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Why is it the only one??

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Why is it the only one??
Offline Baphomet
09-06-2020, 10:33 AM, (This post was last modified: 09-06-2020, 06:04 PM by Baphomet.)
#1
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Greetings FL community. Hope you al having a good day, is sunny here in UK, which is pretty weird Wink

But there was something i wanted to discuss because i found it is one of its kind and i was wondering why is it been singled out.

We have several class 8 weapons with 8:33 refire and 700/sec speed with different ranges naturally. So here we go compare so that you may see the issue:

"Polybolos" Auxesia Laser Emitter Mk II - 302/151 dmg, speed 700, range 700, energy/shot 68

"Reaver Mk II" Core Laser Cannon - 305/152, speed 700, range 735, energy/shot 69

"Scythe Mk II" Edge Worlds Tachyon Cannon - 313/156, speed 700, range 700, energy/shot 72

"Stealthblade" Rheinland Tachyon Cannon Mk II - 316/158, speed 700, range 665, energy/shot 73

And finally we get to Insurgency laser cannon, the one that is srewed over:

"Retribution" Insurgency Laser Cannon Mk I - 312/156, speed 700, RANGE 560 !!???, energy/sec 71

Those are all class 8 700 speed guns if youdont count the petit carbine which is a pulse weapon and TDG also a pulse weapon, i have only listed HULL weapons for equal comparison.

So my question is, why is the Insurgeny laser cannon the only one being screwed over??
- It deals balanced dmg compared to others
- it has same speed to balance others
- it balances with enery usage compared to others
- BUT IT HAS SEVERE CUT ON RANGE COMPARED TO OTHERS


I think this should be rectified and set to 640 range while all else should remain the same, for balancing reasons ofc.

Thank you all and have a great sunny day ( or wear un umbrella if it rains in your country)
Peace!!!

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Offline TheShooter36
09-06-2020, 12:19 PM,
#2
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Range does not mean much in snub combat unless its like scattergun range and giving it more range really wont make it much better than %1 of the scenarios.

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Offline Unseelie
09-06-2020, 01:37 PM,
#3
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The one place that this range is really an issue is when fighters are trying to harass caps. And there, 560 might really limit your ability to do so.

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Offline Baphomet
09-06-2020, 03:08 PM,
#4
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Well, i did think about what Shooter said, and there are more than one instances where range DOES matter:

1st. of all i use snubs not only for snub combat but for gb's, cruisers, and BC's too, and there range matters if you wanna stay alive ofc, and 560 range is oooof, well too close for comfort, 700 on the other hand greatly improves your chance of not getting insta'd by a cruiser or a BC, or even a gb Razor.

soyes i matters a great deal.

2nd. if it doesnt matter,why not equilize it with rest of them? i mean, if it doesnt matter, right?

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Offline Kauket
09-06-2020, 03:23 PM,
#5
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Weird. That definitely should be fixed, irregardless whether you lot think its "worthless" or not, it's still a disadvantage for little reason.

[Image: kauket.gif]
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Offline Baphomet
09-07-2020, 08:05 AM,
#6
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Umm bumping because this is kind of important Wink

Please, remedy this mistake of low range.

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Offline aerelm
09-07-2020, 09:03 AM, (This post was last modified: 09-07-2020, 09:15 AM by aerelm.)
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The reason behind this probably is because weapons don't have an actual "Range" value assigned to them in the game files, so for someone looking at it under the hood, that difference in range wouldn't be as apparent. The actual values each gun gets that decide its range are projectile speed and projectile lifetime (i.e. how long the projectile lasts after firing), so the range of the gun is not listed anywhere in the files other than its infocard (which is purely visual, and in a whole separate file). FLEngine has lots of wonderful little quirks like that. I'm guessing the weapon was initially 750ms and was later changed to 700ms, but there was an oversight and they forgot to update its lifetime, hence the lower range compared to similar weapons.

Just post a bug report about it.
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