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major faux-pas
Valor Coalition RISE of LEGION
35
|
Posted - 2013.07.06 11:25:00 -
[1] - Quote
Ok., peashooting flaylocks
Stupid accuraccy and damage for tiny tube, a fun weapon, but annoying if youre not the sort of player to simply get behind everything op. is this an idea to keep it fun without ruining serious games?
a 10% risk of misfire and blow up in users hands... Making it a fun choice in pub matches but less favored and less annoying in pc. Russian roulette skill reduces chance of flaylock chamber misfire by 1% per level. |
BL4CKST4R
WarRavens League of Infamy
428
|
Posted - 2013.07.06 12:50:00 -
[2] - Quote
major faux-pas wrote: Ok., peashooting flaylocks
Stupid accuraccy and damage for tiny tube, a fun weapon, but annoying if youre not the sort of player to simply get behind everything op. is this an idea to keep it fun without ruining serious games?
a 10% risk of misfire and blow up in users hands... Making it a fun choice in pub matches but less favored and less annoying in pc. Russian roulette skill reduces chance of flaylock chamber misfire by 1% per level.
99% |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
310
|
Posted - 2013.07.06 12:58:00 -
[3] - Quote
Kind of disagree but it did lead me to think about an interesting aspect of weapons balance. Almost all anti armour weaponry groups have spash damage and no real negatives to the player making use of them....
However almost all anti shield weaponry is laser based which in turn if used to excessively affects the user negatively, burnout damage and subsequent lock down of the weapon.....
Why again are anti shield players so gimped.... directly linked to concerns that armour tanking is less than adequate right now.... shield and anti armour players seem to get all the fun toys. |
major faux-pas
Valor Coalition RISE of LEGION
35
|
Posted - 2013.07.06 13:45:00 -
[4] - Quote
I find your reply a bit fuzzy mate, but this part is loud n clear:
True Adamance wrote:did lead me to think about an interesting aspect of weapons balance. Almost all anti armour weaponry groups have spash damage and no real negatives to the player making use of them....
Which is Exactly why the users of impact sensitive explosives would blow up from time to time.. Its kind of a given problem in the real world
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Buster Friently
Rosen Association
892
|
Posted - 2013.07.06 16:47:00 -
[5] - Quote
major faux-pas wrote: Ok., peashooting flaylocks
Stupid accuraccy and damage for tiny tube, a fun weapon, but annoying if youre not the sort of player to simply get behind everything op. is this an idea to keep it fun without ruining serious games?
a 10% risk of misfire and blow up in users hands... Making it a fun choice in pub matches but less favored and less annoying in pc. Russian roulette skill reduces chance of flaylock chamber misfire by 1% per level.
There's nothing wrong with the flaylock. Well aside from people actually getting kills with something other than an AR.
Watch the killfeed. The flaylock isn't even a distant second in terms of kills. The only weapon that might need nerfing right now is the AR. |
Cruxio
Zumari Force Projection Caldari State
4
|
Posted - 2013.07.06 17:00:00 -
[6] - 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 |
Buster Friently
Rosen Association
895
|
Posted - 2013.07.06 17:02:00 -
[7] - Quote
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. |
Vell0cet
Royal Uhlans Amarr Empire
45
|
Posted - 2013.07.06 17:04:00 -
[8] - Quote
True Adamance wrote:...Almost all anti armour weaponry groups have spash damage and no real negatives to the player making use of them.... Explosive weapons have small clips, tiny ammo capacity, long reload times, and slow projectiles that can be dodged/avoided. |
Buster Friently
Rosen Association
895
|
Posted - 2013.07.06 17:06:00 -
[9] - Quote
Vell0cet wrote:True Adamance wrote:...Almost all anti armour weaponry groups have spash damage and no real negatives to the player making use of them.... Explosive weapons have small clips, tiny ammo capacity, long reload times, and slow projectiles that can be dodged/avoided.
Also, you can kill yourself with them if you engage at too short a range.
|
Beeeees
KILL-EM-QUICK RISE of LEGION
34
|
Posted - 2013.07.06 17:10:00 -
[10] - Quote
Flaylocks are very high-risk, high-reward weapons.
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Cruxio
Zumari Force Projection Caldari State
4
|
Posted - 2013.07.06 17:15:00 -
[11] - 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. |
major faux-pas
Valor Coalition RISE of LEGION
35
|
Posted - 2013.07.06 17:16:00 -
[12] - Quote
Beeeees wrote:Flaylocks are very high-risk, high-reward weapons.
Ha! ****, such high risk... of revealing a fickle nature perhaps? ;)
|
Buster Friently
Rosen Association
895
|
Posted - 2013.07.06 17:19:00 -
[13] - Quote
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. |
major faux-pas
Valor Coalition RISE of LEGION
35
|
Posted - 2013.07.06 17:20:00 -
[14] - Quote
If u dont think flaylock is op, u are a noob, delerious, or plain lying. :) come on, be honest with yourselves, taking a roman candle into a gunfight should not be viable.
(Not an ar user) |
Buster Friently
Rosen Association
895
|
Posted - 2013.07.06 17:21:00 -
[15] - Quote
major faux-pas wrote:If u dont think flaylock is op, u are a noob, delerious, or plain lying. :) come on, be honest with yourselves, taking a roman candle into a gunfight should not be viable.
(Not an ar user)
Negative. It isn't.
Please take a gander here:
https://forums.dust514.com/default.aspx?g=posts&t=75585
Also, the scrambler rifle doesn't count as "not an ar user" |
major faux-pas
Valor Coalition RISE of LEGION
35
|
Posted - 2013.07.06 17:23:00 -
[16] - Quote
Buster Friently wrote:major faux-pas wrote:If u dont think flaylock is op, u are a noob, delerious, or plain lying. :) come on, be honest with yourselves, taking a roman candle into a gunfight should not be viable.
(Not an ar user) Negative. It isn't. Please take a gander here: https://forums.dust514.com/default.aspx?g=posts&t=75585Also, the scrambler rifle doesn't count as "not an ar user"
Lol! I dont know what the hell lies at the end of that link but it sure aint enlightenment! |
major faux-pas
Valor Coalition RISE of LEGION
35
|
Posted - 2013.07.06 17:24:00 -
[17] - Quote
Oh, ok, lets take a look...
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Buster Friently
Rosen Association
895
|
Posted - 2013.07.06 17:27:00 -
[18] - Quote
major faux-pas wrote:Buster Friently wrote:major faux-pas wrote:If u dont think flaylock is op, u are a noob, delerious, or plain lying. :) come on, be honest with yourselves, taking a roman candle into a gunfight should not be viable.
(Not an ar user) Negative. It isn't. Please take a gander here: https://forums.dust514.com/default.aspx?g=posts&t=75585Also, the scrambler rifle doesn't count as "not an ar user" Lol! I dont know what the hell lies at the end of that link but it sure aint enlightenment!
There are highlighted points for those who are reading challenged. |
Cruxio
Zumari Force Projection Caldari State
4
|
Posted - 2013.07.06 17:28:00 -
[19] - 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 |
major faux-pas
Valor Coalition RISE of LEGION
37
|
Posted - 2013.07.06 17:29:00 -
[20] - Quote
**** 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. |
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Buster Friently
Rosen Association
895
|
Posted - 2013.07.06 17:35:00 -
[21] - Quote
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.
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Cruxio
Zumari Force Projection Caldari State
4
|
Posted - 2013.07.06 17:41:00 -
[22] - 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 |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
136
|
Posted - 2013.07.06 22:16:00 -
[23] - Quote
Cruxio wrote: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
Right...let's decide if a weapon is OP by watching a cut together video that only shows the hits...and not the dozens of times the shooter lost. |
Cosgar
ParagonX
2243
|
Posted - 2013.07.06 23:04:00 -
[24] - Quote
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. |
Cruxio
Zumari Force Projection Caldari State
5
|
Posted - 2013.07.07 00:29:00 -
[25] - Quote
double post, sorry |
Cruxio
Zumari Force Projection Caldari State
5
|
Posted - 2013.07.07 00:30:00 -
[26] - 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. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
148
|
Posted - 2013.07.07 01:20:00 -
[27] - Quote
Buster Friently wrote:[quote=major faux-pas] Watch the killfeed. The flaylock isn't even a distant second in terms of kills. The only weapon that might need nerfing right now is the AR. Without making a stance on the weapon, this is terrible logic. People flock to the AR because it is familiar to them and they feel comfortable with it. The reason you mostly see ARs in the kill feed is because more people are using it, not because it is better at killing. |
nukel head
Knights of No Republic
40
|
Posted - 2013.07.07 01:42:00 -
[28] - Quote
Buster Friently wrote:major faux-pas wrote: Ok., peashooting flaylocks
Stupid accuraccy and damage for tiny tube, a fun weapon, but annoying if youre not the sort of player to simply get behind everything op. is this an idea to keep it fun without ruining serious games?
a 10% risk of misfire and blow up in users hands... Making it a fun choice in pub matches but less favored and less annoying in pc. Russian roulette skill reduces chance of flaylock chamber misfire by 1% per level.
There's nothing wrong with the flaylock. Well aside from people actually getting kills with something other than an AR. Watch the killfeed. The flaylock isn't even a distant second in terms of kills. The only weapon that might need nerfing right now is the AR.
Killfeed? That's your argument? That's like saying sharks aren't dangerous because more people choke on candy. ARs are so common because they have been there since day 1 and are one of the first weapons EVERYONE got when then started. Why do you pop up blasting ARs every time someone brings up how out of balance the flaylock is? Even if ARs were removed from the game the flaylock would still be ridiculous. |
Cruxio
Zumari Force Projection Caldari State
5
|
Posted - 2013.07.07 04:21:00 -
[29] - 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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