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Cruxio
Zumari Force Projection Caldari State
4
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Posted - 2013.07.06 17:00:00 -
[1] - Quote
2 Solutions to the Flaylock,
1) Increase the splash radius but reduce the direct damage by a lot (keeping its status as a lazy weapon)
2) 1 round magazine, keep the rest the same (keeping its status as a high damaging shot with decent splash)
My issue with the Flaylock is the sheer lack of skill it takes to just shoot around the feet and get that high damage, where as other sidearms need head shorts or good chaining for kills |
Cruxio
Zumari Force Projection Caldari State
4
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Posted - 2013.07.06 17:15:00 -
[2] - Quote
Buster Friently wrote:Cruxio wrote:2 Solutions to the Flaylock,
1) Increase the splash radius but reduce the direct damage by a lot (keeping its status as a lazy weapon)
2) 1 round magazine, keep the rest the same (keeping its status as a high damaging shot with decent splash)
My issue with the Flaylock is the sheer lack of skill it takes to just shoot around the feet and get that high damage, where as other sidearms need head shorts or good chaining for kills lol. Flaylock is fine. Once you see more flaylock kills in the killfeed than AR kills, you have permission to *****. Until then you're a whiny AR user. Also, the flaylock is harder to kill with than the AR, or the SMG.
I never used the AR once, I wouldn't mind them getting some sort of mechanical function to limit their abilities as well. I mainly use shotguns, subs and scram pistols.
As it stands, the Flaylock is literally the death of all heavies since they can't doge and with 20% bonus to armor, they can go down in two shots. As a scout myself they just have to hit one of those volley's relatively near me, the stamina nerf on the scout doesn't help either (MDs destroy me as well but as least they are balanced). The weapon also takes little player skill when compared to the mass driver which is not point and click weapon, the speed of the payload is also faster on the flaylock. |
Cruxio
Zumari Force Projection Caldari State
4
|
Posted - 2013.07.06 17:28:00 -
[3] - Quote
Buster Friently wrote:Cruxio wrote:Buster Friently wrote:Cruxio wrote:2 Solutions to the Flaylock,
1) Increase the splash radius but reduce the direct damage by a lot (keeping its status as a lazy weapon)
2) 1 round magazine, keep the rest the same (keeping its status as a high damaging shot with decent splash)
My issue with the Flaylock is the sheer lack of skill it takes to just shoot around the feet and get that high damage, where as other sidearms need head shorts or good chaining for kills lol. Flaylock is fine. Once you see more flaylock kills in the killfeed than AR kills, you have permission to *****. Until then you're a whiny AR user. Also, the flaylock is harder to kill with than the AR, or the SMG. I never used the AR once, I wouldn't mind them getting some sort of mechanical function to limit their abilities as well. I mainly use shotguns, subs and scram pistols. As it stands, the Flaylock is literally the death of all heavies since they can't doge and with 20% bonus to armor, they can go down in two shots. As a scout myself they just have to hit one of those volley's relatively near me, the stamina nerf on the scout doesn't help either (MDs destroy me as well but as least they are balanced). The weapon also takes little player skill when compared to the mass driver which is not point and click weapon, the speed of the payload is also faster on the flaylock. If you have only roughly 500pts ehp in a heavy, something is terribly wrong. I had a battle last night against a heavy (probably proto) during which I unloaded six flaylock rounds into him. I hit either directly or with splash every time. He still gunned me down. I use both the Flaylock and MD and I can tell you that the Flaylock is not easier. It is different though. The three round magazine on the flaylock means that the flaylock is a more aggressive get in quick, get out quick kind of weapon, whereas the MD is a bit more sustained. Also the smaller splash on the flaylock is a major differentiator - you can't control space with it like the MD. Also, the flaylock has a shorter range, which again pushes it towards the get in quick get out quick mentality. Given these differences, it's not surprising to me that a scout might have more difficulty with a flaylock than a MD.
Distance is traded for faster payload speed, even then it has the distance of a scram pistol without the distortion of optimal range damage. Also I believe the weapon takes thy least amount of cpu/pg than any other weapon. Since it is a sidearm with almost no cost associated with the suit, most point and click AR users have found them attractive.
Edit:
Honestly watch this and see how "accurate he has to shoot", also look as his distance https://www.youtube.com/watch?v=E-45RspYrxw |
Cruxio
Zumari Force Projection Caldari State
4
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Posted - 2013.07.06 17:41:00 -
[4] - Quote
Buster Friently wrote:major faux-pas wrote:**** me, thats a rambling mix of truth an B.S. ! :) (That first link) Shall i summarise to save half an hour?
op=op Whiners also call other people whiners
Not much to do with this thread, (except whining flaylocks defending their crutch)
Done. lol. Nice argument. Way to back up your statement with logic. Frankly, I see the AR users (and the like) doing the whining here. BTW, that definition of OP is what the devs use.
I know this one wasn't addressed to me, but you did skip my bit and went for the weaker argument
https://www.youtube.com/watch?v=E-45RspYrxw
I still hold this video as a good visual example of balance issues with the weapon, along with post 19 |
Cruxio
Zumari Force Projection Caldari State
5
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Posted - 2013.07.07 00:29:00 -
[5] - Quote
double post, sorry |
Cruxio
Zumari Force Projection Caldari State
5
|
Posted - 2013.07.07 00:30:00 -
[6] - Quote
Cosgar wrote:Cruxio wrote:Buster Friently wrote:major faux-pas wrote:**** me, thats a rambling mix of truth an B.S. ! :) (That first link) Shall i summarise to save half an hour?
op=op Whiners also call other people whiners
Not much to do with this thread, (except whining flaylocks defending their crutch)
Done. lol. Nice argument. Way to back up your statement with logic. Frankly, I see the AR users (and the like) doing the whining here. BTW, that definition of OP is what the devs use. I know this one wasn't addressed to me, but you did skip my bit and went for the weaker argument https://www.youtube.com/watch?v=E-45RspYrxwI still hold this video as a good visual example of balance issues with the weapon, along with post 19 Prototype weapon and some damn good aiming by predicting trajectory. That doesn't really help your argument.
watch and look for these points
1) The aiming, some of his shots were dead on hits, many of them were pretty far off from the opponent yet the damage was still incredible
2) The distance of the gun without any optimal damage fall out due to being an explosive
Aiming (major on :53, :59, and 2:13) :30 :34 :43 :53 :59 , 1:45
Distance :46 :49 1:18 1:50
The ease of not having to even hit the target directly, to shoot from that distance, and the sheer damage. |
Cruxio
Zumari Force Projection Caldari State
5
|
Posted - 2013.07.07 04:21:00 -
[7] - Quote
I also wanted to put forth, I don't want the flaylock nerfed to where it is not used anymore. As much as I am ragging on the flaylock it is pleasant to see other guns being used in the match.
I personally think the flaylock should have its direct damage reduced and its splash damage increased (mins are known for explosions anyways), the bonus it gets to armor will more than make up for its killing potential to finish off people but against shielded opponents it will be inevitably slow. This switch of raising indirect and lowering indirect would also offset it with the Mass Driver.
This would make it more of an area denial weapon along with an armor killer vs just a massive slaying weapon. |
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