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Gavr1Io Pr1nc1p
230
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Posted - 2014.03.21 03:44:00 -
[1] - Quote
I'm thinking giving them a 4 clip size, double splash radius, and slightly increase splash and direct damage (by slightly i mean slightly-5%ish)
Kills-Archduke Ferdinand
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Gavr1Io Pr1nc1p
230
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Posted - 2014.03.21 03:50:00 -
[2] - Quote
thesupertman wrote:The fray lock isn't that UP. I get kills with te standard version. I just think it needs a bigger splash area. just because you can get kills doesn't mean its not UP. i get kills with the LR and shotgun, does that mean that they are not UP?
Kills-Archduke Ferdinand
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Gavr1Io Pr1nc1p
243
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Posted - 2014.03.22 01:12:00 -
[3] - Quote
TranquilBiscuit ofVaLoR wrote:hmm, maybe give them the old stats they used to have? not a bad idea
Kills-Archduke Ferdinand
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Gavr1Io Pr1nc1p
243
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Posted - 2014.03.22 01:17:00 -
[4] - Quote
Hakyou Brutor wrote:Gavr1Io Pr1nc1p wrote:thesupertman wrote:The fray lock isn't that UP. I get kills with te standard version. I just think it needs a bigger splash area. just because you can get kills doesn't mean its not UP. i get kills with the LR and shotgun, does that mean that they are not UP? The shotgun isn't underpowered... compared to rifles, yes it is. Lower DPS, much lower range, lower hit detection, and more accuracy required
Kills-Archduke Ferdinand
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Gavr1Io Pr1nc1p
243
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Posted - 2014.03.22 01:22:00 -
[5] - Quote
Hakyou Brutor wrote:Gavr1Io Pr1nc1p wrote:Hakyou Brutor wrote:Gavr1Io Pr1nc1p wrote:thesupertman wrote:The fray lock isn't that UP. I get kills with te standard version. I just think it needs a bigger splash area. just because you can get kills doesn't mean its not UP. i get kills with the LR and shotgun, does that mean that they are not UP? The shotgun isn't underpowered... compared to rifles, yes it is. Lower DPS, much lower range, lower hit detection, and more accuracy required No, I can kill rifle users all day. You just have to know when to approach someone and when to wait it out and let them stumble upon a shotgun shell to the back of the head. using an adv shotgun, i regularly go 12-20 and 3-7. using a basic combat rifle with no damage mods and only one level into it, i regularly go 25+ and 3-6
Kills-Archduke Ferdinand
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Gavr1Io Pr1nc1p
243
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Posted - 2014.03.22 01:27:00 -
[6] - Quote
Hakyou Brutor wrote:Gavr1Io Pr1nc1p wrote: using an adv shotgun, i regularly go 12-20 and 3-7. using a basic combat rifle with no damage mods and only one level into it, i regularly go 25+ and 3-6
Okay? I've seen people use shotguns and go 40 plus kills with an adv shotgun. Just because the shotgun is a lot more situational doesn't mean it's underpowered. if its a lot more situational and has less reward in that situation, it is UP. and don't confuse skill with weapon capabilities
Kills-Archduke Ferdinand
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Gavr1Io Pr1nc1p
244
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Posted - 2014.03.22 01:34:00 -
[7] - Quote
Hakyou Brutor wrote:Gavr1Io Pr1nc1p wrote:Hakyou Brutor wrote:Gavr1Io Pr1nc1p wrote: using an adv shotgun, i regularly go 12-20 and 3-7. using a basic combat rifle with no damage mods and only one level into it, i regularly go 25+ and 3-6
Okay? I've seen people use shotguns and go 40 plus kills with an adv shotgun. Just because the shotgun is a lot more situational doesn't mean it's underpowered. if its a lot more situational and has less reward in that situation, it is UP. and don't confuse skill with weapon capabilities That's the thing, it has more rewards in those situations. Just today I killed seven guys in a row because they were crowded around the objective and I flanked around and killed them, they were all using rifles, two of them with rifles on heavy frames, oh yeah and I was in a standard suit with a standard shotgun too. cool story bro-you would've done better with a rifle. heavy frames require 2 head shots or 3 body shots to kill, so I'm assuming you had to reload at least twice
also, playing against competent players generally makes it slightly more difficult, though i admit i have killed several big corp (team players, AE) with shotguns before and not died to their proto rifles. However, i would encourage a comparison between the combat rifle and shotgun-you may find what I'm saying to be true
Kills-Archduke Ferdinand
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Gavr1Io Pr1nc1p
245
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Posted - 2014.03.22 01:43:00 -
[8] - Quote
whatever--we disagree about the shotgun. the real question is the flay lock. what do you think a good buff would be? (trying to keep this thread on topic)
Kills-Archduke Ferdinand
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Gavr1Io Pr1nc1p
246
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Posted - 2014.03.22 02:54:00 -
[9] - Quote
Hakyou Brutor wrote:Gavr1Io Pr1nc1p wrote: whatever--we disagree about the shotgun. the real question is the flay lock. what do you think a good buff would be? (trying to keep this thread on topic)
Oh man, now that thing is underpowered! at least we can both agree on that. I think what you initially suggested would be nice, maybe a 10% bonus to damage instead of 5 though. ok cool. at least we agree on that :)
Kills-Archduke Ferdinand
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Gavr1Io Pr1nc1p
246
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Posted - 2014.03.22 03:14:00 -
[10] - Quote
Kaughst wrote:Korvin Lomont wrote:Maybe making the flaylock like a roket pistol, the biggest problem I always had with the Flay was it behaves too much like a mass driver. This leads to the following: it is as hated as the MD its hard to balance against MD (if its too close there is no reason to use the MD if **** to way apart it's nearly useless) there is nothing unique... It was meant as a rocketpistol but behaves like grenade launcher My suggestion: buff direct damage give it a small splash radius remove the firing arc (makes no sense on a rocket pistol) and increase projectile speed. Add a special variant that can lock on infantry (lock on time should be based on scan profil) The description had said that it locks on. And even the CPM at the time before it was released thought it could lock on. If it had solely the damage direct/splash as it does now and locks on at a reasonable distance maybe 10 or 15 meters, it wouldn't be that bad of a weapon...unfortunately the lock on mechanics are a little cruddy right now. i don't want lock on---that makes it OP. however, returning it to 4 clip size, pre-nerf blast radius, and an average of prenerf damage and current damage would make it perfect, i think.
Kills-Archduke Ferdinand
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Gavr1Io Pr1nc1p
248
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Posted - 2014.03.22 03:36:00 -
[11] - Quote
Kaughst wrote:Gavr1Io Pr1nc1p wrote:Kaughst wrote:Korvin Lomont wrote:Maybe making the flaylock like a roket pistol, the biggest problem I always had with the Flay was it behaves too much like a mass driver. This leads to the following: it is as hated as the MD its hard to balance against MD (if its too close there is no reason to use the MD if **** to way apart it's nearly useless) there is nothing unique... It was meant as a rocketpistol but behaves like grenade launcher My suggestion: buff direct damage give it a small splash radius remove the firing arc (makes no sense on a rocket pistol) and increase projectile speed. Add a special variant that can lock on infantry (lock on time should be based on scan profil) The description had said that it locks on. And even the CPM at the time before it was released thought it could lock on. If it had solely the damage direct/splash as it does now and locks on at a reasonable distance maybe 10 or 15 meters, it wouldn't be that bad of a weapon...unfortunately the lock on mechanics are a little cruddy right now. i don't want lock on---that makes it OP. however, returning it to 4 clip size, pre-nerf blast radius, and an average of prenerf damage and current damage would make it perfect, i think. No, than it competes with the MD. Nothing separates the weapon from the MD and giving it more damage, radius, clip size does not help that. other than the fact that it would still be worse in every wayGǪ.currently, it still "competes with the mass driver" as one of the most unused weapons in the game. next patch, MD's are getting a massive buff, so flay locks should as well. It only makes sense. The only people who would dislike that are gallente spammers
Kills-Archduke Ferdinand
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Gavr1Io Pr1nc1p
255
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Posted - 2014.03.22 22:06:00 -
[12] - Quote
Chief-Shotty wrote:There are 2 scenarios for making the flaylock viable. I have used the FP and its a fun weapon to kill but not very consistent to be a reliable sidearm. The initial stats when its was OP competed with light firearms (HUGE MISTAKE CCP) here are my 2 ideas
1) Skill-shot with high direct damage ,rewarding but risky -buff direct damage (like 250hp std , 262hp adv, 275hp proto) -faster projectile speed with no drop, after 40m travel it will auto-detonate (can't spam like MD @ limited range) -keep current splash dmg and radius
This form will make it a hand held rocket launcher (as what i get from in-game description), very tricky to hit moving targets but if you are skilled, you'd do high damage, but you only get 3-4 shots. Also good to take down sentinels or commandos that are bigger targets so an anti-heavy weapon of sorts but you only get so much total ammo and clip and still a very risky weapon but rewarding if you find good technique.
2) Keep current form but return splash radius number to pre-nerf levels Now that is isn't doing darn near 200hp+ splash, this would make it useful but a very situational weapon like super close where you'd have to aim at the ankles to get results.However this would make it some sort of mini MD weapon......obviously many people are against that but that is the only alternative to what we have right now.
What you guys think? To be honest I am all for the number 1. This would make the breach version really cool it would do almost 400 per shot but only 2 in the clip....DO YOU FEEL LUCKY! option 1 seems good, kinda like a mini rocket shotgun :)
Kills-Archduke Ferdinand
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