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Ghost Kaisar
Kinsho Swords Caldari State
1196
|
Posted - 2013.12.17 20:17:00 -
[1] - Quote
So, the Flaylock got hit by the Nerf Hammer a long time ago. It was needed, but now, the things just seem flat out useless in 90% of scenarios. It has become a niche weapon, made to finish off targets that are low on armor. However, every other sidearm can do that as well as the flaylock, negating it's usefulness.
So, let's fix the Flaylock.
First off, what defines a sidearm? In my book, a sidearm is a backup weapon, meant to fix any holes in your loadout, and to compliment your main weapon. It also must deal similar damage, but be balanced by a reduced clip size and overall ammo count. This negates you from running it as a main weapon. It is made to quickly deal with 1-2 targets, and to give you time to reload your main weapon, or to give you time to run away (if your main weapon isn't effective at that range).
So, with that in mind, how about this?
Make it have a 6 round clip, like the ScP.
Bonus to Ops skill is 3% blast radius increase.
Give it around 75 Splash, with a 1.5m Radius at basic.
ROF is faster. Not too terribly fast, just faster than what it is now.
You now have a sidearm that is made to quickly kill 1-2 targets in CQC in Minmatar fashion (Rapid fire and explosions).
For clarity:
Basic FP: 150 direct, 75 splash, 1.5m (1.72 with skill 5) ADV FP: 165 direct, 85 splash, 1.75m (1.9 with skill 3) PRO FP: 180 Direct, 100 Splash, 2.0m (2.3 with skill 5)
This will make it a powerful weapon if you can directly hit targets (difficult to do) but still able to take down a target by hitting the ground if you have to (PRO has 600 splash in clip at proto)
Feel free to change these or debate these. Let's try and fix the Flaylock guys!
I do realize that the Minmatar Assault will get an 8 round clip. I am fine with this. It just means he can take down 2-3 targets if he has to. Since he is an assault, that will come in handy as he will probably run into groups of 2 or 3.
Please by all means! If you hate this idea or think it is OP, please come up with a solution to fix it instead of just saying it's OP
Minmatar Faction Warfare: Let's get Organized
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Lynn Beck
Granite Mercenary Division Top Men.
366
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Posted - 2013.12.17 20:20:00 -
[2] - Quote
Eh, make it a 4 shot clip, with pre-nerf direct (like 230 at proto?) and increase missile speed by a bit.
Under 28db
Officially nerfproof (predicting CR nerf February '14)
I have a God, His name is Dakka.
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Jadd Hatchen
Psygod9 D.E.F.I.A.N.C.E
249
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Posted - 2013.12.17 20:20:00 -
[3] - Quote
Flaylocks are fine and working as intended. I still have one as backup on all my suits. I use combat rifle and kill 2 to 3 people, then run out of ammo in the clip, swap to flaylock and finish them off at close ranges while their shields are down.
As for clip size, try increasing your Minmatar Assault Suit skill and then the Flaylock Proficiency as well. I get 4 shots as it is per clip now. Six would be nice, but I'd rather have it maintain a Minmatar benefit.
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Ghost Kaisar
Kinsho Swords Caldari State
1199
|
Posted - 2013.12.17 20:23:00 -
[4] - Quote
Lynn Beck wrote:Eh, make it a 4 shot clip, with pre-nerf direct (like 230 at proto?) and increase missile speed by a bit.
I can live with that.
Minmatar Faction Warfare: Let's get Organized
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Cosgar
ParagonX
8837
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Posted - 2013.12.17 20:24:00 -
[5] - Quote
I agree the Flaylock needs to be buffed, but I don't think we need to reinvent the wheel on this one. Just like the MD, the flaylock became OP when splash hit detection finally got fixed and hitscan hit detection was still crap. The MD was rebalanced by lowering each tier by one. (The current Freedom has near identical stats to Chromosome's EXO-5) Revert the Flaylock back to 1.0-1.2 but do the same by making the ADV proto, the STD the ADV and make a much weaker standard.
Slowing the RoF could help as well to make it a true high risk, high reward alpha damage weapon. Also, raise the CPU on the normal variants to slightly higher than other sidearms to prevent it from being the go to when you can squeeze out a little CPU in a fitting while making the specialist variants cost the current CPU values with sufficiently less ammo like the shotgun.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Ghost Kaisar
Kinsho Swords Caldari State
1199
|
Posted - 2013.12.17 20:26:00 -
[6] - Quote
Cosgar wrote:I agree the Flaylock needs to be buffed, but I don't think we need to reinvent the wheel on this one. Just like the MD, the flaylock became OP when splash hit detection finally got fixed and hitscan hit detection was still crap. The MD was rebalanced by lowering each tier by one. (The current Freedom has near identical stats to Chromosome's EXO-5) Revert the Flaylock back to 1.0-1.2 but do the same by making the ADV proto, the STD the ADV and make a much weaker standard.
Slowing the RoF could help as well to make it a true high risk, high reward alpha damage weapon. Also, raise the CPU on the normal variants to slightly higher than other sidearms to prevent it from being the go to when you can squeeze out a little CPU in a fitting while making the specialist variants cost the current CPU values with sufficiently less ammo like the shotgun.
How do you think it should be buffed then?
Please provide details. I will edit the main post to reflect the changes this thread decides upon.
Minmatar Faction Warfare: Let's get Organized
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Ghost Kaisar
Kinsho Swords Caldari State
1199
|
Posted - 2013.12.17 20:28:00 -
[7] - Quote
Jadd Hatchen wrote:Flaylocks are fine and working as intended. I still have one as backup on all my suits. I use combat rifle and kill 2 to 3 people, then run out of ammo in the clip, swap to flaylock and finish them off at close ranges while their shields are down.
As for clip size, try increasing your Minmatar Assault Suit skill and then the Flaylock Proficiency as well. I get 4 shots as it is per clip now. Six would be nice, but I'd rather have it maintain a Minmatar benefit.
That makes it a niche weapon.
And the SMG can do that too. It just doesn't bring anything special to the table.
I want it to be unique in it's own regard.
Ruthless Lee put it very well.
Ruthless Lee wrote:
I have my ScP, FP and SMG all at Pro 3, and my FP is the only one which I don't really feel brings anything special to a fight. It's a fun concept, but that's about it. I like my knives, which I only have @ Op 3, better. I'm not even good with my knives, but I would still rather have them on my suit. My ScP can drop a guy with headshots in no time, my SMG is always relentlessly effective and dependable, my knives are great when I get behind guys, but my flaylock is...?
Minmatar Faction Warfare: Let's get Organized
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Rynoceros
Rise Of Old Dudes
1581
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Posted - 2013.12.17 20:35:00 -
[8] - Quote
I've wanted a "Charge Shot" on Flaylocks and Mass Drivers for a while. Just to change the missle velocity, not the damage or anything else.
Alyssa Milano.
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Cosgar
ParagonX
8838
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Posted - 2013.12.17 20:35:00 -
[9] - Quote
Ghost Kaisar wrote:Cosgar wrote:I agree the Flaylock needs to be buffed, but I don't think we need to reinvent the wheel on this one. Just like the MD, the flaylock became OP when splash hit detection finally got fixed and hitscan hit detection was still crap. The MD was rebalanced by lowering each tier by one. (The current Freedom has near identical stats to Chromosome's EXO-5) Revert the Flaylock back to 1.0-1.2 but do the same by making the ADV proto, the STD the ADV and make a much weaker standard.
Slowing the RoF could help as well to make it a true high risk, high reward alpha damage weapon. Also, raise the CPU on the normal variants to slightly higher than other sidearms to prevent it from being the go to when you can squeeze out a little CPU in a fitting while making the specialist variants cost the current CPU values with sufficiently less ammo like the shotgun. How do you think it should be buffed then? Please provide details. I will edit the main post to reflect the changes this thread decides upon. Roll the nerf back first to reevaluate the weapon now that hit detection is fixed. It got rebalanced on the grounds of broken mechanics, so all past data is invalid. Collect new data and make minor changes to properly balance the weapon like downgrading tiers, raising CPU cost, and lowering RoF.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Soulja Ghostface
MCDUSTDONALDS Zero-Day
2095
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Posted - 2013.12.17 20:37:00 -
[10] - Quote
i wonder what CEO Pyrex thinks of this thread
G’£G’ąG’PLOGI Ranger is best at ASSAULTINGG’£G’ąG’P
GO GO POWER RANGERS
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Vicious Minotaur
Tronhadar Free Guard Minmatar Republic
429
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Posted - 2013.12.17 20:38:00 -
[11] - Quote
I don't see why people have a problem with others running a sidearm as their primary means of defence.
I've done it with the SMG for months. I've done it with Nova Knives for a short while before CCP introduced the biggest blows to the scout class. I've even done it with the Scrambler Pistol. All three make effective weapons by themselves. The flaylock is the outlier. And people seem to want to keep it that way, for some reason.
With that being said, missile speed needs to improve if the weapon is to encourage direct hits over reliance on splash. A small increase in clip size would also be nice. Six seems like too many, but four or five would be nice. In addition, the weapon needs more than just two variants (being the 'regular' and 'breach'), like the 'assault' and the 'tactical.'
Honestly, the same damage stats with a missile speed increase and a small bump in clip size would probably be enough for me to dust of the flaylock, and begin putting more SP into it. |
Ghost Kaisar
Kinsho Swords Caldari State
1201
|
Posted - 2013.12.17 20:48:00 -
[12] - Quote
Vicious Minotaur wrote:I don't see why people have a problem with others running a sidearm as their primary means of defence.
I've done it with the SMG for months. I've done it with Nova Knives for a short while before CCP introduced the biggest blows to the scout class. I've even done it with the Scrambler Pistol. All three make effective weapons by themselves. The flaylock is the outlier. And people seem to want to keep it that way, for some reason.
With that being said, missile speed needs to improve if the weapon is to encourage direct hits over reliance on splash. A small increase in clip size would also be nice. Six seems like too many, but four or five would be nice. In addition, the weapon needs more than just two variants (being the 'regular' and 'breach'), like the 'assault' and the 'tactical.'
Honestly, the same damage stats with a missile speed increase and a small bump in clip size would probably be enough for me to dust of the flaylock, and begin putting more SP into it.
That is what a sidearm is. Defense. Not offense.
So few people realize this.
Minmatar Faction Warfare: Let's get Organized
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Cosgar
ParagonX
8844
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Posted - 2013.12.17 20:51:00 -
[13] - Quote
Ghost Kaisar wrote:Vicious Minotaur wrote:I don't see why people have a problem with others running a sidearm as their primary means of defence.
I've done it with the SMG for months. I've done it with Nova Knives for a short while before CCP introduced the biggest blows to the scout class. I've even done it with the Scrambler Pistol. All three make effective weapons by themselves. The flaylock is the outlier. And people seem to want to keep it that way, for some reason.
With that being said, missile speed needs to improve if the weapon is to encourage direct hits over reliance on splash. A small increase in clip size would also be nice. Six seems like too many, but four or five would be nice. In addition, the weapon needs more than just two variants (being the 'regular' and 'breach'), like the 'assault' and the 'tactical.'
Honestly, the same damage stats with a missile speed increase and a small bump in clip size would probably be enough for me to dust of the flaylock, and begin putting more SP into it. That is what a sidearm is. Defense. Not offense. So few people realize this. Minmatar assault says otherwise.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Jadd Hatchen
Psygod9 D.E.F.I.A.N.C.E
249
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Posted - 2013.12.17 21:03:00 -
[14] - Quote
Ghost Kaisar wrote:That makes it a niche weapon.
And the SMG can do that too. It just doesn't bring anything special to the table.
I want it to be unique in it's own regard.
Um, I think you just contradicted yourself. You call it "niche" and then say it's not unique. Well which is it? I personally think it requires more skill to use than a spray and pray SMG. It can also kill multiple people with one well placed shot due to splash assuming they were all bunched up and already softened up with a good flux nade or other fire.
I've also found it to be occasionally useful to chase off vehicles... flux nade or two followed by flaylock. Finally it's a nice quick one shot to get rid of drop uplinks expecially when you think someone might be invisibly spawned in on top of it.
In the end, as a Minmatar, I use the Combat Rifle for Medium to short ranges, but in many cases the flaylock works better in CQC. So it makes a good compliment. |
PLAYSTTION
GamersForChrist Orion Empire
14
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Posted - 2013.12.17 21:25:00 -
[15] - Quote
Cosgar wrote:I agree the Flaylock needs to be buffed, but I don't think we need to reinvent the wheel on this one. Just like the MD, the flaylock became OP when splash hit detection finally got fixed and hitscan hit detection was still crap. The MD was rebalanced by lowering each tier by one. (The current Freedom has near identical stats to Chromosome's EXO-5) Revert the Flaylock back to 1.0-1.2 but do the same by making the ADV proto, the STD the ADV and make a much weaker standard.
Slowing the RoF could help as well to make it a true high risk, high reward alpha damage weapon. Also, raise the CPU on the normal variants to slightly higher than other sidearms to prevent it from being the go to when you can squeeze out a little CPU in a fitting while making the specialist variants cost the current CPU values with sufficiently less ammo like the shotgun. Great idea! i used the adv version back then and it was awesome i would love to have it back. I still think they should put it bad to the way it was before.
-Federal Marine-Open Beta Vet-
Let Caldari Prime Burn
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Greasepalms
Ahrendee Mercenaries EoN.
352
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Posted - 2013.12.17 21:34:00 -
[16] - Quote
nope dont touch it.
This is coming from a FP user since its release to current day. |
Shinobi MumyoSakanagare ZaShigurui
KOBAYASHI MARU PROJECT
224
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Posted - 2013.12.17 21:36:00 -
[17] - Quote
Rynoceros wrote:I've wanted a "Charge Shot" on Flaylocks and Mass Drivers for a while. Just to change the missle velocity, not the damage or anything else.
All charge shot weapons suck as a concept while your actually in battle . Charge shot weapons are for more range worthy weapons , just take the charged sniper rifle for instance . You have to be great at predetermining a persons movement unless they are standing still but when you are actually in battle and you don't have the distance to " charge " you are useless and so is that weapon . I am so sick of these charge shot weapons because all the have going for them IS the damage output from the charge . If the scramblers were just charge shot weapons , no one would use them unless they plan on playing the range game , CQC you'll get eaten alive waiting for a weapon to charge . Those of the people you just rush because that negates the distance and the charge time .
And you can say well the RR charges ... but that's so short that it's not even noticeable and then it goes full auto .
" BANE " of ALL vehicle users , Crush , Kill and Destroy ALL vehicles !!!!!
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BMSTUBBY
KILL-EM-QUICK RISE of LEGION
500
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Posted - 2013.12.17 21:37:00 -
[18] - Quote
Right now I prefer my Toxin over my Proto Flaylocks.
100 rounds puts Fatties down quick in CQC.
I do wish they would see some love back.
BattleDuty 514 Meh, F2P Lobby Shooter.
Working as intended.
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Cody Sietz
Bullet Cluster Legacy Rising
1799
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Posted - 2013.12.17 21:41:00 -
[19] - Quote
Leave the mag alone, boost the direct dmg. Increase the operation skill by 1 percent per level or give it a .25 meter increase to base splash radius on all levels(except breach)
That's it, the weapon works again.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Bunny Demon
Scions of Athra
25
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Posted - 2013.12.17 21:48:00 -
[20] - Quote
Ghost Kaisar wrote:So, the Flaylock got hit by the Nerf Hammer a long time ago. It was needed, but now, the things just seem flat out useless in 90% of scenarios. It has become a niche weapon, made to finish off targets that are low on armor. However, every other sidearm can do that as well as the flaylock, negating it's usefulness. So, let's fix the Flaylock. First off, what defines a sidearm? In my book, a sidearm is a backup weapon, meant to fix any holes in your loadout, and to compliment your main weapon. It also must deal similar damage, but be balanced by a reduced clip size and overall ammo count. This negates you from running it as a main weapon. It is made to quickly deal with 1-2 targets, and to give you time to reload your main weapon, or to give you time to run away (if your main weapon isn't effective at that range). So, with that in mind, how about this?Make it have a 4 round clip.Bonus to Ops skill is 3% blast radius increase. Give it around 75 Splash, with a 1.5m Radius at basic. Increase Missle Velocity ROF is faster. Not too terribly fast, just faster than what it is now. Pre-Nerf direct damageYou now have a sidearm that is made to quickly kill 1-2 targets in CQC in Minmatar fashion (Rapid fire and explosions). For clarity: Basic FP: 180 direct, 75 splash, 1.5m (1.72 with skill 5) ADV FP: 200 direct, 85 splash, 1.75m (1.9 with skill 3) PRO FP: 230 Direct, 100 Splash, 2.0m (2.3 with skill 5) This will make it a powerful weapon if you can directly hit targets (difficult to do) but still able to take down a target by hitting the ground if you have to (PRO has 600 splash in clip at proto) Feel free to change these or debate these. Let's try and fix the Flaylock guys! I do realize that the Minmatar Assault will get an 8 round clip. I am fine with this. It just means he can take down 2-3 targets if he has to. Since he is an assault, that will come in handy as he will probably run into groups of 2 or 3. Please by all means! If you hate this idea or think it is OP, please come up with a solution to fix it instead of just saying it's OP The min assault only has a 25% bonus so it would be a 5 round clip not 8 :)
Donate isk to the guy above ^
(Or me, whichever you prefer)
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Cyrius Li-Moody
The New Age Outlaws WINMATAR.
2325
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Posted - 2013.12.17 21:50:00 -
[21] - Quote
Doesn't need a ROF nerf. It's pretty slow as it is.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Lynn Beck
Granite Mercenary Division Top Men.
367
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Posted - 2013.12.17 22:51:00 -
[22] - Quote
'Ohmagerd rocket pistol! It MUST be made useless!" **** you all, nerf brigade. I MAIN the ******* SMG, Scrambler, AND NOVAS. I only carry AR types for RANGED encounters.
Sidearms are supposed to be the IDEAL weapon for CqC.what use would a sidearm be if you couldn't even use it reliably?
Under 28db
Officially nerfproof (predicting CR nerf February '14)
I have a God, His name is Dakka.
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Ghost Kaisar
Kinsho Swords Caldari State
1208
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Posted - 2013.12.17 23:02:00 -
[23] - Quote
Jadd Hatchen wrote:Ghost Kaisar wrote:That makes it a niche weapon.
And the SMG can do that too. It just doesn't bring anything special to the table.
I want it to be unique in it's own regard. Um, I think you just contradicted yourself. You call it "niche" and then say it's not unique. Well which is it?
A niche weapon is a weapon that is only strong in a particular area. The Flaylock is a niche weapon.
Unique means that it brings something to the table that only it does well. The Flaylock is not this. SMG will do the flaylocks job better, and also be more versatile.
That is what I mean.
Also:
Cosgar wrote:
Minmatar assault says otherwise.
Well, the SMG really needs to be a light weapon. That thing does everything an AR does, just with less range.
It breaks my rule of being a "Sidearm", as it's really just a "Light" Assault Rifle (80 round clip, effective out to 20m, huge amount of ammo, can kill multiple targets in a single clip etc etc etc)
That needs to be re-balanced as well in my opinion. But that is a separate issue. Let's focus on the Flaylock here.
Minmatar Faction Warfare: Let's get Organized
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Ghost Kaisar
Kinsho Swords Caldari State
1208
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Posted - 2013.12.17 23:07:00 -
[24] - Quote
Bunny Demon wrote:Ghost Kaisar wrote:So, the Flaylock got hit by the Nerf Hammer a long time ago. It was needed, but now, the things just seem flat out useless in 90% of scenarios. It has become a niche weapon, made to finish off targets that are low on armor. However, every other sidearm can do that as well as the flaylock, negating it's usefulness. So, let's fix the Flaylock. First off, what defines a sidearm? In my book, a sidearm is a backup weapon, meant to fix any holes in your loadout, and to compliment your main weapon. It also must deal similar damage, but be balanced by a reduced clip size and overall ammo count. This negates you from running it as a main weapon. It is made to quickly deal with 1-2 targets, and to give you time to reload your main weapon, or to give you time to run away (if your main weapon isn't effective at that range). So, with that in mind, how about this?Make it have a 4 round clip.Bonus to Ops skill is 3% blast radius increase. Give it around 75 Splash, with a 1.5m Radius at basic. Increase Missle Velocity ROF is faster. Not too terribly fast, just faster than what it is now. Pre-Nerf direct damageYou now have a sidearm that is made to quickly kill 1-2 targets in CQC in Minmatar fashion (Rapid fire and explosions). For clarity: Basic FP: 180 direct, 75 splash, 1.5m (1.72 with skill 5) ADV FP: 200 direct, 85 splash, 1.75m (1.9 with skill 3) PRO FP: 230 Direct, 100 Splash, 2.0m (2.3 with skill 5) This will make it a powerful weapon if you can directly hit targets (difficult to do) but still able to take down a target by hitting the ground if you have to (PRO has 600 splash in clip at proto) Feel free to change these or debate these. Let's try and fix the Flaylock guys! I do realize that the Minmatar Assault will get an 8 round clip. I am fine with this. It just means he can take down 2-3 targets if he has to. Since he is an assault, that will come in handy as he will probably run into groups of 2 or 3. Please by all means! If you hate this idea or think it is OP, please come up with a solution to fix it instead of just saying it's OP The min assault only has a 25% bonus so it would be a 5 round clip not 8 :)
I forgot to change that. I wanted a 6 round clip at first, which would give the Assault an 8 round clip.
Thanks for noticing though!
Minmatar Faction Warfare: Let's get Organized
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