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Thread Statistics | Show CCP posts - 1 post(s) |
Zindorak
1.U.P
157
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Posted - 2014.07.19 22:29:00 -
[61] - Quote
ScP: Needs a little buff like Rof or Damage SMG: Perfectly fine if anything needs to be done nerf range cuz range is the Magsec's thing Flaylock: havent used enough to make a decision Ion: Terribad gun something needs to be done about it NK: All changes are good Magsec: reduce kick Bolt pistol: increase Rof and DPS These are good changes |
DJINN GITAXIS
Sebiestor Field Sappers Minmatar Republic
61
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Posted - 2014.07.20 05:34:00 -
[62] - Quote
Fix sniper rifles. They're super outdated, and non threatening. |
Temias Mercurial
Knights Of Ender RISE of LEGION
124
|
Posted - 2014.07.20 12:10:00 -
[63] - Quote
Zindorak wrote:ScP: Needs a little buff like Rof or Damage SMG: Perfectly fine if anything needs to be done nerf range cuz range is the Magsec's thing Flaylock: havent used enough to make a decision Ion: Terribad gun something needs to be done about it NK: All changes are good Magsec: reduce kick Bolt pistol: increase Rof and DPS These are good changes
The Magsec has kick?
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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TheD1CK
Dead Man's Game Dark Taboo
1113
|
Posted - 2014.07.20 12:22:00 -
[64] - Quote
Fizzer94 wrote:Buff ScP back to old levels. Buff IoP to similar levels. Lower BoP fitting Requirements. (6PG!) Buff FlaP Coast Radius and Direct Damage. Possibly give it another round in the mag?
DO NOT IN ANY WAY SHAPE OR FORM BUFF SCP BACK TO ANYTHING NEAR OLD LEVELS
those denying the effectiveness of the current ScP arer clearly Lazy.. It's a pistol dammit not a primary weapon
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Macchi00
LORD-BRITISH
99
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Posted - 2014.07.20 13:02:00 -
[65] - Quote
Zindorak wrote:ScP: Needs a little buff like Rof or Damage SMG: Perfectly fine if anything needs to be done nerf range cuz range is the Magsec's thing Flaylock: havent used enough to make a decision Ion: Terribad gun something needs to be done about it NK: All changes are good Magsec: reduce kick Bolt pistol: increase Rof and DPS These are good changes This is.
I love ForgeGun.
I made ForgeGun montage in YouTube.
https://www.youtube.com/watch?v=SIhuGxfbjSQ
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killian178
S.e.V.e.N. General Tso's Alliance
35
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Posted - 2014.07.20 19:03:00 -
[66] - Quote
I think for delta should be an increase of diversity as well, we're not getting any vehicles, but how n out some modules. Like a parachute high slot mod, being ble to float gently to the ground while firing, can think of hundreds of useful applications. Or a variation of extenders, like greyscale or reactive plates, I just want some thing other than a damage mod as my high slot for once.
Gal and amarr commando, every weapon at adv or above. Don't give a damn bout my kdr, I will kill you.
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Jathniel
G I A N T General Tso's Alliance
1112
|
Posted - 2014.07.22 19:45:00 -
[67] - Quote
TheD1CK wrote: those denying the effectiveness of the current ScP arer clearly Lazy.. It's a pistol dammit not a primary weapon
And that in no way justifies the nerf done to it. The SMG could face down the Scrambler Pistol before. Those two sidearms had been keeping each other in check since Closed Beta FFS...
Damn right people are denying it's current efffectiveness. More specifically, its efficiency.
And you call them "LAZY"? This is a game, FFS....!
Your weapon should be fun to use! Not be a chore! It should be fun, NOT a job. Laziness has nothing to do with it. Ease of use and reliability is more important.
When you die in combat, it should boil down to you simply 'getting got', not whether or not your damn weapon is even capable of putting a target down efficiently.
Every weapon in the game is "effective". But their are glaring disparities in the EFFICIENCY of the weapons in this game.
Projectile weapons are simply the most efficient. Period. It just so happens that projectile weapons are also the least frustrating to use. I have no complaints about the Combat Rifle; and the SMG is my favorite and more reliable sidearm, no matter what platform.
You can put an SMG on a heavy, on a scout, on an assault... and no matter what the situation, you can whip it out and put down. In a panic or not. Once upon a time, the same could be said about the scrambler pistol. Why should the SMG fitting cost be increased?
Why is it a problem if someone wants to run a secondary weapon as a primary? You can do that in almost any shooter. Some people like pistols more. Why can't they use a pistol as a primary and be efficient? They line up some shots on you and you die. Period. When did you having a bigger gun, entitle you to be immune to defeat to a smaller one? What did the ScP outdps so hard?
Why does everything that works half-decently have to be made HARDER to use? Can't anyone take their nose out of a spreadsheet for a minute and USE the damn guns?
Set your goals high, and shoot for the moon; even if you miss you'll land amongst the stars.
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Temias Mercurial
Knights Of Ender RISE of LEGION
126
|
Posted - 2014.07.22 19:54:00 -
[68] - Quote
Jathniel wrote:TheD1CK wrote: those denying the effectiveness of the current ScP arer clearly Lazy.. It's a pistol dammit not a primary weapon
And that in no way justifies the nerf done to it. The SMG could face down the Scrambler Pistol before. Those two sidearms had been keeping each other in check since Closed Beta FFS... Damn right people are denying it's current efffectiveness. More specifically, its efficiency. And you call them "LAZY"? This is a game, FFS....! Your weapon should be fun to use! Not be a chore! It should be fun, NOT a job. Laziness has nothing to do with it. Ease of use and reliability is more important. Why should it be "work" to play with a gun in a video game? When you die in combat, it should boil down to you simply 'getting got', not whether or not your damn weapon is even capable of putting a target down efficiently. Every weapon in the game is "effective". But their are glaring disparities in the EFFICIENCY of the weapons in this game. Projectile weapons are simply the most efficient. Period. It just so happens that projectile weapons are also the least frustrating to use. I have no complaints about the Combat Rifle; and the SMG is my favorite and more reliable sidearm, no matter what platform. You can put an SMG on a heavy, on a scout, on an assault... and no matter what the situation, you can whip it out and put down. In a panic or not. Once upon a time, the same could be said about the scrambler pistol. Why should the SMG fitting cost be increased? Why is it a problem if someone wants to run a secondary weapon as a primary? You can do that in almost any shooter. Some people like pistols more. Why can't they use a pistol as a primary and be efficient? They line up some shots on you and you die. Period. When did you having a bigger gun, entitle you to be immune to defeat to a smaller one? What did the ScP outdps so hard? Why does everything that works half-decently have to be made HARDER to use? Can't anyone take their nose out of a spreadsheet for a minute and USE the damn guns? There is almost no gun that sticks out as OP anymore (like the 1.0 TAR), and the little that's left (that everyone was fine with the whole time) we want to nerf? That doesn't even compute.
Scrambler Pistols are fine, they do not need a buff, but that doesn't mean that the SMG is balance either. We are not in the need for a 1500 dps pistol again. Also, to make every weapon easy to use in this game would take out the challenge of even using them. That would just make it bland.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Ralden Caster
KILL-EM-QUICK RISE of LEGION
68
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Posted - 2014.07.23 00:53:00 -
[69] - Quote
I-Shayz-I wrote:[quote=Aeon Amadi]I have witnessed a tank kill with a flaylock, but I'd love to use my breach MD as a viable AV weapon for armor tanks compared to the PLC for shield tanks.
The PLC is not effective against infantry the same way the MD is.
"AHAHAHAHAA, I TELEPORTED BREAD!!!"
-Soldier 2014
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Fizzer94
Fatal Absolution General Tso's Alliance
2997
|
Posted - 2014.07.23 01:22:00 -
[70] - Quote
TheD1CK wrote:Fizzer94 wrote:Buff ScP back to old levels. Buff IoP to similar levels. Lower BoP fitting Requirements. (6PG!) Buff FlaP Coast Radius and Direct Damage. Possibly give it another round in the mag? DO NOT IN ANY WAY SHAPE OR FORM BUFF SCP BACK TO ANYTHING NEAR OLD LEVELS those denying the effectiveness of the current ScP arer clearly Lazy.. It's a pistol dammit not a primary weapon It should be usable as a primary weapon though. As should all pistols. They should be less effective than Light weapons at generalist combat, not relegated to "finisher weapons".
Pistols should reward accuracy and precision. The ability to make every round land on your target, without missing a beat. The prenerf ScP did this. Before the nerf it could outDPS damn near every weapon in the game, but it required you to land your shots, almost all of them (986 damage per mag), in order to kill anything larger than a scout. Heavies often required you to land almost half of your shots into their heads to kill them. Now, the ScP is a frustrating mess of a weapon to use. It can't fire even after the firing animation is over. It oversamples for everyone but an arthritic amputee using his arm stubs to press the fire button (no offense to this kind of person, but that's about the only way you can't oversample this thing).
My best match on Dust, 23/6/4 Placon.
Please unnerf ScPs and fix IoPs...
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Fizzer94
Fatal Absolution General Tso's Alliance
2997
|
Posted - 2014.07.23 01:28:00 -
[71] - Quote
Temias Mercurial wrote:Jathniel wrote:TheD1CK wrote: those denying the effectiveness of the current ScP arer clearly Lazy.. It's a pistol dammit not a primary weapon
And that in no way justifies the nerf done to it. The SMG could face down the Scrambler Pistol before. Those two sidearms had been keeping each other in check since Closed Beta FFS... Damn right people are denying it's current efffectiveness. More specifically, its efficiency. And you call them "LAZY"? This is a game, FFS....! Your weapon should be fun to use! Not be a chore! It should be fun, NOT a job. Laziness has nothing to do with it. Ease of use and reliability is more important. Why should it be "work" to play with a gun in a video game? When you die in combat, it should boil down to you simply 'getting got', not whether or not your damn weapon is even capable of putting a target down efficiently. Every weapon in the game is "effective". But their are glaring disparities in the EFFICIENCY of the weapons in this game. Projectile weapons are simply the most efficient. Period. It just so happens that projectile weapons are also the least frustrating to use. I have no complaints about the Combat Rifle; and the SMG is my favorite and more reliable sidearm, no matter what platform. You can put an SMG on a heavy, on a scout, on an assault... and no matter what the situation, you can whip it out and put down. In a panic or not. Once upon a time, the same could be said about the scrambler pistol. Why should the SMG fitting cost be increased? Why is it a problem if someone wants to run a secondary weapon as a primary? You can do that in almost any shooter. Some people like pistols more. Why can't they use a pistol as a primary and be efficient? They line up some shots on you and you die. Period. When did you having a bigger gun, entitle you to be immune to defeat to a smaller one? What did the ScP outdps so hard? Why does everything that works half-decently have to be made HARDER to use? Can't anyone take their nose out of a spreadsheet for a minute and USE the damn guns? There is almost no gun that sticks out as OP anymore (like the 1.0 TAR), and the little that's left (that everyone was fine with the whole time) we want to nerf? That doesn't even compute. Scrambler Pistols are fine, they do not need a buff, but that doesn't mean that the SMG is balance either. We are not in the need for a 1500 dps pistol again. Also, to make every weapon easy to use in this game would take out the challenge of even using them. That would just make it bland. 'Those two sidearms had been keeping each other in check since Closed Beta...' well... considering that they were the only two sidearms other than the nova knives (which are a specialty weapon) and the flaylock, which is unviable, they were practically the only two sidearms in the game... so that point has no merit. It was 3000 DPS. The current ScP can get 1500 DPS, easily.
My best match on Dust, 23/6/4 Placon.
Please unnerf ScPs and fix IoPs...
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SponkSponkSponk
The Southern Legion Final Resolution.
939
|
Posted - 2014.07.23 01:29:00 -
[72] - Quote
Fizzer94 wrote: Now, the ScP is a frustrating mess of a weapon to use. It can't fire even after the firing animation is over. It oversamples for everyone but an arthritic amputee using his arm stubs to press the fire button (no offense to this kind of person, but that's about the only way you can't oversample this thing).
Part of the problem is the oversampling mechanics. IMO, if you pull the trigger too early, it should wait until the next sampling time, then if you still had the button pressed, it would fire then, instead of 'well too early bad luck'.
Dust/Eve transfers
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Zindorak
1.U.P
167
|
Posted - 2014.07.23 02:22:00 -
[73] - Quote
TheD1CK wrote:Fizzer94 wrote:Buff ScP back to old levels. Buff IoP to similar levels. Lower BoP fitting Requirements. (6PG!) Buff FlaP Coast Radius and Direct Damage. Possibly give it another round in the mag? DO NOT IN ANY WAY SHAPE OR FORM BUFF SCP BACK TO ANYTHING NEAR OLD LEVELS those denying the effectiveness of the current ScP arer clearly Lazy.. It's a pistol dammit not a primary weapon Making it what it was would make dual sidearms more viable
Master of the Scrambler Pistol. Carthum Assault ScP <3
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Jathniel
G I A N T General Tso's Alliance
1114
|
Posted - 2014.07.23 11:48:00 -
[74] - Quote
Temias Mercurial wrote:Jathniel wrote:TheD1CK wrote: those denying the effectiveness of the current ScP arer clearly Lazy.. It's a pistol dammit not a primary weapon
And that in no way justifies the nerf done to it. The SMG could face down the Scrambler Pistol before. Those two sidearms had been keeping each other in check since Closed Beta FFS... Damn right people are denying it's current efffectiveness. More specifically, its efficiency. And you call them "LAZY"? This is a game, FFS....! Your weapon should be fun to use! Not be a chore! It should be fun, NOT a job. Laziness has nothing to do with it. Ease of use and reliability is more important. Why should it be "work" to play with a gun in a video game? When you die in combat, it should boil down to you simply 'getting got', not whether or not your damn weapon is even capable of putting a target down efficiently. Every weapon in the game is "effective". But their are glaring disparities in the EFFICIENCY of the weapons in this game. Projectile weapons are simply the most efficient. Period. It just so happens that projectile weapons are also the least frustrating to use. I have no complaints about the Combat Rifle; and the SMG is my favorite and more reliable sidearm, no matter what platform. You can put an SMG on a heavy, on a scout, on an assault... and no matter what the situation, you can whip it out and put down. In a panic or not. Once upon a time, the same could be said about the scrambler pistol. Why should the SMG fitting cost be increased? Why is it a problem if someone wants to run a secondary weapon as a primary? You can do that in almost any shooter. Some people like pistols more. Why can't they use a pistol as a primary and be efficient? They line up some shots on you and you die. Period. When did you having a bigger gun, entitle you to be immune to defeat to a smaller one? What did the ScP outdps so hard? Why does everything that works half-decently have to be made HARDER to use? Can't anyone take their nose out of a spreadsheet for a minute and USE the damn guns? There is almost no gun that sticks out as OP anymore (like the 1.0 TAR), and the little that's left (that everyone was fine with the whole time) we want to nerf? That doesn't even compute. Scrambler Pistols are fine, they do not need a buff, but that doesn't mean that the SMG is balance either. We are not in the need for a 1500 dps pistol again. Also, to make every weapon easy to use in this game would take out the challenge of even using them. That would just make it bland. 'Those two sidearms had been keeping each other in check since Closed Beta...' well... considering that they were the only two sidearms other than the nova knives (which are a specialty weapon) and the flaylock, which is unviable, they were practically the only two sidearms in the game... so that point has no merit.
Scrambler Pistols are not fine. The SMG is fine (and always has been). Why is there always a group of people in Dust's playerbase that are determined to break something? 1500 dps, 2000, or whatever dps doesn't mean a damn thing if the players don't want to pick up the gun to begin with! What the hell kind of logic revolves around making a gun hard to use? Thinking like that is why this game is in the hole. FFS. The challenge in a multiplayer fps is supposed to come from other players, not your own damn gun. What purpose does it serve to have a bunch of players in a game with their own equipment working against them?
All this is boiling down to is people complaining about something killing them. Someone plays better than them, and they don't like it, but they refuse to admit it. So they blame the guns and run to CCP to nerf it. The superior players simply move on to another weapon and dominate again, and the sore losers will just keep blaming gun, ad infinitum.
ScP vs. SMG as a point has no merit? The point IS they don't keep each other in check anymore, as general purpose sidearms! The ScP, post nerf has the odds stacked against it vs. the SMG. This is not the SMG's fault. Why not put the ScP back where it was before? It's not like anyone is gonna dominate all of PC using only scrambler pistols (unlike the Flaylock). Then simply bump up the Ion Pistol to compete with it. The ScP was never some slow shooting magnum-style gun. And leave the SMG alone! Its not like the SMG suddenly changed. Its ALWAYS worked the way it does, and there was no complaint.
Set your goals high, and shoot for the moon; even if you miss you'll land amongst the stars.
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TechMechMeds
Techs Laboratory
3948
|
Posted - 2014.07.23 12:05:00 -
[75] - Quote
JRleo jr wrote:Aeon Amadi wrote:After constant use, I like the Ion Pistol a lot - just wish the charge up was a bit more forgiving considering that it is 100% a skill-shot weapon. If you miss, or underestimate how much HP they have left, the seize is incredibly punishing. Magsec SMG is -very- good at what it does and IMO, feels very well balanced for what it's designed to do, at least to me. Bolt Pistol is incredibly powerful if you land shots but it's difficult to do with the rate of fire and charge-up considerations. The low mag capacity is not something you want to underestimate when considering those two factors. TechMechMeds wrote:I would love the flaylocks to actually be decent again.
Competent players simply dodge the shots and jump most of the time. I know that its OK on a scout suit but anything is when your enemy doesn't know you are there.
5 per cilp I'd like at least. Maybe a clip size per level increase like the scp?. I'd personally love to see the Flaylock Pistol be the only true AV sidearm. Fyi, I tried the bolt pistol, imho it needs more range before dropoff, maybe slightly higher fire rate.
Yeah defo. For an alpha damage weapon, its drop off is pretty weak.
Be vigilant!, for there are those that remove the teabag BEFORE adding milk!.
This is unacceptable!.
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Temias Mercurial
Knights Of Ender RISE of LEGION
127
|
Posted - 2014.07.23 13:54:00 -
[76] - Quote
Fizzer94 wrote:Temias Mercurial wrote:Jathniel wrote:TheD1CK wrote: those denying the effectiveness of the current ScP arer clearly Lazy.. It's a pistol dammit not a primary weapon
And that in no way justifies the nerf done to it. The SMG could face down the Scrambler Pistol before. Those two sidearms had been keeping each other in check since Closed Beta FFS... Damn right people are denying it's current efffectiveness. More specifically, its efficiency. And you call them "LAZY"? This is a game, FFS....! Your weapon should be fun to use! Not be a chore! It should be fun, NOT a job. Laziness has nothing to do with it. Ease of use and reliability is more important. Why should it be "work" to play with a gun in a video game? When you die in combat, it should boil down to you simply 'getting got', not whether or not your damn weapon is even capable of putting a target down efficiently. Every weapon in the game is "effective". But their are glaring disparities in the EFFICIENCY of the weapons in this game. Projectile weapons are simply the most efficient. Period. It just so happens that projectile weapons are also the least frustrating to use. I have no complaints about the Combat Rifle; and the SMG is my favorite and more reliable sidearm, no matter what platform. You can put an SMG on a heavy, on a scout, on an assault... and no matter what the situation, you can whip it out and put down. In a panic or not. Once upon a time, the same could be said about the scrambler pistol. Why should the SMG fitting cost be increased? Why is it a problem if someone wants to run a secondary weapon as a primary? You can do that in almost any shooter. Some people like pistols more. Why can't they use a pistol as a primary and be efficient? They line up some shots on you and you die. Period. When did you having a bigger gun, entitle you to be immune to defeat to a smaller one? What did the ScP outdps so hard? Why does everything that works half-decently have to be made HARDER to use? Can't anyone take their nose out of a spreadsheet for a minute and USE the damn guns? There is almost no gun that sticks out as OP anymore (like the 1.0 TAR), and the little that's left (that everyone was fine with the whole time) we want to nerf? That doesn't even compute. Scrambler Pistols are fine, they do not need a buff, but that doesn't mean that the SMG is balance either. We are not in the need for a 1500 dps pistol again. Also, to make every weapon easy to use in this game would take out the challenge of even using them. That would just make it bland. 'Those two sidearms had been keeping each other in check since Closed Beta...' well... considering that they were the only two sidearms other than the nova knives (which are a specialty weapon) and the flaylock, which is unviable, they were practically the only two sidearms in the game... so that point has no merit. It was 3000 DPS. The current ScP can get 1500 DPS, easily.
Um... dps is damage per second. Currently, you can only fire 3-4 bullets with the rate of fire of the Scrambler Pistol within a second, while previously, you could expend the entire mag under a second. It's simply cannot inflict 1500 damage that fast...
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Temias Mercurial
Knights Of Ender RISE of LEGION
127
|
Posted - 2014.07.23 14:01:00 -
[77] - Quote
Jathniel wrote:Temias Mercurial wrote:Jathniel wrote:TheD1CK wrote: those denying the effectiveness of the current ScP arer clearly Lazy.. It's a pistol dammit not a primary weapon
And that in no way justifies the nerf done to it. The SMG could face down the Scrambler Pistol before. Those two sidearms had been keeping each other in check since Closed Beta FFS... Damn right people are denying it's current efffectiveness. More specifically, its efficiency. And you call them "LAZY"? This is a game, FFS....! Your weapon should be fun to use! Not be a chore! It should be fun, NOT a job. Laziness has nothing to do with it. Ease of use and reliability is more important. Why should it be "work" to play with a gun in a video game? When you die in combat, it should boil down to you simply 'getting got', not whether or not your damn weapon is even capable of putting a target down efficiently. Every weapon in the game is "effective". But their are glaring disparities in the EFFICIENCY of the weapons in this game. Projectile weapons are simply the most efficient. Period. It just so happens that projectile weapons are also the least frustrating to use. I have no complaints about the Combat Rifle; and the SMG is my favorite and more reliable sidearm, no matter what platform. You can put an SMG on a heavy, on a scout, on an assault... and no matter what the situation, you can whip it out and put down. In a panic or not. Once upon a time, the same could be said about the scrambler pistol. Why should the SMG fitting cost be increased? Why is it a problem if someone wants to run a secondary weapon as a primary? You can do that in almost any shooter. Some people like pistols more. Why can't they use a pistol as a primary and be efficient? They line up some shots on you and you die. Period. When did you having a bigger gun, entitle you to be immune to defeat to a smaller one? What did the ScP outdps so hard? Why does everything that works half-decently have to be made HARDER to use? Can't anyone take their nose out of a spreadsheet for a minute and USE the damn guns? There is almost no gun that sticks out as OP anymore (like the 1.0 TAR), and the little that's left (that everyone was fine with the whole time) we want to nerf? That doesn't even compute. Scrambler Pistols are fine, they do not need a buff, but that doesn't mean that the SMG is balance either. We are not in the need for a 1500 dps pistol again. Also, to make every weapon easy to use in this game would take out the challenge of even using them. That would just make it bland. 'Those two sidearms had been keeping each other in check since Closed Beta...' well... considering that they were the only two sidearms other than the nova knives (which are a specialty weapon) and the flaylock, which is unviable, they were practically the only two sidearms in the game... so that point has no merit. Scrambler Pistols are not fine. The SMG is fine (and always has been). Why is there always a group of people in Dust's playerbase that are determined to break something? 1500 dps, 2000, or whatever dps doesn't mean a damn thing if the players don't want to pick up the gun to begin with! What the hell kind of logic revolves around making a gun hard to use? Thinking like that is why this game is in the hole. FFS. The challenge in a multiplayer fps is supposed to come from other players, not your own damn gun. What purpose does it serve to have a bunch of players in a game with their own equipment working against them? All this is boiling down to is people complaining about something killing them. Someone plays better than them, and they don't like it, but they refuse to admit it. So they blame the guns and run to CCP to nerf it. The superior players simply move on to another weapon and dominate again, and the sore losers will just keep blaming gun, ad infinitum. ScP vs. SMG as a point has no merit? The point IS they don't keep each other in check anymore, as general purpose sidearms! The ScP, post nerf has the odds stacked against it vs. the SMG. This is not the SMG's fault. Why not put the ScP back where it was before? It's not like anyone is gonna dominate all of PC using only scrambler pistols (unlike the Flaylock). Then simply bump up the Ion Pistol to compete with it. The ScP was never some slow shooting magnum-style gun. And leave the SMG alone! Its not like the SMG suddenly changed. Its ALWAYS worked the way it does, and there was no complaint.
I can use the scrambler pistol efficiently and effectively... it has good range and damage. It's still damn good for a pistol. It's blatantly obvious that you couldn't give a damn about the other sidearms whatsoever, and the slight diversity we have now... you just want an overly powerful sidearm again... move on already.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Temias Mercurial
Knights Of Ender RISE of LEGION
127
|
Posted - 2014.07.23 14:03:00 -
[78] - Quote
TechMechMeds wrote:JRleo jr wrote:Aeon Amadi wrote:After constant use, I like the Ion Pistol a lot - just wish the charge up was a bit more forgiving considering that it is 100% a skill-shot weapon. If you miss, or underestimate how much HP they have left, the seize is incredibly punishing. Magsec SMG is -very- good at what it does and IMO, feels very well balanced for what it's designed to do, at least to me. Bolt Pistol is incredibly powerful if you land shots but it's difficult to do with the rate of fire and charge-up considerations. The low mag capacity is not something you want to underestimate when considering those two factors. TechMechMeds wrote:I would love the flaylocks to actually be decent again.
Competent players simply dodge the shots and jump most of the time. I know that its OK on a scout suit but anything is when your enemy doesn't know you are there.
5 per cilp I'd like at least. Maybe a clip size per level increase like the scp?. I'd personally love to see the Flaylock Pistol be the only true AV sidearm. Fyi, I tried the bolt pistol, imho it needs more range before dropoff, maybe slightly higher fire rate. Yeah defo. For an alpha damage weapon, its drop off is pretty weak.
More range would do nicely, as the zoom-in of the scope is deceivingly strong... even thought you can see the target quite clearly, you won't always be able to hit them.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Temias Mercurial
Knights Of Ender RISE of LEGION
127
|
Posted - 2014.07.23 14:08:00 -
[79] - Quote
SponkSponkSponk wrote:Fizzer94 wrote: Now, the ScP is a frustrating mess of a weapon to use. It can't fire even after the firing animation is over. It oversamples for everyone but an arthritic amputee using his arm stubs to press the fire button (no offense to this kind of person, but that's about the only way you can't oversample this thing).
Part of the problem is the oversampling mechanics. IMO, if you pull the trigger too early, it should wait until the next sampling time, then if you still had the button pressed, it would fire then, instead of 'well too early bad luck'.
It's not hard to develop a gradual feel for the delay time. It's about 0.15 - 0.20 seconds, as it's seems fairly close to the bolt pistols charge up time.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Master Smurf
Nos Nothi
560
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Posted - 2014.07.23 17:09:00 -
[80] - Quote
SponkSponkSponk wrote:BlazeXYZ wrote: I just added that as a suggestion. I'm more leaning into an increased damage in the flaylock and retaining the blast radius. This is the only sidearm that requires skill and we have to keep it like that. Increasing damage and clip size is the only option to make the flaylock pistol viable again.
I never saw the logic of calling the flay lock a skill shot weapon. Generally, area effect damage is anti ethical to the concept. I consider the scram pistol to be a skill shot weapon, since it rewards accuracy so much more.
Rewards head shots yes but with the additional shots and its ease of aiming you can kill opponents easier with the ScP than you can with a Flaylock even if you never get head shots.
My issue with the Flaylock being a skill shot weapon is that the damage doesn't really allow that because of the damage profile (unless by skill they mean throwing a flux and then cleaning up)
I always thought it should do tremendous damage in a tight radius but fire way slower which would force a user to land those two to three shots while tracking the player or landing that one to a wounded opponent.
Always thought the issue was the spam because you could fire the weapon too quickly.
"Shine bright like a diamond"
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2Berries
Ghosts of Dawn General Tso's Alliance
217
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Posted - 2014.07.23 19:13:00 -
[81] - Quote
Give magsec the markmanship skill book, but instead of reducing dispersion-reduce kick. Would be used more if it weren't so wild. It feels like a 2 yr old manning a firehose.
Not sure why it needs it, but the magsec description does mention something regarding a silencer (and people think the cal scout is OP now...). Like the cloak, not sure i need it but it sounds cool to have.
Since each race has it's own sidearm, can we have the starter fits updated with the appropriate side. Rail rifle & ScP are almost too good of a combo for a cal frontline suit with zero cost, magsec would fit the roll better.
Burning through clones like Rusty Venture.
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Maiden selena MORTIMOR
Amarr Templars Amarr Empire
39
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Posted - 2014.07.23 21:21:00 -
[82] - Quote
Zindorak wrote:Add Proto breach Scrambler pistol and slightly buff ScP's in anyway that's seen fit and ill be happy on thAT NOTE WHERE IS MY PROTO BURST SCP
no im not a mortedeamor alt..im her slave
sometimes i run weak guns just to make pubstomping more of a challenge
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Temias Mercurial
Knights Of Ender RISE of LEGION
127
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Posted - 2014.07.23 21:27:00 -
[83] - Quote
SponkSponkSponk wrote:BlazeXYZ wrote: I just added that as a suggestion. I'm more leaning into an increased damage in the flaylock and retaining the blast radius. This is the only sidearm that requires skill and we have to keep it like that. Increasing damage and clip size is the only option to make the flaylock pistol viable again.
I never saw the logic of calling the flay lock a skill shot weapon. Generally, area effect damage is anti ethical to the concept. I consider the scram pistol to be a skill shot weapon, since it rewards accuracy so much more.
Well, that area of effect is small, and unless you're on target, it's not an 'area of effect weapon'.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Sinboto Simmons
SVER True Blood Dark Taboo
6259
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Posted - 2014.07.30 00:59:00 -
[84] - Quote
oh my I've been gone far too long....
Sinboto - The True Blood Minja
Forum Warrior level 5 Prof 1
STB-Infantry (Demolition)
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trollface dot jpg
The Bacon Corporation
242
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Posted - 2014.07.30 05:03:00 -
[85] - Quote
TheD1CK wrote: It's a pistol dammit not a primary weapon
Last time I checked, a revolver to your skull was just as lethal as any rifle round. There is no reason the sidearms should be less effective than primary weapons, they should just have less damage in a clip.
RIP MAG, you will be missed.
MAG Vet ~ Raven
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Balamob
SVER True Blood Dark Taboo
33
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Posted - 2014.07.30 08:53:00 -
[86] - Quote
Why not an increase of clip size on pistols per level ? and an extra like the dispersion for ion pistol, kick for rail, reload for amarr and the tradicional area increase for flaylock. BTW... i bought lvl5 Magsec on an alt and the kick doesnt seem to be reduced and if it does is barely noticeable.
Being a Templar is a vow for life.
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Bad Heal
Escrow Removal and Acquisition Dark Taboo
145
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Posted - 2014.07.30 12:42:00 -
[87] - Quote
CCP Rattati wrote:SMG is far to easy to equip as the goto weapon that does everything well.
So are the rifles |
Apothecary Za'ki
Biomass Positive
175
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Posted - 2014.07.30 12:45:00 -
[88] - Quote
Sinboto Simmons wrote:We know that sidearms are planned for Delta (for now) so it's time to start talking about improvement=
1: What needs buffing.(opinion= all pistols, barring Amarr scrambler.)
2: Why does it need buffing? (Sees very little use outside and inside competitive play, very difficult to make work for the average player.)
3: What is fine as is? (Scrambler, [Nova knife after charlie?] does it's job well)
4:What else can be improved? (Proxi mines?)
For now I'm going to eat, then edit, but go ahead and start argui-err.......debating, getting started early is good.
1. ion pistol, flaylock, bolt pistol(?), magsec, knives
2. ion. its charged shot cooldown gets you killed with that 3 seconds, make it like ScR charged+a couple followup shots befor it burns out.
flaylock. its supposed to be a hand held 12g frag pistol, dumb fire or homeing.. they just suck atm.. need more splash dmg but limited radius on dumb fire to maybe 2.5m and maybe improved damage at the upper end of that splash dmg range while keeping direct hits nice and high dmg.
bolt pistol no one uses them it seems perhaps too underpowered or sidearm shouldnt have charge up time?
magsec seems fine as it with the exception that it NEEDs a scope.. iron sights on a rail weapon system is not the caldari way especially when its supposed to be longer range then SMG. id also love them to get silencers actually implimented so the audioble range is lowered, might make for MAGSEC scouts with knives?
nova knives after charlie they will be fine dmg wise but i think the problem is more so the fact that when you stop sprinting to charge them you lose distance and the chance for a kill.. give them innate 10% movement speed regardless of suit and youll see more Minjas.. maybe even have knock on effect of less cloak+shotgun scouts.
3. scrambler seems fine (though maybe address clipsize? burst fire varient?) nova knives seem to work too.
4. Prox mines need to be @ L1 L3 L5 like RE and have improved damage and more carried. 4 STD, 5 ADV, 6 PRO.
AV nades. max carred == 3 or 4 and damage buff.
Flux nades.. a no where lethal grenade.. and with that give max carried a buff to 3 or 4.
Active scanners, with charle scout update and proposed passive scan TACNET sharing going to get removed we need active scanners to be better.. scan precision needs to be better as if you do scan a scout their damps remove them quick anyway. maybe 4 sets of scanners.. long 45 degree. med 60degree. short 180 degree. ex-short 360 degree.
Nano hives, primarily the repairing nano-hives need a buff as they seem uselessly limited with how fast they pop due to grenade hoes sucking up all the nanites.. once nanites are exhausted the repair/ammo hive dosnt pop immediately it has a self destruct timer set for 2 minutes or something.. or no expiration till you place more then max active is greater then allowed.. ie max carried 3.. max active 2.. pop 3rd down.. the first one put down is popped. (non repairing hives work fine except nanite cost for AV nade, swarms, PLC, FLux nade needs lowering.. keep normal grenade cost the same)
Repair tools. Vehicle orientated repair tools need much more repair amount per tick to make BUFFER tanked tanks a little viable even against dual repping armor hardened tanks.
(kind of) joke idea. cloaked scouts can use hostile ammo and ammo/rep hives.. high risk for nice reward and gives meta play to them as they can suck up the nanites for themselves instead of letting hostiles take them. (think spy useing enemy dispencer in TF2)
Logibro in training.
Weapon Damage Profiles Quick List
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Apothecary Za'ki
Biomass Positive
175
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Posted - 2014.07.30 12:46:00 -
[89] - Quote
Balamob wrote:Why not an increase of clip size on pistols per level ? and an extra like the dispersion for ion pistol, kick for rail, reload for amarr and the tradicional area increase for flaylock. BTW... i bought lvl5 Magsec on an alt and the kick doesnt seem to be reduced and if it does is barely noticeable. L3 magsec on my alt (caldari) kick /dispersal seems less notisable then L4 SMG with only level 2 dispersal.. if magsec had a scope id use it over smg on main
Logibro in training.
Weapon Damage Profiles Quick List
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Apothecary Za'ki
Biomass Positive
175
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Posted - 2014.07.30 12:52:00 -
[90] - Quote
CCP Rattati wrote:SMG is far to easy to equip as the goto weapon that does everything well. SMG is NOT the goto weapon.. its only easy to Equip if its not the M203 or the Ishukone which have requirments like that of a LIGHT WEAPON but they are still sub-par vs LIGHT weapons.. and let us not forget MAGSEC has much more dps then SMG and easier to equip across the board
Logibro in training.
Weapon Damage Profiles Quick List
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