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D legendary hero
THE WARRIORS OF LEGEND
650
|
Posted - 2013.08.16 23:24:00 -
[31] - Quote
Smooth Assassin wrote:D legendary hero wrote:i know im going to get trolled...lol things. LAWL i cant wait for MD to go down
i cant wait for ARs to get nerfed |
D legendary hero
THE WARRIORS OF LEGEND
650
|
Posted - 2013.08.16 23:26:00 -
[32] - Quote
Wombat in combat wrote:I have used the mass driver exclusively since Uprising. It does not need a buff, if anything it could use a 0.5m splash radius reduction.
radius is fine. ammo needs buff. period.
all light weapons (save av) should be capable of getting similar results specializing in one field or another.
why should an AR get 7-18 kills without need of ammo, and a MD only get 1-4? |
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
145
|
Posted - 2013.08.16 23:26:00 -
[33] - Quote
D legendary hero wrote:Interplanetary Insanitarium wrote:The HMG would need a buff to its range or we'd need a better medium-long range weapon than the FG. Otherwise heavies are going to have a hard time dealing with MD's. And the lack of ammo shouldn't concern an MD user because they could just use a hive if they were concerned about it. MD should get more ammo. i mean really, if the gun needs flux nades, and nano hives in order to work, then it is disfunctional. grenades and equipment are supplimental dropsuit additions. they shouldn't be nessesary, for effectivity. I want more range on my HMG too, but damage, i was at first very animate about increasing HMG damage. but, i didnt realize there is a reticule glitch wth the HMG and hit detection issues that make many shots miss. if the range were increased, the dispersion reduced, and the accuracy inceased the HMG would be a stronger gun. We do have indeed high DPS. the problem is that most rounds dn't make it to the target. fixing this will make using an HMG more effective. turn speed is being fixed in1.4. so the HMG will begin feelign more powerful if these were implemented.
It doesn't NEED flux nades, that's just a useful strategy for people that can't get direct hits with the MD... which seems like everyone. And nano hives help everyone on your team out.
And you don't even really need to increase the damage on the HMG. An increase of about 10 m to all of the HMG's and a more tighter spread after firing for a little bit so it becomes a bullet hose instead of a wall of bullets but it still requires you to aim should make all heavies happy campers. |
D legendary hero
THE WARRIORS OF LEGEND
650
|
Posted - 2013.08.16 23:33:00 -
[34] - Quote
Medical Crash wrote:A Flaylock Buff.. Oh lord.... ow lawdy lawwwd. Words cannot express the stupidity of even THINKING of such a thing after they JUST got nerfed not too long ago. No, let them DIE, they deserve NOTHING.
remember the HMG nerf? 12 ******* damage per shot. it had a DPS of 400. this is before any weapon got the 10% buff.
so a milita AR out gunned an HMG by 25 DPS, with zero draw backs.
CCP saw the error and buff its damage per shot, and gave every weapon a 10% buff (except flaylocks and Scr rifles).
Flaylocks are worse than SMGs and scrambler pistols at almost all ranges. it does very pitiful damage and now is almost a direct shot weapon. flaylocks never were OP, like the HMG was never OP.
its time the flaylocks got buffed to make them useful.
its not a damage boost, its a radius buff of .5m, HTFU
if you want to make the flaylock a direct hit weapon, give it 10 rounds per clip and a fire rate of 444 like a scrambler pistol. think for a minute!! what is the point to having a gun with a 3 round clip that does **** poor damage, and needs a direct hit?
its gotta be one or the other bub. either high risk-high reward, OR low risk-low reward
right now your ARs are low risk-high reward. low risk-high reward = OP
right now flaylocks are high risk-low reward high risk-low reward = UP |
D legendary hero
THE WARRIORS OF LEGEND
650
|
Posted - 2013.08.16 23:35:00 -
[35] - Quote
Interplanetary Insanitarium wrote:D legendary hero wrote:Interplanetary Insanitarium wrote:The HMG would need a buff to its range or we'd need a better medium-long range weapon than the FG. Otherwise heavies are going to have a hard time dealing with MD's. And the lack of ammo shouldn't concern an MD user because they could just use a hive if they were concerned about it. MD should get more ammo. i mean really, if the gun needs flux nades, and nano hives in order to work, then it is disfunctional. grenades and equipment are supplimental dropsuit additions. they shouldn't be nessesary, for effectivity. I want more range on my HMG too, but damage, i was at first very animate about increasing HMG damage. but, i didnt realize there is a reticule glitch wth the HMG and hit detection issues that make many shots miss.
if the range were increased, the dispersion reduced, and the accuracy inceased the HMG would be a stronger gun. We do have indeed high DPS. the problem is that most rounds dn't make it to the target. fixing this will make using an HMG more effective. turn speed is being fixed in1.4. so the HMG will begin feelign more powerful if these were implemented. [quote It doesn't NEED flux nades, that's just a useful strategy for people that can't get direct hits with the MD... which seems like everyone. And nano hives help everyone on your team out. i must beg to differ
Quote: And you don't even really need to increase the damage on the HMG. An increase of about 10 m to all of the HMG's and a more tighter spread after firing for a little bit so it becomes a bullet hose instead of a wall of bullets but it still requires you to aim should make all heavies happy campers.
^^i said this. and i quote myself "I want more range on my HMG too, but damage, i was at first very animate about increasing HMG damage. but, i didnt realize there is a reticule glitch wth the HMG and hit detection issues that make many shots miss. if the range were increased, the dispersion reduced, and the accuracy inceased the HMG would be a stronger gun. We do have indeed high DPS. the problem is that most rounds dn't make it to the target. fixing this will make using an HMG more effective. turn speed is being fixed in1.4. so the HMG will begin feelign more powerful if these were implemented" |
D legendary hero
THE WARRIORS OF LEGEND
650
|
Posted - 2013.08.17 06:29:00 -
[36] - Quote
a nerf is supposed to negate the high strengths of a weapon by increasing its weaknesses effect on the usage.
the flaylocks are completely useless right now. I mean really now. NO one uses them as primaries (a good thing sort of) or as secondaries (always bad).
this is stupid, the radius needs to be buffed, damage is fine. but, when you need to direct impact a person with an area od effect weapon there is a serious issue. |
Wombat in combat
Ancient Exiles
77
|
Posted - 2013.08.17 14:14:00 -
[37] - Quote
D legendary hero wrote:ammo needs buff. period. ... why should an AR get 7-18 kills without need of ammo, and a MD only get 1-4? I kindly disagree. Your numbers are a bit off but I get your point. The reason for this disparity is because the mass driver is designed to have this drawback. The drawback of the AR compared to the MD is you can't be damaging many at once. One of the drawbacks of using the MD is it is mandatory to carry a good nanohive with it.
If you are only killing 1-4 in ~20 mass driver rounds I think you might have other problems than lacking ammo capacity on the MD. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
366
|
Posted - 2013.08.17 14:36:00 -
[38] - Quote
D legendary hero wrote:Medical Crash wrote:A Flaylock Buff.. Oh lord.... ow lawdy lawwwd. Words cannot express the stupidity of even THINKING of such a thing after they JUST got nerfed not too long ago. No, let them DIE, they deserve NOTHING. remember the HMG nerf? 12 ******* damage per shot. it had a DPS of 400. this is before any weapon got the 10% buff. so a milita AR out gunned an HMG by 25 DPS, with zero draw backs. CCP saw the error and buff its damage per shot, and gave every weapon a 10% buff (except flaylocks and Scr rifles). Flaylocks are worse than SMGs and scrambler pistols at almost all ranges. it does very pitiful damage and now is almost a direct shot weapon. flaylocks never were OP, like the HMG was never OP. its time the flaylocks got buffed to make them useful. its not a damage boost, its a radius buff of .5m, HTFUif you want to make the flaylock a direct hit weapon, give it 10 rounds per clip and a fire rate of 444 like a scrambler pistol. think for a minute!! what is the point to having a gun with a 3 round clip that does **** poor damage, and needs a direct hit? its gotta be one or the other bub. either high risk-high reward, OR low risk-low reward
right now your ARs are low risk-high reward. low risk-high reward = OPright now flaylocks are high risk-low reward high risk-low reward = UP
Exactly, the flaylock is suffering from the same draw back that the shotgun faces, poor hit detection. How do you expect to kill with it and get direct damage if it doesn't register. Sometimes it passes right through a person. You can really aim at them because it's glitches making it not do any damage. You can't aim at their feet with out being at a height advantage because you have to be very close . I don't even use it anymore, I run smg as my main now when in my scout suit. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
366
|
Posted - 2013.08.17 14:42:00 -
[39] - Quote
D legendary hero wrote:BL4CKST4R wrote:The MD doesn't need a buff especially when they are going to be used by everybody and their grandma after 1.4. If anything every weapon should get a damage buff not just the MD. Also the MD is performing way beyond were it is supposed to be with it doing 30% extra damage instead of 20% to armor and barely any fall off damage. its a grenade, grenades and rockets don't get fall off damage. projectiles do. think about it. if I thow a metal ball at a wall, over distance the air friction, its own rotation and gravity are all forces that work against the initial force that acted on it. so, the damage the metal ball will do to the wall at 10m will not be the same at 30m. however, if that metal ball has gunpowder and a fuse mechenism in it, the same pysics apply to the ball, but now their is still the potential energy of the explosive inside. this potential energy does not change. if I hit you with a grenade at 1m and it explodes, or throw it, it hits you and explodes at 30m will the explosion be less intense. No. so, why should explosives like MD, and flaylocks get fall off damage? also, too remember MD have a 5m lethal radius, and flaylocks have a 1m lethal radius. if this were taken literally (not suggesting it be this way) then that would be their OHK radius and out side that upto 3m would be deadly shrapnel from casing. Idk about you, but i dnt know any lethal weaponized explosives with a 1m blast radius...lol really the ARs need more fall off. Lol 1+ for logic. Sadly assault rifle users won't understand this
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demonkiller 12
Seraphim Auxiliaries
109
|
Posted - 2013.08.17 17:00:00 -
[40] - Quote
D legendary hero wrote:demonkiller 12 wrote:D legendary hero wrote:castba wrote:Why do I feel like this is a troll thread? its not, but i thought i would instantly get flamed for asking for a buff to the flaylock and MD why the **** do you want a buff to either - if youre good with the fleylock youll see its still ******* ridiculously powerful and that it should be outright removed MD is amazing where its at, borderline OP right on time. ladies and gents, "le troll" aka the ar noob. observe his brash and irrational comment, not supported by any facts. for your information, im a tanker, and while 80% of my SP is in armor, i still prefer shields
go be a ****** elsewhere |
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D legendary hero
THE WARRIORS OF LEGEND
650
|
Posted - 2013.08.18 06:20:00 -
[41] - Quote
Wombat in combat wrote:D legendary hero wrote:ammo needs buff. period. ... why should an AR get 7-18 kills without need of ammo, and a MD only get 1-4? I kindly disagree. Your numbers are a bit off but I get your point. The reason for this disparity is because the mass driver is designed to have this drawback. The drawback of the AR compared to the MD is you can't be damaging many at once. One of the drawbacks of using the MD is it is mandatory to carry a good nanohive with it. If you are only killing 1-4 in ~20 mass driver rounds I think you might have other problems than lacking ammo capacity on the MD.
if you look at the math. im talking about killing opponents with 500 ehp, and doing only splash damage with a std mass driver.
500/115 = about 4 shots. therefore 4 shots of splash damage = 1 kill.
18/4 = 4.5
so your average opponent that has 500 ehp in your average match, if you catch them with only splash (not including the massive decrease in damage it does to shields, which is the most common type of tanking right now), you will kill 4.5 people before you need more ammo.
now if you are facing milita suits that are not tanked out, with about 350.
350/115 = 3 shots of splash damage = 1 kill.
18/3 = 6. so, with 18 shots you can get 6 kills. your maxium killing potential is 6. if you miss, your they are shield tanking that number goes down low.
if you manage to flux some people, or MD weakened enemies the number increases but these are special conditions. which other weapons don't have.
As the math above shows the MD is lacking in the ammo department. MD are primary weapons they should have sufficient ammo to take out the same number of targets as all other primary weapons. it is a weapon designed to KILL. in different ways, and different strengths but still designed to kill. I mean seriously it shouldn't take up the CP/PG it does if you arent carrying that much ammo.
as i showed before 13 shots from a milita AR down your average suit. so, since 13 shots from an AR = 1 kill
300/13 = 23. Your milita AR has the potential to get 23 kills without reloading. of course their are other factores to consider. but the potential is high, and realistically the number is lower. however, if you kill weakened oppnents, or flux them the number can go higher. |
D legendary hero
THE WARRIORS OF LEGEND
650
|
Posted - 2013.08.18 06:23:00 -
[42] - Quote
demonkiller 12 wrote: go be a ****** elsewhere
you should gladly take your own advice troll. |
Thurak1
Psygod9
40
|
Posted - 2013.08.18 06:35:00 -
[43] - Quote
D legendary hero wrote:KING CHECKMATE wrote:If you think commandos are For AR , you should see what one can do with Scram rifle and Mas Driver.
Or absolute Long Ranged dominance with sniper rifle + Swarm launchers.
But thats The 2 Light weapons talking, not the Commando suit working. As it is ANY Med frame has more HP than them, and they are supposed to be heavies (And move like heavies)...so yeah... commando bass ehp 500 milita amar medium = ehp 450 WTF? who thought it was a great idea to give the commando 500 ehp? Best part is how many skill points are required just to get into commando. I think they made commando because they realized how bad they shafted heavies with movement penalties and turning penalties and then made the hmg a giant spray and prey weapon so they said ok lets give heavies somehing they can skill into so they can feel like they didnt waste all their sp's on heavy drop suits. Thats my take on why the commando dropsuit came about anyway. But the suite is crap it doesnt have great survivability and 2 main light weapons isnt THAT big of and advantage when you sacrifice both hi power and low power slots and dont have the pg / cpu to run jack. I am betting the militia amar med also has a faster speed than commando. |
Breakin Stuff
Goonfeet Top Men.
1154
|
Posted - 2013.08.18 07:04:00 -
[44] - Quote
6 shots on a mass driver is more than enough to do the job.
Before I played heavy in beta I ran logi/massdriver as squad support.
Proper use of flux + mass driver is deadly to the tune of a two shot combo if you're cooking and aiming correctly. My record was four guys in a volley. I'd love to say it was skill, but no. they were being ********.
Right now the mass driver plays like it did in chromo. by itself, it isn't great unless you're plinking gallente/amarr. combined with flux it's deadly. If you get spotted first you're dead. Unlike an overtanked fatty, you won't have time to turn around and shoot back.
six shots keep the guns from being an infinite bombspam. Eight starts taking it to ridiculous mode. More than eight and there's no reason to use any other weapon. As it stands people who take the time to figure out the arcs and how to eyeball shots correctly are butchering people in pubs and PC. People who do not know how the Massdriver works are highly offended that people can be so accurate with an explosive arc weapon and want it to be useless.
Right now I put the Mass Driver as comparable to the Assault rifle in the hands of comparably skilled users. Different role/use but comparable. A Duvolle kills me about as fast as a freedom mass driver, or a creodron breach shotgun. I run heavy and gallente medium. Against caldari and minmatar the mass driver is lackluster for the most part.
The weapon is meant to shine against armor because minmatar native enemy is amarr and they armor tank. the weapon is designed to butcher amarran soldiers. it is working as intended and is a ****-ton better now that they do not have a 4-shot limit they had at the start of chromosome when I swapped to fatties. |
D legendary hero
THE WARRIORS OF LEGEND
651
|
Posted - 2013.08.18 21:55:00 -
[45] - Quote
Thurak1 wrote:D legendary hero wrote:KING CHECKMATE wrote:If you think commandos are For AR , you should see what one can do with Scram rifle and Mas Driver.
Or absolute Long Ranged dominance with sniper rifle + Swarm launchers.
But thats The 2 Light weapons talking, not the Commando suit working. As it is ANY Med frame has more HP than them, and they are supposed to be heavies (And move like heavies)...so yeah... commando bass ehp 500 milita amar medium = ehp 450 WTF? who thought it was a great idea to give the commando 500 ehp? Best part is how many skill points are required just to get into commando. I think they made commando because they realized how bad they shafted heavies with movement penalties and turning penalties and then made the hmg a giant spray and prey weapon so they said ok lets give heavies somehing they can skill into so they can feel like they didnt waste all their sp's on heavy drop suits. Thats my take on why the commando dropsuit came about anyway. But the suite is crap it doesnt have great survivability and 2 main light weapons isnt THAT big of and advantage when you sacrifice both hi power and low power slots and dont have the pg / cpu to run jack. I am betting the militia amar med also has a faster speed than commando.
it does havea faster running speed. it only has two high slots and 0 low slots. but you can stack 2 milita shield extenders on their or damage mods, (although to be honest damage mods are only useful at the higher teirs of enhanced and complex).
but yeah 180 base shield, 180 base armor.
360 * 50% (shield and armor upgrade skills lvl5. they are 5% per level)) = 540 ehp
584 ehp with 2 milita shield extenders.
so commando with no skills in armor and shield upgrades = 500 ehp militia amar suit with skills in shield and armor upgrades lvl5 = 540 ehp. WTF?
commando with skills in armor and shield upgrades gets 750 ehp... but thats still worthless. and still slower than the amar milita medium frame.
price for commando std - 9000 ISK
price for miltia Amar frame - 610 ISK
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D legendary hero
THE WARRIORS OF LEGEND
651
|
Posted - 2013.08.18 22:06:00 -
[46] - Quote
Breakin Stuff wrote:6 shots on a mass driver is more than enough to do the job.
Before I played heavy in beta I ran logi/massdriver as squad support.
Proper use of flux + mass driver is deadly to the tune of a two shot combo if you're cooking and aiming correctly. My record was four guys in a volley. I'd love to say it was skill, but no. they were being idiots, dry-humping each other practically skin-on-skin.
Right now the mass driver plays like it did in chromo. by itself, it isn't great unless you're plinking gallente/amarr. combined with flux it's deadly. If you get spotted first you're dead. Unlike an overtanked fatty, you won't have time to turn around and shoot back.
six shots keep the guns from being an infinite bombspam. Eight starts taking it to ridiculous mode. More than eight and there's no reason to use any other weapon. As it stands people who take the time to figure out the arcs and how to eyeball shots correctly are butchering people in pubs and PC. People who do not know how the Massdriver works are highly offended that people can be so accurate with an explosive arc weapon and want it to be useless.
Right now I put the Mass Driver as comparable to the Assault rifle in the hands of comparably skilled users. Different role/use but comparable. A Duvolle kills me about as fast as a freedom mass driver, or a creodron breach shotgun. I run heavy and gallente medium. Against caldari and minmatar the mass driver is lackluster for the most part.
The weapon is meant to shine against armor because minmatar native enemy is amarr and they armor tank. the weapon is designed to butcher amarran soldiers. it is working as intended and is a ****-ton better now that they do not have a 4-shot limit they had at the start of chromosome when I swapped to fatties.
TL;DR Mass driver is a support weapon not a frontline killer weapon. MAss driver is what you use to soften up an area or finish off enemies, not as a main attack tool.
i can honestly agree with most of what your saying here. but remeber. 1. i am asking to increase ammo capacity not clip size.these are 2 different things.
2. I must contest this one statement, although i can agree and confirm everything else.* " As it stands people who take the time to figure out the arcs and how to eyeball shots correctly are butchering people in pubs and PC. People who do not know how the Massdriver works are highly offended that people can be so accurate with an explosive arc weapon and want it to be useless." I am not saying you agree with these sentiments. but this is the problem.
why do people get upset at skill? when people are good with the MD it is deadly, why nerf it because people have skill? same for flaylocks. CCP wolfman himselff said that they nerfed flaylocks becasue people were complaining (he said community) and that "in skilled hands it became nearly as effective as a primary weapon".
basically, CCP punishes skilled weapons. the TAC was clearly OP, hands down. bu the flaylocks never got anywhere near the amount of kills people claimed. they just didn't like that someone using a "skilled shot weapon" killed them. its difficult to use these weapons.
AR is literally, point and shoot. it out guns most other weapons, and requires little skil because it has no disadvantages. clearly, it is OP. but no one want that to be nerfed. but anything that "in skiled hands"becomes effective" must be nerfed? GTFO.
*also, the duvolle ting is a stretch a duvolle will kill a heavy faster than any other gun save other ARs. only a forgun kills a heavy faster, not counting the charge up time. even fluxed MD doesn't kills as fast as an AR. the numbers don't lie.
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FLAYLOCK Steve
Hellstorm Inc League of Infamy
385
|
Posted - 2013.08.19 00:03:00 -
[47] - Quote
BL4CKST4R wrote:The MD doesn't need a buff especially when they are going to be used by everybody and their grandma after 1.4. If anything every weapon should get a damage buff not just the MD. Also the MD is performing way beyond were it is supposed to be with it doing 30% extra damage instead of 20% to armor and barely any fall off damage.
Read this before you keep posting dumb post like this
FLAYLOCK Steve wrote:Part II Topic: Mass Drivers Many of you also have some major confusion regarding this weapon. So let me explain, it's both a breaching weapon and aerial denial. Meaning its designed to BOTH clear a area for the team and deny a area to the enemy. See? It's not just to keep them away but also to clear a area. Hence breaching weapon. The main thing that is putting the mass driver at risk is the minimum arming distance topic. Which I strongly disagree with for many reasons as I will explain. Arial denial - its made to keep people away, not giving them a chance for advancement. Now let's say if the minimum range was implemented. That would create a "safe zone" for the enemy to advance to instead of retreating to. That itself would render the Arial of denial useless because it can simply be countered by advancement. Arial denial means keeping the enemy at bay, away from its user and it's targeted spots. Minimum arming distance would in fact defeat this purpose Breaching: Breaching is basically cqc, it's creating a gap for your team. Meaning you have to clear the area and keep it clear. Minimum arming distance would ultimately defeat this purpose as well. Now a little information about the mass driver. It's been nerfed the most probably, it's finally useful. It's does its niche well, close to mid range support. Long if skilled. Has many disadvantages that we don't see with most weapons as follows: 1. Has the ability to take out its user, this requires tactical awareness 2. The user has to have combat awareness all times. 3. User must keep in mind that at certain elevations the weapon is useless. Thus forcing the user to change playing style based on the map design itself. 4. Has very limited ammo, user regularly outlives his ammo supply multiple times before dying 5. User has to carry equipment that could render its user at a disadvantage equipment wise on the battle field. To truly be effective he must carry a nano hive and a flux grenade. For logistics people its even harder because it lacks a side arm thus its flux grenade become its side arms. 6. User has only 6 shots before a long reload. Part II of mass driver : Fall off damage Someone made a very interesting post regarding this. Please read D legendary hero wrote:BL4CKST4R wrote:The MD doesn't need a buff especially when they are going to be used by everybody and their grandma after 1.4. If anything every weapon should get a damage buff not just the MD. Also the MD is performing way beyond were it is supposed to be with it doing 30% extra damage instead of 20% to armor and barely any fall off damage. its a grenade, grenades and rockets don't get fall off damage. projectiles do. think about it. if I thow a metal ball at a wall, over distance the air friction, its own rotation and gravity are all forces that work against the initial force that acted on it. so, the damage the metal ball will do to the wall at 10m will not be the same at 30m. however, if that metal ball has gunpowder and a fuse mechenism in it, the same pysics apply to the ball, but now their is still the potential energy of the explosive inside. this potential energy does not change. if I hit you with a grenade at 1m and it explodes, or throw it, it hits you and explodes at 30m will the explosion be less intense. No. so, why should explosives like MD, and flaylocks get fall off damage? also, too remember MD have a 5m lethal radius, and flaylocks have a 1m lethal radius. if this were taken literally (not suggesting it be this way) then that would be their OHK radius and out side that upto 3m would be deadly shrapnel from casing. Idk about you, but i dnt know any lethal weaponized explosives with a 1m blast radius...lol really the ARs need more fall off. Topic: shotguns Yes, I know there isn't any nerf thread about them (yet) but once 1.4 rolls out we will hear it. So I will start by saying they are fine and balanced and works as intended. And they will and should take you out in 1-2 hits. It's a cqc weapon that once it's fixed not even the mass driver can touch. Thank you for reading, I know I will get trolled but most can't hold a valid argument against my points stated.
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Cosgar
ParagonX
4293
|
Posted - 2013.08.19 00:10:00 -
[48] - Quote
MD doesn't need anything except for the Chromosome grenade physics and maybe the breach to have a better RoF, but that's negotiable.
Flaylock could use some work though. I still use it, it's still good, but I'd rather see it have higher damage with a lower RoF and higher fitting costs. The nerf didn't really address what I felt were the biggest issues: availability and spam-ability. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
386
|
Posted - 2013.08.19 00:17:00 -
[49] - Quote
Cosgar wrote:MD doesn't need anything except for the Chromosome grenade physics and maybe the breach to have a better RoF, but that's negotiable.
Flaylock could use some work though. I still use it, it's still good, but I'd rather see it have higher damage with a lower RoF and higher fitting costs. The nerf didn't really address what I felt were the biggest issues: availability and spam-ability. Three shots per clip isn't spam
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D legendary hero
THE WARRIORS OF LEGEND
653
|
Posted - 2013.08.19 00:25:00 -
[50] - Quote
Cosgar wrote:MD doesn't need anything except for the Chromosome grenade physics and maybe the breach to have a better RoF, but that's negotiable.
Flaylock could use some work though. I still use it, it's still good, but I'd rather see it have higher damage with a lower RoF and higher fitting costs. The nerf didn't really address what I felt were the biggest issues: availability and spam-ability.
honestly the fittning specs are perfect. its a trick shot its not really good at being used as a primary like SMGs, it falls more on the Scr pistol side. and it fits in with lore because minmintar have low fitting items like that.
it just needs a larger blast radius. increasing it by .5m per level will help compensate for the horrible hit detection and make it effective. perhaps the damage was too high... but giving me 3 shots of lo damage ammo and telling me that I have to get a direct hit with it is bull **** and everyone knows it. |
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Cosgar
ParagonX
4294
|
Posted - 2013.08.19 00:26:00 -
[51] - Quote
FLAYLOCK Steve wrote:Three shots per clip isn't spam It is when it's easier to fit than the SP or SMG and you got into CQC situations where everyone would just unload the damn thing. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
387
|
Posted - 2013.08.19 00:30:00 -
[52] - Quote
Cosgar wrote:FLAYLOCK Steve wrote:Three shots per clip isn't spam It is when it's easier to fit than the SP or SMG and you got into CQC situations where everyone would just unload the damn thing. 3 shots per clip on cqc needing to reload after isn't spam. I use both so ik. Both the smg and ar spray (spam). I unload a smg as well by your logic. |
D legendary hero
THE WARRIORS OF LEGEND
653
|
Posted - 2013.08.19 00:32:00 -
[53] - Quote
Cosgar wrote:FLAYLOCK Steve wrote:Three shots per clip isn't spam It is when it's easier to fit than the SP or SMG and you got into CQC situations where everyone would just unload the damn thing.
but it still isn't spam because you have to reload regardless. if it works in CQC thats what its supposed to do.
what your saying is basically. it fits on a suit, and someone might use it where they are supposed to. thats OP...
thats like saying, Shotguns need more CPU/PG because someone might get in CQC and use them.
that isn't spam thats using it as intended.
actually, SMGs can be spammed better than any side arm. they do more DPS than my AHMG...lol (literally, 25 per shot @ 1000rpm, vs 13 per shot @ 2000 rpm)
SP are kinda weak, but with head shots you can kill a heavy with 1580 ehp in 2-3 shots max. it has a 4x headshot multiplier. with suffiecent skill points in them you can wipe out most suits, especially with a breach scrambler pistol. those psitols still need a slight buff though. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
387
|
Posted - 2013.08.19 00:37:00 -
[54] - Quote
D legendary hero wrote:Cosgar wrote:FLAYLOCK Steve wrote:Three shots per clip isn't spam It is when it's easier to fit than the SP or SMG and you got into CQC situations where everyone would just unload the damn thing. but it still isn't spam because you have to reload regardless. if it works in CQC thats what its supposed to do. what your saying is basically. it fits on a suit, and someone might use it where they are supposed to. thats OP... thats like saying, Shotguns need more CPU/PG because someone might get in CQC and use them. that isn't spam thats using it as intended. actually, SMGs can be spammed better than any side arm. they do more DPS than my AHMG...lol (literally, 25 per shot @ 1000rpm, vs 13 per shot @ 2000 rpm) SP are kinda weak, but with head shots you can kill a heavy with 1580 ehp in 2-3 shots max. it has a 4x headshot multiplier. with suffiecent skill points in them you can wipe out most suits, especially with a breach scrambler pistol. those psitols still need a slight buff though. Oh believe me once 1.4 rolls out they will say the SG is op even though nothing has changed to it specifically |
D legendary hero
THE WARRIORS OF LEGEND
653
|
Posted - 2013.08.19 00:42:00 -
[55] - Quote
that because aim assist will make it hit people.
the funny part is that i will dread 1.4 because aim assist wil make all the spray and pray AR noobs become deadshots with perfect accuracy upto 75m.... it'll be like TAC ARs all over again.
we need MD to get 50% more ammo. with no arming distance flaylocks to get .5m extra blast radius per level* HMGs to get a tighter retecule cone, before the spooling is complete, and pinpoint accuracy when it is. Lazers to do more damage at a farther range to be useful again. SCr to have a Ascr variant at STD level ARs to do less dps
*i dnt understand why i can't get .5m, its just ******* 1/2 a ******* meter!!!!! |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
388
|
Posted - 2013.08.19 00:53:00 -
[56] - Quote
D legendary hero wrote:that because aim assist will make it hit people.
the funny part is that i will dread 1.4 because aim assist wil make all the spray and pray AR noobs become deadshots with perfect accuracy upto 75m.... it'll be like TAC ARs all over again.
we need MD to get 50% more ammo. with no arming distance flaylocks to get .5m extra blast radius per level* HMGs to get a tighter retecule cone, before the spooling is complete, and pinpoint accuracy when it is. Lazers to do more damage at a farther range to be useful again. SCr to have a Ascr variant at STD level ARs to do less dps
*i dnt understand why i can't get .5m, its just ******* 1/2 a ******* meter!!!!! One simple response. It isn't a AR. |
D legendary hero
THE WARRIORS OF LEGEND
655
|
Posted - 2013.08.19 06:26:00 -
[57] - Quote
after 1.4 the only usable weapon will be ARs because you can't beat an ar with aim assist...lol
i tried to use the Scr rifles i really did. they work but arent effective. how so?
1. full auto ARs do almost their max damage at the range i can really use my scrambler rifle, 2.with the glitchy aiming and the faster than humany possible movement speed make hitting targets an arduous task with minimal rewards at best. 3. its an assist machine. 4. CQC is decent but the over heating combined with the fact that everything else has higher dps just nicks that in the bud 5. over heat damage will kill you, more than you think and is almost unpredictable.
an Ascr variant at STD is nessesary to compete.
this is a buff MD and flaylock thread. but i did want to point this out somewhere. idk why these flaylocks and MD cant get these buffs, or why Scr can't get buffed.
thats why this^^ is related to the topic. because for some reason anything that isnt an AR must instantly be nerfed. CCP seriously, why did you put all these guns in the game if you are going to make them useless. |
D legendary hero
THE WARRIORS OF LEGEND
655
|
Posted - 2013.08.19 06:28:00 -
[58] - Quote
but, this is exactly why CCP doesn't want to give respecs....lolol
because they know if they gavfe everyone respecs everyone would just spec into ARs and caldari assault or logi suits. and that would be the entire game ruined. |
Yeeeuuuupppp
DUST CORE DARKSTAR ARMY
0
|
Posted - 2013.08.19 18:33:00 -
[59] - Quote
I COMPLETELY disagree with the mass driver part. It should be left alone. I feel like flaylock Pistols Should Have The Blast Radius At 2m for the std, 3m for the adv, 3.5m for the proto. And The Splash Damage at 140hp for the std, 150hp for the adv, 155 for the proto. I know most people are going to ***** about how " Op" it will be if they do this but keep in mind, most people are mostly running Caldari Logi & Assault with 400+ shields. |
ShotGun Stevie
The Unholy Legion Of DarkStar DARKSTAR ARMY
0
|
Posted - 2013.08.19 18:53:00 -
[60] - Quote
Yeeeuuuupppp wrote:I COMPLETELY disagree with the mass driver part. It should be left alone. I feel like flaylock Pistols Should Have The Blast Radius At 2m for the std, 3m for the adv, 3.5m for the proto. And The Splash Damage at 140hp for the std, 150hp for the adv, 155 for the proto. I know most people are going to ***** about how " Op" it will be if they do this but keep in mind, most people are mostly running Caldari Logi & Assault with 400+ shields. I agree, Mass driver is fine, might need more ammo. Flaylock does need a buff |
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