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calisk galern
BurgezzE.T.F
466
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Posted - 2013.07.09 05:22:00 -
[61] - 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 |
General Erick
Tritan's Onslaught RISE of LEGION
50
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Posted - 2013.07.09 07:20:00 -
[62] - Quote
KING CHECKMATE wrote:I try to avoid nerfing talks now unless they regard broken mechanics like re-line sniping or murder taxis.......but...
SOME dude got behind me and took 6 shots of his EXO mass driver to drop me... in the same game another guy shot at me twice with a Core Flay lock and i died....
Just pointing it out...
Bet those shots were pretty quick. All I see is the Flaylock needs a blast radius and fire rate nerf. |
Karazantor
Mannar Focused Warfare Gallente Federation
56
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Posted - 2013.07.09 07:41:00 -
[63] - Quote
dman the great wrote:R'adeh Hunt wrote:dman the great wrote:CCP this core flaylock is not a gun its an abomination; people are walking around with it and one shoting people without competition, it makes the game no fun to play and those of us who play fair and use other weapons just get left to rot in the flaylocks waste, Please lower the splash and direct hit damage or remove it all together, people are being slaughtered by it more than HMG's witch are meant to slaughter!
Please like this if you agree It can only one shot scouts and badly fit militia suits...and even then, only if it hits directly. That's of course assuming that scout/militia is at full health. If he isn't at full health, he shouldn't be whining about a OHK. Also, you need to reload after only 3 shots...and you need to hit with splash 3 times at least to kill anything decently fit. Direct hits are rare unless the opponent is a ****** who stands still or moves in a very predicable way...mostly because of bullet flight time. It takes a lot of skill to lead that gun correctly against non idiot opponents. As for dps, while the flaylock's per shot damage is higher, dps isn't higher than for the smg or scrambler pistol for that matter. Again, the bullet flight time and small magazine are major drawbacks...and against well fit opponents who don't move predictably like idiots, the core isn't op. You're asking for a nerf simply because you haven't figured out how to counter it yet...or your fit sucks. It's a PROTOTYPE level gun, it's supposed to be good. Have you tried the scrambler pistol at that level? Headshots OHK a ton just like the flaylock. Dude for one no not just scouts get 1 OHK I have 500 armor and 175 shields I loose shields very quikly but when a core flaylock shows up the practicly never existed because he instantly drops me with one shot, for example I was going from Alpha to Bravo on ashland and got sniped by a core flaylcok sitting in the crowsnest, had full shields, had full armor, so please explain to me how the core flaylock is not OP if it can one shot 500+ armor and 175 shields? hmm?
You may have been 'tag teamed' by a sniper and flaylock user. Sniper and flaylock both fire at same time, instant hit by sniper, a moment later flaylock. When sniping i've done this quite often.
To you it would look like a flaylock OHK.
Having said that. flaylock is the result of some strange thinking at CCP, not a fan at all.
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The Robot Devil
BetaMax. CRONOS.
540
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Posted - 2013.07.09 09:24:00 -
[64] - Quote
Orion Sanjeet wrote:I primarily use the flaylock, due to the fact that I am a dedicated Gallente logi and I still run out of CPU and PG so bear in mind if this weapon is going to be destroyed then a logistics weapon NEEDS to be implemented (perhaps allow the repair tool to inverse repair enemies at the same range that it repairs friendlies), however yes the flaylock does need nerfed in a way. The conclusion I have come up with is that the range needs to be reduced, and the optimal range to reduce the prototype to would have to be (I don't know the actual range so I will give an example) if you are standing on the edge of the of the top of one of the domes over C or D on line harvest for the round to explode 2.5m over the dirt. That way so it has to be a true CQC weapon and cannot be used to defend D or E on the bridge map.
I think the range is a bit much also. I was getting sniped by a sidearm. I will edit this post after I find the map I was on and the coordinates. I don't mind the damage or the blast radius. I think that the range is excessive. I don't know the actual numbers but the range coupled with the blast radius is hardcore. |
WeapondigitX V7
Planetary Response Organization
18
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Posted - 2013.07.09 10:13:00 -
[65] - Quote
The proto flaylock pistols are killing everyone way too fast and are way too reliable because the radius of splash damage is too high and the flaylocks fire a bit too fast.
The standard flaylock is almost harmless because the splash damage radius is too small.
All flaylock pistols need to have all there splash damage the same because the standard flaylock is way too hard to use and the proto flaylock is too powerful and easy to use (damage radius is too high, people are killing other moving players from high vantage points at ranges like 40m easily and rate of fire is too high)
All flaylock pistols should have something like 1.49m radius of splash damage. The damage values themselves should not be touched.
The advanced flaylock should have its ISK cost increased by 10 000 ISK roughly.
The proto flaylock should have its ISK cost increased by 20 000 ISK roughly.
The rate of fire should be similar to the breach srambler pistol.
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dman the great
OSG Planetary Operations Covert Intervention
35
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Posted - 2013.07.09 13:01:00 -
[66] - Quote
Talos Alomar wrote:Aeon Amadi wrote:I got one sentence and addendum to all Flaylock defenders.
ITS A ****ING SIDEARM!!
WHO ***ING CARES Just because a weapon fits in the sidearm slot it doesn't mean that it has to be ineffective.
Exactly, I use SMG's and do just fine, if not better than shot-gunners and ARs, so the sidearm is not a problem its just how OP it is that has me PO so yea side arms are side arms. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
854
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Posted - 2013.07.09 18:36:00 -
[67] - Quote
dman the great wrote: Dude for one no not just scouts get 1 OHK I have 500 armor and 175 shields I loose shields very quikly but when a core flaylock shows up the practicly never existed because he instantly drops me with one shot, for example I was going from Alpha to Bravo on ashland and got sniped by a core flaylcok sitting in the crowsnest, had full shields, had full armor, so please explain to me how the core flaylock is not OP if it can one shot 500+ armor and 175 shields? hmm?
Its physically impossible to get a Flaylock to do enough damage to 1-shot that much HP. You're mistaken in what you experienced.
As for the Flaylock, the splash damage is a bit high, direct damage is fine, splash radius is fine. |
D legendary hero
Strong-Arm
318
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Posted - 2013.07.09 18:48:00 -
[68] - Quote
when you do the comparison of the flaylocks verses other side arms, it actually has a dps on par or slightly less than them. considering also that the blast radius is quite small there should really be no problem with it, unless in close quarters but then again all CQC weapons are supposed to be good in CQC. if i used a proto smg or pistol the results would be the same. |
D legendary hero
Strong-Arm
318
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Posted - 2013.07.09 18:58:00 -
[69] - Quote
WeapondigitX V7 wrote:The proto flaylock pistols are killing everyone way too fast and are way too reliable because the radius of splash damage is too high and the flaylocks fire a bit too fast. The proto flaylocks are also cheaper than proto ARs and are more powerful than proto ARs up close by a large margin.
The standard flaylock is almost harmless because the splash damage radius is too small.
All flaylock pistols need to have all there splash damage the same because the standard flaylock is way too hard to use and the proto flaylock is too powerful and easy to use (damage radius is too high, people are killing other moving players from high vantage points at ranges like 40m easily and rate of fire is too high)
All flaylock pistols should have something like 1.49m radius of splash damage. The damage values themselves should not be touched.
The advanced flaylock should have its ISK cost increased by 10 000 ISK roughly.
The proto flaylock should have its ISK cost increased by 20 000 ISK roughly.
The rate of fire should be similar to the breach srambler pistol.
Edit: The Core flaylock is easier or as easy to aim as a shotgun up close because the splash damage of the Core flaylock is a bit too high.
Even at ranges like 15m or slightly higher the Core flaylock is a bit too powerful compared to other weapons. Other weapons like the scrambler pistol and SMG and scrambler rifle and AR will usually miss a few shots in the first 2 seconds of firing. While the Core flaylock has a radius large enough to make it harder to miss. That is why the Core flaylock is OP mainly. The rate of fire also needs to be reduced.
The Core flaylock is OP because the margin of error for the weapon is far too small compared to other medium range weapons like the AR and scrambler rifle (at 15m range). (Im comparing a close range weapon to a medium range weapon here).
i must contest that this is wrong.
the flaylocks are working exactly as designed. the problem isnt the flaylocks its the fact that armor is so weak right now that even with proto complex mods armor still gets take out easy.
no one anywhere is one shoting people with flaylocks. 2-3 shots can take out a non moving opponent with low shielding. but lets face it, pistols and SMGs do just as much dps and can kill 2-3 players before reload. why should the flaylock require more than one clip to finish off a single opponent? it doesnt take an SMG or a scrambler pistol that many rounds.
the flaylocks are effective in close quarters, at longer ranges its hit or miss. this helps keep ARs where they need to be, mid range.
Also, yeah the flaylocks are cheaper than ARs and kill faster in close range, but the AR is cheaper and kills faster than HMGs at close range.... so your point is mute. lol your reasoning is that anautomatic rifle should be more powerful than a pistol, well shouldnt a heavy machine gun be more powerful than an assault rifle. mostpeople say "well for balance the HMG has to suck against an AR", well this is the same case. for the sake of balance the flaylock has to rock in close range.
my simple fix, increase reload time, to 3.5 seconds, and increase blast radius for all flaylocks by .5 meters. decrease rate of fire to that of a break scrambler pistol. |
D legendary hero
Strong-Arm
318
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Posted - 2013.07.09 19:00:00 -
[70] - Quote
WeapondigitX V7 wrote:The proto flaylock pistols are killing everyone way too fast and are way too reliable because the radius of splash damage is too high and the flaylocks fire a bit too fast. The proto flaylocks are also cheaper than proto ARs and are more powerful than proto ARs up close by a large margin.
The standard flaylock is almost harmless because the splash damage radius is too small.
All flaylock pistols need to have all there splash damage the same because the standard flaylock is way too hard to use and the proto flaylock is too powerful and easy to use (damage radius is too high, people are killing other moving players from high vantage points at ranges like 40m easily and rate of fire is too high)
All flaylock pistols should have something like 1.49m radius of splash damage. The damage values themselves should not be touched.
The advanced flaylock should have its ISK cost increased by 10 000 ISK roughly.
The proto flaylock should have its ISK cost increased by 20 000 ISK roughly.
The rate of fire should be similar to the breach srambler pistol.
Edit: The Core flaylock is easier or as easy to aim as a shotgun up close because the splash damage of the Core flaylock is a bit too high.
Even at ranges like 15m or slightly higher the Core flaylock is a bit too powerful compared to other weapons. Other weapons like the scrambler pistol and SMG and scrambler rifle and AR will usually miss a few shots in the first 2 seconds of firing. While the Core flaylock has a radius large enough to make it harder to miss. That is why the Core flaylock is OP mainly. The rate of fire also needs to be reduced.
The Core flaylock is OP because the margin of error for the weapon is far too small compared to other medium range weapons like the AR and scrambler rifle (at 15m range). (Im comparing a close range weapon to a medium range weapon here).
also you must remember you are comparing a weapon with 60 bullets in the clip to a weapon with only 3 max 4. if you increase the margin of error any further for the flaylocks, it becomes useless as you would have a weapo with 3 rounds thats garunteed to miss 2 shots...
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Boot Booter
Elite Gamers Militia
14
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Posted - 2013.07.09 19:46:00 -
[71] - Quote
They reload and fire too quickly, the splash damage or area is too high (maybe both), CPU and PG requirements are not on par with other sidearms. Period.
I'm fully specced into SMGs and I've run into people who are fully specced into flaylocks.. Let's just say it's not exactly 50/50. While I'm busy aiming they just have to shoot any part of the ground that's near my toes. This usually goes on until I have to reload (they have probably all ready reloaded at least twice). Then I die trying to put a new clip in. The troubling thing is, yes the dps is similar (maybe less with the flaylock) but in order to put down serious dps with a SMG you have to maintain line of sight and with a SP you have to be extremely accurate. With a flaylock you can pop out for a half a second and send a tiny missile of death that hits your opponent while you are already behind cover. Yes I know, this is part of the strategy of using a flaylock but something needs to be adjusted so it is on par with other close quarter weapons. |
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