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hold that
Krusual Covert Operators Minmatar Republic
43
|
Posted - 2014.02.23 11:56:00 -
[31] - Quote
the only thing about fotm i dislike is the over inflated egos it causes by those diks who flock to it |
Xander Mercy
Dem Durrty Boyz Renegade Alliance
223
|
Posted - 2014.02.23 12:50:00 -
[32] - Quote
Heimdallr69 wrote:I've got my stuff I don't need to follow anyone else see this this guy gets it use what you like **** meta |
Mortedeamor
Imperfects Negative-Feedback
1409
|
Posted - 2014.02.23 12:56:00 -
[33] - Quote
i dont spec fotm never have. sometimes the new fotm has been something i already had and then i cut down use out of boredom.
i would agree with the statement that the ever changing fotm takes the fun out of infantry for me which is why i now tank spam
A laser rifle master for life not just for when it becomes popular
Long Live the Empress
Burn the Heretics
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RKKR
The Southern Legion
747
|
Posted - 2014.02.23 13:00:00 -
[34] - Quote
FOTM isn't the problem...CCP Logic is and I'm very tired of it. |
Altina McAlterson
Pure Innocence. EoN.
890
|
Posted - 2014.02.23 13:06:00 -
[35] - Quote
Mortedeamor wrote:i dont spec fotm never have. sometimes the new fotm has been something i already had and then i cut down use out of boredom.
i would agree with the statement that the ever changing fotm takes the fun out of infantry for me which is why i now tank spam Yea, it's boring and just plain annoying when it seems like everyone is doing the exact same thing. Gets monotonous.
And I normally avoid the FotM but I did spec into RR because the increased range and huge increase in DPS made it more of an aggravation to avoid than it was worth. But that's mainly due to CCP really screwing the pooch with this one as I can't think of another time the FotM has been as overall superior as it is right now. Not unbeatable but superior in most situations.
Running a blaster tank in ambush is like bringing Anthrax to a pillow fight.
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Quirky CatchPhrase
Blacksand Voodoo
11
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Posted - 2014.02.23 13:19:00 -
[36] - Quote
offtopic in sideways manner: RR needs more downside... lasers have overheat, lowered dps at close range, higher dps near heat shutdown, and were the old longest range of the medium range rifles.
RR hits and suddenly you have something with greater range than the laser and only a very minor hit to damage from rested state.
:P increase the lasers range by 30% and lower the RR range by 30% :P then you have a rifle that has the longest range having the downfalls to counter it, instead of the broken RR and its broken downside.
might also mention that the laser beam was a dead giveaway on user position.
:P OT: i dun really do FOTM, i play to have fun and tend to run what i feel like running at that particular minute. |
stlcarlos989
SVER True Blood General Tso's Alliance
1173
|
Posted - 2014.02.23 14:30:00 -
[37] - Quote
I'm just responding to those who keep bringing up the Cal logi yes it had 700 Shield but it had no damage mods, a STD ScR or a STD flux was an easy counter but everyone still complained. The current Gal logi has 700 Armor and 3 complex damage mods and is capable of running proto equipment yet there is no where near the same outrage.
STB Director, #1 in Warpoints E3 Closed Beta Build, Water Pipe Aficionado, Cannabis Sativa Connoisseur
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Darken-Soul
BIG BAD W0LVES
1145
|
Posted - 2014.02.23 14:34:00 -
[38] - Quote
stlcarlos989 wrote:I'm just responding to those who keep bringing up the Cal logi yes it had 700 Shield but it had no damage mods, a STD ScR or a STD flux was an easy counter but everyone still complained. The current Gal logi has 700 Armor and 3 complex damage mods and is capable of running proto equipment yet there is no where near the same outrage.
there is nothing that can't be gunned down easily with the RR.
Who wants some?
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Fire of Prometheus
Alpha Response Command
3769
|
Posted - 2014.02.23 15:24:00 -
[39] - Quote
Can't wait for commando 514
Oh the tears!!!!!!
Scout- "I'm going to knife you my commando!!!"
commando turns around
Commando- "FAAAAALCCCOOONNNNN PUUUUNNNCCCCHH!!"
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calvin b
Ostrakon Agency Gallente Federation
1541
|
Posted - 2014.02.23 15:44:00 -
[40] - Quote
The RR is not the FOTM it is militia tanks.
A heavy before 1.8
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Jack Kittinger
Molon Labe. General Tso's Alliance
136
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Posted - 2014.02.23 16:28:00 -
[41] - Quote
Baltazar Pontain wrote:
I totally agree with you and I wonder myself if CCP is testing the stuff they produce.
I mean..
Has reallly no one of CCP felt that the rail rifle is much too strong? Has no one played a match and said WOAH I can shoot and kill all people from far and close, very fast, very precise. .... mhhh that could be not balanced...
Did nobody had that feeling at CCP before release?
I have the feeling they are skipping testing. I do not know the reason. Maybe they are missing some sort of sisi server for dust514 or time is lacking, but please change your workflow.
now that's a question we've been all wondering for far too long and evidence such as:
A) Feedback being ignored (before and after release)
B) Devs constantly claiming to be testing this stuff thoroughly just for it to fall flat anyways
makes me infer that they do.
the remaining question is:
what game are they so relentlessly testing? cuz it sure ain't DUST.
Proud winner of the 'Templar BPO Raffle' by Castor Crave!!
Lucky Number 29
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Jack Kittinger
Molon Labe. General Tso's Alliance
136
|
Posted - 2014.02.23 16:36:00 -
[42] - Quote
hold that wrote:the only thing about fotm i dislike is the over inflated egos it causes by those diks who flock to it
I don't usually post twice in a row, but when I do I say:
You do know that those diks have tiny diks and so insecure that they'll rely on broken mechanics that let you use FoTM as an I ALWAYS WIN button
either that or they are trolls who seek nourishment in the rivers of tears from the whiny players who don't do what Heimdallr does...
Proud winner of the 'Templar BPO Raffle' by Castor Crave!!
Lucky Number 29
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PARKOUR PRACTIONER
Reapers' Assailant
799
|
Posted - 2014.02.23 17:03:00 -
[43] - Quote
I have my own playstyle I don't need to copy anyone else.
Psycho Scout
The more I see the less I like, is it over yet?
DONT. TOUCH. ME.
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Buster Friently
Rosen Association
1843
|
Posted - 2014.02.23 17:13:00 -
[44] - Quote
Ryme Intrinseca wrote: Twin flaylock fits dominated at short to short-medium range. Even if the non-FL user got the drop on the FL, the FL user just had to turn and start spamming anywhere near the opponent's feet and they'd win the engagement. This is due to the smoke and blast throwing off the enemy's aim, while the FL user just had to land his shots somewhere in the general vicinity. All that in a sidearm. It was very, very OP.
I've highlighted the important parts. First off, it doesn't really matter now, but I still stand by my statement - the Flaylock was never OP.
When you mention that the flaylock user dominated short to medium range encounters this is only a small piece of what actually happened. First off, flaylock users didn't dominate any area, they were however useful at short range, not medium range.
Now, they did dominate short range encounters where AR players just stupidly played "run and gun" and just closed to extreme close range with their trusty AR. This is because the AR (and now it's new cousins) are in fact, so OP, that AR users never learned any tactics. They were, and are still, used to running in to any situation and expecting their AR to win the game for them. This is why a subset of the playerbase believes that the flaylock dominated - because it dominated them, in it's preferred niche, based on poor counter tactics. This is how it should be - sidearm or no.
Now, even during the height of it's popularity, the flaylock was less used, less destructive, and less easy than the sidearm of choice - the SMG - which, like the other hitscan weapons can dominate in too many niches.
That's the problem with generalist weapons, they either ar OP or worthless. They can't be properly balanced against niche weapons. Furthermore, they cause players to fail to learn tactics precisely due to the generalist nature of the weapon. This is why, we have a Dust with generally OP hitscan weapons, and Dust has lost most of it's initial promise as a "thinking man's shooter".
The generalist weapons kill diversity, and cause players to expect them to always win. Then, said players, insist that anytime they are killed consistently by another weapon, even in that weapon's niche, that the other weapon is OP, when in fact, it is the generalist weapon that is OP and hurting Dust.
In short - your first highlighted part is wrong due to the inclusion of medium range. Flaylocks have a projectile travel time, making them harder to score a hit with than any hitscan weapon at any range, regardless of a small explosion or not. Also, your conclusion is wrong due to your viewpoint being myopic from the point of view of someone who expects a single weapon (AR*) to always dominate, or at least be even vs any other weapon. This, by design, is bad.
AR* - Again I mean high dps, hitscan, med to long range powerhouses with little or no shortrange drawbacks or drawbacks in general. |
INFINITE DIVERSITY IDIC
Intara Direct Action Caldari State
299
|
Posted - 2014.02.23 17:15:00 -
[45] - Quote
Vespasian Andendare wrote:I'm curious to find out how other Mercs feel about the constatntly monthly-shifting FOTM meta.
We all have played "AR 514," "MD 514," and now we're playing "RR 514." This is largely due to the monthly releases of nerf/buff/new weapon patch cycles. With the new weapons, which seemingly get released in a greatly overpowered state, only to be nerfed into infinity in the next monthly cycle, it shifts the meta to the current hotness, the flavor of the month. There have been numerous flavors of the month, ranging from the examples above to the Flaylock hotness to the era of the Murder Taxis to the reign of the Caldari Logi-Assault.
In this month, it's the Rail Rifle, which was released in 1.7 as part of the effort to continue to flesh out all drop suits, weapons, generally nerf/buff/balance the game etc., and as has been the case with many other new releases or nerfs/buffs, it was released without compromises. It has the longest ranges in the game, considerable dps at any range, highly effective in close quarters, midrange, long range, etc. It's hard hitting and deadly accurate.
To some, as I've heard more than a few of my corpmates express, this creates a taxing cycle where the game dips and peaks from fun to not fun by having to continually deal with brokenly-overpowered weapon systems. If it wasn't the aim assist/fixes that made the AR overpowered one month, it was the shift to MDs that made Dust an MD-spam fest, or perhaps you remember the rampant Murder Taxi epoch. Now, Dust has filled its large-footprint maps with a long-range murder stick, capable of killing you from however far away your opponent is all the way through standing right in your face, using that same long-range murder stick to equal or better effect, despite you having a supposedly superior close-range weapon like the shotgun or Assault Rifle.
I wonder if this sentiment is shared by more of the community or is this more of an isolated problem for a few players not wanting to deal with a game in its early (though probably not anymore) stages. It is a valid concern, and I'm of the personal opinion that it'd probably be better to release something in a balanced or even slightly underpowered state so as to stop the waves of the ever-shifting meta that comes with each patch cycle. Releasing something slightly underpowered that could then be buffed later to bring it up to playable standards would curb the ever-shifting FOTM, give people confidence to spend SP in a weapon system that they enjoy (since it would be/have been released on parity with similar kit), and generally provide a "stable" feeling to the battlescape so its not always like trying to hit a moving target while blindfolded. Your being over dramatic about the rail, CCP said it was supposed to have the longest range and have excellent hipfire, it doesnt out dps the GalPlasma Rifle and it has a small clip, charge up time and slow fire rate. It may need a damage reduction, Im not saying it doesnt, but the combat rifle is still just as good as the rail up close, but there is less sp sink with the rr because there is no sharp shooter skill, and im Caldari with 588 shields on my proto and I get ate up by scr all the time, combat and rr to, but scr does it soooo fast, so doescthe duvolle.
What you are seeing is everyone using these guns because they are new, diffrent, and fresh, it may be overused, im not convinced its overpowered. The rr stretches the field and you cant just run anywhere you want anymore because you might get railed...
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Ryme Intrinseca
Fatal Absolution
781
|
Posted - 2014.02.23 17:50:00 -
[46] - Quote
Buster Friently wrote:Ryme Intrinseca wrote: Twin flaylock fits dominated at short to short-medium range. Even if the non-FL user got the drop on the FL, the FL user just had to turn and start spamming anywhere near the opponent's feet and they'd win the engagement. This is due to the smoke and blast throwing off the enemy's aim, while the FL user just had to land his shots somewhere in the general vicinity. All that in a sidearm. It was very, very OP.
I've highlighted the important parts. First off, it doesn't really matter now, but I still stand by my statement - the Flaylock was never OP. When you mention that the flaylock user dominated short to medium range encounters this is only a small piece of what actually happened. First off, flaylock users didn't dominate any area, they were however useful at short range, not medium range. Now, they did dominate short range encounters where AR players just stupidly played "run and gun" and just closed to extreme close range with their trusty AR. This is because the AR (and now it's new cousins) are in fact, so OP, that AR users never learned any tactics. They were, and are still, used to running in to any situation and expecting their AR to win the game for them. This is why a subset of the playerbase believes that the flaylock dominated - because it dominated them, in it's preferred niche, based on poor counter tactics. This is how it should be - sidearm or no.Now, even during the height of it's popularity, the flaylock was less used, less destructive, and less easy than the sidearm of choice - the SMG - which, like the other hitscan weapons can dominate in too many niches. That's the problem with generalist weapons, they are either OP or worthless. They can't be properly balanced against niche weapons. Furthermore, they cause players to fail to learn tactics precisely due to the generalist nature of the weapon. This is why, we have a Dust with generally OP hitscan weapons, and Dust has lost most of it's initial promise as a "thinking man's shooter". The generalist weapons kill diversity, and cause players to expect them to always win. Then, said players, insist that anytime they are killed consistently by another weapon, even in that weapon's niche, that the other weapon is OP, when in fact, it is the generalist weapon that is OP and hurting Dust.In short - your first highlighted part is wrong due to the inclusion of medium range. Flaylocks have a projectile travel time, making them harder to score a hit with than any hitscan weapon at any range, regardless of a small explosion or not. Also, your conclusion is wrong due to your viewpoint being myopic from the point of view of someone who expects a single weapon (AR*) to always dominate, or at least be even vs any other weapon. This, by design, is bad. AR* - Again I mean high dps, hitscan, med to long range powerhouses with little or no short range drawbacks or drawbacks in general. Read what I said. I didn't say it dominated at medium range, I said it dominated at short-medium range, i.e. at the short end of medium range.
I also didn't use AR at that time - I was a dedicated HMG heavy. Hardly a 'high dps, hitscan, med to long range powerhouse'. Supposedly the HMG should have been dominating at close range, but it was outclassed by the flaylock - that's right, a heavy weapon outclassed by a sidearm within its own area of (supposed) expertise. I would almost always beat ARs or shotguns up close, but a flaylock would usually get the better of me.
I disagree with this: 'Now, they did dominate short range encounters where AR players just stupidly played "run and gun" and just closed to extreme close range with their trusty AR'. With the HMG the best chance against a FP was to get so close to the pistolier (basically on top of them) that they would hit themselves with the blast. That would also work with an AR. So what you call stupid I call smart. Of course, the FP was so OP that often this strategy wouldn't work, but it was still the best strategy for a short range engagement against it.
Maybe you'll say 'aha, why was the AR involved in a short range engagement?'. But in an objective-based game mode the majority of engagements are short range. If you're expecting ARs users (i.e., most of the playerbase in early Uprising) to stay away from objectives and lose the game just because some reds brought a sidearm along it's obvious that's an OP sidearm. |
Nothing Certain
Villore Sec Ops Gallente Federation
272
|
Posted - 2014.02.23 17:55:00 -
[47] - Quote
The short answer is it doesn't bother me. I actually like the idea of having varied QQ threads.
Because, that's why.
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Bethhy
Ancient Exiles. Renegade Alliance
1314
|
Posted - 2014.02.23 18:26:00 -
[48] - Quote
I can make anything competitive in a public match as long as the Core game mechanics support it.
If we are having Frame rates below 20's and in 10's... under 10's in high competitive situations...
If we are having massive Hit detection issues....
If we are having Rubber banding consistently more then not.
If we have Server/client updating issues that happen everyday of extended play....
If we still are having Teams with 2-3 squads and teams without one squad, Matchmaking systems... Causing massive imbalance in teams....
If the Aiming system wasn't massively flawed, clunky and inconsistent without Aim assist...
If these issues where addressed and DUST was more based of player skill the Gun imbalances wouldn't be as emphasized as they are now.
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Thor Odinson42
Molon Labe. General Tso's Alliance
2927
|
Posted - 2014.02.23 18:35:00 -
[49] - Quote
Vespasian Andendare wrote:Jungian wrote:For me its not meta. Its still beta. We might not need a respec, but we certainly deserve one. The game does very much feel like a beta, so I'm really curious why CCP felt they had to move it out of beta whenever they did, especially considering how long some products stay in beta nowadays. I think more people would be more forgiving if Dust was still in beta, at least officially.
5/14
ML Director
Eve Toon - Raylan Scott
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Buster Friently
Rosen Association
1847
|
Posted - 2014.02.23 18:50:00 -
[50] - Quote
Ryme Intrinseca wrote:Buster Friently wrote:Ryme Intrinseca wrote: Twin flaylock fits dominated at short to short-medium range. Even if the non-FL user got the drop on the FL, the FL user just had to turn and start spamming anywhere near the opponent's feet and they'd win the engagement. This is due to the smoke and blast throwing off the enemy's aim, while the FL user just had to land his shots somewhere in the general vicinity. All that in a sidearm. It was very, very OP.
I've highlighted the important parts. First off, it doesn't really matter now, but I still stand by my statement - the Flaylock was never OP. When you mention that the flaylock user dominated short to medium range encounters this is only a small piece of what actually happened. First off, flaylock users didn't dominate any area, they were however useful at short range, not medium range. Now, they did dominate short range encounters where AR players just stupidly played "run and gun" and just closed to extreme close range with their trusty AR. This is because the AR (and now it's new cousins) are in fact, so OP, that AR users never learned any tactics. They were, and are still, used to running in to any situation and expecting their AR to win the game for them. This is why a subset of the playerbase believes that the flaylock dominated - because it dominated them, in it's preferred niche, based on poor counter tactics. This is how it should be - sidearm or no.Now, even during the height of it's popularity, the flaylock was less used, less destructive, and less easy than the sidearm of choice - the SMG - which, like the other hitscan weapons can dominate in too many niches. That's the problem with generalist weapons, they are either OP or worthless. They can't be properly balanced against niche weapons. Furthermore, they cause players to fail to learn tactics precisely due to the generalist nature of the weapon. This is why, we have a Dust with generally OP hitscan weapons, and Dust has lost most of it's initial promise as a "thinking man's shooter". The generalist weapons kill diversity, and cause players to expect them to always win. Then, said players, insist that anytime they are killed consistently by another weapon, even in that weapon's niche, that the other weapon is OP, when in fact, it is the generalist weapon that is OP and hurting Dust.In short - your first highlighted part is wrong due to the inclusion of medium range. Flaylocks have a projectile travel time, making them harder to score a hit with than any hitscan weapon at any range, regardless of a small explosion or not. Also, your conclusion is wrong due to your viewpoint being myopic from the point of view of someone who expects a single weapon (AR*) to always dominate, or at least be even vs any other weapon. This, by design, is bad. AR* - Again I mean high dps, hitscan, med to long range powerhouses with little or no short range drawbacks or drawbacks in general. Read what I said. I didn't say it dominated at medium range, I said it dominated at short-medium range, i.e. at the short end of medium range. I also didn't use AR at that time - I was a dedicated HMG heavy. Hardly a 'high dps, hitscan, med to long range powerhouse'. Supposedly the HMG should have been dominating at close range, but it was outclassed by the flaylock - that's right, a heavy weapon outclassed by a sidearm within its own area of (supposed) expertise. I would almost always beat ARs or shotguns up close, but a flaylock would usually get the better of me. I disagree with this: 'Now, they did dominate short range encounters where AR players just stupidly played "run and gun" and just closed to extreme close range with their trusty AR'. With the HMG the best chance against a FP was to get so close to the pistolier (basically on top of them) that they would hit themselves with the blast. That would also work with an AR. So what you call stupid I call smart. Of course, the FP was so OP that often this strategy wouldn't work, but it was still the best strategy for a short range engagement against it. Maybe you'll say 'aha, why was the AR involved in a short range engagement?'. But in an objective-based game mode the majority of engagements are short range. If you're expecting ARs users (i.e., most of the playerbase in early Uprising) to stay away from objectives and lose the game just because some reds brought a sidearm along it's obvious that's an OP sidearm.
I'll tell you what. Let's just agree to disagree.
The HMG should beat a flaylock in short range, of course. I contend, though, that this was never due to the flaylock being OP. I contend that it was due to the HMG being UP. The HMG has been UP for quite some time. Now saying that, a heavy is also a pretty good target for a weapon like a flaylock. What makes the flaylock hard is it's short range combined with projectile travel time. Obviously, a relatively slow heavy would be bit easier to hit with such a weapon.
I will say if said "run and gun" AR users are trying to get so close that the flaylock user damages themselves, well, then, they're doing it wrong. This might be an OK strategy for a heavy with a lot more HP, but the AR user has the vast - vast- advantage against a flaylock user at anything OTHER than extreme short range, and thus closing like an idiot is just that. Maybe not for a heavy though. Even with a heavy, this might not be a very good idea, but I haven't played heavy in quite a while.
As an aside, the HMG has suffered just like all the other niche weapons at the hands of the AR hegemony. |
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commando biffle
Shadow Company HQ Lokun Listamenn
35
|
Posted - 2014.02.23 19:43:00 -
[51] - Quote
Baltazar Pontain wrote:Vespasian Andendare wrote:I'm curious to find out how other Mercs feel about the constatntly monthly-shifting FOTM meta.
We all have played "AR 514," "MD 514," and now we're playing "RR 514." This is largely due to the monthly releases of nerf/buff/new weapon patch cycles. With the new weapons, which seemingly get released in a greatly overpowered state, only to be nerfed into infinity in the next monthly cycle, it shifts the meta to the current hotness, the flavor of the month. There have been numerous flavors of the month, ranging from the examples above to the Flaylock hotness to the era of the Murder Taxis to the reign of the Caldari Logi-Assault.
..... I totally agree with you and I wonder myself if CCP is testing the stuff they produce. I mean.. Has reallly no one of CCP felt that the rail rifle is much too strong? Has no one played a match and said WOAH I can shoot and kill all people from far and close, very fast, very precise. .... mhhh that could be not balanced... Did nobody had that feeling at CCP before release? I have the feeling they are skipping testing. I do not know the reason. Maybe they are missing some sort of sisi server for dust514 or time is lacking, but please change your workflow. ccp playing dust LOL |
Lucrezia LeGrand
338
|
Posted - 2014.02.23 19:43:00 -
[52] - Quote
actually, I would be more upset if the fit I've been running all this time became fotm. I enjoy playing the way I do because I feel it's unique (read crappy). It would feel weird if 70% of players were doing the same thing.
The good news is this hasn't happened yet, but with 1.8 (and I'm a scout) maybe that will change.
Thale groupie
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Joel II X
Dah Gods O Bacon
1275
|
Posted - 2014.02.23 20:17:00 -
[53] - Quote
I'm just starting to get bored of Dust in general. There's barely any changes done to it in terms of gameplay. The funnest game mode for me is Skirmish and I can only enjoy it so much.
At least, I might get into heavy with the next patch especially if we get a respec. I have wasted SP from my Gallente assault that I rarely ever use. |
low genius
The Sound Of Freedom Renegade Alliance
1267
|
Posted - 2014.02.23 20:32:00 -
[54] - Quote
not at all. it's to be expected. most of us have every weapon we like at proto anyway, so who cares which one is tough this month, or fun to use, or whatever. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
2054
|
Posted - 2014.02.23 20:32:00 -
[55] - Quote
After something around two years of this game I'm all out of fvcks to give about FOTM chasers.
Try to kill it all you want CCP, I still <3 my laser.
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Ryme Intrinseca
Fatal Absolution
788
|
Posted - 2014.02.24 12:45:00 -
[56] - Quote
Buster Friently wrote:Ryme Intrinseca wrote:Buster Friently wrote:
I've highlighted the important parts. First off, it doesn't really matter now, but I still stand by my statement - the Flaylock was never OP.
When you mention that the flaylock user dominated short to medium range encounters this is only a small piece of what actually happened. First off, flaylock users didn't dominate any area, they were however useful at short range, not medium range.
Now, they did dominate short range encounters where AR players just stupidly played "run and gun" and just closed to extreme close range with their trusty AR. This is because the AR (and now it's new cousins) are in fact, so OP, that AR users never learned any tactics. They were, and are still, used to running in to any situation and expecting their AR to win the game for them. This is why a subset of the playerbase believes that the flaylock dominated - because it dominated them, in it's preferred niche, based on poor counter tactics. This is how it should be - sidearm or no.
Now, even during the height of it's popularity, the flaylock was less used, less destructive, and less easy than the sidearm of choice - the SMG - which, like the other hitscan weapons can dominate in too many niches.
That's the problem with generalist weapons, they are either OP or worthless. They can't be properly balanced against niche weapons. Furthermore, they cause players to fail to learn tactics precisely due to the generalist nature of the weapon. This is why, we have a Dust with generally OP hitscan weapons, and Dust has lost most of it's initial promise as a "thinking man's shooter".
The generalist weapons kill diversity, and cause players to expect them to always win. Then, said players, insist that anytime they are killed consistently by another weapon, even in that weapon's niche, that the other weapon is OP, when in fact, it is the generalist weapon that is OP and hurting Dust.
In short - your first highlighted part is wrong due to the inclusion of medium range. Flaylocks have a projectile travel time, making them harder to score a hit with than any hitscan weapon at any range, regardless of a small explosion or not. Also, your conclusion is wrong due to your viewpoint being myopic from the point of view of someone who expects a single weapon (AR*) to always dominate, or at least be even vs any other weapon. This, by design, is bad.
AR* - Again I mean high dps, hitscan, med to long range powerhouses with little or no short range drawbacks or drawbacks in general.
Read what I said. I didn't say it dominated at medium range, I said it dominated at short-medium range, i.e. at the short end of medium range. I also didn't use AR at that time - I was a dedicated HMG heavy. Hardly a 'high dps, hitscan, med to long range powerhouse'. Supposedly the HMG should have been dominating at close range, but it was outclassed by the flaylock - that's right, a heavy weapon outclassed by a sidearm within its own area of (supposed) expertise. I would almost always beat ARs or shotguns up close, but a flaylock would usually get the better of me. I disagree with this: 'Now, they did dominate short range encounters where AR players just stupidly played "run and gun" and just closed to extreme close range with their trusty AR'. With the HMG the best chance against a FP was to get so close to the pistolier (basically on top of them) that they would hit themselves with the blast. That would also work with an AR. So what you call stupid I call smart. Of course, the FP was so OP that often this strategy wouldn't work, but it was still the best strategy for a short range engagement against it. Maybe you'll say 'aha, why was the AR involved in a short range engagement?'. But in an objective-based game mode the majority of engagements are short range. If you're expecting ARs users (i.e., most of the playerbase in early Uprising) to stay away from objectives and lose the game just because some reds brought a sidearm along it's obvious that's an OP sidearm. I'll tell you what. Let's just agree to disagree. The HMG should beat a flaylock in short range, of course. I contend, though, that this was never due to the flaylock being OP. I contend that it was due to the HMG being UP. The HMG has been UP for quite some time. Now saying that, a heavy is also a pretty good target for a weapon like a flaylock. What makes the flaylock hard is it's short range combined with projectile travel time. Obviously, a relatively slow heavy would be bit easier to hit with such a weapon. I will say if said "run and gun" AR users are trying to get so close that the flaylock user damages themselves, well, then, they're doing it wrong. This might be an OK strategy for a heavy with a lot more HP, but the AR user has the vast - vast- advantage against a flaylock user at anything OTHER than extreme short range, and thus closing like an idiot is just that. Maybe not for a heavy though. Even with a heavy, this might not be a very good idea, but I haven't played heavy in quite a while. As an aside, the HMG has suffered just like all the other niche weapons at the hands of the AR hegemony. I agree with most of what you said, but still don't really agree about the AR charging a FP thing.
If you stand back and shoot at 10-25 metres you'll get slaughtered by a pre-nerf FP user, because you effectively have no cover due to splash while they usually do. You're better off charging in, neutralizing their cover advantage and making them worry about their own splash. It's true a medium has less HP than a heavy but you're also faster, so less vulnerable on the charge. Of course, ideally you'd pull the range of engagement back to 25m+, but that's not always possible (e.g. because you're in the city).
Anyway, as you said, it doesn't really matter now... |
Justicar Karnellia
Ikomari-Onu Enforcement Caldari State
691
|
Posted - 2014.02.24 12:55:00 -
[57] - Quote
I'd say at least it's not monthly anymore... it will be quarterly FOTM here on out. :P |
Ryme Intrinseca
Fatal Absolution
790
|
Posted - 2014.02.24 15:40:00 -
[58] - Quote
Justicar Karnellia wrote:I'd say at least it's not monthly anymore... it will be quarterly FOTM here on out. :P FOTQ... I like it. |
D legendary hero
Ultramarine Corp
1714
|
Posted - 2014.02.24 16:00:00 -
[59] - Quote
Buster Friently wrote:Vespasian Andendare wrote:I'm curious to find out how other Mercs feel about the constatntly monthly-shifting FOTM meta.
We all have played "AR 514," "MD 514," and now we're playing "RR 514." This is largely due to the monthly releases of nerf/buff/new weapon patch cycles. With the new weapons, which seemingly get released in a greatly overpowered state, only to be nerfed into infinity in the next monthly cycle, it shifts the meta to the current hotness, the flavor of the month. There have been numerous flavors of the month, ranging from the examples above to the Flaylock hotness to the era of the Murder Taxis to the reign of the Caldari Logi-Assault. There has never been "MD 514", and "RR 514" is just more AR 514. Even when MDs were useful, AR users outnumbered MD users by 10 to 1. In fact, AR users outnumbered all other weapon users combined if you ignore snipers. The same is true for Flaylocks. The Flaylock has never even been the most popular sidearm. What you guys are seeing as the FOTM is actually a second order issue because the flavor of the game has always been AR. We now have new ARs, but it's still AR 514 - meaning high dps, med to long range effective hitscan weapons with too much AimAssist. The hitscan weapons need to be toned down. Simple as that. this^^
Sou o Defendeiro dos derrubados_Pronto saberá justiça
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D legendary hero
Ultramarine Corp
1714
|
Posted - 2014.02.24 16:01:00 -
[60] - Quote
low genius wrote:not at all. it's to be expected. most of us have every weapon we like at proto anyway, so who cares which one is tough this month, or fun to use, or whatever.
except new players who get instantly thrashed...
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