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Skipper Jones
Condotta Rouvenor Gallente Federation
165
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Posted - 2013.06.22 04:32:00 -
[91] - Quote
Honestly... I am probably the WORST Flaylock pistol user in Dust. I'm good with the mass driver, but the Flaylock. I know what you mean though, as a sidearm they seem VERY powerful.
BTW: (I had fun trying to ram your Logi Lav today ) |
Marston VC
SVER True Blood Public Disorder.
345
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Posted - 2013.06.22 04:40:00 -
[92] - Quote
Ted Nugget wrote:Why is it that a flaylock pistol is better at killing infantry than a missile turret? Anyone have any suggestions to ease my mind. I just don't understand how a mini rocket is so much better at killing than a big missile from a large turret. Oh, because infantry don't cry when the weapon is in their hand. Go figure they make a handheld weapon that fires the same type of ammo as a turret and the handheld weapon is more effective. FTW Maybe I should have put my 10 mil sp into flaylocks. Rather than dumping it all into a worthless missile turret for a tank that infantry can dodge the splash damage, which doesn't even hurt the enemy.
Try looking at the stats for the flaylock, im pretty sure the damage for it is actually superior to the missiles...... (though I may be wrong), someone already posted a thread about how it has more DPS then the proto mass driver by a significant margin so maybe its the same with missiles too? Lol ted, you shouldn't have spammed missiles so much when they were OP, maybe then the nerf would have been less? |
Ferren Devarri
ARES.inc
22
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Posted - 2013.06.22 04:42:00 -
[93] - Quote
Dust Project 514 wrote:You must be kidding. Do you want turrets/tanks to be the ultimate to use killing machines? Would be unfair if we all had to deal with super strong infinite ammo shooters.
If you want easy killing turrets then request CCP give them limit ammo.
They're *tanks*, AND they're pricey as 10+ suits, and require 2 additional people to man the turrets to bring it up to full potential.
That's a sizable investment, so, yes, tanks SHOULD be the ultimate killing machines. Someone's wagering the entire match's rewards against their ability to grind you and your team into the dirt and stay in one peice in the process. |
Marston VC
SVER True Blood Public Disorder.
345
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Posted - 2013.06.22 04:42:00 -
[94] - Quote
ReGnYuM wrote:The only thing that makes sense is that Wolfman needs to be fired for ever letting this broken weapon pass QA
Hey man.... at least there not guided mini missiles like the devs hinted at before it was released, if they were i'd probably die of high blood pressure..... |
Jathniel
G I A N T EoN.
490
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Posted - 2013.06.22 05:00:00 -
[95] - Quote
Knight SoIaire wrote:I VOTED FOR-KODOS wrote:Flaylock = classic example of every fps' n00b tube Flaylock = Learn2Bunnyhopnub
QFT
(not very effective against shielded targets btw.) |
Sloth9230
Reaper Galactic ROFL BROS
1870
|
Posted - 2013.06.22 05:00:00 -
[96] - Quote
Marston VC wrote:ReGnYuM wrote:The only thing that makes sense is that Wolfman needs to be fired for ever letting this broken weapon pass QA Hey man.... at least there not guided mini missiles like the devs hinted at before it was released, if they were i'd probably die of high blood pressure..... Those are coming... |
Cass Barr
Red Star. EoN.
352
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Posted - 2013.06.22 15:44:00 -
[97] - Quote
ReGnYuM wrote:The only thing that makes sense is that Wolfman needs to be fired for ever letting this broken weapon pass QA
This. |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
110
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Posted - 2013.06.22 17:31:00 -
[98] - 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
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Posted - 2013.06.22 17:32:00 -
[99] - 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
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Posted - 2013.06.22 17:35:00 -
[100] - 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 |
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microwave UDIE
S.e.V.e.N.
29
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Posted - 2013.06.22 17:51:00 -
[101] - Quote
Ted Nugget wrote:Why is it that a flaylock pistol is better at killing infantry than a missile turret? Anyone have any suggestions to ease my mind. I just don't understand how a mini rocket is so much better at killing than a big missile from a large turret. Oh, because infantry don't cry when the weapon is in their hand. Go figure they make a handheld weapon that fires the same type of ammo as a turret and the handheld weapon is more effective. FTW Maybe I should have put my 10 mil sp into flaylocks. Rather than dumping it all into a worthless missile turret for a tank that infantry can dodge the splash damage, which doesn't even hurt the enemy.
Interesting point on tank turrets and damage. A long time ago in EVE I could fit out I believe 6 torpedo launches on my Raven battleship and could destroy anything with them. Then all the butthurt care bears cried that the evil pirates were ruining the game.
CCP in there infinite wisdom and love of all this balanced, decided to make so like size targets could only be tracked by like sized weapons. So if I wanted to swat that pesky frigate I had to carry a small turret on a battleship.
At this point I am amazed that the main turret can hit/track anything other than vehicles, that is if you didn't sneeze and blow the damn thing up already. ;) |
xLTShinySidesx
Sardaukar Merc Guild General Tso's Alliance
427
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Posted - 2013.06.22 18:39:00 -
[102] - Quote
Has anyone seen the Viziam scrambler pistol? Thing is crazy powerful. |
Ted Nugget
SVER True Blood Public Disorder.
174
|
Posted - 2013.06.22 18:43:00 -
[103] - Quote
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 |
Ted Nugget
SVER True Blood Public Disorder.
174
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Posted - 2013.06.22 18:46:00 -
[104] - Quote
Mobius Wyvern wrote:Ted Nugget wrote:Why is it that a flaylock pistol is better at killing infantry than a missile turret? Anyone have any suggestions to ease my mind. I just don't understand how a mini rocket is so much better at killing than a big missile from a large turret. Oh, because infantry don't cry when the weapon is in their hand. Go figure they make a handheld weapon that fires the same type of ammo as a turret and the handheld weapon is more effective. FTW Maybe I should have put my 10 mil sp into flaylocks. Rather than dumping it all into a worthless missile turret for a tank that infantry can dodge the splash damage, which doesn't even hurt the enemy. The Flaylock pistol being an infantry weapon means that people with other guns feel that they can easily kill the user. Someone on a turret with exactly the same damage output is OP because they're harder to hit. If you're in a tank, your weapons being able to easily kill infantry is absolutely unacceptable. That's about the size of it.
they dont like it that they can die and the three av nades the ar user carries doesnt kill me.... i have literally quit playing the game because i have so much sp into tanks that are a joke.. i mean you can fit a suit with a 1/5 of the hp i have on one of my tanks |
Dust Project 514
Dust Evo 514
35
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Posted - 2013.06.22 18:46:00 -
[105] - Quote
xLTShinySidesx wrote:Has anyone seen the Viziam scrambler pistol? Thing is crazy powerful.
No they haven't seen them because people haven't realised their MASSIVE dmg potential and starting using them in larger numbers for people to declare them OP, yet. |
Buster Friently
Rosen Association
754
|
Posted - 2013.06.23 06:35:00 -
[106] - Quote
Dust Project 514 wrote:xLTShinySidesx wrote:Has anyone seen the Viziam scrambler pistol? Thing is crazy powerful. No they haven't seen them because people haven't realised their MASSIVE dmg potential and haven't started using them in larger numbers for people to declare them OP, yet.
QFT.
If it isn't an AR, it must be OP.
AR is the noob weapon in this game. Sorry to all you "pros"
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Sloth9230
Reaper Galactic ROFL BROS
1872
|
Posted - 2013.06.23 06:35:00 -
[107] - Quote
Dust Project 514 wrote:xLTShinySidesx wrote:Has anyone seen the Viziam scrambler pistol? Thing is crazy powerful. No they haven't seen them because people haven't realised their MASSIVE dmg potential and haven't started using them in larger numbers for people to declare them OP, yet. Some people actually did call the scrambler OP towards the end of chromosome, something about "abusing headshots" |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
2046
|
Posted - 2013.06.23 06:42:00 -
[108] - Quote
Why not just make a buff missiles topic and leave the Flaylock alone? With all this butthurt, you guys are going to need some Preperation H when the desynch and splash damage bugs get fixed on the damn thing... |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
219
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Posted - 2013.06.23 08:44:00 -
[109] - Quote
Ted Nugget wrote:Why is it that a flaylock pistol is better at killing infantry than a missile turret? Anyone have any suggestions to ease my mind. I just don't understand how a mini rocket is so much better at killing than a big missile from a large turret. Oh, because infantry don't cry when the weapon is in their hand. Go figure they make a handheld weapon that fires the same type of ammo as a turret and the handheld weapon is more effective. FTW Maybe I should have put my 10 mil sp into flaylocks. Rather than dumping it all into a worthless missile turret for a tank that infantry can dodge the splash damage, which doesn't even hurt the enemy.
I would relish being killed by big ordinance. |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
110
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Posted - 2013.06.23 11:07:00 -
[110] - 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. |
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BL4CKST4R
WarRavens League of Infamy
320
|
Posted - 2013.06.23 11:13:00 -
[111] - Quote
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. |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
110
|
Posted - 2013.06.23 11:16:00 -
[112] - 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. |
BL4CKST4R
WarRavens League of Infamy
320
|
Posted - 2013.06.23 11:31:00 -
[113] - Quote
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. |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
110
|
Posted - 2013.06.23 11:34:00 -
[114] - 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. |
BL4CKST4R
WarRavens League of Infamy
320
|
Posted - 2013.06.23 11:46:00 -
[115] - Quote
Except one weapon requires aiming while the other requires shooting at the ground and letting splash damage do the work. |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
110
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Posted - 2013.06.23 11:55:00 -
[116] - 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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BL4CKST4R
WarRavens League of Infamy
320
|
Posted - 2013.06.23 12:04:00 -
[117] - Quote
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. |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
111
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Posted - 2013.06.23 12:19:00 -
[118] - 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 |
BL4CKST4R
WarRavens League of Infamy
321
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Posted - 2013.06.23 12:23:00 -
[119] - Quote
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. |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
111
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Posted - 2013.06.23 12:35:00 -
[120] - 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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