.
Aside from retooling Standoff and Valhalla so that there is no neutral SpLaser how would you change the SpLaser to make it less powerful and/or more skill demanding?
I personally think the problem is inherent in the laser. It is far too easy to use for how effective it is. Of course since its purpose is ant-vehicular, that plays out the most on maps which could easily rely on a vehicle emphasis. On Sandtrap we see that the lasers are SOMEWHAT balanced, as vehicles do manage to play around. But even still, most vehicles get destroyed. The only salvation for them is fast vehicle respawn times, many vehicles, and a lack of snipers on the map (only 1 at a neutral spot) - causing the laser to become the sniper for the other laser, wasting shots. In general, the problem is with the laser.
I'd prefer a H2 style lock on weapon, or a modified missile pod. With that weapon, you have to have skill to kill a vehicle, as you can't just shoot the instant you lock on. You have to wait for them to be at a good spot so they can't easily dodge. So it takes skill to use and skill to avoid. The laser has a 3 second charge, but if you've got the laser on a larger map like Valhalla, you have vehicle control and probably have control of the middle. This means that you don't have to worry too much about being attacked other than from the front, plus you have a lot of cover. So you charge for three seconds behind your teammates and cover, then pop out shooting a beam of light that demolishes a whole vehicle instantaneously. There's no chance to avoid it, really. And if the other team has the laser, they also control the vehicles, so you are spawn trapped. What tactics can you really use against a competent team who gets the laser first on Valhalla? The only reason people think there are adequate tactics is because they've won when they haven't gotten the laser first. That's not because the laser's fair, it's because the team was incompetent.
As far as Valhalla goes, the sniper at each base both helps and hinders. Having a sniper allows you a chance to pick off the laser, but at the same time, if the other team has the laser, they have the middle, which means their sniper is just one more addition to the havoc reigning down upon your base. Honestly, though, I think the biggest issue is with the banshee. It is IMPOSSIBLE to down any decent banshee driver. You have a missile pod, but that is worthless on that map if the banshee knows anything. You can counter warthogs with good tactics, you can counter the laser if you have some freedom of movement, but with the banshee on the map, you really can't do anything. It reminds me of Ascension from H2. If a team got the banshee and the rockets, it was game over. If you took the banshee out, Valhalla would be much better (but I do love the banshee).
I guess another option would be to have a laser at both bases and a sniper in the middile, but that would be too much laser and even less vehicles used than already used. Perhaps sniper spawns could be replaced with rockets, and the laser could be posted up around the bubble shield mongoose, while the sniper posted at the pelican. This would give another antivehicular weapon, plus spread out the gameplay and the rushes. I think messing around with this too much could throw off the gameplay, so the easiest fix is just taking out the banshee.
That being said, I've heard a few good ideas for a laser fix. 1) Make the reticule smaller so it's harder to aim and hit targets
2) Have the battery drain while holding down the trigger and the when you let the laser go, it does X amount of damage, based off how long you've held it down - up to 3 seconds
3) Make less shots (I don't like this one, as it's still just as powerful)
4) Have the laser deal damage over time. Instead of a burst laser, the laser would be more like a sentinel beam. That would require you to be accurate over time, not just pop out and instakill.
Personally, I think reducing the reticule size is one of the easiest options and compromises. Even if they don't change anything else about the laser, that would help. I vote for that as well as perhaps a mix of one or two of the others (except #3). The laser is just way too easy to use as it stands, and it throws off vehicle use and the quality of gameplay on many maps.
However, I'd prefer more of a lock on weapon over the laser. Make it similar to the H2 rockets but make the warning sound louder. Also, make it so that you have to follow the vehicle to keep a strong lock on. Give the rocket a natural small lock on, but give it a strong lock on when you continue to follow the vehicle and keep lock on with your reticule. This requires continuous skill for the rocketeer and leaves him vulnerable, but also allows skill from the driver to avoid it. This would really help each to count the cost on driving and when to use the rockets.
[Edited on 11.10.2009 5:01 AM PST]