|
Author |
Thread Statistics | Show CCP posts - 3 post(s) |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
141
|
Posted - 2013.07.07 20:52:00 -
[1] - Quote
Dust Project 514 wrote:How to fix the flaylock:
Reduce splash damage by 50%
Reduce blast radius of the ADV. and PRO. to 1.0
Increase headshot dmg percentage to 125%
Increase missile travel speed by 50%
Increase clip size by 1
Increase PG requirements
That is all.
Horrible horrible idea! Why? Try out the standard flaylock which is STILL better than what you're suggesting...and it's barely usable.
Headshot damage is laughable given the flight time, it's pretty much impossible to score a headshot unless you're facing a dumb opponent who stands still.
That is all. |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
141
|
Posted - 2013.07.07 20:53:00 -
[2] - Quote
Spycrab Potato wrote:Minor Treat wrote:That flaylock has got to get nerfed, its clearly over powering the other sidearms. Now don't nerf it till its useless but nerf it by either tighting the blast radius or you can do less damage with the blast radius. (one hit kills are fine if its a direct hit) but it should do like 4 hits by blast radius because reloading with that thing is crazy, its reloads so fast. its gotta get some kind of tone down. I've seen it a dozen times a whole team running flaylock and only swapping out the assault rifles after shooting that flaylock. Sidearms are suppose to be a last stand, its a primary is being pushed by a sidearm there is a problem. A direct hit shouldn't be a one hit kill seeing as it's not even that way for Mass Drivers.
The MD has other advantages that make up for that. Much larger blast radius, more shots before reloading, range...
|
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
141
|
Posted - 2013.07.07 21:20:00 -
[3] - Quote
Dust Project 514 wrote:R'adeh Hunt wrote:Horrible horrible idea! Why? Try out the standard flaylock which is STILL better than what you're suggesting...and it's barely usable. Headshot damage is laughable given the flight time, it's pretty much impossible to score a headshot unless you're facing a dumb opponent who stands still. That is all. I've used all Flaylocks. The GN and especially the Core models are way too easy to get kills with. I think my suggestions are fair as they punish players that don't aim close enough and increases ease of direct contact for those who actually try to hit their targets. Headshots would not be difficult to achieve when firing into a group of players in a gang shootout. Makes for easy pickings. It's the same thing I do with a scrambler pistol.
How on earth does firing into a group with a gun that has significant bullet travel time "headshots easier". Simply by the added luck factor?
Comon', re-read your suggestions, they're horrible...they would make th gun even worse than the standard version. |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
144
|
Posted - 2013.07.08 06:26:00 -
[4] - Quote
Dust Project 514 wrote:R'adeh Hunt wrote:How on earth does firing into a group with a gun that has significant bullet travel time "headshots easier". Simply by the added luck factor? Comon', re-read your suggestions, they're horrible...they would make th gun even worse than the standard version. You DO know the the flaylocks splash radius increases with distance, right? The further you are from targets, the larger the radius becomes. Firing into a groups with a 50% missile speed (which IS significant for this type of weapon) would increase the chances of 1HK on individual targets AND damaging everyone else around them. Try shooting someone upclose and then far away and you will notice the difference. You can currently splash people to death with missiles that land around 6 Ft (2 meters), when at distance. This is perfectly noticable when shooting downward from up top.
Complete...and utter...nonsense. The splash radius doesn't change with distance. |
|
|
|