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Thread Statistics | Show CCP posts - 1 post(s) |
D legendary hero
Ultramarine Corp
1306
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Posted - 2014.01.14 01:57:00 -
[1] - Quote
will the flaylock be getting its original stats back with a slightly reduced fire rate/
Armor is basically fixed, shields are still strong and everything else got a slight buff. Since other racial side arms are coming out and scrambler pistols are already beastly, Flaylocks need to get buffed back to what they originally were. They actually need about 10% damage, and radius than they originally had with 1/2 the fire rate and reload speed.
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D legendary hero
Ultramarine Corp
1308
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Posted - 2014.01.15 03:46:00 -
[2] - Quote
ThePrinceOfNigeria wrote:LT SHANKS wrote:ThePrinceOfNigeria wrote:Cyrius Li-Moody wrote:It does need a buff though! :D Hell to the mother f***ing no!!! Faglocks were insanely overpowered for a while there. What, a month? lol A very long month that felt like it dragged on forever... Those things were annoying as ****... you know you had a problem when every class suit in the game was just running dual core faglocks.
yeah Caldari Logi's were insanely OP for 4 months, and are still pretty terrifying. The AR has been OP since Uprising.. 1.7 balanced things out about. but yeah... flaylocks were never OP armor was just weak and shields were OP.
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D legendary hero
Ultramarine Corp
1308
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Posted - 2014.01.15 03:49:00 -
[3] - Quote
deepfried salad gilliam wrote:D legendary hero wrote:will the flaylock be getting its original stats back with a slightly reduced fire rate/
Armor is basically fixed, shields are still strongand everything else got a slight buff. Since other racial side arms are coming out and scrambler pistols are already beastly, Flaylocks need to get buffed back to what they originally were. They actually need about 10% damage, and radius than they originally had with 1/2 the fire rate and reload speed. oh yep totally
you yourself just said it. Shields are fine.
If your dying fast, its because everyone is running scrambler rifles now.
But, strong doesn't mean invincible. Before a fully shielded caldari could stand on a Core locus grenade and take only 25% damage to shields....
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D legendary hero
Ultramarine Corp
1308
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Posted - 2014.01.15 03:51:00 -
[4] - Quote
Son-Of A-Gun wrote:Cyrius Li-Moody wrote:Half the fire rate? Dunno about that one. It does need a buff though! :D Scheneighnay McBob wrote:The only problem flaylocks ever had was fire rate. Back then when it took like 10 seconds to kill someone with a different weapon the fire rate seemed way too fast. Now a days? Not so much. I think he might have meant double the fire rate/reload speed. If not then he's just insane. The original problem with flaylocks was the fire rate. i would actually like it to keep the same fire rate, but trolls would scream OP if it were doubled. Perhaps, keeping the fire rate the same, and doubling the remaining stats can fix it.
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D legendary hero
Ultramarine Corp
1311
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Posted - 2014.01.15 16:28:00 -
[5] - Quote
Basically flaylocks and Mass drivers need a buff again to be competetive.
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D legendary hero
Ultramarine Corp
1311
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Posted - 2014.01.15 16:29:00 -
[6] - Quote
Shiruba Ryou wrote:Rynoceros wrote:Explosive damage was good. Hit detection, armor, and shields were all in a much worse state than they are now. That led to excessive boo-hooing about the MD/Flay combo and resulted in some nerfs that have those 2 particular weapons currently at a competitive disadvantage. Those nerfs should be reviewed and possibly redressed against today's standard. You mean today's standards that are about to change in a few weeks?
those changes wnt change shield, armor or hit detection
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D legendary hero
Ultramarine Corp
1311
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Posted - 2014.01.15 16:35:00 -
[7] - Quote
TranquilBiscuit ofVaLoR wrote:D legendary hero wrote:Basically flaylocks and Mass drivers need a buff again to be competetive. I could never endorse a MD buff because it's a noob weapon. not trying to hate, but you fire in the general direction to get kills, with minimal aiming required.
Isnt that how all assault rifles with aim assist work? Even without noob assist, hip fire on all assault rifles is basicallyy the same thing. Even without hipfire, all other weapons fire hit scans that instantaneously hit their targets at any range. MD and flaylock fires actual projectiles.
this thread is about flayloks however
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D legendary hero
Ultramarine Corp
1312
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Posted - 2014.01.15 16:41:00 -
[8] - Quote
Rynoceros wrote:TranquilBiscuit ofVaLoR wrote:D legendary hero wrote:Basically flaylocks and Mass drivers need a buff again to be competetive. I could never endorse a MD buff because it's a noob weapon. not trying to hate, but you fire in the general direction to get kills, with minimal aiming required. By that logic, Railguns and Missiles Turrets are noob as **** too. I agree.
Basically, like rynoceros said, if you use Rail turrets (which can kil you from accross the map instantly with splash damage alone) or missle turrets. then, flaylocks should be no problem.
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D legendary hero
Ultramarine Corp
1312
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Posted - 2014.01.15 16:51:00 -
[9] - Quote
Lynn Beck wrote:I love how people are stating 'it WAS op, so it's fine.' I'm starting to believe that people hear 'it shoots mini-nades' they flip out and go CoD fanboii and start shouting and beating their chest like an angry gorilla, i bet when they hear 'it shoots rockets, and it's a skill shot weapon' they rage even harder, because only non-explosive ordinance is 'L337'.
Yes buff the flaylock, but make it 'high risk, high reward, low risk low reward' Make splash range 3m at proto, splash damage about 80 or so, and direct around 300.
Wanna spray that thin all over the place? Prolly not gonna kill a guy from 100%. Land 2 direct hits? Now we're talking. Clip size shoud increase to 4 as well, along with a deroll on the FLIPPING AMMO NERF. What other weapon get's punished by AMMO count for being low tier!?
I think the splash should still be 100+ damage. because the DPS on the other side arms surpasses that by alot.
I mean the Assault scrambler can do more dps than the SMG. SMG does +/-425 dps. The mag sec pistol, and the other caldari submachine gun side arm will probably have greater range and damage than the SMG (much like the CR vs RR).
So, to stay competative, having 100+ damage splash willl help it stay close to the other side arms. Observe:
since, SMG = +/- 425 dps Scr pistol = +/- 350 to 650+ damage (the lower number for body shots, the higher number for head shots)
the flaylock should be balanced between them with this, flaylock = 300 dps (splash damage only) to 900 damage.
The flaylock fires projectiles with trajectories. Also, you only get 3 rounds in one clip. this should balance it with the other side arms, as it will have the highest reward, but the lowest damage when missing the mark.
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D legendary hero
Ultramarine Corp
1316
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Posted - 2014.01.15 19:04:00 -
[10] - Quote
Ghost Kaisar wrote:Okay, I have been using the Flaylock as my ONLY sidearm for the past 2 months.
Why? I love the flaylock, and I love the challenge of the skill shot weapon.
What I've discovered:
It needs to do more damage. Period. It needs to have INSANE direct damage and decent splash damage. You only get three shots, so you need those shots HURT a target.
Direct damage needs to be as follows: 200 for STD, 250 for ADV and 300 for Proto. Please remember that these shots are VERY hard to pull off. Also, this should serve as an excellent "Armor Killer" weapon. At pro V, a direct flaylock shot will deal 431 armor damage. Not enough to kill an armor tank in one shot, but dear god will he feel the hit, or kill a weakened one. You could probably mop him up with one Direct and 2 splash. Shield tanks are a different story. You will NOT be able to kill a shield tank in a single clip. That's the way it should be. The flaylock is made to kill armor, so you should be punished for bringing the wrong tool to the table.
Splash Damage: Needs a buff. It should be at 150, 175, 200. At pro V, this makes the damage 172, 201, 230. (see how my values jump tiers? At Pro V, this makes the ADV flaylock as good as the Proto's base stats.)
Splash Radius is "fine" where it's at, though it could use a small buff. I would love to have it go 1.25,1.5,1.75 for the tiers. This will make the lower level flaylocks more viable, while still not being as easy to use as pre-nerf flays (which were 1.5, 1.75, 2.0 if I remember correctly.) With Op 5, this makes the splash for tiers equal 1.56, 1.88, and 2.2.
This makes the "General" damage per clip around 900 against armor (1 direct and 2 splash) and around 605 versus shield tanks (1 direct 2 splash). Max DPC is 780 versus shields and 1300 versus armor. See that armor damage per clip? This thing will DESTROY any unshielded heavy it can find if you can land direct shots. Since heavies will receive a splash damage resistance, this will make breach MD's and Flaylocks great "Heavy Busters" as they can rip through in armor tank with direct hits.
ROF IS FINE. DON'T FREAKING TOUCH IT. NEVER AGAIN.
Clip size is fine. If these changes are added, you will be fine with a 3 round clip. Ammo skill needs to be changed though. I will not spend oodles of SP just to get one extra missle per level. That's wasting almost 217k SP just to get 1 extra clip. Even more if you want an extra 2 rounds. Not worth it.
Breach Flaylock: Just get rid of it. It is such a niche weapon it is almost useless. Great if you can land direct shots ALL THE TIME, but you will only be able to land one or two if you are lucky. Just trash it.
All of this is perfect. The only thing i would adjust is the radius to be pre-nerf. 1.5m std, up to 2.0 m. Hell i actually think that STD radius should be 1.75m.
This may sound outrageous but in practice this won't hurt to many players. Only people who like to strafe back and forth within the same 1m radius (these were the people who comlained in the first place..)
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D legendary hero
Ultramarine Corp
1317
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Posted - 2014.01.15 23:39:00 -
[11] - Quote
Ghost Kaisar wrote:D legendary hero wrote:Ghost Kaisar wrote:-Snip- Dang, I wrote a lot All of this is perfect. The only thing i would adjust is the radius to be pre-nerf. 1.5m std, up to 2.0 m. Hell i actually think that STD radius should be 1.75m. This may sound outrageous but in practice this won't hurt to many players. Only people who like to strafe back and forth within the same 1m radius (these were the people who comlained in the first place..) I put the values lower because I still think this should still be a "skill shot" weapon. 2.5m splash is EASY to use, and would make the gun a bit TOO deadly because of it's increased damage to go with it. If too many people start using it, the word "Nerf" seems to pop up a lot, and then we would be back where we started. In short, I have a feeling that increasing the Radius back to pre-nerf would ruin the philosophy behind the weapon. It's supposed to be difficult to use and balanced by high alpha and a low clip. It should reward players who can land direct shots and get shots on target. Every missed splash effectively reduces it's DPS by 1/3, which is crippling for a weapon. It's high damage and low clip count act's as a balance, making it a "finisher" sidearm or a "last resort". It should be effective at quickly killing a wounded target, or for killing two or three bunched targets without their shields. And I also hope I was correct with all of it. I have over 2 months of feedback on the dang gun! SOURCE: Refer to signature
makes sense. I see your point. Lets see what CCP. does.
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D legendary hero
Ultramarine Corp
1317
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Posted - 2014.01.15 23:41:00 -
[12] - Quote
CCP Logibro wrote:Moved to Feedback/Requests
I guess this means you noted this? Perhaps to consider for 1.9 or a hotfix? or to reject the idea altogether?
As long as I know someone heard this, I am satisfied. :)
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D legendary hero
Ultramarine Corp
1318
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Posted - 2014.01.16 14:49:00 -
[13] - Quote
Anymore ideas or opinions? I would really like to see the flaylock returned to its former glory. now that everything else is fixed up.
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D legendary hero
Ultramarine Corp
1325
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Posted - 2014.01.18 17:42:00 -
[14] - Quote
we gotta get those flaylocks fixed
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D legendary hero
Ultramarine Corp
1328
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Posted - 2014.01.19 01:38:00 -
[15] - Quote
Just finished playing several rounds with the FLaylck. It is so horrible right now. People actually are moving faster, and the splash radius is so small its useless... not to mention explosion physics are still completely off.
So people can 2 step right in front of my. I shoot at their feet and they walk over the explosion and take no damage.
the standard needs like a 2 m blast radius. and proto needs 3m.
its got less explosive damage than a sleek locus grenade... A SLEEK LOCUS GRENADE
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