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D legendary hero
Ultramarine Corp
1763
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Posted - 2014.02.28 19:32:00 -
[31] - Quote
Sam Tektzby wrote:D legendary hero wrote:Sam Tektzby wrote:Dont forgot its nothing else than sidearm, hell its basicaly pistol. except it doesnt fire instant hit scans I know, but i still can understand small tweak instead of big buff. Flaylock is not nerfed to oblivion how someone told before.
its the only weapon in he game that requeres an average of two clips to kill a std suit.
Sou o Defendeiro dos derrubados_Pronto saberá justiça
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D legendary hero
Ultramarine Corp
1763
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Posted - 2014.02.28 19:34:00 -
[32] - Quote
Sam Tektzby wrote:Bormir1r wrote:Sinboto Simmons wrote:So just wondering what yall think: is radius really the flaylocks' problem or is it that the rounds are not connecting?
Hmm that's not worded right.....
Some context: anyone that uses MDs, Plasma cannons, ect will tell you that being up high is where you generally want to be not because it's harder to shoot you and the FOV (that's nice though) but because it seems rounds tend to hit more often and harder then if you were on flat ground or aiming upwards.
I hear it's got something to do with how the damage is applied or something but I'm to dead to remember.
Anyway is it that the flaylock needs more radius or that it's not applying the (admitably tiny) radius that it does have?
If it was fixed would it be ok?
Just food for thought, conversation is good for you. Currently the flaylock is (IMO) a decent sidearm, you can easily finish off a heavy with a shotgun blast with the flaylock missiles. However it would be more viable as a sidearm if CCP buffed either the damage keeping the radius constant, OR increase the radius and keep the damage constant. I don't understand why they had nerfed both the radius and damage back in 1.2 (?) when they only needed to do one of them to balance the weapon out. It seemed after all the QQ CCP wanted to make sure that there would never again be complaints about the flaylock being OP (which has basically happened). There i can agree, small tweak to damage seems reasonable. Radius one just make another (smaller) MD in my eyes. Damage boost for splash itself is way where i can agree, but still not a big one. Flaylock must be still a SIDEarm.
Lol MD is worthless too. having a flaylock operate like a MD is balanced. MD needs a buff which it is getting in1.8.
Sou o Defendeiro dos derrubados_Pronto saberá justiça
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Sam Tektzby
Better Hide R Die
274
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Posted - 2014.02.28 19:37:00 -
[33] - Quote
Thats a reason why i see it more like support sidearm, not a direct atack one. For exaple, how i told before you shooting boyo whos running from you to cover, he hide behind corner and you sent him two minirockets and hes down. From this special reason is for me, i mean from my point view possible and reasonable way to tink with the splash damage. The radius i see fine.
Support - Tactician/Support
Deteis - Orator
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Sam Tektzby
Better Hide R Die
274
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Posted - 2014.02.28 19:38:00 -
[34] - Quote
D legendary hero wrote:Sam Tektzby wrote:Bormir1r wrote:Sinboto Simmons wrote:So just wondering what yall think: is radius really the flaylocks' problem or is it that the rounds are not connecting?
Hmm that's not worded right.....
Some context: anyone that uses MDs, Plasma cannons, ect will tell you that being up high is where you generally want to be not because it's harder to shoot you and the FOV (that's nice though) but because it seems rounds tend to hit more often and harder then if you were on flat ground or aiming upwards.
I hear it's got something to do with how the damage is applied or something but I'm to dead to remember.
Anyway is it that the flaylock needs more radius or that it's not applying the (admitably tiny) radius that it does have?
If it was fixed would it be ok?
Just food for thought, conversation is good for you. Currently the flaylock is (IMO) a decent sidearm, you can easily finish off a heavy with a shotgun blast with the flaylock missiles. However it would be more viable as a sidearm if CCP buffed either the damage keeping the radius constant, OR increase the radius and keep the damage constant. I don't understand why they had nerfed both the radius and damage back in 1.2 (?) when they only needed to do one of them to balance the weapon out. It seemed after all the QQ CCP wanted to make sure that there would never again be complaints about the flaylock being OP (which has basically happened). C-Śmon MD is pure support weapon and are denial aswell, thats another story. There i can agree, small tweak to damage seems reasonable. Radius one just make another (smaller) MD in my eyes. Damage boost for splash itself is way where i can agree, but still not a big one. Flaylock must be still a SIDEarm. Lol MD is worthless too. having a flaylock operate like a MD is balanced. MD needs a buff which it is getting in1.8.
Support - Tactician/Support
Deteis - Orator
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ROMULUS H3X
research lab
62
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Posted - 2014.02.28 19:54:00 -
[35] - Quote
Cyrius Li-Moody wrote:ROMULUS H3X wrote:Cyrius Li-Moody wrote:Flaylock suuuuuuuuuuuucks! Wrong. I've all side arms at proto. Please tell me how the flaylock is not the most worthless out of the group? A basic scrambler pistol does more damage to armor in a single clip than a proto flaylock. Scrambler does -20% to armor.
Ok bub, I'll give you one reason, and it just MIGHT blow your MIND.
OK listen up.
The Flaylock IS THE ONLY SIDEARM THAT CAN DO DAMAGE BEFORE YOUR ENEMY IS EVEN VISABLE.
This means I can kill you before you can peak your little pistol or SMG around the corner and pop shots at me.
By far I believe that is a HUGE advantage.... but if YOU want to overlook that aspect, by all MEANS go ahead :)
To each their own, you know? CQC Flaylock is great, outside on the sprawling dunes YOU might not see it as a great choice... but I find great JOY in making things work when they are often BELIEVED to be"worthless" or "Broken"
Thanks for hearing me out :P
FORGE/FLAYLOCK/FISTS--NUFF SED
YOU SHALL NOT CATCH ME FOR I AM THE GINGERBREAD FATMAN
-Romulus H3X
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Sinboto Simmons
SVER True Blood General Tso's Alliance
4727
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Posted - 2014.02.28 20:03:00 -
[36] - Quote
ROMULUS H3X wrote:Cyrius Li-Moody wrote:ROMULUS H3X wrote:Cyrius Li-Moody wrote:Flaylock suuuuuuuuuuuucks! Wrong. I've all side arms at proto. Please tell me how the flaylock is not the most worthless out of the group? A basic scrambler pistol does more damage to armor in a single clip than a proto flaylock. Scrambler does -20% to armor. Ok bub, I'll give you one reason, and it just MIGHT blow your MIND. OK listen up. The Flaylock IS THE ONLY SIDEARM THAT CAN DO DAMAGE BEFORE YOUR ENEMY IS EVEN VISABLE. This means I can kill you before you can peak your little pistol or SMG around the corner and pop shots at me. By far I believe that is a HUGE advantage.... but if YOU want to overlook that aspect, by all MEANS go ahead :) To each their own, you know? CQC Flaylock is great, outside on the sprawling dunes YOU might not see it as a great choice... but I find great JOY in making things work when they are often BELIEVED to be"worthless" or "Broken" Thanks for hearing me out :P With a 1.5 meter splash radius?
You sir seem to be better than me with it, I wouldn't classify it as a 'great' weapon but that's just me, and this is coming from someone who makes a (read: bad) habit of using gimped gear.
Sinboto - The True Blood Minja
Forum Warrior level 4
STB-Infantry (Demolition)
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Broonfondle Majikthies
Dogs of War Gaming Zero-Day
889
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Posted - 2014.02.28 20:03:00 -
[37] - Quote
I think there is some connection issues.
I've had body shots go right through people (usually the female frames) Shots that don't apply damage due to tiny terrain issues
Weirdest one was this: Fired shots and the animation doesn't work / I get a false fire -
Its like the game suddenly went "What the hell?! ooooh its a flaylock, I rememberer them ... let me find the animation... I know I put it here somewhere..."
"...where Bylothgar the Ill-postured was made King of the People With No Name But Decent Footwear"
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Sam Tektzby
Better Hide R Die
274
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Posted - 2014.02.28 20:06:00 -
[38] - Quote
Broonfondle Majikthies wrote:I think there is some connection issues.
I've had body shots go right through people (usually the female frames) Shots that don't apply damage due to tiny terrain issues
Weirdest one was this: Fired shots and the animation doesn't work / I get a false fire -
Its like the game suddenly went "What the hell?! ooooh its a flaylock, I rememberer them ... let me find the animation... I know I put it here somewhere..."
It really seems like somekind of lag issue. Basicaly you dont hit them, because their physical body wasnt on graphical one?!
Support - Tactician/Support
Deteis - Orator
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Arx Ardashir
Imperium Aeternum
605
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Posted - 2014.02.28 20:12:00 -
[39] - Quote
Buster Friently wrote: Of course this is true. They weren't even overpowerd when CCP reflexively nerfed them. They were useful, in a niche, just like any weapon should be. We had, though, the AR nerf brigade, too stubborn to learn any tactics, cry like a banshee on the forums to have the weapon nerfed so the AR brigade could still run straight in to extreme close range and not get owned by an extreme short range niche weapon.
This has happened time and time again.
I have to disagree with this. The PRO flaylock beat out absolutely everything else within it's range, including what's supposed to be the king of CQC - the shotgun, and you didn't even have to hit them, just the ground near their feet.
I think the STD and ADV were fine, though, but I don't know how much they were changed with the nerf.
Now is the winter of our non-content.
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Broonfondle Majikthies
Dogs of War Gaming Zero-Day
890
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Posted - 2014.02.28 20:13:00 -
[40] - Quote
Sam Tektzby wrote:Broonfondle Majikthies wrote:I think there is some connection issues.
I've had body shots go right through people (usually the female frames) Shots that don't apply damage due to tiny terrain issues
Weirdest one was this: Fired shots and the animation doesn't work / I get a false fire -
Its like the game suddenly went "What the hell?! ooooh its a flaylock, I rememberer them ... let me find the animation... I know I put it here somewhere..." It really seems like somekind of lag issue. Basicaly you dont hit them, because their physical body wasnt on graphical one?! I don't deny lag as a possibility, and it does seem more detrimental to explosive weapons. but I've also had games with good gameplay right up to the point I try to fire the flaylock and I end up firing literally nothing.
"...where Bylothgar the Ill-postured was made King of the People With No Name But Decent Footwear"
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Sam Tektzby
Better Hide R Die
276
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Posted - 2014.02.28 20:17:00 -
[41] - Quote
Arx Ardashir wrote:Buster Friently wrote: Of course this is true. They weren't even overpowerd when CCP reflexively nerfed them. They were useful, in a niche, just like any weapon should be. We had, though, the AR nerf brigade, too stubborn to learn any tactics, cry like a banshee on the forums to have the weapon nerfed so the AR brigade could still run straight in to extreme close range and not get owned by an extreme short range niche weapon.
This has happened time and time again.
I have to disagree with this. The PRO flaylock beat out absolutely everything else within it's range, including what's supposed to be the king of CQC - the shotgun, and you didn't even have to hit them, just the ground near their feet. I think the STD and ADV were fine, though, but I don't know how much they were changed with the nerf.
Flaylocks especialy ADV and PRO were OP like hell, there were FoTM till CCP nerf it, end of story.
Support - Tactician/Support
Deteis - Orator
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Sam Tektzby
Better Hide R Die
276
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Posted - 2014.02.28 20:20:00 -
[42] - Quote
Broonfondle Majikthies wrote:Sam Tektzby wrote:Broonfondle Majikthies wrote:I think there is some connection issues.
I've had body shots go right through people (usually the female frames) Shots that don't apply damage due to tiny terrain issues
Weirdest one was this: Fired shots and the animation doesn't work / I get a false fire -
Its like the game suddenly went "What the hell?! ooooh its a flaylock, I rememberer them ... let me find the animation... I know I put it here somewhere..." It really seems like somekind of lag issue. Basicaly you dont hit them, because their physical body wasnt on graphical one?! I don't deny lag as a possibility, and it does seem more detrimental to explosive weapons. but I've also had games with good gameplay right up to the point I try to fire the flaylock and I end up firing literally nothing.
What you explained to me seems really like some sort of lag issue (i mean if there is and for some games isnt problem), you can try reinstal game aswell. Dont worry your data will not be lost (CCP have them on servers) and try it. Another thingy, do you hooked to Ps3 through cable, if not HOOK it. Thats all what i know, there can be problem with packetloss in you connection, but that really too technical issue for me. First try that hooking and reinstal, maybe it will be better.
Support - Tactician/Support
Deteis - Orator
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Sinboto Simmons
SVER True Blood General Tso's Alliance
4804
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Posted - 2014.03.06 09:47:00 -
[43] - Quote
bumpin all day
Sinboto - The True Blood Minja
Forum Warrior level 4
STB-Infantry (Demolition)
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Obodiah Garro
Tech Guard RISE of LEGION
773
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Posted - 2014.03.06 09:58:00 -
[44] - Quote
**** FP splash damage, thats why it was rediculous in the first place, you wanna kill somebody with it you should need to hit em
Nemo me impune lacessit
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TheD1CK
Dead Man's Game
927
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Posted - 2014.03.06 10:11:00 -
[45] - Quote
Awry Barux wrote:Flaylocks are a perfect example of why balancing before all content is on the field, and balancing based on poor core mechanics, is doomed to failure.
At this point, IMO, flaylocks could be returned to their old stats in both blast radius and damage, and not be overpowered. Thoughts on this?
It would certainly make it a viable option again... A CPM posted before requesting an AV variant (Maybe a lock-on missile) As it does say in the weapon description that it can be loaded with 2 ammo types, seeking and dumbfire... we may see this SOONtm
CCP need to remove/rework the Breach Flaylock Has no practical use in battle the way it currently functions
^ thoughts ?
'D1CK by name'
'D1CK by nature'
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Sinboto Simmons
SVER True Blood General Tso's Alliance
4807
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Posted - 2014.03.06 10:16:00 -
[46] - Quote
TheD1CK wrote:Awry Barux wrote:Flaylocks are a perfect example of why balancing before all content is on the field, and balancing based on poor core mechanics, is doomed to failure.
At this point, IMO, flaylocks could be returned to their old stats in both blast radius and damage, and not be overpowered. Thoughts on this? It would certainly make it a viable option again... A CPM posted before requesting an AV variant (Maybe a lock-on missile) As it does say in the weapon description that it can be loaded with 2 ammo types, seeking and dumbfire... we may see this SOONtm CCP need to remove/rework the Breach FlaylockHas no practical use in battle the way it currently functions ^ thoughts ? lock on missile would be nice, not sure about AV but hey we'll see.
The main problem I have with trying to hit directly with the flaylock is the same as I do with other non hitscan weapons: the projectile is slower than the target.
Sinboto - The True Blood Minja
Forum Warrior level 4
STB-Infantry (Demolition)
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TheD1CK
Dead Man's Game
927
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Posted - 2014.03.06 10:25:00 -
[47] - Quote
Indeed, it's a sad sight seeing mercs skip through my flaylock rounds Considering that a Scrambler Pistol can fry my brain in one shot, the flaylock does need some love from CCP
'D1CK by name'
'D1CK by nature'
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Sinboto Simmons
SVER True Blood General Tso's Alliance
4826
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Posted - 2014.03.06 16:00:00 -
[48] - Quote
TheD1CK wrote:Indeed, it's a sad sight seeing mercs skip through my flaylock rounds Considering that a Scrambler Pistol can fry my brain in one shot, the flaylock does need some love from CCP yes sir.
Sinboto - The True Blood Minja
Forum Warrior level 4
STB-Infantry (Demolition)
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