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R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
110
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Posted - 2013.06.21 21:17:00 -
[1] - Quote
KING SALASI wrote:OP is right CCP was smoking when they made thr flaylock. Shoot at the enemy and boom enemy is dead. Shoot the turret at the enemy and the enemy lives. I'm lost for words with CCP, this have to be the worse release I've ever experienced. So much fail in dust it's not even funny.
To say im disappointed with CCP is an understatement. I hope sometime in the future they balance the game and fix all the issues. Until then may the force be with you on the battle field.
Your posts leads me to 2 conclusions:
1) You are a scout suit user who sucks at jumping. 2) You never actually used the Flaylock yourself.
Very likely it's both of those ;) |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
110
|
Posted - 2013.06.22 17:31:00 -
[2] - Quote
stlcarlos989 wrote:The problem is that the difference in splash and direct damage of the Flalock is 11% and for the large missiles its 80%. Whats worse is that the splash damage of the STANDARD flaylock is 195 and the prototype accelerated missile is 104 could someone please explain how that makes sense.
Do you have to reload the large missile turret after 3 shots? No you don't...which makes it perfectly balanced |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
110
|
Posted - 2013.06.22 17:32:00 -
[3] - Quote
KING SALASI wrote:R'adeh Hunt wrote:KING SALASI wrote:OP is right CCP was smoking when they made thr flaylock. Shoot at the enemy and boom enemy is dead. Shoot the turret at the enemy and the enemy lives. I'm lost for words with CCP, this have to be the worse release I've ever experienced. So much fail in dust it's not even funny.
To say im disappointed with CCP is an understatement. I hope sometime in the future they balance the game and fix all the issues. Until then may the force be with you on the battle field. Your posts leads me to 2 conclusions: 1) You are a scout suit user who sucks at jumping. 2) You never actually used the Flaylock yourself. Very likely it's both of those ;) Wrong on both nice try though. I don't use noob weapons I'm good if you think in wrong take a nice look at the player counts we are stuck with the beta players again lol.
Weak comeback...clearly my assessment was correct |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
110
|
Posted - 2013.06.22 17:35:00 -
[4] - Quote
Sloth9230 wrote:KING SALASI wrote: I don't use noob weapons I'm good
Why you complaining about flaylocks then? A pro like you should be able to land a headshot with a scrambler before they even have time to fire their first shot
Because he's talking out of his ass |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
110
|
Posted - 2013.06.23 11:07:00 -
[5] - Quote
Ted Nugget wrote:R'adeh Hunt wrote:stlcarlos989 wrote:The problem is that the difference in splash and direct damage of the Flalock is 11% and for the large missiles its 80%. Whats worse is that the splash damage of the STANDARD flaylock is 195 and the prototype accelerated missile is 104 could someone please explain how that makes sense. Do you have to reload the large missile turret after 3 shots? No you don't...which makes it perfectly balanced how long is your reload time? thats what i thought.. you cant find one thing that makes this arguement fit for the flaylock im sorry
Do you have any idea how much damage similar weapons can pump out in the time it takes a flaylock user to reload? If not, look it up...and then shut up, because you seemingly only look at individual stats instead of really comparing things.
PS: If you almost quit playing the game because tanks don't work for you...well...you clearly suck at tanks. |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
110
|
Posted - 2013.06.23 11:16:00 -
[6] - Quote
BL4CKST4R wrote:R'adeh Hunt wrote:Ted Nugget wrote:R'adeh Hunt wrote:stlcarlos989 wrote:The problem is that the difference in splash and direct damage of the Flalock is 11% and for the large missiles its 80%. Whats worse is that the splash damage of the STANDARD flaylock is 195 and the prototype accelerated missile is 104 could someone please explain how that makes sense. Do you have to reload the large missile turret after 3 shots? No you don't...which makes it perfectly balanced how long is your reload time? thats what i thought.. you cant find one thing that makes this arguement fit for the flaylock im sorry Do you have any idea how much damage similar weapons can pump out in the time it takes a flaylock user to reload? If not, look it up...and then shut up, because you seemingly only look at individual stats instead of really comparing things. PS: If you almost quit playing the game because tanks don't work for you...well...you clearly suck at tanks. You forget that when flaylocks are reloading the user is jumping around all over the place or running in circlers making him impossible to hit.
You can't reload when running...which makes your "can't hit him" comment a bit silly. All it means you aren't good at aiming. |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
110
|
Posted - 2013.06.23 11:34:00 -
[7] - Quote
BL4CKST4R wrote:When the other gun is done jumping around they have to stop to shoot and you might have a chance to kill them at this time, a flaylock on the other hand if the previous shots landed just needs 1 more shot to kill. Also you can reload while moving but not when sprinting, I meant just general moving around everywhere.
But BOTH weapon users can jump around and both won't do ANY damage while reloading. The difference is, the flaylock users only has 3 shots before he has to reload...while pretty much all other weapon users can continue firing while the flaylocker has to reload. During that time they make up the damage difference IF they are decent players who know how to aim. |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
110
|
Posted - 2013.06.23 11:55:00 -
[8] - Quote
BL4CKST4R wrote:Except one weapon requires aiming while the other requires shooting at the ground and letting splash damage do the work.
Which means it's not a OHK weapon...because splash damage doesn't OHK
The only time you actually kill someone with splash damage is if he's in a scout suit and not evading properly, or if he's in sub-par suits...in which case the whining is ridiculous because guess what, a PROTO weapon is supposed to kill a NON-PROTO suit easier
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R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
111
|
Posted - 2013.06.23 12:19:00 -
[9] - Quote
BL4CKST4R wrote:Or 2-3 shots for a medium Amarr and Gallente suit, 3-5 shots for a medium Minmatar and Caldari suit, and 5-7 shots for a Amarr heavy. 1 shot for any medium suit with no shields, and 2 shots for any Armor suit buffer tanking.
Which means it's perfectly balanced...because in most cases the flaylock user needs to reload at least once to score a kill. During that time the other weapon user (if he's not a noob who can't aim) can make up for the damage difference because he doesn't have to reload.
I take it you're not complaining about the OHK on suits with no shield/armor mods...because let's face it, that would be beyond silly |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
111
|
Posted - 2013.06.23 12:35:00 -
[10] - Quote
BL4CKST4R wrote:Actually my concern with the weapon is actually that it is made to punish armor users a little bit to much, we already have the majority of weapons doing this; where as no degree of shield punishing weapon can come close to it, since destroying shields doesn't destroy the armor . I do have ways to counter a flaylock pistol and that would be 2 fused locus, P2W, or a thin alleyway and a remote explosive waiting for you. But when it comes to a armor user vs a flaylock without these there is a 95% chance the armor user will die before even getting a chance to even shoot their weapon. When it comes to Gallente and Amarr medium suits even with shields its a 1 clip kill, for any other suit its 2 clips including a heavy.
Well, if you want to make it a bit less powerful against armor users, I sure hope you would increase its efficiency against shields...right?
What you're saying is like complaining that the SP is too powerful against shields. It really isn't, it's a COUNTER against a certain play style...just like other counters work against other playstyles. |
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R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
111
|
Posted - 2013.06.23 12:41:00 -
[11] - Quote
BL4CKST4R wrote:Even so, it is still very powerful even when compared to a mass driver.
That's only because the mass driver is suffering from well known bugs...
Not sure if you have the skillpoints available, but do the following if you can:
Get proto flaylocks and scrambler pistols...and then compare them in the field. If you are good, in both cases people will scream OP. I think they're pretty well balanced. The only minor change I think might be acceptable is to increase the PG usage of core flaylocks slightly to bring it more in line with the other sidearms...but that's about it. |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
111
|
Posted - 2013.06.23 12:46:00 -
[12] - Quote
BL4CKST4R wrote:R'adeh Hunt wrote:BL4CKST4R wrote:Even so, it is still very powerful even when compared to a mass driver. That's only because the mass driver is suffering from well known bugs... Chromosome build mass driver. Thats pre-nerf, pre-bugs mass driver.
Oh comon', now you're kidding
You can't expect me to take you seriously if you post nonsense like that... |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
111
|
Posted - 2013.06.23 13:29:00 -
[13] - Quote
stlcarlos989 wrote:For those who mentioned reload speed, the flaylock's base reload speed is 2.5s, the AR reload speed at rapid reload level 5 is 2.55s.
Yes...and it's a light weapon...one that does even more damage and has a significantly longer range. Everything has drawbacks. What's your point?
It seems like your cherry-picking stats to "prove your point" |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
111
|
Posted - 2013.06.23 14:22:00 -
[14] - Quote
stlcarlos989 wrote:R'adeh Hunt wrote:stlcarlos989 wrote:For those who mentioned reload speed, the flaylock's base reload speed is 2.5s, the AR reload speed at rapid reload level 5 is 2.55s. Yes...and it's a light weapon...one that does even more damage and has a significantly longer range. Everything has drawbacks. What's your point? It seems like your cherry-picking stats to "prove your point" I was pointing out reload speeds but there are also people who use 2 core flaylocks and just swap them to get off 6 shots before having to reload. Also the core flaylock has a 2.5m radius which is 8.2ft and does does 246.675 splash damage at level 5 proficiency (I have lvl 5 for the AR with 7mil total SP). So thats a possible 740.025 and if you have 2 flaylocks its 1480.05 in a matter of seconds and thats with no damage mods. Lets say you don't have any proficiency then its 643.5 or 1287 with 2 from splash that has an 8.2 ft radius not to mention if the enemy is in armor its even more effective. The Core Flaylock's is broken because 1) 2.5m splash radius 2) 11% difference between direct and splash 3) Ability to carry 2 allowing for 6 shots before reloading 4) 643.5 base splash damage for 3 shots is enough to kill most dropsuits 5) It only takes 45 CPU and 2 PG to equip
So wait...your basis for saying it's overpowered is by looking at the most extreme scenario with everything maxed? For crying out loud, you can do that with pretty much every gun and then claim it's OP
Yes, you can carry 2...but you can also carry two SP and get comparable damage. You're also assuming every shot hits...which simply isn't realistic unless you're facing a bad players. The splash damage is needed because of the slower bullet flight time, you need to lead shots way more...and are way more susceptible to good players who don't move in dumb predictable patterns...learn doing that and you would stop whining ;)
If you lose to a flaylock as a proto AR user you are A) bad at moving, B) bad at situational awareness, and C) apparently too dumb to take advantage of your better range. Learn to play the game and stop whining.
And again, the second you miss, you're at a massive disadvantage and essentially dead unless your opponent is a moron.
The flaylock is good at very specific situations, but not all of them. So it's not overpowered like the pre-nerf AR which was good at EVERYTHING....which was the main reason why it was overpowered. |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
111
|
Posted - 2013.06.23 14:37:00 -
[15] - Quote
stlcarlos989 wrote:R'adeh Hunt wrote:stlcarlos989 wrote:R'adeh Hunt wrote:stlcarlos989 wrote:For those who mentioned reload speed, the flaylock's base reload speed is 2.5s, the AR reload speed at rapid reload level 5 is 2.55s. Yes...and it's a light weapon...one that does even more damage and has a significantly longer range. Everything has drawbacks. What's your point? It seems like your cherry-picking stats to "prove your point" I was pointing out reload speeds but there are also people who use 2 core flaylocks and just swap them to get off 6 shots before having to reload. Also the core flaylock has a 2.5m radius which is 8.2ft and does does 246.675 splash damage at level 5 proficiency (I have lvl 5 for the AR with 7mil total SP). So thats a possible 740.025 and if you have 2 flaylocks its 1480.05 in a matter of seconds and thats with no damage mods. Lets say you don't have any proficiency then its 643.5 or 1287 with 2 from splash that has an 8.2 ft radius not to mention if the enemy is in armor its even more effective. The Core Flaylock's is broken because 1) 2.5m splash radius 2) 11% difference between direct and splash 3) Ability to carry 2 allowing for 6 shots before reloading 4) 643.5 base splash damage for 3 shots is enough to kill most dropsuits 5) It only takes 45 CPU and 2 PG to equip So wait...your basis for saying it's overpowered is by looking at the most extreme scenario with everything maxed? For crying out loud, you can do that with pretty much every gun and then claim it's OP Yes, you can carry 2...but you can also carry two SP and get comparable damage. You're also assuming every shot hits...which simply isn't realistic unless you're facing a bad players. The splash damage is needed because of the slower bullet flight time, you need to lead shots way more...and are way more susceptible to good players who don't move in dumb predictable patterns...learn doing that and you would stop whining ;) If you lose to a flaylock as a proto AR user you are A) bad at moving, B) bad at situational awareness, and C) apparently too dumb to take advantage of your better range. Learn to play the game and stop whining. And again, the second you miss, you're at a massive disadvantage and essentially dead unless your opponent is a moron. reread my post I listed the base stats as well and the base stats are what makes it OP the max stats are what make it ridiculous.
The base stats aren't overpowered given that it's a PROTO weapon. And again, it has enough drawbacks to compensate for its damage output.
Seems like you simply haven't adapted to cope against flaylocks with your cookie-cutter AR setup...or your situational awareness sucks. Probably both ;) |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
111
|
Posted - 2013.06.23 14:54:00 -
[16] - Quote
stlcarlos989 wrote:R'adeh Hunt wrote:The base stats aren't overpowered given that it's a PROTO weapon. And again, it has enough drawbacks to compensate for its damage output.
Seems like you simply haven't adapted to cope against flaylocks with your cookie-cutter AR setup...or your situational awareness sucks. Probably both ;) I run a cal logi so I have plenty of shields and I destroy flaylock users with my proficiency 5 duovolle, my points are about it ridiculously OP against people who run armor tanking dropsuits. Also your points about range mean that a Heavy is just screwed against these because HMGs have to be close and flaylocks are extra effective against armor.
So wait...you don't have any issues as a shield user, but your aim is to also make it worthless against armor tankers? Sounds reasonable
If a heavy user loses to a flaylock user his situational awareness simply sucks...which isn't a sign that the flaylock is OP
Just to prove how wrong you are, in order for a flaylock to win against a heavy, he needs to hit with every single shot...because once he has to reload, he's toast.
PS: Not surprised you run the FOTM though, seems like those whining the hardest are those running cookie-cutter setups and are then angry if anyone comes even close to being as effective as they are. |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
113
|
Posted - 2013.06.23 15:00:00 -
[17] - Quote
stlcarlos989 wrote:It has a huge splash radius and a ton of splash damage, reduce one of those and it will be fine.
If you reduce splash damage or range it becomes useless. To prove that point, use the standard flaylock with both of that reduced and you'll notice how pointless it becomes. |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
113
|
Posted - 2013.06.23 15:08:00 -
[18] - Quote
stlcarlos989 wrote:R'adeh Hunt wrote:stlcarlos989 wrote:R'adeh Hunt wrote:The base stats aren't overpowered given that it's a PROTO weapon. And again, it has enough drawbacks to compensate for its damage output.
Seems like you simply haven't adapted to cope against flaylocks with your cookie-cutter AR setup...or your situational awareness sucks. Probably both ;) I run a cal logi so I have plenty of shields and I destroy flaylock users with my proficiency 5 duovolle, my points are about it ridiculously OP against people who run armor tanking dropsuits. Also your points about range mean that a Heavy is just screwed against these because HMGs have to be close and flaylocks are extra effective against armor. So wait...you don't have any issues as a shield user, but your aim is to also make it worthless against armor tankers? Sounds reasonable If a heavy user loses to a flaylock user his situational awareness simply sucks...which isn't a sign that the flaylock is OP Just to prove how wrong you are, in order for a flaylock to win against a heavy, he needs to hit with every single shot...because once he has to reload, he's toast. PS: Not surprised you run the FOTM though, seems like those whining the hardest are those running cookie-cutter setups and are then angry if anyone comes even close to being as effective as they are. He doesn't have to hit any shots because he has an 8.2ft splash radius and almost 650 base splash that is extra effective against armor
Again, that's if his splash damage hits every single time...which is only possible if the opponent is standing still or moving in predictable dumb patterns...which is the opponents fault because he clearly sucks at the game. If he doesn't face a dumb opponent and/or doesn't hit every splash damage, he's basically toast because the opponent has 2.5sec to shoot at him while he reloads.
Your essentially trying to balance a weapon against dumb players who suck |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
113
|
Posted - 2013.06.23 15:17:00 -
[19] - Quote
OF COURSE heavies are slower, that's their main drawback...in return they pump out WAY MORE damage. And again, to kill a heavy, a flaylocker basically needs to hit them with every single shot...because once they have to reload, they're toast. Even if he hits them with splash damage every single time, that still won't bring down a decent heavy.
Have you even used a flaylock yourself? Because it sure doesn't sound like it |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
125
|
Posted - 2013.06.24 05:21:00 -
[20] - Quote
ER-Bullitt wrote:stlcarlos989 wrote:It has a huge splash radius and a ton of splash damage, reduce one of those and it will be fine. Try shooting a flaylock uphill. The Weapon is very good from elevated Good on even ground Near useless when aiming at elevated red dots
Yet another major drawback the whiners conveniently forget to mention |
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