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SandTrout
2004-02-06, 12:59 PM
I already posted this in the OF, but I figured I'd see the oppinions of people who frequent this site and not the OF.

I know there have been a lot of posts on this subject, but I had a small epiffiney(sp?) while reading a post. I'll teach pistols 101 before geting to my idea so that more people can catch more of the concept clearer.
Pistols are used by only 3 kinds of characters. These are A) Infiltrators, B) Low BR characters, and C) Snipers.

Low BR characters rarely use their pistols unless their main gun runs out of ammo and, makeing them a virtual non-issue with pistols.

Snipers are often in reinforced armor, so they have another weapon other than a pistol, so they don't normaly have pistols. This, again, makes them a virtual non-issue with pistols.

This leaves infiltrators who use pistols because they can carry no other weapons. Infiltrators use pistols to get kills on primaraly moveing targets that are not MAXes, because for non-moveing or MAXes ACEs and grenades work better.

The AMP is the primary assassin's weapon because it lets out the most firepower in the shortest amount of time. High recoil.

The Magscatter is good against very soft targets such as agile, standard, and other infiltrators because it takes 3 or less shots to kill, and the wide spread gives some margin for their fast movement. Its dissadvantage is that it is only useable at very close range to any effect.

The repeater is the medium-ranged pistol with good ROF, COF, and reletively low recoil. Best pistol for takeing out targets outside of DLV range.

The beamer is supposudely the long-range pistol with the betst COF and no damage degridation on the first 3 shots of a burst and bet AV damage. However, it is still woefuly inadiquate because of its flashy properties, small magazine, and low damage per magazine.

My sudgestion for fixing the beamer is actualy one that I discredited as a buff for the pulsar. Give the beamer burn-damage. This gives in a uniqe property other that the mode-switching and brings the damage up to par. The reason for the pulsar not revieveing this is that burn damage makes infiltrators easaly visable, and grunts already have an easy enough time killing infils. Infiltrators with this pistol, however, are not spaming an area with suppressive fire as the grunts with a rifle would. If an infiltrator is targeting you, they are going to try to make every shot hit their intended target.

Comments, questions, flames?

Veteran
2004-02-06, 01:02 PM
When the AMP stops being categorically better, I'd expect more discourse on the subject.

Also, what's up with the misspellings? You posting while drinking vodka? I can't be the only one. YEEEEAAAAGGGH!!!!! (the Dean Scream is now part of my lexicon... sry)

martyr
2004-02-06, 01:06 PM
my opinion: cloakers are not supposed to be, and are not normally, cast in an anti-infantry (killing) role, and are more of a tactical tool, used for scouting, ghost-hacking (consoles, vehicles, etc) and fire control (laze targeting and OS application), or close-in support: CE and medic.

Madcow
2004-02-06, 01:10 PM
It's all about speed with the Beamer, that's why it's not a feasible weapon. As if it's not bad enough that it makes a sound that alerts even the thickest headed person in the area that an infil is there, it's also ungodly slow at doing it's job. The combination of those 2 things just make the weapon entirely too much trouble for it's worth. Yay, I can shoot people from a massive distance away hoping that everybody has their sound turned off and hoping that the person a massive distance away is too braindead to move a little bit.
Bring that thing closer to Repeater speed and you'll have something. It's not as if the Repeater is exceptionally fast at killing, it's just fast enough based on it's accuracy. The Beamer is not fast enough even though it does have the accuracy.

Firefly
2004-02-06, 01:10 PM
Yeah, it's odd how a majority of the infiltrators use the AMP over an empire-specific weapon. The Empire-specific pistols should be better than common-pool. No one uses the Repeater because infiltrators like close-in kills, to ensure it's a kill. Second to the AMP is the Mag-Scatter because it's got that kick-ass sound and it does serious damage. I play TR, and I myself have a locker full of Mag-Scatter pistols.

And no one in their right mind uses the Beamer.

Veteran
2004-02-06, 01:12 PM
The Spiker can kill in pretty much two hits. Shouldn't it be considered?

Dharkbayne
2004-02-06, 01:14 PM
martyr, it all depends on how you play it, I usually play as a anti-Sniper and AV (pheonix & Decimator) cloaker, Repeater (I think I'm gonna switch to AMP) knife (Duh...) Jammer nades and a box of ammo, I am certed in hacking, infil suit :doh: and Air Cavalry, I'm gonna get adv hacking next, I ditched it for the extra cert points to get mah reaver. My implant is Melee Booster, next I'm gonna get either DL or Surge.

With this setup, as long as I don't do stupid things, I am pretty successfull.

Rbstr
2004-02-06, 01:15 PM
If i was an infil i would keep my locker full of Spikers, You don't even have to hit directly just near them to do damage, and if you time it right 3 hits takes a rexo, it kills faster than a MagScatter

Madcow
2004-02-06, 01:23 PM
my opinion: cloakers are not supposed to be, and are not normally, cast in an anti-infantry (killing) role, and are more of a tactical tool, used for scouting, ghost-hacking (consoles, vehicles, etc) and fire control (laze targeting and OS application), or close-in support: CE and medic.

I'm not quite sure why there are people who hold this opinion still. I can and have certainly been successful in doing the tactical stuff, but on a good night I'm better than the average grunt at killing. Why should I pigeonhole my role because some people believe that it's what infiltrators should be doing? If I can run around with lesser weaponry and no armor and work you, you can bet that I'm going to do it. Think outside the box, infiltrators are quite effective without an REK/Laze/etc. in their hand.

Jagd
2004-02-06, 02:08 PM
If i was an infil i would keep my locker full of Spikers, You don't even have to hit directly just near them to do damage, and if you time it right 3 hits takes a rexo, it kills faster than a MagScatter

The main reason spiker's haven't really taken off is because they light you up like a christmas tree, are very loud, and the horrendous splash damage doesn't allow you to use it safely at the desired range-- point blank.

Queensidecastle
2004-02-06, 02:18 PM
The Spiker absolutly ownz. It ownz hard. The problem with it from an infiltrator perspective is using it in a crowd is not posible due to exactly what Jagd described. Also they are a friken pain in the ass to get. Finally, you are forced to spend 2 points in MA and for dedicated Infiltrators this is a real drag.

However, when recharge modules go in and Caves become relevant, I am switching to the spiker full time, and while we are on the subject.. The new Rexo buff is a massive nerf to Infiltrator killing power so it looks like I have to drop my beloved Repeater for Melee booster/Knife or a Spiker. Killing Rexos with a Repeater is going to be a thing of the past

Angel_of_Death
2004-02-06, 03:51 PM
Spiker owns...I have seen some people use it so effectively it's disturbing. Magscat is very good, considering infils can get close very easily. Repeater is good for range, and pretty versatile, and beamer...is the beamer, enough said.

Good infils CAN get more kills than grunts, and even if not, usually have a better kill-to-death ratio...invisiblilty has advantages that an extra 100/150 armor can't compare with, usually.

gonnagetyou
2004-02-06, 04:30 PM
My simple idea for fixing the beamer is to make it completely silenced. I can live with the low damage output, but the noise it makes is the main reason it is almost never used. No since waving a big flag in the air if it is going to get you killed real fast. I think making it the only true silenced assassins pistol would make it somewhat popular yet not too powerful, as it would still take quite a lot more shots to kill anyone compared to the other pistols in the game. People would still see the beam if they were looking in your direction so you would have to be careful before firing.