Laser rifle primary fire underpowered?

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Abominator
Posts: 3
Joined: Tue Jan 08, 2008 4:00 am

Laser rifle primary fire underpowered?

Postby Abominator » Tue Jan 08, 2008 4:11 am

I'll begin by saying "job well done" for creating an unpretentious, fun, and well balanced shooter. I bought the Shadowgrounds/Shadowgrounds Survivor pack off Steam and I'm very happy with my purchase.

That said, I do have a few nits to pick, in this case with the laser rifle. All the other weapons have useful primary and secondary fire modes, but there seems to be no reason for the laser rifle primary to exist, at all.

I trawled through the gamedata, and if the stats in the /parts directory are accurate the pulse rifle is pretty much superior in every way possible. Upgraded it does almost as much damage per shot (45 vs 50), fires 20% faster than the las rifle with assault extension, actually pushes enemies back, and the rounds are pretty much instant hit. The laser rifle is theoretically more accurate, but that hardly matters when the shots move so sloooowly (speed 25, less than the rocket launcher!)

Can anyone find a use for the primary fire on this weapon (I know the pinpoint laser is godly)?

As an experiment I've been playing through the game with the primary fire modded to an instant hit ray like the pinpoint laser while leaving everything else unchanged (RoF, accuracy, damage, etc). It makes the weapon SO much more usable, to the point where it's actually a viable alternative to the prifle. As a bonus it looks damn cool (anyone who's seen the The Terminator or the Kasyrkin hellguns in DoW knows what I mean).

Perhaps this could be a possibility in a balance patch?

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fb_joel
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Posts: 2482
Joined: Fri Feb 18, 2005 2:14 pm
Location: Finland

Postby fb_joel » Tue Jan 08, 2008 4:47 pm

Thanks for the comments. There's a chance we could release a small tweak update sometime soon (adding widescreen resolutions for example) but we might not want to touch any of the balancing even in that case.

And although The Laser Rifle may not be as good as the Pulse Rifle, it is the only other rapidly (or at least almost rapidly!) firing projectile weapon in the game. You'll probably run out of Pulse Rifle ammo, so Laser Rifle does have its uses too. (To be honest, it's my least favorite weapon in the game - hence why it was changed to a Plasma Rifle in Shadowgrounds Survivor, but I know there's other people who like it.) And of course the secondary is great.

Maybe you could release the laser rifle change as a mod, or post the instructions here. :)
// Joel, Frozenbyte team

Abominator
Posts: 3
Joined: Tue Jan 08, 2008 4:00 am

Postby Abominator » Wed Jan 09, 2008 3:17 am

The mod change is trivial. I can't attach the text file so here's the content of b_laser.dhp.

Create a directory called /Data/Parts/Bullets/EnergyBullets under your shadowgrounds root directory and place the modified b_laser.dhp in it. Then start up Shadowgrounds and enjoy your spiffy new laser rifle.

I still prefer the pulse rifle for melee enemies, but the new laser is better at long range, and it's more ammo efficient, so both weapons now have their uses.

Code: Select all

// -----------------------------------------------

// BULLET - B_Laser - Laser rifle bullet

part : Bull
{
  id=B_Laser
  type=Bull

  //name="Laser rifle shot"

  // the particle effect does not seem to start from the actual origin
  // so take it back a bit...
  startskipamount=0.0f

  // and pad the end to hit exactly
  //endpadtohit=1

  //splitraytrace=6

  pathtype=ray
  velocity=200
  //lifetime=1
  afterlifetime=2

  visualeffect=redray1

  hit
  {
    projectile=0
    heat=0
    electric=0
    damagerange=0
    push=0
    hp=50
  }
 
  chain
  {
    hittype=unit
    hitbullet=B_LasUH
    hitsound1="Data/Sounds/Commongore/laserfleshhit1.wav"
    hitsound1="Data/Sounds/Commongore/laserfleshhit2.wav"
    hitsound1="Data/Sounds/Commongore/laserfleshhit3.wav"
    hitsound1="Data/Sounds/Commongore/laserfleshhit4.wav"
    hitsound1="Data/Sounds/Commongore/laserfleshhit5.wav"
    hitsound1="Data/Sounds/Commongore/laserfleshhit6.wav"
  }
  chain
  {
    hittype=unit_type2
    hitbullet=B_LasUH
    hitsound1="Data/Sounds/Commongore/laserfleshhit1.wav"
    hitsound1="Data/Sounds/Commongore/laserfleshhit2.wav"
    hitsound1="Data/Sounds/Commongore/laserfleshhit3.wav"
    hitsound1="Data/Sounds/Commongore/laserfleshhit4.wav"
    hitsound1="Data/Sounds/Commongore/laserfleshhit5.wav"
    hitsound1="Data/Sounds/Commongore/laserfleshhit6.wav"
  }
  chain
  {
    hittype=metallic
    hitbullet=B_LasHit
    hitsound1="Data/Sounds/Weapons/Hits/Laser/laserwallhit1.wav"
    hitsound2="Data/Sounds/Weapons/Hits/Laser/laserwallhit2.wav"
    hitsound3="Data/Sounds/Weapons/Hits/Laser/laserwallhit3.wav"
    hitsound4="Data/Sounds/Weapons/Hits/Laser/laserwallhit4.wav"
    hitsound5="Data/Sounds/Weapons/Hits/Laser/laserwallhit5.wav"
  }
  chain
  {
    hittype=ground
    hitbullet=B_LasHit
    hitsound1="Data/Sounds/Weapons/Hits/Laser/lasergroundhit.wav"
  }
  chain
  {
    hittype=building
    hitbullet=B_LasHit
    hitsound1="Data/Sounds/Weapons/Hits/Laser/laserwallhit1.wav"
    hitsound2="Data/Sounds/Weapons/Hits/Laser/laserwallhit2.wav"
    hitsound3="Data/Sounds/Weapons/Hits/Laser/laserwallhit3.wav"
    hitsound4="Data/Sounds/Weapons/Hits/Laser/laserwallhit4.wav"
    hitsound5="Data/Sounds/Weapons/Hits/Laser/laserwallhit5.wav"
  }
  chain
  {
    hittype=terrainobject
    hitbullet=B_LasHit
    hitsound1="Data/Sounds/Weapons/Hits/Laser/laserwallhit1.wav"
    hitsound2="Data/Sounds/Weapons/Hits/Laser/laserwallhit2.wav"
    hitsound3="Data/Sounds/Weapons/Hits/Laser/laserwallhit3.wav"
    hitsound4="Data/Sounds/Weapons/Hits/Laser/laserwallhit4.wav"
    hitsound5="Data/Sounds/Weapons/Hits/Laser/laserwallhit5.wav"
  }
}



// -----------------------------------------------

// BULLET - B_Laser2 - Laser rifle pinpoint laser "bullet"

part : Bull
{
  id=B_Laser2
  type=Bull

  //name="Pinpoint laser shot"

  // the particle effect does not seem to start from the actual origin
  // so take it back a bit...
  startskipamount=0.0f

  // and pad the end to hit exactly
  //endpadtohit=1

  pathtype=ray
  velocity=200
  //lifetime=1
  afterlifetime=2

  // keep connected to weapon barrel (or parent projectile?)
  connecttoparent=1
  parenttonextbullet=0

  visualeffect=redray1

  hit
  {
    projectile=0
    heat=0
    electric=0
    damagerange=0
    push=0
    hp=50
    goreprobability_slice=80
    goreprobability_partial_slice=100
  }
 
  chain
  {
    hittype=unit
    hitscript=proj_laser_pinpoint
    hitbullet=B_Laser2
  }
  chain
  {
    hittype=unit_type2
    hitscript=proj_laser_pinpoint
    hitbullet=B_Laser2
  }
  chain
  {
    hittype=metallic
    hitbullet=B_PinHit
    //hitsound1="Data/Sounds/Weapons/Hits/Laser/laserwallhit1.wav"
    //hitsound2="Data/Sounds/Weapons/Hits/Laser/laserwallhit2.wav"
    //hitsound3="Data/Sounds/Weapons/Hits/Laser/laserwallhit3.wav"
    //hitsound4="Data/Sounds/Weapons/Hits/Laser/laserwallhit4.wav"
    //hitsound5="Data/Sounds/Weapons/Hits/Laser/laserwallhit5.wav"
  }
  chain
  {
    hittype=ground
    hitbullet=B_PinHit
    //hitsound1="Data/Sounds/Weapons/Hits/Laser/lasergroundhit.wav"
  }
  chain
  {
    hittype=building
    hitbullet=B_PinHit
    //hitsound1="Data/Sounds/Weapons/Hits/Laser/laserwallhit1.wav"
    //hitsound2="Data/Sounds/Weapons/Hits/Laser/laserwallhit2.wav"
    //hitsound3="Data/Sounds/Weapons/Hits/Laser/laserwallhit3.wav"
    //hitsound4="Data/Sounds/Weapons/Hits/Laser/laserwallhit4.wav"
    //hitsound5="Data/Sounds/Weapons/Hits/Laser/laserwallhit5.wav"
  }
  chain
  {
    hittype=terrainobject
    hitbullet=B_PinHit
    //hitsound1="Data/Sounds/Weapons/Hits/Laser/laserwallhit1.wav"
    //hitsound2="Data/Sounds/Weapons/Hits/Laser/laserwallhit2.wav"
    //hitsound3="Data/Sounds/Weapons/Hits/Laser/laserwallhit3.wav"
    //hitsound4="Data/Sounds/Weapons/Hits/Laser/laserwallhit4.wav"
    //hitsound5="Data/Sounds/Weapons/Hits/Laser/laserwallhit5.wav"
  }
}

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fb_joel
Site Admin
Posts: 2482
Joined: Fri Feb 18, 2005 2:14 pm
Location: Finland

Postby fb_joel » Thu Jan 10, 2008 7:15 pm

Thanks. :)
// Joel, Frozenbyte team


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