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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4611
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Posted - 2013.06.29 14:08:00 -
[1] - Quote
*All stats are from prototype level* *Ranges found here*
[Comparison] Flaylock pistol Damage per shot: direct 239.8 / splash 214.5 Damage per second (DPS): 1 shot per second, so same stats as above (direct 239.8 / splash 214.5) Damage per mag: direct 719.4 / splash 643.5 Range: 60 m? (only the 'Splashbone' was checked)
Scrambler pistol Damage per shot: 88 DPS: 733.33 (and that's not even with the crazy awesome headshot multiplier) Damage per mag: (+5 shots per magazine size skill bonus factored) 968 Range: around 61 m
SMG Damage per shot: 25.3 DPS: 421.66 Damage per mag: 2024 Range: 44 m
[Conclusion] The prototype flaylock pistol's DPS pales in comparison by hundreds of points, even with direct damage. The damage per magazine is also underwhelming, meaning it can kill less people with just one magazine in comparison to the other sidearms. What the flaylock pistol gets is splash (2.5 meters with maxed out operation skill), which makes it much easier to damage targets since just landing hits close to them does the job; this advantage however is in exchange for DPS.
Basically the flaylock is more likely to do damage because of splash, but has much lower damage per second as a tradeoff. Seems fair to me. I really hope it isn't nerfed in 1.2 because I think its pretty balanced.
/me activates flame shield. |
RA Drahcir
Psygod9 RISE of LEGION
0
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Posted - 2013.06.29 14:21:00 -
[2] - Quote
these numbers are leaving out certain factors, I am a heavy and usually run around with EHP of around 1150 but I still can be one shotted by proto flaylocks and killed by one grenade. There are outlying factors, cone of fire with the SMG, direct damage stacked with AOE damage from flaylocks/grenades. I do not know, but I understand why people think flaylocks are OP because of the way they perform, outside the basic numbers you have shown. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4611
|
Posted - 2013.06.29 14:46:00 -
[3] - Quote
RA Drahcir wrote:these numbers are leaving out certain factors, I am a heavy and usually run around with EHP of around 1150 but I still can be one shotted by proto flaylocks and killed by one grenade. There are outlying factors, cone of fire with the SMG, direct damage stacked with AOE damage from flaylocks/grenades. I do not know, but I understand why people think flaylocks are OP because of the way they perform, outside the basic numbers you have shown. From personal experience i know splash and direct damage don't stack, or else I wouldn't need 2 direct hits to kill a medium suit. The other factors are likely headshots, and damage modes; these things are not specific to the flaylock. It is likely what seemed to be a flaylock rocket killing you with one hit might actually be a flaylock rocket plus a combination of other damage sources.
I may have to recalculate the fire rate of the flaylock, my initial results may have been wrong. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4611
|
Posted - 2013.06.29 14:55:00 -
[4] - Quote
Ok, corrected my DPS calculations |
Hagintora
Chatelain Rapid Response Gallente Federation
115
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Posted - 2013.06.29 15:20:00 -
[5] - Quote
I've only been killed a Flaylock once or twice, and didn't find it to any more irritating than being killed by anything else. Of course I run a Scout Suit, so pretty much anything OHK's me. The only thing that confused me about Flaylock's was when I checked it's skill tree. The skill that reduces the Flaylock's PG by 25% when Maxed out seems kind of useless. The Proto version only has a PG of 2, so sinking SP into a skill that that reduces PG seems like a serious waste.
Really, that's the only issue I have with that weapon. |
ZDub 303
TeamPlayers EoN.
524
|
Posted - 2013.06.29 15:28:00 -
[6] - Quote
Need to account for the 135% to armor.
Base stats on the godlock pistol aren't terrible, but the rate of fire combined with splash and the minmatar assault bonus (which is ridiculous and needs to be changed) make the core godlock incredibly powerful.
Doesn't matter what you're saying on paper... The godlock is by far the most powerful sidearm, and is more powerful than a lot of light weapons too. It's pretty much on the level of fused locus nades.
It needs a RoF reduction, to around half its current, and explosives need a generally change in efficacy, probably to something around 90/110 instead of 70/135. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4613
|
Posted - 2013.06.29 15:32:00 -
[7] - Quote
ZDub 303 wrote:Need to account for the 135% to armor.
Base stats on the godlock pistol aren't terrible, but the rate of fire combined with splash and the minmatar assault bonus (which is ridiculous and needs to be changed) make the core godlock incredibly powerful.
Doesn't matter what you're saying on paper... The godlock is by far the most powerful sidearm, and is more powerful than a lot of light weapons too. It's pretty much on the level of fused locus nades.
It needs a RoF reduction, to around half its current, and explosives need a generally change in efficacy, probably to something around 90/110 instead of 70/135.
It does more to armor, but does like 70% on shields = fair trade off. Saying the flaylock is OP because it does high armor damage is basically like saying the scrambler rifle is OP for doing high shield damage. Being better against one means you're worse against another.
Yes flaylock is better than some light weapons, but that's because those light weapons (laser and MD) were nerfed because of people constantly whining, kind of like how people are whining about the flaylock. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
506
|
Posted - 2013.06.29 15:35:00 -
[8] - Quote
While numbers are interesting and also important, they aren't the whole truth. They can even fool you.
What matters a lot is functionality. Often in case of weps it means damage projection and situational usability. |
ZDub 303
TeamPlayers EoN.
524
|
Posted - 2013.06.29 15:39:00 -
[9] - Quote
KEROSIINI-TERO wrote:While numbers are interesting and also important, they aren't the whole truth. They can even fool you.
What matters a lot is functionality. Often in case of weps it means damage projection and situational usability.
This.
You can't spreadsheet in an FPS... There is so much more to the picture than numbers. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4613
|
Posted - 2013.06.29 15:44:00 -
[10] - Quote
ZDub 303 wrote:KEROSIINI-TERO wrote:While numbers are interesting and also important, they aren't the whole truth. They can even fool you.
What matters a lot is functionality. Often in case of weps it means damage projection and situational usability. This. You can't spreadsheet in an FPS... There is so much more to the picture than numbers. I find it interesting how you guys criticize my form of evidence, yet you don't present evidence of your own so suggest that the flaylock is OP; you just say it is, and how you want to nerf it without actual reasoning behind it. Why should I just take your word that its OP?
Going to bed now, will check on this thread later. |
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GVGMODE
187. League of Infamy
13
|
Posted - 2013.06.29 16:01:00 -
[11] - Quote
Honestly the flaylock is just GODMODE.
The odds of missing your target by using the scrambler pistol smg and other weapons are higher. The Core GODMODE pistol ensures you a higher change to hit your enemy and the only thing you need to do is fire at the ground... it requires no skill or luck to shoot it.
The splash damage is just too much, it should be 1/3 of its total damage and the are is just too big it should be the same as level 1 flaylock |
Albeon Dracon
Abandoned Privilege General Tso's Alliance
4
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Posted - 2013.06.29 16:03:00 -
[12] - Quote
KAGEHOSHI Horned Wolf wrote:ZDub 303 wrote:KEROSIINI-TERO wrote:While numbers are interesting and also important, they aren't the whole truth. They can even fool you.
What matters a lot is functionality. Often in case of weps it means damage projection and situational usability. This. You can't spreadsheet in an FPS... There is so much more to the picture than numbers. I find it interesting how you guys criticize my form of evidence, yet you don't present evidence of your own so suggest that the flaylock is OP; you just say it is, and how you want to nerf it without actual reasoning behind it. Why should I just take your word that its OP? Going to bed now, will check on this thread later.
The DPS numbers are interesting, but I think the biggest factor is range. You say that the scrambler pistol has roughly the same range as the flaylock, but you try hitting people 50-60m away with a scrambler pistol. You even have the SMG listed as 44m range. That may be the maximum range, but there's also an effective range. SMGs may be able to hit you out to 44m, but only about 1 in every 15 or so bullets will actually hit. Scrambler pistols are also good close in, especially if you can get a head shot, but lose a lot of their kick once you move out a bit because it's tricky to aim it very far. Since the flaylock is an explosive weapon, its effective range and maximum range are one and the same. It's also much easier to aim, and the splash damage ensure that even a near miss still has impact. The flaylock is what the mass driver should be...an effective, mid-distance explosive round launching weapon. A sidearm is supposed to be your close range "oh crap" weapon. It's what specialists use when they're out of their element and what assault characters use when they're out of ammo. Aside from the occasional nova knife boners, I almost never see someone with an assault rifle or scrambler rifle use a sidearm while their primary weapon can still shoot. With the flaylock, I've seen people use it as their primary weapon. That should tell you something in and of itself. |
GVGMODE
187. League of Infamy
13
|
Posted - 2013.06.29 16:08:00 -
[13] - Quote
Albeon Dracon wrote:KAGEHOSHI Horned Wolf wrote:ZDub 303 wrote:KEROSIINI-TERO wrote:While numbers are interesting and also important, they aren't the whole truth. They can even fool you.
What matters a lot is functionality. Often in case of weps it means damage projection and situational usability. This. You can't spreadsheet in an FPS... There is so much more to the picture than numbers. I find it interesting how you guys criticize my form of evidence, yet you don't present evidence of your own so suggest that the flaylock is OP; you just say it is, and how you want to nerf it without actual reasoning behind it. Why should I just take your word that its OP? Going to bed now, will check on this thread later. The DPS numbers are interesting, but I think the biggest factor is range. You say that the scrambler pistol has roughly the same range as the flaylock, but you try hitting people 50-60m away with a scrambler pistol. You even have the SMG listed as 44m range. That may be the maximum range, but there's also an effective range. SMGs may be able to hit you out to 44m, but only about 1 in every 15 or so bullets will actually hit. Scrambler pistols are also good close in, especially if you can get a head shot, but lose a lot of their kick once you move out a bit because it's tricky to aim it very far. Since the flaylock is an explosive weapon, its effective range and maximum range are one and the same. It's also much easier to aim, and the splash damage ensure that even a near miss still has impact. The flaylock is what the mass driver should be...an effective, mid-distance explosive round launching weapon. A sidearm is supposed to be your close range "oh crap" weapon. It's what specialists use when they're out of their element and what assault characters use when they're out of ammo. Aside from the occasional nova knife boners, I almost never see someone with an assault rifle or scrambler rifle use a sidearm while their primary weapon can still shoot. With the flaylock, I've seen people use it as their primary weapon. That should tell you something in and of itself.
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Nocturnal Soul
Immortal Retribution
13
|
Posted - 2013.06.29 16:08:00 -
[14] - Quote
KAGEHOSHI Horned Wolf wrote:*All stats are from prototype level* *Ranges found here* [Comparison] Flaylock pistol Damage per shot: direct 239.8 / splash 214.5 Damage per second (DPS): EDIT - 3 shots fired in about 2 seconds(used stopwatch), direct 359.7 / splash 321.75 Damage per mag: direct 719.4 / splash 643.5 Range: 60 m? (only the 'Splashbone' was checked) Scrambler pistolDamage per shot: 88 DPS: 733.33 (and that's not even with the crazy awesome headshot multiplier) Damage per mag: (+5 shots per magazine size skill bonus factored) 968 Range: around 61 m SMGDamage per shot: 25.3 DPS: 421.66 Damage per mag: 2024 Range: 44 m [Conclusion]The prototype flaylock pistol's DPS pales in comparison by hundreds of points, even with direct damage. The damage per magazine is also underwhelming, meaning it can kill less people with just one magazine in comparison to the other sidearms. What the flaylock pistol gets is splash (2.5 meters with maxed out operation skill), which makes it much easier to damage targets since just landing hits close to them does the job; this advantage however is in exchange for DPS. Basically the flaylock is more likely to do damage because of splash, but has much lower damage per second as a tradeoff. Seems fair to me. I really hope it isn't nerfed in 1.2 because I think its pretty balanced. A modest reduction in splash damage might be needed if there really are problems. /me activates flame shield. * EDIT: My initial fire rate and DPS for flaylock was off, corrected it. Still much lower DPS than other sidearms, making splash damage and radius fair.
well when you say it, it makes it seem like its true but looking at your profile pic your minmatar a shield/speed tanker of course its alright for you |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
508
|
Posted - 2013.06.29 17:45:00 -
[15] - Quote
KAGEHOSHI Horned Wolf wrote:ZDub 303 wrote:KEROSIINI-TERO wrote:While numbers are interesting and also important, they aren't the whole truth. They can even fool you.
What matters a lot is functionality. Often in case of weps it means damage projection and situational usability. This. You can't spreadsheet in an FPS... There is so much more to the picture than numbers. I find it interesting how you guys criticize my form of evidence, yet you don't present evidence of your own so suggest that the flaylock is OP; you just say it is, and how you want to nerf it without actual reasoning behind it. Why should I just take your word that its OP? Going to bed now, will check on this thread later.
I am actually pretty neutral to flaylock OP/not issue.
I was really reminding that if your conclusions were solely based on stats, they are likely to be off. |
Poplo Furuya
Crux Special Tasks Group Gallente Federation
100
|
Posted - 2013.06.29 18:45:00 -
[16] - Quote
Albeon Dracon wrote:KAGEHOSHI Horned Wolf wrote:ZDub 303 wrote:KEROSIINI-TERO wrote:While numbers are interesting and also important, they aren't the whole truth. They can even fool you.
What matters a lot is functionality. Often in case of weps it means damage projection and situational usability. This. You can't spreadsheet in an FPS... There is so much more to the picture than numbers. I find it interesting how you guys criticize my form of evidence, yet you don't present evidence of your own so suggest that the flaylock is OP; you just say it is, and how you want to nerf it without actual reasoning behind it. Why should I just take your word that its OP? Going to bed now, will check on this thread later. The DPS numbers are interesting, but I think the biggest factor is range. You say that the scrambler pistol has roughly the same range as the flaylock, but you try hitting people 50-60m away with a scrambler pistol. You even have the SMG listed as 44m range. That may be the maximum range, but there's also an effective range. SMGs may be able to hit you out to 44m, but only about 1 in every 15 or so bullets will actually hit. Scrambler pistols are also good close in, especially if you can get a head shot, but lose a lot of their kick once you move out a bit because it's tricky to aim it very far. Since the flaylock is an explosive weapon, its effective range and maximum range are one and the same. It's also much easier to aim, and the splash damage ensure that even a near miss still has impact. The flaylock is what the mass driver should be...an effective, mid-distance explosive round launching weapon. A sidearm is supposed to be your close range "oh crap" weapon. It's what specialists use when they're out of their element and what assault characters use when they're out of ammo. Aside from the occasional nova knife boners, I almost never see someone with an assault rifle or scrambler rifle use a sidearm while their primary weapon can still shoot. With the flaylock, I've seen people use it as their primary weapon. That should tell you something in and of itself. Aye, using max range instead of optimal is miscontruing things. Scrambler Pistols, 61m? Past 35m or so it'll tickle or, on a barrage of headshots, dent shields moderately.
Optimal is up to 21m. In practice it's good up to around 25m. Beyond that best of luck, damage curtails pretty damn sharp. Fine weapons but just listing 'range: 61m' is deceiving. At 35m you're doing about a quarter of regular damage, 50m I'm quite sure the damage falloff is at least 95%. Optimal is what you want to pay the most attention to, not max. |
Sloth9230
Reaper Galactic
2069
|
Posted - 2013.06.29 21:02:00 -
[17] - Quote
RA Drahcir wrote: I am a heavy and usually run around with EHP of around 1150 but I still can be one shotted by proto flaylocks This is BS, on a direct hit a flaylock will do about 197 against shields, that will never 1HKO you, unless you're a scout. |
Sloth9230
Reaper Galactic
2069
|
Posted - 2013.06.29 21:06:00 -
[18] - Quote
Albeon Dracon wrote:With the flaylock, I've seen people use it as their primary weapon. That should tell you something in and of itself. It means they think it's OP, it doesn't prove it. It is however easy to use, it's a noob tube, that's intentional. Hell most people who use Proto Flaylocks, have never used a proto sidearm in their life.
Last build we did have people who specialized in scrambler pistols, and they were good with them because they were good at headshots, where are they now? |
Arkena Wyrnspire
Turalyon Plus
1392
|
Posted - 2013.06.29 22:13:00 -
[19] - Quote
Ease of aiming, hitting and general use is a serious plus for the flaylock. In your number sets, the scrambler pistol does beat the flaylock, IF it lands all of its shots solidly. If it misses even one, then the flaylock outdamages it - and it even outdamages it on splash. This is a key point for the flaylock - it's much much easier to land all of your shots, even on splash, than it is for any other sidearm.
EDIT: Also, on range - the scrambler pistol and SMG suffer from significantly reduced damage at their maximum range, while the flaylock doesn't. |
Sloth9230
Reaper Galactic
2071
|
Posted - 2013.06.29 22:37:00 -
[20] - Quote
Arkena Wyrnspire wrote:Ease of aiming, hitting and general use is a serious plus for the flaylock. In your number sets, the scrambler pistol does beat the flaylock, IF it lands all of its shots solidly. If it misses even one, then the flaylock outdamages it - and it even outdamages it on splash. This is a key point for the flaylock - it's much much easier to land all of your shots, even on splash, than it is for any other sidearm.
EDIT: Also, on range - the scrambler pistol and SMG suffer from significantly reduced damage at their maximum range, while the flaylock doesn't. Which, as a noob tube, is fully intentional.
The Flaylock offers higher rewards for relatively little skill, that was done on purpose, noob tubes are there to noobs to a fighting chance against more experienced FPS players, this does not make it imbalanced.
So long as the harder to use weapons offer higher rewards, everything is fine.
Now, I'm not saying the flaylock is totally fine either, it could use a lower ROF, higher fitting requirments, and maybe a smaller splash radious. However, it's simply not "gode mode' weapon people claim it is. |
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Scheneighnay McBob
Bojo's School of the Trades
1829
|
Posted - 2013.06.29 22:53:00 -
[21] - Quote
I have the skill unlocked to use the advanced specialist flaylock, and the standard assault scrambler pistol.
For my AV sidearm of choice, I prefer the scrambler over the flaylock. |
Pandora Mars
Afterlife Overseers
44
|
Posted - 2013.06.29 23:27:00 -
[22] - Quote
I'm sorry, but numbers are weak when they come to actual effectiveness.
I must say this comparison is a joke to my eyes. A DPS comparison among so much different weapons?
In a real fight situation, how's your accuracy (meant as n shots / n hits ratio) with an SMG? 20-40%? And with a FL Pistol? 66-100%? FL has a blast radius which allows you to damage your opponent even in the hardest situation and even behind cover.
Range is messed up as well. SMG... 44m? No way. I can spit farther.
Also, you're forgetting about PG/CPU requirements.
And of course there's much more but this gives you an idea, I guess. |
Harkon Vysarii
Dead Six Initiative Lokun Listamenn
358
|
Posted - 2013.06.30 01:29:00 -
[23] - Quote
Personal experience wise (which it seems most FPSer will only take some bullshit personal story over hard evidence) I've used the flaylock and never thought it was OP, by in large Im and armour tanker and I can still weather a clips worth of shot (true 3 direct hits will kill me but then again a full magazine of anything should kill you).
I've found by in large of side arm effectiveness the SMG top all other side arms. The fact that it can throw out near on twice the damage of any side arm while accounting for spread, and missing shots, which high magazine capacity lets me easily outshoot most Flay Lockers (the only thing they have over me is range which I see as a fair trade off for damage potential).
Scramblers for me tend to be the Worst since they have tight fire cones, though damage over distance is very nice.
Personally Flaylocks fill the niche of Anti Armour side Arms well, they have equivalent damage value to other side arms, they have a decent range (which is affected by projectile drop off so arc fire is required) and to compensate for low velocity and small clip sizes they get AoE damage..... sounds fair enough to me.
In all honestly Im rarely even targeted by Flaylockers and when I am they tend to expend their magazine overly quickly and miss shots. |
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
83
|
Posted - 2013.06.30 03:14:00 -
[24] - Quote
The only thin i see that the flaylock has wrong is the clip size. This should be lowered to 1 or 2 since the reload is very fast. Apart from that having to pour 650 thousand sp + into it and each of the core costing 20+ k make it sort of balanced.
On another note the amount of people who use the flaylock is small. It's play style and range make it undesirable for lots of people. I played for about 15 hours straight and went up against max 5 flaylocks in dozens of games.
This next line sums up why people think flaylock is OP.
"I don't always use flaylocks but when I do, people notice"
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BL4CKST4R
WarRavens League of Infamy
328
|
Posted - 2013.06.30 03:28:00 -
[25] - Quote
KAGEHOSHI Horned Wolf wrote:*All stats are from prototype level* *Ranges found here* [Comparison] Flaylock pistol Damage per shot: direct 239.8 / splash 214.5 Damage per second (DPS): EDIT - 3 shots fired in about 2 seconds(used stopwatch), direct 359.7 / splash 321.75 Damage per mag: direct 719.4 / splash 643.5 Range: 60 m? (only the 'Splashbone' was checked) Scrambler pistolDamage per shot: 88 DPS: 733.33 (and that's not even with the crazy awesome headshot multiplier) Damage per mag: (+5 shots per magazine size skill bonus factored) 968 Range: around 61 m SMGDamage per shot: 25.3 DPS: 421.66 Damage per mag: 2024 Range: 44 m [Conclusion]The prototype flaylock pistol's DPS pales in comparison by hundreds of points, even with direct damage. The damage per magazine is also underwhelming, meaning it can kill less people with just one magazine in comparison to the other sidearms. What the flaylock pistol gets is splash (2.5 meters with maxed out operation skill), which makes it much easier to damage targets since just landing hits close to them does the job; this advantage however is in exchange for DPS. Basically the flaylock is more likely to do damage because of splash, but has much lower damage per second as a tradeoff. Seems fair to me. I really hope it isn't nerfed in 1.2 because I think its pretty balanced. A modest reduction in splash damage might be needed if there really are problems. /me activates flame shield. * EDIT: My initial fire rate and DPS for flaylock was off, corrected it. Still much lower DPS than other sidearms, making splash damage and radius fair.
You forgot one thing, after shields are down the flaylock pistol can 1 shot any shield suit, 1-2 shot any medium armor suit, and 3 shot a heavy, this is done almost instantly since the ROF is pretty high. No other sidearm can unleash this type of damage that fast, not even the SMG who has a 135% damage multiplier vs armor, and the highest ROF. When shields are up it can 3 shot any armor medium suit, and 6 shot max to kill any other suit. Although this seems like a lot for the flaylock, the splash radius and damage ensures that all hits or almost all hits land, where as the other sidearms need to hit and since they have no splash only around 25%-40% of the bullets will actually hit the target thus reducing the actual DPS by half to 2/3, while the flaylock does not suffer from this since it shines from splash damage not direct hits. |
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