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calisk galern
BurgezzE.T.F
430
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Posted - 2013.07.07 18:05:00 -
[1] - Quote
my only problem wiht it is it should have the same cpu and pg as a proto smg. |
calisk galern
BurgezzE.T.F
431
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Posted - 2013.07.08 00:40:00 -
[2] - Quote
Munin-Frey wrote:They are obviously OP. That being said I don't mind them much.... They should have some downside. That guy who said they are hard to aim is full of it. The problem is that you can pop off three rounds quickly and nobody sticks around for the third shot so who cares how long the reload is. Personally I think they should do 25 points of damage per shot to the person using it. Anyone who has launched fireworks rockets from your hand knows how bad it hurts as they blast away.
takes 6 shots to kill alot of proto heavies.
4-5 for caldari logis,
4 for most other proto shield tankers,
2-3 for most armor tankers |
calisk galern
BurgezzE.T.F
445
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Posted - 2013.07.08 13:19:00 -
[3] - Quote
dman the great wrote:CCP do you see that this seriously needs to be nerfed, not for our benifet but for yours, people are thinking of leaving because of that one gun, remove it, nerf it, I don't care do something that will make it less of a ultra weapon and more of an actual weapon!
people threaten to leave when the wind causes their hair to move out of place.
they can't jump at every prissy **** who thinks we care. |
calisk galern
BurgezzE.T.F
445
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Posted - 2013.07.08 15:06:00 -
[4] - Quote
Spectral Clone wrote:dman the great wrote:...those of us who play fair... I bet youre an AR scrub. Welcome to New Eden.
you think any of them aren't?
3 biggest whiners about flaylocks are AR users, armor tanks( lol if any are left ), and heavies. |
calisk galern
BurgezzE.T.F
450
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Posted - 2013.07.08 15:41:00 -
[5] - Quote
semperfi1999 wrote:It is true the flaylock has issues. Namely the dmg it does is additive. IE the direct dmg is added to the splash dmg which means with no weapon bonuses it does 480 dmg......it gets a -dmg% against shields but a +dmg% against armor.
don't believe this is right, I've direct hit guys with it and it barely does any more then the splash damage. |
calisk galern
BurgezzE.T.F
456
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Posted - 2013.07.08 17:32:00 -
[6] - Quote
Deluxe Edition wrote:Buster Friently wrote:calisk galern wrote:Munin-Frey wrote:They are obviously OP. That being said I don't mind them much.... They should have some downside. That guy who said they are hard to aim is full of it. The problem is that you can pop off three rounds quickly and nobody sticks around for the third shot so who cares how long the reload is. Personally I think they should do 25 points of damage per shot to the person using it. Anyone who has launched fireworks rockets from your hand knows how bad it hurts as they blast away. takes 6 shots to kill alot of proto heavies. 4-5 for caldari logis, 4 for most other proto shield tankers, 2-3 for most armor tankers Yes, translated, this is: 2 magazines for proto heavies 1.5 magazines for caldari logis 1.5 magazines for shield tankers 1 magazine for most armor tankers These numbers are incorrect. 3-4 shots for heavies (3 if they are using dmg mods, 4 if they stack shield extenders) 2-3 shots for Caladari Logi's (2 shots if they have anything equiped other than 5x complex shield extenders, plates do not matter) 2-3 shots for all shield tankers 2 shots for all armor tankers. Also remember minmitar assaults have 4 shots in a clip due to racial bonus, and the term magazine is misleading as most of the time the weapon is duel weilded and with switching weapons being instant now the true clip size is between 6-8 shots depending on if you are using a minmitar assault suit or not.
i'll admit my proficiency in the weapon is only level 2 but I use 3 damage mods, and it still takes 5-6 shots to kill most well speced proto heavies and caldari logis, don't get me wrong though I do find heavies that can drop in 4 shots, and I find logis that drop in one.
but the ones I come across in pc, or in pub stomping proto fits, tend to take the numbers I supplied.
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calisk galern
BurgezzE.T.F
463
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Posted - 2013.07.08 19:01:00 -
[7] - Quote
Tallen Ellecon wrote:Flaylock > Massdriver
This is not right. That's like if the scrambler pistol was better than the scrambler rifle, or if the SMG was a better killer than the HMG..... oh wait.
the mass driver is different not worse or better.
mass driver does less damaage and a slower rate of fire,
but has a larger blast radius, more ammo per clip, and a much longer range with no set travel distance like the flaylock.
this would mean as a suppression tool the mass driver would be more effective.
As I stated before the flaylocks only problem is it's CPU and PG cost.
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calisk galern
BurgezzE.T.F
466
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Posted - 2013.07.09 05:22:00 -
[8] - Quote
Luis rules 1st wrote:In my opinion, is way OP. You cannot give that ammount of "bonus" damage to people who don't even aim at the body. Also it's kinda dumb that a primary weapon, Mass Driver, requires more skill and time to take down anyone than a Flylock, which is a sidearm.
Options to fix it? 1.- Make it a single shot like a lot of high power weapons (Or charge shot, in the case of the Forge gun, which is pretty much single shot) 2.- Reduce the splash radious &/or splash damage (It's even ok with me if you increase it direct damage, cuz it must have a bounus if you are good with it). 3.- Reduce RoF, cuz right now it has no controll, like TAR had once.
I'm not saying to do all that at once, cuz it might be the same as the laser, which was nerfed so badly that is useless now. TAR is still a good weapon & I like it for midlong encounters.
L8er!
well if the cpu/pg of the core flaylocks were on par with that of the smg, the fits using them would drastically reduce in efficiency.
they'd have less shields/armor/ armor regen, thus making the easier to bring down, or less weapon mods making the damage lower.
I believe you guys are underestimating the effects of adding like 30 cpu and 15 pg to a weapon people dual wield |
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