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Hakyou Brutor
G0DS AM0NG MEN D.E.F.I.A.N.C.E
130
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Posted - 2014.03.22 01:32:00 -
[31] - Quote
Gavr1Io Pr1nc1p wrote:Hakyou Brutor wrote:Gavr1Io Pr1nc1p wrote: using an adv shotgun, i regularly go 12-20 and 3-7. using a basic combat rifle with no damage mods and only one level into it, i regularly go 25+ and 3-6
Okay? I've seen people use shotguns and go 40 plus kills with an adv shotgun. Just because the shotgun is a lot more situational doesn't mean it's underpowered. if its a lot more situational and has less reward in that situation, it is UP. and don't confuse skill with weapon capabilities That's the thing, it has more rewards in those situations. Just today I killed seven guys in a row because they were crowded around the objective and I flanked around and killed them, they were all using rifles, two of them with rifles on heavy frames, oh yeah and I was in a standard suit with a standard shotgun too.
My 1.8 fit
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Gavr1Io Pr1nc1p
244
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Posted - 2014.03.22 01:34:00 -
[32] - Quote
Hakyou Brutor wrote:Gavr1Io Pr1nc1p wrote:Hakyou Brutor wrote:Gavr1Io Pr1nc1p wrote: using an adv shotgun, i regularly go 12-20 and 3-7. using a basic combat rifle with no damage mods and only one level into it, i regularly go 25+ and 3-6
Okay? I've seen people use shotguns and go 40 plus kills with an adv shotgun. Just because the shotgun is a lot more situational doesn't mean it's underpowered. if its a lot more situational and has less reward in that situation, it is UP. and don't confuse skill with weapon capabilities That's the thing, it has more rewards in those situations. Just today I killed seven guys in a row because they were crowded around the objective and I flanked around and killed them, they were all using rifles, two of them with rifles on heavy frames, oh yeah and I was in a standard suit with a standard shotgun too. cool story bro-you would've done better with a rifle. heavy frames require 2 head shots or 3 body shots to kill, so I'm assuming you had to reload at least twice
also, playing against competent players generally makes it slightly more difficult, though i admit i have killed several big corp (team players, AE) with shotguns before and not died to their proto rifles. However, i would encourage a comparison between the combat rifle and shotgun-you may find what I'm saying to be true
Kills-Archduke Ferdinand
Balance!
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Hakyou Brutor
G0DS AM0NG MEN D.E.F.I.A.N.C.E
130
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Posted - 2014.03.22 01:41:00 -
[33] - Quote
Gavr1Io Pr1nc1p wrote:Hakyou Brutor wrote:Gavr1Io Pr1nc1p wrote:Hakyou Brutor wrote:Gavr1Io Pr1nc1p wrote: using an adv shotgun, i regularly go 12-20 and 3-7. using a basic combat rifle with no damage mods and only one level into it, i regularly go 25+ and 3-6
Okay? I've seen people use shotguns and go 40 plus kills with an adv shotgun. Just because the shotgun is a lot more situational doesn't mean it's underpowered. if its a lot more situational and has less reward in that situation, it is UP. and don't confuse skill with weapon capabilities That's the thing, it has more rewards in those situations. Just today I killed seven guys in a row because they were crowded around the objective and I flanked around and killed them, they were all using rifles, two of them with rifles on heavy frames, oh yeah and I was in a standard suit with a standard shotgun too. cool story bro-you would've done better with a rifle. heavy frames require 2 head shots or 3 body shots to kill, so I'm assuming you had to reload at least twice also, playing against competent players generally makes it slightly more difficult, though i admit i have killed several big corp (team players, AE) with shotguns before and not died to their proto rifles. However, i would encourage a comparison between the combat rifle and shotgun-you may find what I'm saying to be true No, I really wouldn't have done better with a rifle, they would have seen the hit, and where it came from, turned around and killed my paper suit. I needed a almost insta-kill weapon so I could keep my stealth, and yes! I did reload, but I would've had to reload at least three times with a rifle.
My 1.8 fit
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Gavr1Io Pr1nc1p
245
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Posted - 2014.03.22 01:43:00 -
[34] - Quote
whatever--we disagree about the shotgun. the real question is the flay lock. what do you think a good buff would be? (trying to keep this thread on topic)
Kills-Archduke Ferdinand
Balance!
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Hakyou Brutor
G0DS AM0NG MEN D.E.F.I.A.N.C.E
130
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Posted - 2014.03.22 01:46:00 -
[35] - Quote
Gavr1Io Pr1nc1p wrote: whatever--we disagree about the shotgun. the real question is the flay lock. what do you think a good buff would be? (trying to keep this thread on topic)
Oh man, now that thing is underpowered! at least we can both agree on that. I think what you initially suggested would be nice, maybe a 10% bonus to damage instead of 5 though.
My 1.8 fit
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Gavr1Io Pr1nc1p
246
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Posted - 2014.03.22 02:54:00 -
[36] - Quote
Hakyou Brutor wrote:Gavr1Io Pr1nc1p wrote: whatever--we disagree about the shotgun. the real question is the flay lock. what do you think a good buff would be? (trying to keep this thread on topic)
Oh man, now that thing is underpowered! at least we can both agree on that. I think what you initially suggested would be nice, maybe a 10% bonus to damage instead of 5 though. ok cool. at least we agree on that :)
Kills-Archduke Ferdinand
Balance!
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JIMvc2
UNREAL WARRIORS
37
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Posted - 2014.03.22 02:54:00 -
[37] - Quote
BL4CKST4R wrote:Gavr1Io Pr1nc1p wrote:I'm thinking giving them a 4 clip size, double splash radius, and slightly increase splash and direct damage (by slightly i mean slightly-5%ish) That is literally reversing the nerf and more this would make them OP again probably more OP than before. What it needs is damage fall off from the center of the splash radius to very small damage on the edges then a slower traveling speed for the projectile. From here splash radius and damage can be increased heavily.
Make them OP again.
If you run proto gear, prepare to suffer the consequences. You've been warned.
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Kaughst
Nyain San
326
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Posted - 2014.03.22 03:05:00 -
[38] - Quote
Korvin Lomont wrote:Maybe making the flaylock like a roket pistol, the biggest problem I always had with the Flay was it behaves too much like a mass driver. This leads to the following: it is as hated as the MD its hard to balance against MD (if its too close there is no reason to use the MD if **** to way apart it's nearly useless) there is nothing unique... It was meant as a rocketpistol but behaves like grenade launcher My suggestion: buff direct damage give it a small splash radius remove the firing arc (makes no sense on a rocket pistol) and increase projectile speed. Add a special variant that can lock on infantry (lock on time should be based on scan profil)
The description had said that it locks on. And even the CPM at the time before it was released thought it could lock on. If it had solely the damage direct/splash as it does now and locks on at a reasonable distance maybe 10 or 15 meters, it wouldn't be that bad of a weapon...unfortunately the lock on mechanics are a little cruddy right now.
"That is not how you say my name."
"How do you say your name?"
"I don't know but that is not how you say it."
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Gavr1Io Pr1nc1p
246
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Posted - 2014.03.22 03:14:00 -
[39] - Quote
Kaughst wrote:Korvin Lomont wrote:Maybe making the flaylock like a roket pistol, the biggest problem I always had with the Flay was it behaves too much like a mass driver. This leads to the following: it is as hated as the MD its hard to balance against MD (if its too close there is no reason to use the MD if **** to way apart it's nearly useless) there is nothing unique... It was meant as a rocketpistol but behaves like grenade launcher My suggestion: buff direct damage give it a small splash radius remove the firing arc (makes no sense on a rocket pistol) and increase projectile speed. Add a special variant that can lock on infantry (lock on time should be based on scan profil) The description had said that it locks on. And even the CPM at the time before it was released thought it could lock on. If it had solely the damage direct/splash as it does now and locks on at a reasonable distance maybe 10 or 15 meters, it wouldn't be that bad of a weapon...unfortunately the lock on mechanics are a little cruddy right now. i don't want lock on---that makes it OP. however, returning it to 4 clip size, pre-nerf blast radius, and an average of prenerf damage and current damage would make it perfect, i think.
Kills-Archduke Ferdinand
Balance!
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Kaughst
Nyain San
326
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Posted - 2014.03.22 03:32:00 -
[40] - Quote
Gavr1Io Pr1nc1p wrote:Kaughst wrote:Korvin Lomont wrote:Maybe making the flaylock like a roket pistol, the biggest problem I always had with the Flay was it behaves too much like a mass driver. This leads to the following: it is as hated as the MD its hard to balance against MD (if its too close there is no reason to use the MD if **** to way apart it's nearly useless) there is nothing unique... It was meant as a rocketpistol but behaves like grenade launcher My suggestion: buff direct damage give it a small splash radius remove the firing arc (makes no sense on a rocket pistol) and increase projectile speed. Add a special variant that can lock on infantry (lock on time should be based on scan profil) The description had said that it locks on. And even the CPM at the time before it was released thought it could lock on. If it had solely the damage direct/splash as it does now and locks on at a reasonable distance maybe 10 or 15 meters, it wouldn't be that bad of a weapon...unfortunately the lock on mechanics are a little cruddy right now. i don't want lock on---that makes it OP. however, returning it to 4 clip size, pre-nerf blast radius, and an average of prenerf damage and current damage would make it perfect, i think.
No, than it competes with the MD. Nothing separates the weapon from the MD and giving it more damage, radius, clip size does not help that.
"That is not how you say my name."
"How do you say your name?"
"I don't know but that is not how you say it."
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Patrlck 56
88
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Posted - 2014.03.22 03:35:00 -
[41] - Quote
thesupertman wrote:I just think it needs a bigger splash area. So, make it OP again?
FA's youngest mascot
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Gavr1Io Pr1nc1p
248
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Posted - 2014.03.22 03:36:00 -
[42] - Quote
Kaughst wrote:Gavr1Io Pr1nc1p wrote:Kaughst wrote:Korvin Lomont wrote:Maybe making the flaylock like a roket pistol, the biggest problem I always had with the Flay was it behaves too much like a mass driver. This leads to the following: it is as hated as the MD its hard to balance against MD (if its too close there is no reason to use the MD if **** to way apart it's nearly useless) there is nothing unique... It was meant as a rocketpistol but behaves like grenade launcher My suggestion: buff direct damage give it a small splash radius remove the firing arc (makes no sense on a rocket pistol) and increase projectile speed. Add a special variant that can lock on infantry (lock on time should be based on scan profil) The description had said that it locks on. And even the CPM at the time before it was released thought it could lock on. If it had solely the damage direct/splash as it does now and locks on at a reasonable distance maybe 10 or 15 meters, it wouldn't be that bad of a weapon...unfortunately the lock on mechanics are a little cruddy right now. i don't want lock on---that makes it OP. however, returning it to 4 clip size, pre-nerf blast radius, and an average of prenerf damage and current damage would make it perfect, i think. No, than it competes with the MD. Nothing separates the weapon from the MD and giving it more damage, radius, clip size does not help that. other than the fact that it would still be worse in every wayGǪ.currently, it still "competes with the mass driver" as one of the most unused weapons in the game. next patch, MD's are getting a massive buff, so flay locks should as well. It only makes sense. The only people who would dislike that are gallente spammers
Kills-Archduke Ferdinand
Balance!
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Kaughst
Nyain San
326
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Posted - 2014.03.22 04:29:00 -
[43] - Quote
Gavr1Io Pr1nc1p wrote:Kaughst wrote:Gavr1Io Pr1nc1p wrote:Kaughst wrote:Korvin Lomont wrote:Maybe making the flaylock like a roket pistol, the biggest problem I always had with the Flay was it behaves too much like a mass driver. This leads to the following: it is as hated as the MD its hard to balance against MD (if its too close there is no reason to use the MD if **** to way apart it's nearly useless) there is nothing unique... It was meant as a rocketpistol but behaves like grenade launcher My suggestion: buff direct damage give it a small splash radius remove the firing arc (makes no sense on a rocket pistol) and increase projectile speed. Add a special variant that can lock on infantry (lock on time should be based on scan profil) The description had said that it locks on. And even the CPM at the time before it was released thought it could lock on. If it had solely the damage direct/splash as it does now and locks on at a reasonable distance maybe 10 or 15 meters, it wouldn't be that bad of a weapon...unfortunately the lock on mechanics are a little cruddy right now. i don't want lock on---that makes it OP. however, returning it to 4 clip size, pre-nerf blast radius, and an average of prenerf damage and current damage would make it perfect, i think. No, than it competes with the MD. Nothing separates the weapon from the MD and giving it more damage, radius, clip size does not help that. other than the fact that it would still be worse in every wayGǪ.currently, it still "competes with the mass driver" as one of the most unused weapons in the game. next patch, MD's are getting a massive buff, so flay locks should as well. It only makes sense. The only people who would dislike that are gallente spammers
You can not compare a Light Weapon with a Sidearm, the Flaylock does not need a buff purely because you claim they are both 'underused' the MD is more effective at killing people than the Flaylock will ever be because of the fact it is a Light Weapon and is obvious to me when I use it. And if you are comparing the weapons and increasing the damage to Flaylock in response it will do nothing but compete with it because there is very little difference in properties between the two, all you would do with a damage buff to clip ect. is put the weapon closely to the feasibility of the MD this build and no one wants that...No one wants a sidearm floating around that is almost as strong as the MD and it will never happen...
"That is not how you say my name."
"How do you say your name?"
"I don't know but that is not how you say it."
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Chief-Shotty
WASTELAND JUNK REMOVAL Top Men.
118
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Posted - 2014.03.22 05:36:00 -
[44] - Quote
There are 2 scenarios for making the flaylock viable. I have used the FP and its a fun weapon to kill but not very consistent to be a reliable sidearm. The initial stats when its was OP competed with light firearms (HUGE MISTAKE CCP) here are my 2 ideas
1) Skill-shot with high direct damage ,rewarding but risky -buff direct damage (like 250hp std , 262hp adv, 275hp proto) -faster projectile speed with no drop, after 40m travel it will auto-detonate (can't spam like MD @ limited range) -keep current splash dmg and radius
This form will make it a hand held rocket launcher (as what i get from in-game description), very tricky to hit moving targets but if you are skilled, you'd do high damage, but you only get 3-4 shots. Also good to take down sentinels or commandos that are bigger targets so an anti-heavy weapon of sorts but you only get so much total ammo and clip and still a very risky weapon but rewarding if you find good technique.
2) Keep current form but return splash radius number to pre-nerf levels Now that is isn't doing darn near 200hp+ splash, this would make it useful but a very situational weapon like super close where you'd have to aim at the ankles to get results.However this would make it some sort of mini MD weapon......obviously many people are against that but that is the only alternative to what we have right now.
What you guys think? To be honest I am all for the number 1. This would make the breach version really cool it would do almost 400 per shot but only 2 in the clip....DO YOU FEEL LUCKY!
Trust in the Rust!
7-Time Matar Mass Driver World Champion
Combat Rifle is for Combat!
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Gavr1Io Pr1nc1p
255
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Posted - 2014.03.22 22:06:00 -
[45] - Quote
Chief-Shotty wrote:There are 2 scenarios for making the flaylock viable. I have used the FP and its a fun weapon to kill but not very consistent to be a reliable sidearm. The initial stats when its was OP competed with light firearms (HUGE MISTAKE CCP) here are my 2 ideas
1) Skill-shot with high direct damage ,rewarding but risky -buff direct damage (like 250hp std , 262hp adv, 275hp proto) -faster projectile speed with no drop, after 40m travel it will auto-detonate (can't spam like MD @ limited range) -keep current splash dmg and radius
This form will make it a hand held rocket launcher (as what i get from in-game description), very tricky to hit moving targets but if you are skilled, you'd do high damage, but you only get 3-4 shots. Also good to take down sentinels or commandos that are bigger targets so an anti-heavy weapon of sorts but you only get so much total ammo and clip and still a very risky weapon but rewarding if you find good technique.
2) Keep current form but return splash radius number to pre-nerf levels Now that is isn't doing darn near 200hp+ splash, this would make it useful but a very situational weapon like super close where you'd have to aim at the ankles to get results.However this would make it some sort of mini MD weapon......obviously many people are against that but that is the only alternative to what we have right now.
What you guys think? To be honest I am all for the number 1. This would make the breach version really cool it would do almost 400 per shot but only 2 in the clip....DO YOU FEEL LUCKY! option 1 seems good, kinda like a mini rocket shotgun :)
Kills-Archduke Ferdinand
Balance!
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Zero Harpuia
Turalyon 514 Turalyon Alliance
1482
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Posted - 2014.03.22 22:27:00 -
[46] - Quote
Make it fire straight and up the projectile speed a bit. It is supposed to be a pistol, but harder to land than the hitscan ones. Ergo, it should be more powerful than them shot-for-shot, if you can manage to hit with it. We already have a Mass Driver, we don't need a Mass Pistol.
Shields as Weapons
Zelda Dynasty Warriors is a real thing.
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Smooth Assassin
Stardust Incorporation IMMORTAL REGIME
1030
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Posted - 2014.03.22 22:29:00 -
[47] - Quote
Splash radius increase would be nice, the damage is fine though.
Assassination is my thing.
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Tectonic Fusion
1275
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Posted - 2014.03.22 22:37:00 -
[48] - Quote
I think it needs more projectile speed, damage, and clip size.
Solo Player
Squad status: Locked
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Scheneighnay McBob
Endless Hatred Ishuk-Raata Enforcement Directive
4425
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Posted - 2014.03.22 23:10:00 -
[49] - Quote
Splash radius is all it needs; maybe slight damage buff.
It fulfills its role as a finisher weapon, aside from that.
I am your scan error.
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Ivy Zalinto
Bobbit's Hangmen
341
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Posted - 2014.03.22 23:12:00 -
[50] - Quote
Increase the projectile speed 3 fold and it would be fine...It fires rockets for god sakes...
Dedicated Stealth Scout.
Scout instructor; Learning Coalition
Sidearms are terribly underestimated.
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Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1879
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Posted - 2014.03.22 23:19:00 -
[51] - Quote
Leave it as is plus one small change.
Allow it to lock onto infantry, make the lock time based off of the targets Sig Profile. Nothing ridiculous quick or ridiculous long either.
It is after all, the flayLOCK.
Arzadu Akbar Motherfuckers!!!!
Closed Beta Bittervet Bomber
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The Infected One
Fatal Absolution General Tso's Alliance
1195
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Posted - 2014.03.22 23:50:00 -
[52] - Quote
Give the core a 5m splash when maxed out. Keep everything else the same. It would be situational, and useful.
Remember the original concept for it? lol homing micro missiles.... Such a silly concept. Giving us back a single rocket "swarm launcher" that homes on infantry. Glad CCP learned from at least one of their past mistakes.
I am here to ask you one question, and one question only: EXPLOSIONS?
--. . - + ..-. ..- -.-. -.- . -..
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Denn Maell
PIanet Express Canis Eliminatus Operatives
194
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Posted - 2014.03.22 23:56:00 -
[53] - Quote
Patrlck 56 wrote:thesupertman wrote:I just think it needs a bigger splash area. So, make it OP again?
Not necessarilyGǪthe original Flaylock Problem was due to a glitch where the 'splash damage' triggered the headshot code and multiplied the damageGǪ
I think this glitch has been ironed outGǪmaybeGǪ
I believe I got a headshot sound effect when I MD'd a guy in the foot a while back. But it could have been my imaginationGǪ
The most OP weapon on the Dust Battle Field:
One good logi, one rep tool, and a heavy.
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Leovarian L Lavitz
NECROM0NGERS Caps and Mercs
995
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Posted - 2014.03.23 00:04:00 -
[54] - Quote
Auris Lionesse wrote:I don't see why nova knives aren't a minmatar weapon and flaylock isn't a caldari... Minmatar invented most of the missiles that caldari use.
Omni-Soldier
Few are my equal in one of these specialties, and there are none who can compare in all of them.
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mollerz
2839
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Posted - 2014.03.23 00:06:00 -
[55] - Quote
A decent buff would be to make it shoot snowballs and fireworks and rename it the festival flaylok!
I mean, unless it can do enough damage to kill someone it is just pisspoorpoop.
You gotta hustle if you wanna make a dolla
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Bethhy
Ancient Exiles. Dirt Nap Squad.
1427
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Posted - 2014.03.23 01:19:00 -
[56] - Quote
It should be a smallish splash radius as it is now.. Makes it more a skill based shot.
However Direct Damage shots from a Flaylock does LESS then splash damage... Direct Damage shots need a 50% damage increase.
Std, ADV flaylocks need a 20% damage increase..
Proto needs a 10% damage increase...
Gun fixed.
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