Dustbunny Durrr
ReD or DeaD
11
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Posted - 2013.12.17 19:32:00 -
[1] - Quote
Heinrich Jagerblitzen wrote:Alrighty everyone, here's an idea I've been mulling over in the wake of the 1.7 changes, would love to hear what everyone thinks. Note that this is just my personal suggestion, I am not speaking for "The CPM" here (at least not yet, we'll see how popular the notion is.) Also - if this has been proposed before, apologies and I'd love to be redirected to the proper thread for bumping.
The idea is simple, though there are a few ways to implement this. Feel free to suggest your own. Essentially I see an opportunity here for the Flaylock to shine again, and to honor all the SP investment players have made into a now overly-nerfed weapon. Infantry are badly in need of defense against enemy armor in the wake of the vehicle buffs, and having a truly effective sidearm that can be used to dispatch vehicles would fill a badly needed balance role.
To accomplish this, I envision the following:
1.) Buff direct damage substantially.
2.) Nerf projectile speed, or introduce more of an arc similar to the Plasma Cannon, or whatever combination of usability adjustments are needed to make the weapon damn near impossible to hit a moving person with.
3.) Lower splash even further, or eliminate completely. This thing needs to ONLY damage with a direct impact - easily achievable against large targets, but not against small moving ones.
4.) Investigate signature radius-based damage scaling as a way to allow high damage against vehicles while limiting effectiveness against infantry.
That's about it. In all honestly, I don't see why a simple set of tweaks can't salvage the Flaylock into a kickass anti-vehicle sidarm. This would be a cool way to buff the Assault class in general, which would suddenly have a tool available that Logistics lack, and enable some stronger A/V fits when combined with swarms and AV grenades (for squads with plenty of infantry protection nearby).
Thoughts? Neat idea? Am I crazy? Would love to hear what you all think.
Honestly, with the way vehicles are now, a primary weapon (forge, swarm) can't do much to a tank (due to either hardeners, or the ability to roadrunner it out of range when hardeners are off), what would a secondary weapon do? If the answer is not much, then why bother? If the answer is a fair amount, then it would eliminate the need for swarms and forges (and especially AV nades), and all 6 members of a squad would just use it to troll tanks.
I still <3 you Hans |