Pages: 1 2 3 4 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Sinboto Simmons
SVER True Blood Dark Taboo
6233
|
Posted - 2014.07.12 11:14:00 -
[1] - Quote
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.
Sinboto - The True Blood Minja
Forum Warrior level 5 Prof 1
STB-Infantry (Demolition)
|
TechMechMeds
Inner.Hell
3848
|
Posted - 2014.07.12 11:18:00 -
[2] - Quote
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?.
Be vigilant!, for there are those that remove the teabag before adding milk!.
|
Ace Mercenary
The Unholy Legion Of DarkStar DARKSTAR ARMY
5
|
Posted - 2014.07.15 12:21:00 -
[3] - Quote
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?. flaylocks are good they just need more clips anything else is not needed |
|
CCP Rattati
C C P C C P Alliance
4264
|
Posted - 2014.07.15 12:44:00 -
[4] - Quote
SMG is far to easy to equip as the goto weapon that does everything well.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
I-Shayz-I
I----------I
4092
|
Posted - 2014.07.15 12:46:00 -
[5] - Quote
Ion pistol just needs a makeover like how the plasma cannon got one. I think its main issue is the damage, seeing as how a charge shot does barely anything, yet still overheats your weapon no matter how long you charge.
The dispersion is kinda crazy on the thing too, at least decrease it to SMG levels
Bolt pistol is fine IMO, but could use a fire rate increase or a change to the operation skill that gives it more range or a much faster charge-up time (since you have to charge it every time before you fire)
Flaylock is useless at basic and adv, but proto is fine. Bigger total ammo cap is needed for it being a sidearm though. Don't know how to buff it without making it OP.
7162 wp with a Repair Tool!
List of Legion Feedback Threads!
|
Kevall Longstride
DUST University Ivy League
1474
|
Posted - 2014.07.15 12:49:00 -
[6] - Quote
CCP Rattati wrote:SMG is far to easy to equip as the goto weapon that does everything well.
As much as I would hate for it to be nerfed, my toxin SMG is far too good for all situations. But if rather see the other sidearms be buffed if possible before nerfing happens.
CPM1 Candidate
CEO of DUST University
|
JRleo jr
Xer Cloud Consortium
44
|
Posted - 2014.07.15 12:53:00 -
[7] - Quote
CCP Rattati wrote:SMG is far to easy to equip as the goto weapon that does everything well. Then you need to nerf the combat rifle Lower hmg rof back to 2,000 or 2,000 and increase its damage by 1 or 2, really that's all it needed.
Max level brony.
My special magic is trolling.
|
Aeon Amadi
Edimmu Warfighters Gallente Federation
6305
|
Posted - 2014.07.15 12:58:00 -
[8] - Quote
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.
Useful Links
Aeon Amadi for CPM1
|
JRleo jr
Xer Cloud Consortium
44
|
Posted - 2014.07.15 13:02:00 -
[9] - Quote
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.
Max level brony.
My special magic is trolling.
|
Demandred Moores
Ghosts of Dawn General Tso's Alliance
0
|
Posted - 2014.07.15 13:09:00 -
[10] - Quote
No more nerfs, buff the bolt and ion pistol.mko. smg is one of the few appealling aspects of the mko assaust. Simply fixing the other sidearms will keep everyone happy. |
|
BlazeXYZ
xCosmic Voidx Ishuk-Raata Enforcement Directive
42
|
Posted - 2014.07.15 13:17:00 -
[11] - Quote
I-Shayz-I wrote:Flaylock is useless at basic and adv, but proto is fine. Bigger total ammo cap is needed for it being a sidearm though. Don't know how to buff it without making it OP.
A bigger clip size is needed and also maybe having the same blast radius as the core flaylock to both adv and basic or an increase in damage and still retaining the blast radius in each tier.
The Blazing Intellect Machine
|
I-Shayz-I
I----------I
4093
|
Posted - 2014.07.15 13:18:00 -
[12] - Quote
Aeon Amadi wrote:I'd personally love to see the Flaylock Pistol be the only true AV sidearm.
If you make it to CPM1 please push for explosive weapons to deal decent efficiency to vehicles. My Mass Driver deals 40% damage, which is silly. Flaylock should be able to pick off the last few hundred HP of a tank or LAV.
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.
7162 wp with a Repair Tool!
List of Legion Feedback Threads!
|
Fizzer94
Fatal Absolution General Tso's Alliance
2911
|
Posted - 2014.07.15 13:19:00 -
[13] - Quote
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?
My best match on Dust, 23/6/4 Placon.
Please unnerf ScPs and fix IoPs...
|
BlazeXYZ
xCosmic Voidx Ishuk-Raata Enforcement Directive
42
|
Posted - 2014.07.15 13:21:00 -
[14] - Quote
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?.
Clip size per level takes away the radius per level. Now it will be harder to get the target and even more skill to use the flaylock. I don't want the flaylock to be that hard to use. It needs a natural buff in clip size.
The Blazing Intellect Machine
|
Aeon Amadi
Edimmu Warfighters Gallente Federation
6307
|
Posted - 2014.07.15 13:22:00 -
[15] - Quote
I-Shayz-I wrote:Aeon Amadi wrote:I'd personally love to see the Flaylock Pistol be the only true AV sidearm. If you make it to CPM1 please push for explosive weapons to deal decent efficiency to vehicles. My Mass Driver deals 40% damage, which is silly. Flaylock should be able to pick off the last few hundred HP of a tank or LAV. 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.
Lol, I'll take it into consideration - at least for LAVs x3
Useful Links
Aeon Amadi for CPM1
|
501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
284
|
Posted - 2014.07.15 13:22:00 -
[16] - Quote
My take on sidearms:
SMG- Clip size is absolute insanity, even without the Minmatar Assault buff. Perhaps tone down some of the clip size, unless you put a basic Sub on a Min Assault?
Bolt Pistol- Absolute beast, an amazing finishing weapon once you wound them. The charge up is fine, the gun can three shot most starter suits. Ammo capacity is also fine. The buff is any is range, with a larger effective, but same optimal
Ion Pistol- A great spamming pistol, akin to the glory days of the Scrambler Pistol. The seize is great as well. I would suggest a slight damage buff however, making it more favorable to take out shields. It should get a larger clip size, as the Scrambler Pistol shreds shields too...
MagSec- Kicks like a mule, I don't use it. Have seen people evaporate when it's at proto however. Ask someone else
Flaylock- Needs more ammo per clip, other than that it's fine. I use it to great effect at standard since no one expects you to whip one out, and I can usually land two ground shots before they start jumping :)
Nova Knives- They are being fixed. Seem to be quite nice right now anyhow :)
From the Clone Wars I came. Here, I am a man among tamed beasts, and a god...among men.
CEO of G0DS AM0NG MEN
|
headbust
SVER True Blood Dark Taboo
70
|
Posted - 2014.07.15 13:45:00 -
[17] - Quote
when the ion pistol came out i went level 5 ,pro 5 and sharpshooter 5 NUTS i know lol. but it made it usable against minimatar and caldari but not reliable. it just doesnt have enough accuraccy or base damage especially when its best range is inside like 20 meters but u got to be inside that to make it hit most of ur shots.the charge shot is practically useless unless ur down to 1 round in the chamber and u have to charge it to kill them but pretty much with the ion pistol its land the charge shot or die. that is y i never charge it its better to quick fire it at close range usually from behind.
here is some easy fixes imo
1- raise base damage and accuracy
2- if u r going to leave the overheat on a gallente weapon (when none of the gallente weapons do that) it shouldnt do it after 1 shot.
3- u could remove the charge shot and the overheat all together
a scout = once you turn your back on me you'll never be able to look back
|
SponkSponkSponk
The Southern Legion Final Resolution.
915
|
Posted - 2014.07.15 14:02:00 -
[18] - Quote
CCP Rattati wrote:SMG is far to easy to equip as the goto weapon that does everything well.
I have a blueprint, so I use it.
Dust/Eve transfers
|
Larry Desmo
Kang Lo Directorate Gallente Federation
17
|
Posted - 2014.07.15 14:17:00 -
[19] - Quote
id likeit if the ion pistols charged shot didnt overheat it untill about the third shot maby the fourth. and the bolt pistol is easier to fit than an smg on most of my suits id really like it if you dont mess with the smg at all. |
Harpyja
Legio DXIV
2081
|
Posted - 2014.07.15 14:21:00 -
[20] - Quote
CCP Rattati wrote:SMG is far to easy to equip as the goto weapon that does everything well. I'd rather see the other sidearms buffed instead of having the SMG nerfed.
"By His light, and His will"- The Scriptures, 12:32
|
|
Demandred Moores
Ghosts of Dawn General Tso's Alliance
2
|
Posted - 2014.07.15 14:28:00 -
[21] - Quote
501st Headstrong wrote:My take on sidearms:
SMG- Clip size is absolute insanity, even without the Minmatar Assault buff. Perhaps tone down some of the clip size, unless you put a basic Sub on a Min Assault?
Bolt Pistol- Absolute beast, an amazing finishing weapon once you wound them. The charge up is fine, the gun can three shot most starter suits. Ammo capacity is also fine. The buff is any is range, with a larger effective, but same optimal
Ion Pistol- A great spamming pistol, akin to the glory days of the Scrambler Pistol. The seize is great as well. I would suggest a slight damage buff however, making it more favorable to take out shields. It should get a larger clip size, as the Scrambler Pistol shreds shields too...
MagSec- Kicks like a mule, I don't use it. Have seen people evaporate when it's at proto however. Ask someone else
Flaylock- Needs more ammo per clip, other than that it's fine. I use it to great effect at standard since no one expects you to whip one out, and I can usually land two ground shots before they start jumping :)
Nova Knives- They are being fixed. Seem to be quite nice right now anyhow :)
A pg nerf wouldn't hurt smg users anyway I would welcome a nerf in clip size as 100 isn't even needed and would help distinguish mko even more.
Agree with flaylock clip size increase.
Bolt pistol slight reduction to charge time.
Ion pistol maybe dispersion decrease but otherwise fine.
|
501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
286
|
Posted - 2014.07.15 14:38:00 -
[22] - Quote
Make the assault bonus buff the sidearms. Don't change them across the board unless to slightly nerf and then the Assaults hold it above current levels.
From the Clone Wars I came. Here, I am a man among tamed beasts, and a god...among men.
CEO of G0DS AM0NG MEN
|
Luther Mandrix
WASTELAND JUNK REMOVAL Top Men.
305
|
Posted - 2014.07.15 14:44:00 -
[23] - Quote
CCP Rattati wrote:SMG is far to easy to equip as the goto weapon that does everything well. I have spent a lot of sp skilling it up why would I try a sidearm that doesn't have BPO's and have not skill up. I use it cause I made it better. Make BPO milita Sidearms I will buy them with real money and they will be used more if the are good. |
Zindorak
CaUsE-4-CoNcErN
126
|
Posted - 2014.07.15 15:37:00 -
[24] - Quote
Add Proto breach Scrambler pistol and slightly buff ScP's in anyway that's seen fit and ill be happy |
JUDASisMYhomeboy
xCosmic Voidx Ishuk-Raata Enforcement Directive
48
|
Posted - 2014.07.15 16:11:00 -
[25] - Quote
Hasnt the smg remained untouched in the entire life of this game? |
DeathwindRising
ROGUE RELICS
435
|
Posted - 2014.07.15 16:17:00 -
[26] - Quote
CCP Rattati wrote:SMG is far to easy to equip as the goto weapon that does everything well.
yet costs more fitting than a CR... so i guess it balanced right lol?
|
BlazeXYZ
xCosmic Voidx Ishuk-Raata Enforcement Directive
42
|
Posted - 2014.07.15 16:22:00 -
[27] - Quote
JUDASisMYhomeboy wrote:Hasnt the smg remained untouched in the entire life of this game?
They reduced the damage in 1.8
The Blazing Intellect Machine
|
DeathwindRising
ROGUE RELICS
435
|
Posted - 2014.07.15 16:28:00 -
[28] - 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.
my issue with the bolt pistol is i dont know when to switch to it from the RR or bolt pistol to RR. i dont like having to charge up between shots either. its rof and clip size is low enough already.
at the same time, i feel the bolt pistol is best balanced weapon around |
MINA Longstrike
1018
|
Posted - 2014.07.15 16:29:00 -
[29] - 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?
No. The SCP was hilariously overpowered at old levels.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
|
Jathniel
G I A N T General Tso's Alliance
1101
|
Posted - 2014.07.15 17:03:00 -
[30] - Quote
CCP Rattati wrote:SMG is far to easy to equip as the goto weapon that does everything well.
Correction. The SMG is RELIABLE.
Tired of the concept of "balancing" in this game, to be making something a frustrating pain in the ass to use.
You should be able to take any sidearm you want, and start spamming peeps with it. And it should be able to PUT DOWN.
Not empty a whole clip, and a dude still has his shields up (Ion Pistol).
Lets make things competitive with the SMG, not wreck the SMG to be garbage like the rest.
Set your goals high, and shoot for the moon; even if you miss you'll land amongst the stars.
|
|
Fox Gaden
Immortal Guides
3886
|
Posted - 2014.07.15 17:34:00 -
[31] - Quote
I was thinking about the Ion Pistol recently, and how I feel it should be a miniature shotgun.
Here is one proposal: - The Ion Pistol should fire 4 rounds in the time a Shotgun fires 3 rounds. - Damage from an Ion Pistol shot should be 75% of the damage from a shotgun. - Range equal to a Shotgun. - Clip size of 6. (Shotgun has 8) - Charged shot should do double damage. - 1 Charged shot + 1 normal shot within 5 seconds should overheat the pistol.
In the time that a Shotgun fires 3 shots the Ion Pistol would do the same amount of damage with 4 shots, but that means having to hit 4 times rather than just 3, meaning it would require a bit more skill. Against suits that have just enough health to survive 1 Shotgun blast, the Ion Pistol would have a slight advantage over the Shotgun as it could get a second shot off more quickly to do the equivalent of 1.5 Shotgun blasts.
The Charged shot setup would allow the Ion pistol to get 2 shots off, with the equivalent of 3 shots of damage (or 2.25 Shotgun shots) but would then overheat. It would also provide the option of switching weapons after the charged shot. (The charged shot would do the equivalent of 1.5 Shotgun blasts worth of damage.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
|
headbust
SVER True Blood Dark Taboo
72
|
Posted - 2014.07.15 17:43:00 -
[32] - Quote
Fox Gaden wrote:I was thinking about the Ion Pistol recently, and how I feel it should be a miniature shotgun.
Here is one proposal: - The Ion Pistol should fire 4 rounds in the time a Shotgun fires 3 rounds. - Damage from an Ion Pistol shot should be 75% of the damage from a shotgun. - Range equal to a Shotgun. - Clip size of 6. (Shotgun has 8) - Charged shot should do double damage. - 1 Charged shot + 1 normal shot within 5 seconds should overheat the pistol.
In the time that a Shotgun fires 3 shots the Ion Pistol would do the same amount of damage with 4 shots, but that means having to hit 4 times rather than just 3, meaning it would require a bit more skill. Against suits that have just enough health to survive 1 Shotgun blast, the Ion Pistol would have a slight advantage over the Shotgun as it could get a second shot off more quickly to do the equivalent of 1.5 Shotgun blasts.
The Charged shot setup would allow the Ion pistol to get 2 shots off, with the equivalent of 3 shots of damage (or 2.25 Shotgun shots) but would then overheat. It would also provide the option of switching weapons after the charged shot. (The charged shot would do the equivalent of 1.5 Shotgun blasts worth of damage. i think that mite be cool but u will have a lot of haters of that idea and i dont believe ccp will go that far with it
a scout = once you turn your back on me you'll never be able to look back
|
Iron Wolf Saber
Den of Swords
15925
|
Posted - 2014.07.15 18:46:00 -
[33] - Quote
Still mad over 1.8 scrambler pistol changes. I still keep trying to trigger it as fast as I used to but to get caught in the clucky wait for it before you can pull on it mechanic. Not even the animation syncs up with it which is jarring (firing and recoil compensation animation completes well before you're allowed to shoot it again) and under proper conditions I can trigger the pistol fast enough to get a second shot in before intended lapse of time between shots. To which I fear that only a modded controller can only take advantage of consistently.
I have always regarded the scrambler pistol as a service type pistol; one that boasts reliability, accuracy, good mag size, and fast triggering but lower comparable damage. Basically the equivalent to a 9mm pistol. The 1.8 patch tried to shove it into the magnum/revolver state at a severe cost to rate of fire and overall the pistol does not feel like fitting that bill. Such type of weapons in video games generally offer smaller magazines and much longer reloads as well as significantly much higher damage.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Minmatar Sentinel =// Unlocked
|
BLOOD STRIKE69
Krullefor Organization Minmatar Republic
0
|
Posted - 2014.07.15 20:27:00 -
[34] - Quote
Iron Wolf Saber wrote:Still mad over 1.8 scrambler pistol changes. I still keep trying to trigger it as fast as I used to but to get caught in the clucky wait for it before you can pull on it mechanic. Not even the animation syncs up with it which is jarring (firing and recoil compensation animation completes well before you're allowed to shoot it again) and under proper conditions I can trigger the pistol fast enough to get a second shot in before intended lapse of time between shots. To which I fear that only a modded controller can only take advantage of consistently.
I have always regarded the scrambler pistol as a service type pistol; one that boasts reliability, accuracy, good mag size, and fast triggering but lower comparable damage. Basically the equivalent to a 9mm pistol. The 1.8 patch tried to shove it into the magnum/revolver state at a severe cost to rate of fire and overall the pistol does not feel like fitting that bill. Such type of weapons in video games generally offer smaller magazines and much longer reloads as well as significantly much higher damage.
Bolt pistol is odd but still perfect from my perspective. Fits the bill of mangum perfectly.
Ion pistol doesn't fit any traditional pistol mantra; it seems to be a horrible mix between all four normal classes of pistols taking the worst aspects of all three; long down time; highly inaccurate; low magazine size; high inaccurate rate of fire and low damage.
Flaylock is supposed to represent the rarely seen class of pistols in games known as hand cannons. Mass Effect is the only other game I know which such pistols. These types of pistols are supposed to help bring immense amounts of power at the cost of reserve ammo; magazine size, and difficulty of use. There are many ways to go about this difficulty of use and Flaylock has most of the down traits needed for it to be the hand cannon but it does not feature the damage it needs. Direct hits should be very lethal from this weapon; splash damage should be well reserved to be threatening but not lethal.
Mag Sec feels about perfect; it hits hard but fires slow enough to make it a disadvantage allowing some of your faster scouts to weave between the shots.
SMG does feel its a bit too versatile but its up there with the Mag Sec in terms of proximity to perfection.
why does the bolt pistol need to charge between shots though? do you think we could get a caldari assault bonus to lower charge up time for rail weapons? we're not getting anywhere close to the advertised rof with that charge up |
843-Vika
BurgezzE.T.F General Tso's Alliance
52
|
Posted - 2014.07.15 20:38:00 -
[35] - Quote
BlazeXYZ wrote:I-Shayz-I wrote:Flaylock is useless at basic and adv, but proto is fine. Bigger total ammo cap is needed for it being a sidearm though. Don't know how to buff it without making it OP. A bigger clip size is needed and also maybe having the same blast radius as the core flaylock to both adv and basic or an increase in damage and still retaining the blast radius in each tier.
the whole point of having a larger blast radius on the core flaylock is to intice people to put more then 1 or 2 points into it, if the stats were the exact same at all tiers then it would be pointless to skill into proto
|
Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
1389
|
Posted - 2014.07.15 20:41:00 -
[36] - Quote
Id like FP all around buffs, bolt pistol range fix+slight faster RoF, ion pistol needs greatly reduced overheat
SMG needs a range nerf
magsex needs a kick/dispersion reduction
"Minmitar Scout" and "Masochist" are synonyms.
Kills-Archduke Ferd1nand
|
Oswald Rehnquist
1425
|
Posted - 2014.07.15 20:44:00 -
[37] - Quote
I'd like to see sidearms be competitive, especially in the realms of damage coverage via weapon switches. I have always been a sidearm guy myself, so I don't pretend to be unbiased.
The ScP and the SMG are in a class of their own (SMG as king), an the other sidearms should be brought up to this level. Range or ammo issues should be what limit this class of weapon, requiring two sidearms to function. The other sidearms lack a little too much in either the spike damage compartment or the dps compartment to drop flank opponents consistently.
ScP All 1.8 did to the ScP was to changed the easier play style of AScP to BrScP (second favorite sidearm), which doesn't hinder stealth/flank forms of combat. Wishful thinking but what I would like to see would be the regular ScP becoming the more competitive version, though this isn't a high priority.
SMG While I never really used the SMG for any length of time (due to it being min tech), the close range bullet hose hit and run is a very good niche for the weapon and definitely fits one of the many sidearm tropes. Hopefully it doesn't get nerf, or if people really are advocating a nerf, perhaps just the lower tiers? I don't think its game breaking in the slightest.
MSMG The MSMG is slightly underwhelming, mainly due to the fact that its in between a regular rifle and a sidearm, so the balance is way to thin to really suggest a proper tweak. It might just be safer to change this last if at all.
IoP The IoP is a like a half awoken beast, its technical range is fine (near old ScP range), but its not self sufficient or reliable which defeats the purpose of the gun being more generous on ammo. Lack of reliability/consistency is what holds this weapon back, a shorter range but better hit % would actually allow one to better gauge successful opportunities or not. By decreasing its dispersion a little bit you close in the gap between its technical dps and its in game functional dps. An Ion improvement would really go far with making Ion/SMG builds as a legitimate sidearm cqc build. Though to finish fixing the weapon, I'd say the Ion Pistol needs a lot higher dps for its short range rapid firing. And the charge shots heat mechanic need a few changes, either remove/reduce the heat mechanic entirely or boost the spike on charge shots.
BoP The bolt pistol is my favorite sidearm, it has two niches, one as a flanker sidearm (shared with the Ion), the other is as an executioner pistol. I find it best when paired with a ScR due to the range similarities and damage coverage when used as a finisher weapon, and the BrScP when used as a flanking weapon. Both of these roles benefit more from an increase in damage per shot rather than an increase in shots per second. So I'd say a slight damage boost in all I would be looking for in this weapon.
I have no idea which particular buff the flaylock needs (role change or dps) I just know it needs something, if people are worried about balance boost its cpu/pg requirements if needed, but even if its low on requirements theirs no purpose wasting a slot if it doesn't have a good solid role.
Below 28 dB
|
Temias Mercurial
Knights Of Ender RISE of LEGION
115
|
Posted - 2014.07.15 22:50:00 -
[38] - Quote
Ace Mercenary wrote: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?. flaylocks are good they just need more clips anything else is not needed
I think slightly increasing the splash radius slightly and adding one more missile to the mag would work fine. |
Jack 3enimble
Vengeance Unbound Dark Taboo
27
|
Posted - 2014.07.15 23:04:00 -
[39] - Quote
Please don't use the term "nerf" in this thread. Read it too often now on the forums. Talk about buff please |
SponkSponkSponk
The Southern Legion Final Resolution.
920
|
Posted - 2014.07.16 11:21:00 -
[40] - Quote
If you want to nerf the SMG, remove the sharpshooter skill from it.
Dust/Eve transfers
|
|
501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
309
|
Posted - 2014.07.16 11:35:00 -
[41] - Quote
No nerfing. Just have the sidearms as they are, with the Assaults giving buffs to the sidearms.
Minmatar Assault-Bonus to Clip sizes of the Flaylock Pistol and Submachine Gun
Amarr Assault- Scrambler Pistol ROF increase close to previous levels?
Caldari Assault- Bolt Pistol Reduction to Charge Time, Slight bonus to range
Gallente Assault- Makes the Ion Pistol like the Mini Shotgun idea other people said. Dispersion cuts down tremendously, and the Seize from the Charge shot is significantly shortened.
All around Assault bonus: 10% per Level Reduction to the fitting of Any Light Weapon or Sidearm, Two Grenade Slots
From the Clone Wars I came. Here, I am a man among tamed beasts, and a god...among men.
CEO of G0DS AM0NG MEN
|
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2161
|
Posted - 2014.07.16 13:29:00 -
[42] - Quote
Regarding the Flaylok, damage, clip size & blast radius are pretty close to what they should be. Might buff clip size by 1 or 2.
Blast radius feels small for the STD, but it's a high damage weapon, so that seems reasonable.
The two changes that would give the Flaylok a ton of character would be: increased missile velocity(maybe 35% faster) and better damage application to vehicles(say 85% of max damage).
The increased missile velocity would make the flaylock a more viable sidearm in one-on-one encounters, and the vehicle damage would allow a Flaylok to help take down a wounded vehicle, but be almost trivial to a healthy vehicle.
PSN: RationalSpark
|
Sgt Kirk
Fatal Absolution
6551
|
Posted - 2014.07.16 13:47:00 -
[43] - Quote
I can only speak about what I know.
So that would be the Ion Pistol and Submachine gun and scrambler pistol from times long past.
The Ion Pistol's hit detection, accuracy, whatever it may be is horrid. Furthermore the Charged shot isn't all it's cracked up to be mostly because of damage as well as the previous mentioned issue.
The Ion Pistol could also use a slight damage buff, not because it doesn't do enough damage against shields (it could use a small buff though) but because it's a side arm, meant to finish off the Enemies of the Gallente, which means we are getting into armor...which means it's not doing as good anymore. Also, the CPU cost on it is a little crazy. Why do Pistols have such ridiculous CPU/PG Cost anyway? Especially the Ion Pistol?
Tl ;dr: -Range is fine -Charged shot needs to be looked at -Slight damage buff to make up for it being a finishing weapon against Caldari. -Reduce CPU/PG on the Ion Pistol
The Submachine Gun:
Something about this weapon is perfect, yet broken at the same time. I like everything about it but maybe we should make it have more dispersion just for right now. I feel like that weapon is in a good spot. Also, maybe we could just make it harder to fit in terms of CPU/PG to make up for the gun being very close to Primary weapon status.
tl;dr: -Pretty much perfect, only slight tuning needed. -Increase dispersion at range - Increase CPU/PG to make it not so easy to fit a great weapon.
Overall I think Pistols should be easier to fit ISK/CPU/PG wise at the cost of range and all the typical pistol traits. While SMGs should not be easier to fit ISK/CPU/PG wise but it makes up for in it's damage application and versatility.
see you space cowboy...
|
Bormir1r
Fatal Absolution General Tso's Alliance
498
|
Posted - 2014.07.16 15:16:00 -
[44] - Quote
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?.
They're actually decent if you've skilled into them and are only using the Core. But yea, bigger clip size will do the trick to completely balance it out.
"One does not simply" run like a Raptor. Only mk.0 Scouts do that.
|
Bormir1r
Fatal Absolution General Tso's Alliance
498
|
Posted - 2014.07.16 15:19:00 -
[45] - Quote
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.
They just need to increase direct damage, increase clip size, and keep the splash damage constant.
"One does not simply" run like a Raptor. Only mk.0 Scouts do that.
|
843-Vika
BurgezzE.T.F General Tso's Alliance
53
|
Posted - 2014.07.16 15:42:00 -
[46] - Quote
Gavr1lo Pr1nc1p wrote:Id like FP all around buffs, bolt pistol range fix+slight faster RoF, ion pistol needs greatly reduced overheat
SMG needs a range nerf
magsex needs a kick/dispersion reduction
both the magsec and the rail rifle needs a sharp shooter skill to fix the dispersion/kick of them to make them more effective
|
BlazeXYZ
xCosmic Voidx Ishuk-Raata Enforcement Directive
45
|
Posted - 2014.07.17 02:16:00 -
[47] - Quote
843-Vika wrote:BlazeXYZ wrote:I-Shayz-I wrote:Flaylock is useless at basic and adv, but proto is fine. Bigger total ammo cap is needed for it being a sidearm though. Don't know how to buff it without making it OP. A bigger clip size is needed and also maybe having the same blast radius as the core flaylock to both adv and basic or an increase in damage and still retaining the blast radius in each tier. the whole point of having a larger blast radius on the core flaylock is to intice people to put more then 1 or 2 points into it, if the stats were the exact same at all tiers then it would be pointless to skill into proto
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.
The Blazing Intellect Machine
|
SponkSponkSponk
The Southern Legion Final Resolution.
923
|
Posted - 2014.07.17 02:35:00 -
[48] - Quote
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.
Dust/Eve transfers
|
Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1033
|
Posted - 2014.07.17 04:14:00 -
[49] - Quote
CCP Rattati wrote:SMG is far to easy to equip as the goto weapon that does everything well. It's the goto weapon because it is the perfect side arm. I wouldnt suggest increacing fitting costs becuase it already costs more to fit than the prototype combat rifle. |
Baal Omniscient
Onslaught Inc RISE of LEGION
1959
|
Posted - 2014.07.17 06:13:00 -
[50] - Quote
CCP Rattati wrote:SMG is far to easy to equip as the goto weapon that does everything well. As for all the nerf SMG posts related to this comment, shame on them.
The goal should be to make the SMG the gold standard, not the go-to sidearm. Work on bringing the other weapons in balance with the SMG, not the other way around.
It's hard enough to AV with only an SMG to defend yourself with, don't break the only decent AV sidearm. A sidearm should be good at killing at a decent range, like the SMG.
The only thing I could agree with nerfing on the SMG would be the clip size, sidearms shouldn't have more ammo in them than the like-variant light racial weapon equivalent (SMG-Assault CR, ScP-ScR, IP-TAR, etc.). Beyond that other weapons need to get better, not make the SMG worse.
Cross Atu for CPM1
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
|
|
Nocturnal Soul
Immortal Retribution
3625
|
Posted - 2014.07.17 06:41:00 -
[51] - Quote
Jathniel wrote:CCP Rattati wrote:SMG is far to easy to equip as the goto weapon that does everything well. Correction. The SMG is RELIABLE. Tired of the concept of "balancing" in this game, to be making something a frustrating pain in the ass to use. You should be able to take any sidearm you want, and start spamming peeps with it. And it should be able to PUT DOWN. Not empty a whole clip, and a dude still has his shields up (Ion Pistol). Lets make things competitive with the SMG, not wreck the SMG to be garbage like the rest. I know how you feel bro, that's how I was with the Scp and after all the pleas to not nerd it, it happened anyways :(
Run, hide in fear while you can for the Amarr Scout is on the hunt!
The eyes of God compelles you!!!
|
Crimson ShieId
Psygod9
668
|
Posted - 2014.07.17 11:21:00 -
[52] - Quote
Most of the sidearms are perfectly fine as is. The SMG is good, but it only stands out because there's nothing to compete with it. The bolt pistol and Magsec are both interesting weapons with good properties (Was the operation skill glitch for the Magsec ever fixed? If not, it needs to be!) while avoiding going overboard. The scrambler pistol, while not quite the beast of a sidearm it used to be, is still good, and the buffs it received alongside the nerfs kept it from falling to the fate of the Flaylock.
Speaking of which, that poor thing needs some love. It shouldn't take three hits from a core to kill a Militia suit. This weapon used to be exceptional, and now it's one of the worst guns in the game. Either give it a splash increase, or buff the direct hit damage back to previous levels. This way, it becomes a skillshot weapon again without going back to it's OP days.
The Ion Pistol, while I don't believe it's in the same hole as the Flaylock, needs something. It seems like it was meant to replace the scrambler pistol in a way, yet the weapon does nothing that the old scrambler pistols used to do. It doesn't have a massive headshot multiplier, it doesn't have decent range, its' ROF isn't all that good, its' damage is meh compared to the scrambler pistol, and the weapon overheats all the time! If it's going to be left with the same absolute range it currently has, it needs one of several things. A damage buff, an ROF buff, a magazine capacity increase, or ditching the overheat mechanic entirely (Or at least make it like a scrambler rifle, where it won't overheat with a single charged shot) None of these things need to be that high, small tweaks and all. The weapon isn't useless, but like the Flaylock, it's a lolgun at the moment. It shouldn't be as good as the old SCP, but it should do at least one or two of the things that SCP did relatively well before it was changed.
Oh, and can we please get the prototype variants for the burst and breach scrambler pistol, as well as the breach Flaylock? And while I'm on that, I'll just move over to the burst SCP. This weapon is interesting, but it needs something. The ROF is fine, the damage is fine, but this thing's hipfire accuracy while on the move is atrocious. Trying to hit and kill a target while not aiming down your sights is almost as difficult with the burst SCP as it is with the Ion Pistol. The burst AR does it fine, the CR does it fine. Why is it that the burst SCP needs the shooter to be standing perfectly still and aiming down sights to hit a target with more than one of those three shots?
Nova Knives are best sidearm.
|
BlazeXYZ
xCosmic Voidx Ishuk-Raata Enforcement Directive
45
|
Posted - 2014.07.18 23:58:00 -
[53] - 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.
Have you ever used the flaylock now. I'm pretty sure the scrambler pistol support aim assist i think. The flaylock is the only sidearm that can't kill at full health. However, this can be false if you put proficiency in it, but it would be difficult. Definitely need skill to use it. Imagine if the flaylock supported aim assist.
The Blazing Intellect Machine
|
Bojo The Mighty
Spaceman Drug Cartel-Uno
4208
|
Posted - 2014.07.19 00:04:00 -
[54] - Quote
SMG damage profile, including all projectiles, needs to be -10% +10% not -5% +10%.
The damage profile is a big reason why the SMG, HMG, and CR are OP.
Smell the burning flesh. Taste the tangy sulfur air. Volcano Season - Moltar's Haiku : SGC2C
|
SponkSponkSponk
The Southern Legion Final Resolution.
930
|
Posted - 2014.07.19 01:03:00 -
[55] - Quote
BlazeXYZ wrote:Have you ever used the flaylock now. I'm pretty sure the scrambler pistol support aim assist i think. The flaylock is the only sidearm that can't kill at full health. However, this can be false if you put proficiency in it, but it would be difficult. Definitely need skill to use it. Imagine if the flaylock supported aim assist.
I use a mouse, so I don't get aim assist.
Or even proper aiming.
Dust/Eve transfers
|
Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
336
|
Posted - 2014.07.19 01:10:00 -
[56] - Quote
CCP Rattati wrote:SMG is far to easy to equip as the goto weapon that does everything well.
Projectile weapons have been the more powerful choice across the boards ever since the CR came out.
There needs to be a higher penalty to shield damage at the very least. HMGs wouldn't really be bothered by it, but it would be fair for shield tankers to start getting more help against projectiles.
Hybrid weapons polar opposites are rail and plasma. +10% and -10% to the respective damage type.
Explosives and lasers are polar opposites. +20% and -20% to the respective damage type.
Projectiles are in a grey zone that make them stronger than all the other damage types. -5% to shields helps them more than hurts, and makes the +10% to armor feel like +100% compared to everything else.
If you're not going to counterbalance projectiles by giving them an adversary like plasma projectiles or something... Then just give them the same damage profiles as hybrid Rail. Possibly even a larger penalty than 10 against shields.
Edit: Actually? I'd like to see the projectile armor bonus reduced to 5%
DUST 514 Forums. You will never find a more wretched hive of scum and villa- er, I mean panty weights and neckbeards.
|
Killer's Coys
Prima Gallicus
44
|
Posted - 2014.07.19 09:23:00 -
[57] - Quote
CCP Rattati wrote:SMG is far to easy to equip as the goto weapon that does everything well.
Why nerf the SMG ?
Balancing the game... Nobody hasn't said "SMG is too much OP !" But " other sidearm weapons are useless" => give the same efficiency for ALL other sidearm weapon as the SMG... Not nerf the SMG You want to say, when someone using a swarm luncher, can't defend himself ? can't kill an ennemy ? Not enchain 3-4-5 battles ? because a light weapon hasn't unlimited clip size... the sidearm weapon "must" be almost as good as a light weapon, without range Mazette...... My opinion about sidearm weapon : For me, sidearm weapon are there to kill people, and, the better is : when you have an anti-shield light weapon, the sidearm weapon anti-armor can finish the man
I've made a lot of test with the SMG (I've the skills at the maximum) - short range : good - long range : doesn't make damage - against shield-tanker : almost impossible to win the battle - The DPS isn't as big as the light weapons
So, for me, you must BUFF the other sidearm weapon, to make them as good as the SMG, but not nerf the SMG.. If you do that, Which advantage will we have against logi ? (except stamina and speed) We have less mods and equipment slot BECAUSE we have a SIDEARM weapon. So, the sidearm weapon must be a good weapon to kill people. At the moment, for me, just the SMG is good balancing (maybe the breach scrambler pistol, but a bit less). Improve the other sidearm weapon, you'll make more happy-people
otherwise, the sidearm weapon will not be used any more... Do you see a lot of kills with flaylock ? or Ion pistol ? I don't... so... do you want to have the same result with the SMG ? Please........
Reflect about this, I've a lot of experience in this game, I can tell you : SMG isn't OP, but other sidearm weapon aren't godd at the moment.
For Assault Caldari buff !
|
CommanderBolt
ACME SPECIAL FORCES RISE of LEGION
1360
|
Posted - 2014.07.19 12:09:00 -
[58] - Quote
CCP Rattati wrote:SMG is far to easy to equip as the goto weapon that does everything well.
I'm dreading what you are going to do to sidearms. Please buff the less common ones instead of blanket nerfs to the sidearms people actually use.
You have been changing up so much recently, it is becoming frustrating and its well outside of the scope of balance.
-=#[ Gastun's Forge ]#=-
MY LIFE FOR AIUR!
"I'm wasting away here" - "Get me back into zee fight!
|
CommanderBolt
ACME SPECIAL FORCES RISE of LEGION
1360
|
Posted - 2014.07.19 12:10:00 -
[59] - Quote
SponkSponkSponk wrote:BlazeXYZ wrote:Have you ever used the flaylock now. I'm pretty sure the scrambler pistol support aim assist i think. The flaylock is the only sidearm that can't kill at full health. However, this can be false if you put proficiency in it, but it would be difficult. Definitely need skill to use it. Imagine if the flaylock supported aim assist. I use a mouse, so I don't get aim assist. Or even proper aiming.
Ain't that the truth bro...
-=#[ Gastun's Forge ]#=-
MY LIFE FOR AIUR!
"I'm wasting away here" - "Get me back into zee fight!
|
PLAYSTTION
GamersForChrist
195
|
Posted - 2014.07.19 15:21:00 -
[60] - Quote
FLAAAAAAAAAAAAAAAAYLOOOOOOOOCKS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
and ion pistol.
44/4 in a BPO Scout (1.8) 40/5 in a Proto Assault (1.7)
Open Beta Vet 26mil sp
R.I.P Dust 514
|
|
Zindorak
1.U.P
157
|
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
|
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.
|
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
|
Macchi00
LORD-BRITISH
99
|
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
|
killian178
S.e.V.e.N. General Tso's Alliance
35
|
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.
|
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.
|
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.
|
Ralden Caster
KILL-EM-QUICK RISE of LEGION
68
|
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
|
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...
|
|
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...
|
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
|
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
|
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.
|
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!.
|
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.
|
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.
|
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.
|
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.
|
Master Smurf
Nos Nothi
560
|
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"
|
|
2Berries
Ghosts of Dawn General Tso's Alliance
217
|
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.
|
Maiden selena MORTIMOR
Amarr Templars Amarr Empire
39
|
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
|
Temias Mercurial
Knights Of Ender RISE of LEGION
127
|
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.
|
Sinboto Simmons
SVER True Blood Dark Taboo
6259
|
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)
|
trollface dot jpg
The Bacon Corporation
242
|
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
|
Balamob
SVER True Blood Dark Taboo
33
|
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.
|
Bad Heal
Escrow Removal and Acquisition Dark Taboo
145
|
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
|
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
|
Apothecary Za'ki
Biomass Positive
175
|
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
|
Apothecary Za'ki
Biomass Positive
175
|
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
|
|
Sinboto Simmons
SVER True Blood Dark Taboo
6286
|
Posted - 2014.07.30 17:53:00 -
[91] - Quote
Apothecary Za'ki wrote: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 agreed
Sinboto - The True Blood Minja
Forum Warrior level 5 Prof 1
STB-Infantry (Demolition)
|
Cass Caul
79
|
Posted - 2014.07.30 18:17:00 -
[92] - Quote
CCP Rattati wrote:SMG is far to easy to equip as the goto weapon that does everything well.
I don't understand this sentiment. I've got proficiency III in SMG, ScP, Flaylock, and Nova Knives on my main character. I've got Proficiency III in Bolt Pistol, Magsec, and Ion Pistol each on a single, separate account.
The SMG is not my goto weapon. The Scrambler Pistol is, specifically the TY-5.
I think the Viziam Scrambler Pistol needs a very small increase in rate of fire. It just does not hold up to 40CPU/8PG cost it has, making the TT-3, TY-5, or Carthum far better choices. From 1.0 to 1.7 basically the Viziam Scrambler Pistol was to the Carthum Assault Scrambler Pistol what the Duvolle Specialist Shotgun was to the CreoDron Shotgun, reduced clip size and reduced ammo capacity. I really wish it would return to that state. Scrambler Pistols also need to have the Prototype Burst and Breach variants available- we call all see in the SDK that they have existed for a very long time.
My biggest issue with the Flaylock currently is hit-detection because it is done server-side and even though I see my target inside the blast radius on my screen they have already moved far beyond that. I'd like a little more direct damage and another +3 to total ammo, and an ADV and PRO Breach.
Nova Knives are basically getting what they need in charlie, save for the desperate need for backpedaling speed to be reduced to equal or below strafing speed.
I like the Magsec, but there is just too much muzzle flare. The kick may be too much, but it also gives it flavor.
The Ion Pistol is just an utter piece of crap. Classic CCP. There was so very, very much feedback prior to its release outlining how terrible it was going to be. And guess what?! It acutally turned out to be worse than we expected! All the problems we predicted were there, only with the additional bonus of it having the most spastic dispersion of anything in the entire game. It also basically feels like the Ion Pistol's Sharpshooter skill actually makes the dispersion worse. BTW, the pre-release critisisms were: auto-stun from a charge is just stupid. Like, whoever thought that was a good idea should be flayed alive for everyone to watch so no-one ever acts that extraordinarily stupid again. The DPS is less than the Scrambler Pistol dispite is having more dispersion and less range making it the worst choice possible. And many, many, more!
Bolt Pistol? Simply not enough rounds in a clip. 6 at STD, ADV, and PRO is just bad. The TY-5 Breach Scrambler Pistol is far superior to the PRO Bolt Pistol because the bolt pistol doesn't has the headshot bonus and it is just completely unforgiving if you miss a shot.
If you think the SMG is too good as it stands, why not just take out the Sharpshooter skill and refund people the SP? Like, the sharpshooter skill is what makes high rate of fire weapons so effective - well that, aim assist, and stun locking.
If you can't keep up, shut up.
Math is easy, you're just stupid.
The Empress of Alts
|
Temias Mercurial
Knights Of Ender RISE of LEGION
140
|
Posted - 2014.07.30 18:27:00 -
[93] - Quote
Apothecary Za'ki wrote: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
Yet you never see the magsec in the killfeed... or at least it's that way for me. I love using it, as the recoil is very controllable.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
|
Cass Caul
81
|
Posted - 2014.07.30 18:29:00 -
[94] - Quote
MINA Longstrike 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? No. The SCP was hilariously overpowered at old levels.Larry Desmo wrote:id likeit if the ion pistols charged shot didnt overheat it untill about the third shot maby the fourth. and the bolt pistol is easier to fit than an smg on most of my suits id really like it if you dont mess with the smg at all. 1000 damage in 3 shots? Totally balanced.
The Scrambler Pistol was most certainly not OP at the time. It was in a perfect spot. But it needed to change because of the TTK adjustments. The breach variant was my favorite pistol in closed/open beta, but until they reduced the RoF on the regular it was useless. I GÖÑ the re-balancing the ScP got as it does a good job fitting in, in this world where you don't see 2+ damage mods on every Medium Frame
If you can't keep up, shut up.
Math is easy, you're just stupid.
The Empress of Alts
|
Apothecary Za'ki
Biomass Positive
180
|
Posted - 2014.07.30 18:31:00 -
[95] - Quote
2Berries wrote: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. +1 for any post regarding actually having a working silencer on MAGSEC
but id just be happy with a sight, i hate iron sights
Logibro in training.
Weapon Damage Profiles Quick List
|
Temias Mercurial
Knights Of Ender RISE of LEGION
140
|
Posted - 2014.07.30 18:35:00 -
[96] - Quote
2Berries wrote: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.
The devs have already stated that even though there are models of it having a silencer (a better term would be a 'suppressor'), it won't ever have one. I wish the kept the damn sight though, as it's the same as the bolt pistol's. Does it really have a lot of recoil? I think it's bouncy, but is easily controllable and viable to use if you move the right analog stick down as it goes up to keep it on target. It's very gradual for 'recoil'.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
|
Cass Caul
81
|
Posted - 2014.07.30 18:38:00 -
[97] - Quote
Iron Wolf Saber wrote:Still mad over 1.8 scrambler pistol changes. I still keep trying to trigger it as fast as I used to but to get caught in the clucky wait for it before you can pull on it mechanic. .
You think that that's bad? try having proficiency V in shotguns. It's a complete waste of SP to have any SP in shotguns past Operations III. TTK doesn't change between CRG-3 with prof 0 and CreoDron Prof 5. The only difference is ISK and fitting costs. Bravo guys that did that change. Another set of people that i'd like love to see injected with a paralytic agent and let Gunnar Nelson beat bloody.
If you can't keep up, shut up.
Math is easy, you're just stupid.
The Empress of Alts
|
Apothecary Za'ki
Biomass Positive
180
|
Posted - 2014.07.30 19:04:00 -
[98] - Quote
Temias Mercurial wrote:Apothecary Za'ki wrote: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 Yet you never see the magsec in the killfeed... or at least it's that way for me. I love using it, as the recoil is very controllable.
(L3 magsec) adv magsec N7-A.. 40 cpu 8 pg. 373.33 vs (L3 SMG ) adv smg M512-A 35 cpu 6 pg . 367.5 dps
Now major differances..
MAGSEC no scope, higher dps longer range no "sharpshooter" SP sink as its dispersal is already nice and tight, only somewhat of a recent released weapon.
SMG Scope, no charge up time, needs the "Sharpshooter" SP sink as it has loose dispersal above short range, as old as dust is.
Basically main reason people use smg is casue they are already skilled for it from way befor magsec was released.
now lets look at the proto magsec.. (L5 magsec) kaalakiota 61 cpu 12pg. 391.11 dps (dosnt need prof 1 nor sharpshooter skill, lower reqs) (L4 improved SMG) M209.. 42 cpu 7 pg . 386.84 dps (slightly better then the L3 one but much higher requirments) (L5 normal smg) six kin.. 57 cpu 10 pg. 385.0 dps ( why sue this when L4 one is better right? useless weapon) (L5 improved smg) ishukone 68 cpu 11pg. 405.26 dps (much higher requirements and also needs prof 1)
now.. lets think.. even some of the advanced L3 and 4 LIGHT weapons dont even need this much PG and CPU as the L3 and 4 MAG/smg use its mind boggleing.. and befor you say SMG is op.. lets look at M209 vs L5 mag. smg wont get proficianty for more armor damage while the magsec would have that opened up easly but the smg would also need ALOT of sp into sharpshooters to be as accurate as a magsec..
so i put it to you Rattati! SMG is balanced and fair for the SP commitment and CPU/pg use and is NOT that EASY to FIT.. hell even some light weapons use less cpu and pg then the higher dps SMGs and even then the light weapons do alot more dps.
PS. if magsec had a scope every one would use it cause of the lack of having to waste SP on SHARPSHOOTER skill.
Logibro in training.
Weapon Damage Profiles Quick List
|
Apothecary Za'ki
Biomass Positive
180
|
Posted - 2014.07.30 19:07:00 -
[99] - Quote
Cass Caul wrote:Iron Wolf Saber wrote:Still mad over 1.8 scrambler pistol changes. I still keep trying to trigger it as fast as I used to but to get caught in the clucky wait for it before you can pull on it mechanic. . You think that that's bad? try having proficiency V in shotguns. It's a complete waste of SP to have any SP in shotguns past Operations III. TTK doesn't change between CRG-3 with prof 0 and CreoDron Prof 5. The only difference is ISK and fitting costs. Bravo guys that did that change. Another set of people that i'd like love to see injected with a paralytic agent and let Gunnar Nelson beat bloody.
only differance i think is the distance and how tight the spread is going from adv shotty to proto shotty meaning you can double tap heavys from even farther away then you could before
Logibro in training.
Weapon Damage Profiles Quick List
|
Apothecary Za'ki
Biomass Positive
180
|
Posted - 2014.07.30 19:10:00 -
[100] - Quote
CCP Rattati wrote:SMG is far to easy to equip as the goto weapon that does everything well. with out (smg)sharpshooter, MAGSEC does it all better.. give magsec a scope and watch people switch over to it cause they can save like.. 1m SP which can be of use in other areas.
Logibro in training.
Weapon Damage Profiles Quick List
|
|
Bormir1r
Fatal Absolution General Tso's Alliance
622
|
Posted - 2014.07.30 19:12:00 -
[101] - Quote
My opinion on side arm buffs:
NK- Charlie's taken care of it.
Flaylock - larger clip size (5 shots per clip), Significant increase in Direct Damage (400), Better Hit detection.
Magsec - pretty balanced, kick could be reduced.
SMG - more balanced than the Magsec, pg could be increased *slightly* (from 3 to 5)
ScP - I never got to use this weapon pre 1.8, which was a shame, but I can easily say this weapon isn't good enough, it's better than the Ion pistol, but something definitely doesn't feel right about it. There should be a RoF buff on this (275 to 475 where Burst is at) and for the burst (475 to 675).
Ion Pistol - Unfortunately this weapon is the worst of the lot, while it has potential and was definitely on the right track it definitely fall behind everything. IMO this weapon is the counterpart to the ScP in terms of RoF and Damage. So where the ScP focuses on RoF, the Ion Pistol should focus on Damage (50 to 110). Furthermore the charged shot overheat should be reduced (5 to 3).
Bolt Pistol - This weapon is pretty decent, but really just needs a range buff and a slight damage buff (a damage buff would also give the range buff). (Damage increase from 140 - 180) OR range (63 - 80m)
"One does not simply" run like a Raptor. Only Mk.0 Scouts will do that.
NK are my Teeth, Kin Cats are my Legs.
|
Adipem Nothi
Nos Nothi
3415
|
Posted - 2014.07.30 19:28:00 -
[102] - Quote
Bormir1r wrote:My opinion on side arm buffs:
1. NK- Charlie's taken care of it.
2. Flaylock - larger clip size (5 shots per clip), Significant increase in Direct Damage (400), Better Hit detection.
3. Magsec - pretty balanced, kick could be reduced.
4. SMG - more balanced than the Magsec, pg could be increased *slightly* (from 3 to 5)
5. ScP - I never got to use this weapon pre 1.8, which was a shame, but I can easily say this weapon isn't good enough, it's better than the Ion pistol, but something definitely doesn't feel right about it. There should be a RoF buff on this (275 to 475 where Burst is at) and for the burst (475 to 675).
6. Ion Pistol - Unfortunately this weapon is the worst of the lot, while it has potential and was definitely on the right track it definitely fall behind everything. IMO this weapon is the counterpart to the ScP in terms of RoF and Damage. So where the ScP focuses on RoF, the Ion Pistol should focus on Damage (50 to 110). Furthermore the charged shot overheat should be reduced (5 to 3).
7. Bolt Pistol - This weapon is pretty decent, but really just needs a range buff and a slight damage buff (a damage buff would also give the range buff). (Damage increase from 140 - 180) OR range (63 - 80m)
1. Agreed. We should wait and see. 2. Agreed. Core mechanics (like HD) are not subject to change. Maybe increase projectile speed instead? 3. Agreed. Reduce kick. Possibly reduce noise (too f*cking loud). 4. Agreed. I'd leave this one alone to serve as our benchmark, and buff the others match. 5. Agreed. Increase RoF. 6. No comment (never used it). 7. No comment (never used it).
Shoot scout with yes...
- Ripley Riley
|
Adipem Nothi
Nos Nothi
3415
|
Posted - 2014.07.30 19:32:00 -
[103] - Quote
Apothecary Za'ki wrote:CCP Rattati wrote:SMG is far to easy to equip as the goto weapon that does everything well. with out (smg)sharpshooter, MAGSEC does it all better.. give magsec a scope and watch people switch over to it cause they can save like.. 1m SP which can be of use in other areas.
The magsec kicks to hard to make use of optics at the moment; its not unlike trying to aim while sitting atop a washing machine. Kick should be reduced either way, then we can add a red dot / reflex / acog sight.
Also, it is sooooo loud. Every time I use the damn thing, everyone with half a mind comes looking for me. So, add a suppressor for added sexiness.
I give you, the new and improved, original design :-)
Shoot scout with yes...
- Ripley Riley
|
Adipem Nothi
Nos Nothi
3416
|
Posted - 2014.07.30 20:00:00 -
[104] - Quote
Even better idea!
1) MagSec S (suppressed) variants are available through Caldari Loyalty Store. These sidearms feature greatly reduced decibel output at the expense of less damage at range.
2) Nova Blade variants are available through Minmatar Loyalty Store. These sidearms feature accelerated charge speed at the expense of slightly less damage. Perform best when wielded by experienced Matari Scouts, as their innate racial bonus more-than-compensates for the variant's damage reduction.
Shoot scout with yes...
- Ripley Riley
|
Rusty Shallows
Caldari State
1953
|
Posted - 2014.07.30 20:02:00 -
[105] - 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. "Skill shot," was a buzzword to make the nerfing last year sound more legitimate. Let there be no doubt it was a clear nerfing plus the Weapon Upgrade skill being fixed to work like it should have day one. The salt in the wound was a Dev post saying they were changing the Weapon Operations skill. The implication was Flaylocks were going to get extra ammo like the Scrambler Pistols. So the whole skill shot terminology made sense, the nerfs made sense since the splash damage was going to be nearly a non-factor and more direct hits would be needed to get kills.
Then in classic CCP style they bungled the whole deal. One more sin to insure Assault Rifles would remain the single best weapon, period. I'm so glad those days are over. Warts and all we are damned lucky to be in Uprising 1.8
Forums > Game: So here is a cookie and a Like. Please keep posting.
Bwahahahahahahahahahaha! >>> GòÜ(GÇóGîéGÇó)Gò¥ >>>
|
Adipem Nothi
Nos Nothi
3419
|
Posted - 2014.07.30 20:27:00 -
[106] - Quote
Rusty Shallows wrote: Warts and all we are damned lucky to be in Uprising 1.8
Agreed. +1
Shoot scout with yes...
- Ripley Riley
|
|
|
|
Pages: 1 2 3 4 :: [one page] |