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Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2376
|
Posted - 2013.08.06 10:07:00 -
[1] - Quote
This is an expansion of this explanation on the current thread that I've raised here:
https://forums.dust514.com/default.aspx?g=posts&find=unread&t=99917
But this isn't feedback - it's an inquiry as to whether or not the Flaylock Pistol should have been nerfed now that we have more information.
Essentially what it boils down to is that Splash Damage isn't affected by shield/armor resistance - so it's going to do it's full damage no matter what. A standard mass driver does 116 splash damage, and to shields it -should- do around 80 (-70%) but it is fully capable of doing full damage.
So, that being said, when you look at the old stats (and the new stats) of the Flaylock Pistols in regards to Direct/Splash damage we actually come to find that it does -MORE- Splash Damage than Direct Damage, meaning that for every 'near miss' the player was actually doing more damage than if he were aiming directly at his target.
Standard Variant Pre-1.3 Balance Pass (Example)
Direct: 218 -/- Shield damage: 152.6 Spash: 195 -/- Shield damage (theoretical): 136.5
Now what this also means is that while a direct shot would do more damage to Armor (explosive weaponry) splash damage would not, it would retain it's normal damage.
So, considering this, what do you think? Was the Flaylock Pistol actually well balanced by design but flawed because of this bug or was it a good thing that the balance occurred?
Personally, I still feel that the balance pass was entirely necessary and that even if the splash damage bug was fixed at the time it would have still out-performed many other alternatives because it would have actually been doing more damage to armor than what it already was. |
Lucifalic
Baked n Loaded
38
|
Posted - 2013.08.06 10:12:00 -
[2] - Quote
it was very necessary....... its a freaking sidearm. a SIDEARM.... and a stupid pistol that shoots missiles. Its stupid already, it was being dual wielded or used before a MAIN weapon, and also STUPID. Missiles from a pistol even in the future is stupid. It would have to be a small round and you can only pack so much explosive into a small round like that. Unless its future atom splitting nonsense or whatever, in that case we should just make an assault rifle that does the same ;) MD what..
Anyways i just didnt like the thing and thats my two isk |
IceShifter Childhaspawn
DUST University Ivy League
172
|
Posted - 2013.08.06 10:26:00 -
[3] - Quote
It doesn't matter anymore. Its first sin was its simplicity in practice. It made every DS user as good as a Mouser. Its second sin was, though easy to avoid, it was too easy to fit so -easy to spam. Its third sin was that it was explosive. Forums hate explosives. There were reams and reams of data of both sides of the issue. The forums have decided that it was OP.
Long live the pillow fighters. Hail AR-514.
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Smooth Assassin
Condotta Rouvenor Gallente Federation
24
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Posted - 2013.08.06 10:27:00 -
[4] - Quote
Aeon Amadi wrote:This is an expansion of this explanation on the current thread that I've raised here: https://forums.dust514.com/default.aspx?g=posts&find=unread&t=99917But this isn't feedback - it's an inquiry as to whether or not the Flaylock Pistol should have been nerfed now that we have more information. Essentially what it boils down to is that Splash Damage isn't affected by shield/armor resistance - so it's going to do it's full damage no matter what. A standard mass driver does 116 splash damage, and to shields it -should- do around 80 (-70%) but it is fully capable of doing full damage. So, that being said, when you look at the old stats (and the new stats) of the Flaylock Pistols in regards to Direct/Splash damage we actually come to find that it does -MORE- Splash Damage than Direct Damage, meaning that for every 'near miss' the player was actually doing more damage than if he were aiming directly at his target. Standard Variant Pre-1.3 Balance Pass (Example) Direct: 218 -/- Shield damage: 152.6 Spash: 195 -/- Shield damage (theoretical): 136.5 Now what this also means is that while a direct shot would do more damage to Armor (explosive weaponry) splash damage would not, it would retain it's normal damage. So, considering this, what do you think? Was the Flaylock Pistol actually well balanced by design but flawed because of this bug or was it a good thing that the balance occurred? Personally, I still feel that the balance pass was entirely necessary and that even if the splash damage bug was fixed at the time it would have still out-performed many other alternatives because it would have actually been doing more damage to armor than what it already was. Dude....... just let it go. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2376
|
Posted - 2013.08.06 10:39:00 -
[5] - Quote
Smooth Assassin wrote:Aeon Amadi wrote:This is an expansion of this explanation on the current thread that I've raised here: https://forums.dust514.com/default.aspx?g=posts&find=unread&t=99917But this isn't feedback - it's an inquiry as to whether or not the Flaylock Pistol should have been nerfed now that we have more information. Essentially what it boils down to is that Splash Damage isn't affected by shield/armor resistance - so it's going to do it's full damage no matter what. A standard mass driver does 116 splash damage, and to shields it -should- do around 80 (-70%) but it is fully capable of doing full damage. So, that being said, when you look at the old stats (and the new stats) of the Flaylock Pistols in regards to Direct/Splash damage we actually come to find that it does -MORE- Splash Damage than Direct Damage, meaning that for every 'near miss' the player was actually doing more damage than if he were aiming directly at his target. Standard Variant Pre-1.3 Balance Pass (Example) Direct: 218 -/- Shield damage: 152.6 Spash: 195 -/- Shield damage (theoretical): 136.5 Now what this also means is that while a direct shot would do more damage to Armor (explosive weaponry) splash damage would not, it would retain it's normal damage. So, considering this, what do you think? Was the Flaylock Pistol actually well balanced by design but flawed because of this bug or was it a good thing that the balance occurred? Personally, I still feel that the balance pass was entirely necessary and that even if the splash damage bug was fixed at the time it would have still out-performed many other alternatives because it would have actually been doing more damage to armor than what it already was. Dude....... just let it go.
Did you read the post or did you read the title? Me thinks the latter.
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Sinboto Simmons
SVER True Blood
915
|
Posted - 2013.08.06 10:47:00 -
[6] - Quote
while i'll agree that a nerf was in order it was taken a bit to far, yes it was overly effective before but nerfing it to be almost useless was not the way to go and just looks like it was done to appease the many.
I've seen the 'it's a sidearm' argument way to many times now as if they are not supposed to kill because of it's status as such sidearms are just as and in some cases better then their light weapon counterparts the smg, scrambler pistol, and nova knives being some of the deadliest weapons in the game. |
Nocturnal Soul
Immortal Retribution
332
|
Posted - 2013.08.06 11:20:00 -
[7] - Quote
It was absolutely necessary being a armor tanker was like being Hell when that (SIDEARM) was op |
Sinboto Simmons
SVER True Blood
915
|
Posted - 2013.08.06 11:34:00 -
[8] - Quote
Nocturnal Soul wrote:It was absolutely necessary being a armor tanker was like being Hell when that (SIDEARM) was op Not the weapon's fault, armor tanking on dropsuits just sucks lol |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2379
|
Posted - 2013.08.06 14:07:00 -
[9] - Quote
Sinboto Simmons wrote:Nocturnal Soul wrote:It was absolutely necessary being a armor tanker was like being Hell when that (SIDEARM) was op Not the weapon's fault, armor tanking on dropsuits just sucks lol
Would have been a lot worse if resistances were taken into account. |
low genius
the sound of freedom Renegade Alliance
251
|
Posted - 2013.08.06 14:10:00 -
[10] - Quote
Aeon Amadi wrote:This is an expansion of this explanation on the current thread that I've raised here: https://forums.dust514.com/default.aspx?g=posts&find=unread&t=99917But this isn't feedback - it's an inquiry as to whether or not the Flaylock Pistol should have been nerfed now that we have more information. Essentially what it boils down to is that Splash Damage isn't affected by shield/armor resistance - so it's going to do it's full damage no matter what. A standard mass driver does 116 splash damage, and to shields it -should- do around 80 (-70%) but it is fully capable of doing full damage. So, that being said, when you look at the old stats (and the new stats) of the Flaylock Pistols in regards to Direct/Splash damage we actually come to find that it does -MORE- Splash Damage than Direct Damage, meaning that for every 'near miss' the player was actually doing more damage than if he were aiming directly at his target. Standard Variant Pre-1.3 Balance Pass (Example) Direct: 218 -/- Shield damage: 152.6 Spash: 195 -/- Shield damage (theoretical): 136.5 Now what this also means is that while a direct shot would do more damage to Armor (explosive weaponry) splash damage would not, it would retain it's normal damage. So, considering this, what do you think? Was the Flaylock Pistol actually well balanced by design but flawed because of this bug or was it a good thing that the balance occurred? Personally, I still feel that the balance pass was entirely necessary and that even if the splash damage bug was fixed at the time it would have still out-performed many other alternatives because it would have actually been doing more damage to armor than what it already was.
it was completely necessary. it was a *****-move of a weapon. |
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Powerh8er
DIOS EX. Top Men.
14
|
Posted - 2013.08.06 14:12:00 -
[11] - Quote
"Was the Flaylock Pistol nerf necessary?"
Lolyes |
semperfi1999
Internal Error. Negative-Feedback
725
|
Posted - 2013.08.06 14:21:00 -
[12] - Quote
Hey Aeon did you also know that for a direct hit in dust they add the direct dmg together with the splash dmg? So the proto flaylock for a direct hit did 480 dmg (not including any bonus or negative dmg). |
Cody Sietz
Bullet Cluster
658
|
Posted - 2013.08.06 14:22:00 -
[13] - Quote
*without reading thread*
Absolutely.
Case close.
Edit:read the post. |
Anita Hardone
Fraternity of St. Venefice Amarr Empire
260
|
Posted - 2013.08.06 14:48:00 -
[14] - Quote
It was a Missile Pistol aka "Handheld Bad Ass-ery". And CCP released it as it should have been. But since all the other weapons have been QQ'd over and nerfd already, the Flay was out of place. IT will never be the same. |
Mamertine Son
Kirkinen Risk Control Caldari State
33
|
Posted - 2013.08.06 14:53:00 -
[15] - Quote
The discussion ended; the answer was YES. |
XeroTheBigBoss
TeamPlayers EoN.
821
|
Posted - 2013.08.06 14:56:00 -
[16] - Quote
The Flaylock nerf doesn't really seem that bad. I still see players use it effectively. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
1755
|
Posted - 2013.08.06 15:05:00 -
[17] - Quote
I don't think the "need" for the nerf is easily explained by just a bug in splash damage application, though it definitely would've exacerbated the situation.
The radius size, shot-speed, range, and damage were all factors. It's possible that they tweaked the damage too low, but given your results with the MD test... the flaylock would still be putting out a fair amount of resistance-ignoring damage even now. I'd want to wait for a fix on that bug before tweaking damage values either way to avoid getting skewed combat data. |
Fox Gaden
DUST University Ivy League
784
|
Posted - 2013.08.06 15:12:00 -
[18] - Quote
IceShifter Childhaspawn wrote:It doesn't matter anymore. Its first sin was its simplicity in practice. It made every DS user as good as a Mouser. Its second sin was, though easy to avoid, it was too easy to fit so -easy to spam. Its third sin was that it was explosive. Forums hate explosives. There were reams and reams of data of both sides of the issue. The forums have decided that it was OP.
Long live the pillow fighters. Hail AR-514.
I think the graph that showed kills by the Faylock Pistol spike massively when they fixed the explosion bug might have had something to do with it as well. |
RA Drahcir
Psygod9 RISE of LEGION
72
|
Posted - 2013.08.06 15:17:00 -
[19] - Quote
the 'nerf' only made the flaylock a really good weapon, before it was instakill. If your KDR didnt quadruple for every day that you used a flaylock, then you sir, are garbage. |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
297
|
Posted - 2013.08.06 15:19:00 -
[20] - Quote
semperfi1999 wrote:Hey Aeon did you also know that for a direct hit in dust they add the direct dmg together with the splash dmg? So the proto flaylock for a direct hit did 480 dmg (not including any bonus or negative dmg).
Is this true - I would like confirmation on that.
If accurate I would think differently of their comment on skill shot but seeing as some of the other numbers you have put up in the past are always greatly slanted to help your argument I will wait for confirmation from a more reputable source.
I still think CCP should drop it to an x2 SP if they want it to be an accompanying weapon and its so easy to use - that was for AR lovers. |
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Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
297
|
Posted - 2013.08.06 15:20:00 -
[21] - Quote
RA Drahcir wrote:the 'nerf' only made the flaylock a really good weapon, before it was instakill. If your KDR didnt quadruple for every day that you used a flaylock, then you sir, are garbage.
But if everyone was using them how could your kdr quadruple? |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
101
|
Posted - 2013.08.06 15:53:00 -
[22] - Quote
XeroTheBigBoss wrote:The Flaylock nerf doesn't really seem that bad. I still see players use effectively. Did agree after I talked to some people that it was OP. But damage wise. They nerfed the radius now aything below the core sucks. It's pretty hard to get a direct hit and most if the time I've noticed it doesn't registere a lot. Probably due to the hit detection. I think they shouldn't had touched the ammo and radius. before i was nerfed I used to aim it at people, now that doesn't seem to work. Most of the time it flies right passed them or doesn't even do damage so I've using smg lately and I've gotten very good with it that I use it as my main lol. Maybe that'll get nerfed also |
XeroTheBigBoss
TeamPlayers EoN.
823
|
Posted - 2013.08.06 15:55:00 -
[23] - Quote
FLAYLOCK Steve wrote:XeroTheBigBoss wrote:The Flaylock nerf doesn't really seem that bad. I still see players use effectively. Did agree after I talked to some people that it was OP. But damage wise. They nerfed the radius now aything below the core sucks. It's pretty hard to get a direct hit and most if the time I've noticed it doesn't registere a lot. Probably due to the hit detection. I think they shouldn't had touched the ammo and radius. before i was nerfed I used to aim it at people, now that doesn't seem to work. Most of the time it flies right passed them or doesn't even do damage so I've using smg lately and I've gotten very good with it that I use it as my main lol. Maybe that'll get nerfed also
I believe ALL explosive guns should make the user focus on the direct hit. Making a gun do massive damage on splash is IMO foolish. You should not want the user to focus on splash damage. The splash damage should be there as a small bonus for missing the direct shot and still doing damage. I don't agree with most of these explosive weapons having so much splash damage that awards the user for concentrating mostly on splash damage. Other wise why have direct damage at all. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
102
|
Posted - 2013.08.06 16:08:00 -
[24] - Quote
XeroTheBigBoss wrote:FLAYLOCK Steve wrote:XeroTheBigBoss wrote:The Flaylock nerf doesn't really seem that bad. I still see players use effectively. Did agree after I talked to some people that it was OP. But damage wise. They nerfed the radius now aything below the core sucks. It's pretty hard to get a direct hit and. Most if the. Time I've noticed it doesn't registere a lot. Probably due to the hit detection. I think they shouldn't had touched the ammo and radius. before i was nerfed I used to aim it at people, now that doesn't seem to work. Most of the time it flies right passed them or doesn't even do damage so I've been using smg lately and I've gotten very good with it that I use it as my main lol. Maybe that'll get nerfed also I believe ALL explosive guns should make the user focus on the direct hit. Making a gun do massive damage on splash is IMO foolish. You should not want the user to focus on splash damage. The splash damage should be there as a small bonus for missing the direct shot and still doing damage. I don't agree with most of these explosive weapons having so much splash damage that awards the user for concentrating mostly on splash damage. Other wise why have direct damage at all. It's a grenade launcher. Grenades mostly kill due to splash damage. Well let's take it real world. Grenades mostly kill due to the shock waves it creates. Not because a direct hit. And still direct hits with a mass driver is very hard, especially since hit detectionis soooo bad. Like how the shot gun doesn't register at times. Because now the flaylock even the direct damage got nerfed. When already getting a direct hit is pretty much hard. Tbh its not hsrd to counter explosives, I've done it many times against proto mass driver's while I only own a level 3 mass driver. I tend to switch to assault rifle and pick him off at a distance. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2383
|
Posted - 2013.08.06 16:50:00 -
[25] - Quote
semperfi1999 wrote:Hey Aeon did you also know that for a direct hit in dust they add the direct dmg together with the splash dmg? So the proto flaylock for a direct hit did 480 dmg (not including any bonus or negative dmg).
Do you have evidence to back this claim up? I have no reason to believe it being as I have heard of it maybe once before and there was no evidence behind it either. |
semperfi1999
Internal Error. Negative-Feedback
725
|
Posted - 2013.08.06 16:55:00 -
[26] - Quote
Aeon Amadi wrote:semperfi1999 wrote:Hey Aeon did you also know that for a direct hit in dust they add the direct dmg together with the splash dmg? So the proto flaylock for a direct hit did 480 dmg (not including any bonus or negative dmg). Do you have evidence to back this claim up? I have no reason to believe it being as I have heard of it maybe once before and there was no evidence behind it either.
Well the only evidence you can present is the dmg is does to enemies. A single direct hit from the flaylock will insta kill almost every armored heavy (assuming they have no shields). The direct dmg before the latest patch only did enough dmg to maybe do 300 dmg. But heavies start with more armor than 300......a direct hit from the flaylock actually did 600 dmg against armor before the nerf and the only way to get that much dmg in one shot is to add the direct dmg and the splash dmg together.
Plus this is how the MD works.......in testing out the MD myself a direct hit will insta kill most of the enemies you face. The only way for that to be true (especially at standard lvl) is to add the direct dmg and splash dmg together. |
BARDAS
DUST University Ivy League
269
|
Posted - 2013.08.06 16:58:00 -
[27] - Quote
Short answer: YES!
Long answer: Hell yes!!! |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
297
|
Posted - 2013.08.06 17:04:00 -
[28] - Quote
semperfi1999 wrote:Aeon Amadi wrote:semperfi1999 wrote:Hey Aeon did you also know that for a direct hit in dust they add the direct dmg together with the splash dmg? So the proto flaylock for a direct hit did 480 dmg (not including any bonus or negative dmg). Do you have evidence to back this claim up? I have no reason to believe it being as I have heard of it maybe once before and there was no evidence behind it either. Well the only evidence you can present is the dmg is does to enemies. A single direct hit from the flaylock will insta kill almost every armored heavy (assuming they have no shields). The direct dmg before the latest patch only did enough dmg to maybe do 300 dmg. But heavies start with more armor than 300......a direct hit from the flaylock actually did 600 dmg against armor before the nerf and the only way to get that much dmg in one shot is to add the direct dmg and the splash dmg together. Plus this is how the MD works.......in testing out the MD myself a direct hit will insta kill most of the enemies you face. The only way for that to be true (especially at standard lvl) is to add the direct dmg and splash dmg together.
A source other than anecdotal evidence would be the best thing.
You have also couched your argument with "has no shields" when all foes have some level of them and explosive weapons only do 70% to shields. If what you said was true then a direct hit would wipe out most (if not all) of the lower shielded foes and it doesnt.
We need clarification from CCP or at least from people who have extensively tested the scenario. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2383
|
Posted - 2013.08.06 17:09:00 -
[29] - Quote
semperfi1999 wrote:Aeon Amadi wrote:semperfi1999 wrote:Hey Aeon did you also know that for a direct hit in dust they add the direct dmg together with the splash dmg? So the proto flaylock for a direct hit did 480 dmg (not including any bonus or negative dmg). Do you have evidence to back this claim up? I have no reason to believe it being as I have heard of it maybe once before and there was no evidence behind it either. Well the only evidence you can present is the dmg is does to enemies. A single direct hit from the flaylock will insta kill almost every armored heavy (assuming they have no shields). The direct dmg before the latest patch only did enough dmg to maybe do 300 dmg. But heavies start with more armor than 300......a direct hit from the flaylock actually did 600 dmg against armor before the nerf and the only way to get that much dmg in one shot is to add the direct dmg and the splash dmg together. Plus this is how the MD works.......in testing out the MD myself a direct hit will insta kill most of the enemies you face. The only way for that to be true (especially at standard lvl) is to add the direct dmg and splash dmg together.
I've actually answered this question before and I still have the paper that I wrote all the math on when I answered it.
A Core Flaylock (at the time) with 3 Complex Damage Modifiers and Proficiency 5 will dish out 597 direct damage to Armor.
Whereas, adding Direct and Splash damage together = 590
Being as there is no in-game mechanic that could allow the combination of both direct and splash damage (both having different efficiency ratings, for one example) it might appear this way but there's nothing out of the realm of believable that this fit was potentially used. |
semperfi1999
Internal Error. Negative-Feedback
725
|
Posted - 2013.08.06 17:38:00 -
[30] - Quote
FLAYLOCK Steve wrote:XeroTheBigBoss wrote:FLAYLOCK Steve wrote:XeroTheBigBoss wrote:The Flaylock nerf doesn't really seem that bad. I still see players use effectively. Did agree after I talked to some people that it was OP. But damage wise. They nerfed the radius now aything below the core sucks. It's pretty hard to get a direct hit and. Most if the. Time I've noticed it doesn't registere a lot. Probably due to the hit detection. I think they shouldn't had touched the ammo and radius. before i was nerfed I used to aim it at people, now that doesn't seem to work. Most of the time it flies right passed them or doesn't even do damage so I've been using smg lately and I've gotten very good with it that I use it as my main lol. Maybe that'll get nerfed also I believe ALL explosive guns should make the user focus on the direct hit. Making a gun do massive damage on splash is IMO foolish. You should not want the user to focus on splash damage. The splash damage should be there as a small bonus for missing the direct shot and still doing damage. I don't agree with most of these explosive weapons having so much splash damage that awards the user for concentrating mostly on splash damage. Other wise why have direct damage at all. It's a grenade launcher. Grenades mostly kill due to splash damage. Well let's take it real world. Grenades mostly kill due to the shock waves it creates. Not because a direct hit. And still direct hits with a mass driver is very hard, especially since hit detectionis soooo bad. Like how the shot gun doesn't register at times. Because now the flaylock even the direct damage got nerfed. When already getting a direct hit is pretty much hard. Tbh its not hsrd to counter explosives, I've done it many times against proto mass driver's while I only own a level 3 mass driver. I tend to switch to assault rifle and pick him off at a distance.
LOL are you serious?? You really dont know anything about explosives do you? The majority of anti personel explosives are deadly due to the concussive force???? LOLOLOLOLOL..... let me break it to you...... No that is not true. The majority of anti personel explosives are effective due to fragmentation!! IE the explosive force destroys the casing making small pieces (fragments if you will) and propels them an unbelievable speeds into all objects in the area. A frag nade generally has a potential kill/wounding radius of 15 meters. A concussion nade (nade that uses only the forces you have mentioned how all nades work) has an effective radius of 2 meters. Concussion nades are generally used for enclose spaces since it is not that effective outside as there is nothing to contain/magnify the blasts concussive force. But throw it in a room and it can easily clear out a room or severally injure everyone in a room due to the concussive force being kept in the enclosed area.
Also any RPGs that are designed for anti personal are of the fragmentation variety.....so no the majority of grenades tend to be frag nades....although concussion nades are used as well they have a much more limites usage.
I am fine with the MD having an AOE...the issue is that its AOE is too large for the number of rounds/dmg it does. So something needs to change. I think changing the dmg would not be the correct way to go. I am good with decreasing the rounds to 4 for the standard and 6 for the assault. If you dont want to change the number of rounds then the only other option is to lower the AOE of 6 meters (standard) and 9 meters (assault) down to more reasonable levels. ~ 4 meter radius for a fully upgraded standard would be about right and ~6 meter radius for assault would be about right. That or CCP needs to completely rework their splash dmg such that you take significantly less dmg as you move away from the blast (currently this is not the case). |
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