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Sinboto Simmons
SVER True Blood General Tso's Alliance
4719
|
Posted - 2014.02.28 10:11:00 -
[1] - Quote
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.
Sinboto - The True Blood Minja
Forum Warrior level 4
STB-Infantry (Demolition)
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DEZKA DIABLO
0uter.Heaven
320
|
Posted - 2014.02.28 10:40:00 -
[2] - Quote
Think of it this way( just a theory)
Since you use remotes lets use that as the example, now I assume that remotes blast like a nano hive ( half sphere).
Now the reason some remotes miss is because the victim is on the edge of the sphere, in the center the blast is higher= pilots licence.
Now if faylocks, react the same than the distribution would technically be absorbed into what it's hitting outward, unless it reacts in reverse so that when it hits it semi spheres outward from the surface it hits.
Grenades seem to explode in a sphere shape, never any hit detection problems, but maybe faylocks an mass drivers react differently in the shape they explode?
Food for thought
Dead trigger master , an ya I do that ISH ON PURPOSE!
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Monkey MAC
Rough Riders..
2097
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Posted - 2014.02.28 12:16:00 -
[3] - Quote
DEZKA DIABLO wrote:Think of it this way( just a theory)
Since you use remotes lets use that as the example, now I assume that remotes blast like a nano hive ( half sphere).
Now the reason some remotes miss is because the victim is on the edge of the sphere, in the center the blast is higher= pilots licence.
Now if faylocks, react the same than the distribution would technically be absorbed into what it's hitting outward, unless it reacts in reverse so that when it hits it semi spheres outward from the surface it hits.
Grenades seem to explode in a sphere shape, never any hit detection problems, but maybe faylocks an mass drivers react differently in the shape they explode?
Food for thought
All explosives explode in circles, however the explosion emintates from a single point, if this point is say on the side of a mole hill your explosion shape changes dramatically, thus you miss, therefore it is a combination of both.
Explosives inability to diffuse round obstacles as it should be capable of, and a severly reduced radius that unlike the other explosive weapons isn't capable of making up for the shortfall.
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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mr musturd
0uter.Heaven
386
|
Posted - 2014.02.28 17:34:00 -
[4] - Quote
I'd be fine with the small radius if it did enough damage to kill someone with an entire clip at proto level |
Kelc Ct'elpem
Nos Nothi
273
|
Posted - 2014.02.28 17:45:00 -
[5] - Quote
mr musturd wrote:I'd be fine with the small radius if it did enough damage to kill someone with an entire clip at proto level Yes I would be fine with this as well. Though, I do sometimes find my blast does not do any damage. Interestingly hoping Medium frames seem to be able to jump out of my blasts (this never seems to happen with Heavies) Is this the small blast radius, or some kind of glitch?
Performing Rocket Surgery with my Flaylock, one head at a time
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Buster Friently
Rosen Association
1882
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Posted - 2014.02.28 17:46:00 -
[6] - Quote
Kelc Ct'elpem wrote:mr musturd wrote:I'd be fine with the small radius if it did enough damage to kill someone with an entire clip at proto level Yes I would be fine with this as well. Though, I do sometimes find my blast does not do any damage. Interestingly hoping Medium frames seem to be able to jump out of my blasts (this never seems to happen with Heavies) Is this the small blast radius, or some kind of glitch? yes.
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Awry Barux
Ametat Security Amarr Empire
1294
|
Posted - 2014.02.28 17:50:00 -
[7] - Quote
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? |
Sam Tektzby
Better Hide R Die
274
|
Posted - 2014.02.28 17:51:00 -
[8] - Quote
Dont forgot its nothing else than sidearm, hell its basicaly pistol.
Support - Tactician/Support
Deteis - Orator
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Kelc Ct'elpem
Nos Nothi
274
|
Posted - 2014.02.28 17:53:00 -
[9] - 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? At this point yes Though the 1.8 changes will adjust some things, so I am not sure if they would be brutally OP after those changes are implemented. I certainly hope the Flaylock has gotten an adjustment with 1.8 though.
Performing Rocket Surgery with my Flaylock, one head at a time
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mr musturd
0uter.Heaven
389
|
Posted - 2014.02.28 17:55:00 -
[10] - Quote
Sam Tektzby wrote:Dont forgot its nothing else than sidearm, hell its basicaly pistol. No if it was a pistol it would murder fools. Scrambler pistol hits like a brick. Flaylock is more of a novelty weapon |
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Kelc Ct'elpem
Nos Nothi
274
|
Posted - 2014.02.28 17:56:00 -
[11] - Quote
Sam Tektzby wrote:Dont forgot its nothing else than sidearm, hell its basicaly pistol. All other Sidearms > Flaylock I can take any other sidearm (which I use predominantly as a sidearm wielding scout) and go toe to toe with any suit if I can mitigate range. Sidearms are not necessarily weaker than Light Weapons, they just have different limitations.
Performing Rocket Surgery with my Flaylock, one head at a time
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Buster Friently
Rosen Association
1883
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Posted - 2014.02.28 17:57:00 -
[12] - 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?
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.
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Sam Tektzby
Better Hide R Die
274
|
Posted - 2014.02.28 18:00:00 -
[13] - Quote
Kelc Ct'elpem 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? At this point yes Though the 1.8 changes will adjust some things, so I am not sure if they would be brutally OP after those changes are implemented. I certainly hope the Flaylock has gotten an adjustment with 1.8 though.
They were brutal to like a sidearm before that nerf, but how i saw manytimes players still can make kill with it. Im honestly for some tinking with it, but not for a some major buff what will make it FoTM again. It should be a sidearm and right nor, if you shooting a runner and he stops behind corner or any type of structure, you still can kill him by few shots (how it should be). There is not reason for big buff.
Edit.:If its too difficult to kill someone with it, why players like night 5talker 514 (yup that boyo who making videos about dust for us) can kill people ingame?! Basicaly the flaylock itslelf is not a direct meant firearm.
Support - Tactician/Support
Deteis - Orator
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mr musturd
0uter.Heaven
390
|
Posted - 2014.02.28 18:07:00 -
[14] - Quote
Sam Tektzby wrote:Kelc Ct'elpem 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? At this point yes Though the 1.8 changes will adjust some things, so I am not sure if they would be brutally OP after those changes are implemented. I certainly hope the Flaylock has gotten an adjustment with 1.8 though. They were brutal to like a sidearm before that nerf, but how i saw manytimes players still can make kill with it. Im honestly for some tinking with it, but not for a some major buff what will make it FoTM again. It should be a sidearm and right nor, if you shooting a runner and he stops behind corner or any type of structure, you still can kill him by few shots (how it should be). There is not reason for big buff. Only suits you can kill with a flaylock and mlt guys and scouts unless they're already injured |
Cyrius Li-Moody
0uter.Heaven
3888
|
Posted - 2014.02.28 18:08:00 -
[15] - Quote
Flaylock suuuuuuuuuuuucks!
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Sam Tektzby
Better Hide R Die
274
|
Posted - 2014.02.28 18:09:00 -
[16] - Quote
You all just starting another FoTM nothing else, im out of this. Im basicaly not fa of OP weapons, im fan of balancing not a making eazmode guns. But its on you, im out i told what i wanted.
Support - Tactician/Support
Deteis - Orator
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Bormir1r
WarRavens League of Infamy
130
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Posted - 2014.02.28 18:12:00 -
[17] - Quote
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).
"One does not simply" look for a scout, it looks for you.
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ALT2 acc
168
|
Posted - 2014.02.28 18:19:00 -
[18] - Quote
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). The plc has it too If it explodes 0.1m away from enemy, 20 damage
Hater attractor proficiency 5, hater attractor optimization 5.
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Cody Sietz
Bullet Cluster Legacy Rising
2438
|
Posted - 2014.02.28 18:26:00 -
[19] - Quote
I think the flaylock needs a buff, just not a normal one.
The operations and prof need a 1 percent buff per level. As well as increasing the radius by .15-25 across tiers and increasing the direct dmg.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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ALT2 acc
168
|
Posted - 2014.02.28 18:27:00 -
[20] - Quote
Cody Sietz wrote:I think the flaylock needs a buff, just not a normal one.
The operations and prof need a 1 percent buff per level. As well as increasing the radius by .15-25 across tiers and increasing the direct dmg. And splash damage
Hater attractor proficiency 5, hater attractor optimization 5.
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Cody Sietz
Bullet Cluster Legacy Rising
2440
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Posted - 2014.02.28 18:32:00 -
[21] - Quote
ALT2 acc wrote:Cody Sietz wrote:I think the flaylock needs a buff, just not a normal one.
The operations and prof need a 1 percent buff per level. As well as increasing the radius by .15-25 across tiers and increasing the direct dmg. And splash damage Splash is the one thing I don't think should get touched, unless they don't buff the radius.
If the radius stays the same, then a dmg buff for splash is the only other thing that can make the weapon worth using.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Sam Tektzby
Better Hide R Die
274
|
Posted - 2014.02.28 18:32:00 -
[22] - Quote
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.
Support - Tactician/Support
Deteis - Orator
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
3274
|
Posted - 2014.02.28 18:50:00 -
[23] - Quote
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.
I think it's related to trigonometry.
When firing at someone at ground level, the angle of impact is VERY shallow. At shallow angles, it only takes a small increase in your Y-Axis to greatly change the impact point.
In short, at ground level, it is very easy to mess up the impact point, which makes the gun seem more inaccurate.
When firing while above someone, the angle of impact is either very wide, or 90 degrees. This means that small changes to the angle will have a much smaller effect on the point of impact. A 1 degree shift from this angle will only change the impact point by a very small distance, as opposed to the above, where it will have a much greater impact.
This makes the gun seem more accurate when firing above people, as it will be more forgiving for your aim.
That's my take on it at least.
When running flaylock scout, make sure to jump before firing the flaylock. Works wonders.
Nothing says "F**K YOU!" like a direct Flaylock to the face.
I've got 3k likes, I'll double post if I want to dammit!
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ROMULUS H3X
research lab
59
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Posted - 2014.02.28 19:07:00 -
[24] - Quote
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.
The Flaylock is perfect the way it is. My shots register when they are supposed to, sometimes I miss a whole clip but that's because of the enemy's dancing not because the radius being too small. Yet, even if i missed that whole first clip, guess what? I already reloaded in 1 second and another 3 shots are already heading for your kneecaps (Rapid reload 5 is key to disregarding the small clip size)
Nothing needs to be "fixed" except maybe the distance at which the projectile can travel... it does seem a little short sometimes maybe just 10 or 15 meters more but that's not a big deal at all... sometimes my shots explode right in front of their faces like 2meters away (such a BALL RUB)
If you shoot from above with the flaylock you will see it's very easy to connect shots, either it pops on their dome pieces or on their ankles.
Personally my favorite instances are when a shotgun scout sneaks up on me and gets the first shot and i just turn around and bang 2 Missles in his chest and watch him fly and FACEPLANT into a wall 15 meters away.
FORGE/FLAYLOCK/FISTS--NUFF SED
YOU SHALL NOT CATCH ME FOR I AM THE GINGERBREAD FATMAN
-Romulus H3X
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ROMULUS H3X
research lab
59
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Posted - 2014.02.28 19:20:00 -
[25] - Quote
Cyrius Li-Moody wrote:Flaylock suuuuuuuuuuuucks!
Wrong.
FORGE/FLAYLOCK/FISTS--NUFF SED
YOU SHALL NOT CATCH ME FOR I AM THE GINGERBREAD FATMAN
-Romulus H3X
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D legendary hero
Ultramarine Corp
1761
|
Posted - 2014.02.28 19:27:00 -
[26] - 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 actually needs alittle more than this. armor is op
Sou o Defendeiro dos derrubados_Pronto saberá justiça
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D legendary hero
Ultramarine Corp
1761
|
Posted - 2014.02.28 19:28:00 -
[27] - Quote
Sam Tektzby wrote:Dont forgot its nothing else than sidearm, hell its basicaly pistol.
except it doesnt fire instant hit scans
Sou o Defendeiro dos derrubados_Pronto saberá justiça
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Sam Tektzby
Better Hide R Die
274
|
Posted - 2014.02.28 19:31:00 -
[28] - Quote
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.
Support - Tactician/Support
Deteis - Orator
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D legendary hero
Ultramarine Corp
1763
|
Posted - 2014.02.28 19:31:00 -
[29] - Quote
Sam Tektzby wrote:Kelc Ct'elpem 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? At this point yes Though the 1.8 changes will adjust some things, so I am not sure if they would be brutally OP after those changes are implemented. I certainly hope the Flaylock has gotten an adjustment with 1.8 though. They were brutal to like a sidearm before that nerf, but how i saw manytimes players still can make kill with it. Im honestly for some tinking with it, but not for a some major buff what will make it FoTM again. It should be a sidearm and right nor, if you shooting a runner and he stops behind corner or any type of structure, you still can kill him by few shots (how it should be). There is not reason for big buff. Edit.:If its too difficult to kill someone with it, why players like night 5talker 514 (yup that boyo who making videos about dust for us) can kill people ingame?! Basicaly the flaylock itslelf is not a direct meant firearm.
people who use a broke weapon effectively dont change that it is broken. I know people who are god's with a plasma cannon and LR does that mean that they arent broke?
Sou o Defendeiro dos derrubados_Pronto saberá justiça
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Cyrius Li-Moody
0uter.Heaven
3894
|
Posted - 2014.02.28 19:31:00 -
[30] - Quote
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.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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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
|
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
|
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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