What can we do to improve it? Well, what tactical niche does it fill?
It has pinpoint accuracy (better than rifle and chaingun but not mdriver) continuous fire (unlike rifle and mdriver), and reasonably high DPS (better than rifle and mdriver but not chaingun). It also has consistent DPS across all ranges, provided its user is a good shot, unlike shotgun or chaingun. I see it primarily as a compromise weapon, a step up from the rifle and bridging the gap between sniping and brawling.
Its main problem is that it’s significantly more expensive than your economy brawler, the shotty, with no obvious advantages over other weapons.
However, buffing it as bird proposed
would make it better at both brawling and sniping, and perhaps justify its cost.
Statistics on lasgun as compared to other s1 weapons:
Rifle has 1050 damage in its ammunition (in 150 damage bursts), with ~56 DPS per burst and ~32 DPS average: 31 seconds total firing time. Damage/$ and DPS/$ are… well, infinite
Shotgun has 1792 damage total in 448 damage bursts, with 56 DPS per burst and ~45 DPS average (assuming you hit with every pellet!), with 38 seconds total firing time. Damage/$ is 11.9, DPS/$ is ~0.30.
Lasgun has 1800 damage total in continuous fire at 45 DPS for 40 seconds firing time. Damage/$ is 7.2, DPS/$ is 0.18.
Lasgun + battpack has 2700 damage total for 60 seconds firing time. Damage/$ is 7.7, DPS/$ is ~0.13.
Mass driver has 950 damage total in 190 damage bursts, with 38 DPS per burst and ~27 DPS average for 33 seconds of fire. Damage/$ is 2.7, DPS/$ is ~0.078.
Mass driver + battpack has 1330 damage total in 266 damage bursts for ~29 DPS average and 43 seconds of fire. Damage/$ is ~3.0, DPS/$ is ~0.066.
Chaingun has 1800 damage total in continuous fire at 75 DPS for 24 seconds of fire. Damage/$ is 4.5, DPS/$ is ~0.19.
I could do some handwaving and pull random numbers on how weapon spread affects actual damage deliverance, then give an “accuracy-adjusted” total damage and DPS, then factor in how the shotgun and mass driver deliver all their damage in a lump sum, but I don’t have any conversion constants and it varies too much between players for empiricism.
Now, with bird’s[quote=“bird, post:1, topic:2300”]
10dmg/bolt
[/quote]
the lasgun would get 2000 damage total and 50 DPS in continuous fire with damage/$ at 8 and DPS/$ at 0.2 without battpack, or 8.6 and ~0.14, respectively, with. DPS would be better than any average except for the chaingun (67% of that), DPS per dollar would be next only to shotgun, and it would have more available damage than any other weapon even without battpack.
With my suggestion of reducing its cost, to, say, 200c, it gets 9 damage/$ and ~0.23 DPS/$ without battpack, 0.15 DPS/$ with (same damage/$). Its damage economy stays in 3rd place, but its DPS economy surpasses the chaingun at this point.
At this point, after running through all the statistics, I’m inclined to agree with Hendrich.[quote=“Hendrich, post:3, topic:2300”]
it was a seriously underrated weapon in 1.1.
[/quote]
– rlb