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dman the great
OSG Planetary Operations Covert Intervention
13
|
Posted - 2013.07.07 03:26:00 -
[1] - Quote
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! |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
136
|
Posted - 2013.07.07 04:22:00 -
[2] - Quote
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. |
KING CHECKMATE
A.N.O.N.Y.M.O.U.S. League of Infamy
186
|
Posted - 2013.07.07 04:29:00 -
[3] - Quote
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... |
dman the great
OSG Planetary Operations Covert Intervention
16
|
Posted - 2013.07.07 12:17:00 -
[4] - Quote
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? |
STABBEY
WarRavens League of Infamy
34
|
Posted - 2013.07.07 12:26:00 -
[5] - Quote
The flaylock 2 shot kills me in full proto, And im full shields! I agree flaylock is OP, everyone cried about TAC AR's and they got nerfed so hard that they are utterly useless, Flaylock is worse then the TAC ever was.
So, yes nerf the damned things or atleast drop the damage they do to shields, it should be ripping through armor not dominateing EVERYTHING. |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
144
|
Posted - 2013.07.07 13:08:00 -
[6] - Quote
STABBEY wrote:The flaylock 2 shot kills me in full proto, And im full shields! I agree flaylock is OP, everyone cried about TAC AR's and they got nerfed so hard that they are utterly useless, Flaylock is worse then the TAC ever was.
So, yes nerf the damned things or atleast drop the damage they do to shields, it should be ripping through armor not dominateing EVERYTHING.
Riiiiiiight |
Chunky Munkey
Amarr Templars Amarr Empire
641
|
Posted - 2013.07.07 13:27:00 -
[7] - Quote
The problem is the improvement from standard to proto.
I can't remember how to use pi, but a 100% increase in radius is an enormous increase in AOE. It surpasses even the increase of the swarm launchers. |
Joretur
STRONG-ARMED BANDITS
11
|
Posted - 2013.07.07 13:55:00 -
[8] - Quote
Flaylock and the flocks of people using them will be what drives me from this game. Just absolutely no fun when they walk around in hordes together just launching them like and endless M203. Pretty much pointless. |
Oso Peresoso
RisingSuns
146
|
Posted - 2013.07.07 15:07:00 -
[9] - Quote
R'adeh Hunt wrote:
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.
Your entire point is invalidated because after 3 shots you just switch to your other flaylock. |
ZDub 303
TeamPlayers EoN.
616
|
Posted - 2013.07.07 15:56:00 -
[10] - Quote
FP just shoots too fast with too much splash.
The TTK on it is incredible for a 'tracker shooter'.
Its not extremely OP, but it needs to be toned down a bit for sure.
Normalizing splash radius to that of level 3 FP Op + adv FP (~1.7m) combined with a slight decrease in RoF and splash damage should balance the weapon pretty well.
Normalize all FPs to 1.7m change FP Op to increase splash damage by 5% and decrease splash damage by around 40%.
Decrease RoF by 15%.
would probably be fairly balanced and still useful after that. |
|
Eno Raef
KILL-EM-QUICK RISE of LEGION
13
|
Posted - 2013.07.07 16:17:00 -
[11] - Quote
This weapon seems to be the new flavor of the month go to gun.
Before it was released, players already suspected it would be OP. CCP you should find out who those players are and hire them to help you create and balance weapons.
I'm sure the quicker sidearm swap isn't helping. Wear a Minmatar Assault suit and you can quick fire 8 rockets before reloading.
Improved sidearm swapping should be an SP skill, anyway. |
CLONE117
Planetary Response Organization
19
|
Posted - 2013.07.07 17:46:00 -
[12] - Quote
ppl carry 2 of em on the field... just make it a primary weapon so they cant carry 2 of em..
that will ease the pain....
oh and lengthen its reload time.....its a missile launcher...
|
Dezus 1000
Reaper Galactic
22
|
Posted - 2013.07.07 17:56:00 -
[13] - Quote
It is not a valuable addition to the game. I also think it should be removed. Not only is it OP, it is a sidearm so it can be dual wielded for maximum ridiculousness. Seems like changes aren't tested before being instituted. Either way game would be better without, refund the SP into it and the cost of the skillbook. |
Orion Sanjeet
SyNergy Gaming EoN.
8
|
Posted - 2013.07.07 18:02:00 -
[14] - Quote
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. |
calisk galern
BurgezzE.T.F
430
|
Posted - 2013.07.07 18:05:00 -
[15] - Quote
my only problem wiht it is it should have the same cpu and pg as a proto smg. |
Orion Sanjeet
SyNergy Gaming EoN.
8
|
Posted - 2013.07.07 18:07:00 -
[16] - Quote
STABBEY wrote:The flaylock 2 shot kills me in full proto, And im full shields! I agree flaylock is OP, everyone cried about TAC AR's and they got nerfed so hard that they are utterly useless, Flaylock is worse then the TAC ever was.
So, yes nerf the damned things or atleast drop the damage they do to shields, it should be ripping through armor not dominateing EVERYTHING.
Says the person from the corp that has every member running proto cald logis. |
Buster Friently
Rosen Association
896
|
Posted - 2013.07.07 18:07:00 -
[17] - 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 lie.
Direct hits from the flaylock do not exceed 300 pts. Even less if it isn't the core or no damage mods or shields are in play.
|
Buster Friently
Rosen Association
897
|
Posted - 2013.07.07 18:09:00 -
[18] - Quote
Dezus 1000 wrote:It is not a valuable addition to the game. I also think it should be removed. Not only is it OP, it is a sidearm so it can be dual wielded for maximum ridiculousness. Seems like changes aren't tested before being instituted. Either way game would be better without, refund the SP into it and the cost of the skillbook.
Let's just get rid of all non AR weapons. |
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
98
|
Posted - 2013.07.07 18:25:00 -
[19] - 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?
Core flaylock has only 239 direct damage and 214 splash. Let say it,s getting 50% more damage because of skills max to armor because it does 30% less damage to shield by design your looking at 350 damage approx. In no way can the one shot 600+ HP. Stop the QQ
|
Eno Raef
KILL-EM-QUICK RISE of LEGION
13
|
Posted - 2013.07.07 19:04:00 -
[20] - Quote
What if the rocket had to travel a certain distance before it would arm and explode? If it doesn't travel the required distance, give it the cook time of a grenade before it expodes. This would drastically reduce its CQC capability while keeping its medium range potential.
Another possibility, it could be a Vehicle lock only weapon like a miniature swarm launcher. |
|
sammus420
Goonfeet Top Men.
198
|
Posted - 2013.07.07 19:36:00 -
[21] - Quote
Eno Raef wrote:What if the rocket had to travel a certain distance before it would arm and explode? If it doesn't travel the required distance, give it the cook time of a grenade before it expodes. This would drastically reduce its CQC capability while keeping its medium range potential.
I feel like this should be the case for both mass drivers and flaylocks. |
Cosgar
ParagonX
2262
|
Posted - 2013.07.07 19:37:00 -
[22] - Quote
Eno Raef wrote:What if the rocket had to travel a certain distance before it would arm and explode? If it doesn't travel the required distance, give it the cook time of a grenade before it expodes. This would drastically reduce its CQC capability while keeping its medium range potential.
Another possibility, it could be a Vehicle lock only weapon like a miniature swarm launcher. That's like adding an iron sight to the laser. Making a weapon harder to use is a horrible way to balance something. |
Eno Raef
KILL-EM-QUICK RISE of LEGION
13
|
Posted - 2013.07.07 20:44:00 -
[23] - Quote
sammus420 wrote:Eno Raef wrote:What if the rocket had to travel a certain distance before it would arm and explode? If it doesn't travel the required distance, give it the cook time of a grenade before it expodes. This would drastically reduce its CQC capability while keeping its medium range potential. I feel like this should be the case for both mass drivers and flaylocks.
I agree. For those that remember MAG, this is how the grenade launcher was and it worked well. |
Eno Raef
KILL-EM-QUICK RISE of LEGION
13
|
Posted - 2013.07.07 20:50:00 -
[24] - Quote
Cosgar wrote:Eno Raef wrote:What if the rocket had to travel a certain distance before it would arm and explode? If it doesn't travel the required distance, give it the cook time of a grenade before it expodes. This would drastically reduce its CQC capability while keeping its medium range potential.
Another possibility, it could be a Vehicle lock only weapon like a miniature swarm launcher. That's like adding an iron sight to the laser. Making a weapon harder to use is a horrible way to balance something.
Leaving the flay lock as too easy to use is not good for balance. |
Buster Friently
Rosen Association
908
|
Posted - 2013.07.07 21:48:00 -
[25] - Quote
Please see actual data on how OP the flaylock is here:
https://forums.dust514.com/default.aspx?g=posts&m=1024432#post1024432 |
Nocturnal Soul
Immortal Retribution
41
|
Posted - 2013.07.07 22:43:00 -
[26] - Quote
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.
head-shots are harder to get then splash dmg. takes skill to lead that's utter bullshit its point and click. and the prototype mass driver is more of a side-arm compared to the flaylock.
|
Munin-Frey
Fish Spotters Inc.
12
|
Posted - 2013.07.08 00:34:00 -
[27] - Quote
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. |
calisk galern
BurgezzE.T.F
431
|
Posted - 2013.07.08 00:40:00 -
[28] - 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 |
KING CHECKMATE
A.N.O.N.Y.M.O.U.S. League of Infamy
293
|
Posted - 2013.07.08 01:16:00 -
[29] - Quote
With a Range adjustment and a slight splash area nerf they should be ok... dont want to nerf it into oblivion either... |
dman the great
OSG Planetary Operations Covert Intervention
27
|
Posted - 2013.07.08 13:01:00 -
[30] - Quote
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! |
|
calisk galern
BurgezzE.T.F
445
|
Posted - 2013.07.08 13:19:00 -
[31] - 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. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
1846
|
Posted - 2013.07.08 13:50:00 -
[32] - Quote
I got one sentence and addendum to all Flaylock defenders.
ITS A ****ING SIDEARM!!
That and the fact is dishes out more damage to armor is just silly, why does it do more damage thana Mass Driver?
And dont even get me started on it not requiring PG.
I swear if the ION Pistol isnt OP in its first iteration it better give handjobs for all the BS ive had to put up with from the Flaylock. Just my personal opinion. |
CHICAGOCUBS4EVER
TeamPlayers EoN.
671
|
Posted - 2013.07.08 14:18:00 -
[33] - Quote
this is long overdue, and has now taken the top place of what is ruining this game (aside from hit detection but I know that's currently being addressed)
45/2 cpu/pg anyone can fit this proto weapon and not sacrifice much...
ishukone submachine gun ... 68/6 just as a comparison
splash damage, 20hp less than direct damage.
direct damage is fine, but splash damage needs to be a fraction of its current stat.
explosive animation.. just minimize it or get rid of it altogether.. much like when we had MD spam early in chromosome, it lags the game up considerably.
even allowing the dual FP is a mistake imo, but yes its past due for this weapon getting adjusted. thank all the FOTM scrubs that use it everywhere.. all the time. and even many top tier players are now using it, because its OP? or because they are forced to in able to survive...
either way, this needs attention ASAP before it gets any worse |
ZDub 303
TeamPlayers EoN.
685
|
Posted - 2013.07.08 14:21:00 -
[34] - Quote
Seriously, we need a fix in 1.3 for this... CCP, you cannot wait until 1.4 to put a fix in for the flaylock! |
Spectral Clone
The Unholy Legion Of DarkStar DARKSTAR ARMY
66
|
Posted - 2013.07.08 15:04:00 -
[35] - Quote
dman the great wrote:...those of us who play fair...
I bet youre an AR scrub.
Welcome to New Eden.
|
calisk galern
BurgezzE.T.F
445
|
Posted - 2013.07.08 15:06:00 -
[36] - 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. |
Spectral Clone
The Unholy Legion Of DarkStar DARKSTAR ARMY
66
|
Posted - 2013.07.08 15:13:00 -
[37] - Quote
If you-¦re looking for a fair game, go play fussball. |
Buster Friently
Rosen Association
992
|
Posted - 2013.07.08 15:20:00 -
[38] - Quote
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 |
Deluxe Edition
TeamPlayers EoN.
478
|
Posted - 2013.07.08 15:31:00 -
[39] - Quote
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. |
semperfi1999
Internal Error. League of Infamy
565
|
Posted - 2013.07.08 15:37:00 -
[40] - Quote
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. |
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calisk galern
BurgezzE.T.F
450
|
Posted - 2013.07.08 15:41:00 -
[41] - 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. |
Buster Friently
Rosen Association
992
|
Posted - 2013.07.08 15:42:00 -
[42] - Quote
calisk galern wrote: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.
Yeah, this is not right. The direct damage is what it hits with on a direct hit, not both.
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Deluxe Edition
TeamPlayers EoN.
478
|
Posted - 2013.07.08 15:43:00 -
[43] - Quote
calisk galern wrote: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.
Yea I've shot crouchers directly and it only does the 20 extra damage direct hits give.
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Talos Alomar
Subdreddit Test Alliance Please Ignore
1115
|
Posted - 2013.07.08 17:28:00 -
[44] - Quote
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. |
calisk galern
BurgezzE.T.F
456
|
Posted - 2013.07.08 17:32:00 -
[45] - 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.
|
Reav Hannari
Red Rock Outriders
685
|
Posted - 2013.07.08 17:38:00 -
[46] - Quote
ZDub 303 wrote:Seriously, we need a fix in 1.3 for this... CCP, you cannot wait until 1.4 to put a fix in for the flaylock!
FYI, 1.3 has been frozen for almost two weeks. No word on what's in it.
|
D legendary hero
Strong-Arm
290
|
Posted - 2013.07.08 17:53:00 -
[47] - 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?
i use core flaylocks and can tell you i will never take out some with 500 shield and 175 armor with just splash damage even with proficincy at lvl5.
the problem is that people carry two of them and spam it close quarters the damage and splash is fine. the flaylocks are meant to stop AR noobs from running people over close range, just like a pistol or SMG.
main point: what the flaylocks (basic to PROTO) really need is a reload speed increase (instead of reloading at 2.5 seconds make it 3.5 or 4 seconds) and a blast radius increase of .5 meters per lvl5.
because the blast radius is suppose to be small but not so small that you need a direct hit, because that defeats the point to using a rocket pistol if i have to hit you directly why not just use a scrambler pistol?, have you seen the breach scrambler pistol it does 135 damage per shot in close range, and can hold 12 bullets... the flaylocks do 200+ damage but only hold 3 in one clip. with a 1 meter blast radius its hard to hit lightening fast caldari logis (such as yourself) moving all over the place. giving the flaylocks a blast radius increase of .5 and a reload speed of 3.5 seconds can help stop spammers as they need to actually aim to hit you, at the same time it wont be nerfed to the point where it is usesless
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D legendary hero
Strong-Arm
291
|
Posted - 2013.07.08 18:08:00 -
[48] - Quote
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.
^^this is 100% correct.
THE FLAYLOCKS DO IN ONE CLIP THE SAME DAMAGE A SCRAMBLER PISTOL OR SMG WOULD DO IN ONE CLIP.
the flaylocks are exactly the same the reload speed is abit high but thats about it. people QQ saying oh it only takes one clip from a proto flaylock to kill a heavy etc... the dps on a flaylock and SMG an scrambler psitol is eactly the same.
flaylocks do 220 per shot lets say... x 3 in one clip = 660damage in one clip SMG does 25 x 80 in one clip = 2000 damage in one clip scrambler pistol does 78 per shot x 12 in one clip = 936 in one clip.
now remember the flay locks did not get the 10% buff all other weapons did so the actual unmodified dps is:
1. flaylocks: 660 per clip, dps = damage per shot which is 220 2. SMG: 2200 per clip, 416.7 dps 3. scrambler pistols 78, 520 dps ( i forgot the actual rate of fire, i think its 400)
either way in practice the flaylock can fir its entire clip in a little faster than 2seconds making the dps slightly higher, but its actual dps is lower than the SMG and scrambler pistols.
flaylocks are explosives and are designed for splash damage, etc... it does its damage in chunks instead of chip damage get over it.
the flaylocks do need a reload speed increase to 3.5 or 4seconds because it reloads much faster than the other secondaries. however if this becomes true it should get a raduis buff by .5m. |
D legendary hero
Strong-Arm
291
|
Posted - 2013.07.08 18:17:00 -
[49] - Quote
calisk galern wrote: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.
now compare this verses how an SMG or a crambler pistol of the same level would perform in the same situations.
if the person is moving predictably or standing still of course they are going to do. if they are i a firefight and lossing sheilds aromr etc, of course it will kill them.
really alot of people get upset because they are bunnyhopping around and while this makes them invincible to most weapons due to hit detection issues, flaylocks still hit them. (jumping actually does affect hit detetion not to the point invincibility but it does give an unfair edge to faster suits namely shield tankers.
i have core flaylocks, adv flaylocks and regular flaylocks. i honestly tell NO ONE uses the regular flaylocks becaue they are terrible..lol
i use them just to be different i specc'd into flaylocks before it was cool. thanks to the ncreased movement speed of players, and poor hit detection combined with a small blast radius if you dnt get a direct hit your not doing anything with these std flaylocks....lol. you have to use adv, or proto to get any effect. the proto flaylocks cost 21,000 isk just like proto SMGs and PROTO scrambler pistols. if you take 10 SMG ounds or 4 pistol rounds and condense them in one shot that is the flay locks pistol |
D legendary hero
Strong-Arm
291
|
Posted - 2013.07.08 18:23:00 -
[50] - 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.
ok. so by that logic proto SMGs and proto sramble pistols and PROTO nova knives should suck too right?
the people QQ are all proto logi's with 700+ ehp and because they dnt carry side arms it does not matter to them but for people who actually in enjoy diversity in this game the flaylocks are fine. at least now im dying to things other than Assault rifles. its like a breath of fresh air.
the flaylocks are close quarters weapons like scrambler pistols, SMGs, shotguns, nova knives. i garantee you eveyone of your deaths to a flaylock were either in close quarters of you were standing still somewhere and got wasted by one. its happened to me and i dnt care because i know to treat them like a shotgun and other CQB weapons, i create some distance and shoot them from afar.
NOTE: this does not mean however that i condone people carrying 2 core flaylocks and spamming them... the reload speed needs an increase to 3.5 seconds or 4 seconds to discourage spamming. |
|
Lynn Beck
Tank Bros. DARKSTAR ARMY
68
|
Posted - 2013.07.08 18:43:00 -
[51] - Quote
Its a rocket, not a kittening grenade, also: All sidearms are stronger than their full set counterpart- scramblers, smg-hmg, flaylock to mass driver, but they have eztremely reduced range and ammo, scrambler has 1/8 the ammo of its rifle, smg has 1/4 the ammo of hmg, and the flaylock has not only half the ammo, also has 1/5 of the splash Quit yer bichin |
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
190
|
Posted - 2013.07.08 18:48:00 -
[52] - Quote
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. |
Cosgar
ParagonX
2323
|
Posted - 2013.07.08 18:51:00 -
[53] - Quote
Aeon Amadi wrote:I got one sentence and addendum to all Flaylock defenders.
ITS A ****ING SIDEARM!!
That and the fact is dishes out more damage to armor is just silly, why does it do more damage thana Mass Driver?
And dont even get me started on it not requiring PG.
I swear if the ION Pistol isnt OP in its first iteration it better give handjobs for all the BS ive had to put up with from the Flaylock. Just my personal opinion. The Ishukone SMG is a sidearm and has a higher DPS than a Duvolle and Boundless HMG. Your point? |
calisk galern
BurgezzE.T.F
463
|
Posted - 2013.07.08 19:01:00 -
[54] - 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.
|
D legendary hero
Strong-Arm
291
|
Posted - 2013.07.08 19:12:00 -
[55] - 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.
^^lolz its try the minmintar side arms are better than the minmintar primaries. but, at least the Mass drivers are usable now. |
D legendary hero
Strong-Arm
291
|
Posted - 2013.07.08 19:13:00 -
[56] - Quote
Lynn Beck wrote:Its a rocket, not a kittening grenade, also: All sidearms are stronger than their full set counterpart- scramblers, smg-hmg, flaylock to mass driver, but they have eztremely reduced range and ammo, scrambler has 1/8 the ammo of its rifle, smg has 1/4 the ammo of hmg, and the flaylock has not only half the ammo, also has 1/5 of the splash Quit yer bichin
Amen. sir, i give you a handshake |
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
191
|
Posted - 2013.07.08 19:34:00 -
[57] - Quote
calisk galern wrote: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.
Someone please tell me why a glorified flare gun does more explosive damage than a grenade launcher? Giving the flaylock killing power as an explosive sidearm is fine, but making it this much more powerful than the mass driver is ridiculous. I like the mass driver how it is now though, so do something about that flaylock, it's giving my mass driver funny looks.
Also you can't dual wield a mass drivers...... oh sweet mother of god, they just made a new suit. |
Lynn Beck
Tank Bros. DARKSTAR ARMY
70
|
Posted - 2013.07.09 04:09:00 -
[58] - 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. Alright so the flaylock doesnt have a light wpn variant, ur point? Also ye the smg is better than hmg, but hmg has more "techinical" dps, will all of thise hit? No. Scrambler rifle might have more dps than pistol, but the 450% headshot bonus cannot be ignored. Still strengthening my point that it is legitimate as a sidearm, can you snipe with it like an ar? No? Then HTFU |
ZDub 303
TeamPlayers EoN.
706
|
Posted - 2013.07.09 04:44:00 -
[59] - Quote
Reav Hannari wrote:ZDub 303 wrote:Seriously, we need a fix in 1.3 for this... CCP, you cannot wait until 1.4 to put a fix in for the flaylock! FYI, 1.3 has been frozen for almost two weeks. No word on what's in it.
I know, but they need to unfreeze that **** and fix this ******* gun or take it out of the game entirely until they can. |
Luis rules 1st
Valor Coalition RISE of LEGION
4
|
Posted - 2013.07.09 04:58:00 -
[60] - Quote
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! |
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calisk galern
BurgezzE.T.F
466
|
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
|
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
|
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.
|
The Robot Devil
BetaMax. CRONOS.
540
|
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
|
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.
|
dman the great
OSG Planetary Operations Covert Intervention
35
|
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
|
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
|
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
|
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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