Pages: [1] 2 3 4 5 6 7 8 9 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 3 post(s) |
Minor Treat
The Enclave Syndicate Dark Taboo
1
|
Posted - 2013.07.07 20:22:00 -
[1] - Quote
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. |
Minor Treat
The Enclave Syndicate Dark Taboo
1
|
Posted - 2013.07.07 20:24:00 -
[2] - Quote
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.
Correcting myself: If a primary is being pushed by a sidearm there is a problem.
|
KING CHECKMATE
A.N.O.N.Y.M.O.U.S. League of Infamy
187
|
Posted - 2013.07.07 20:24:00 -
[3] - Quote
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.
2 complex sidearm damage mods Core flaylock (MAIN) Six Kin SMG (''Side'')
yesh..... |
Sensnar Sorsar
Circle of Huskarl Minmatar Republic
0
|
Posted - 2013.07.07 20:26:00 -
[4] - Quote
No No Noooooo !!!!! i have way to much fun with my little pistol |
KING CHECKMATE
A.N.O.N.Y.M.O.U.S. League of Infamy
187
|
Posted - 2013.07.07 20:29:00 -
[5] - Quote
ME being a flaylock pistol user (not as main but well, i have like 8 different game styles >..>) , i think the only thing it needs a nerf on the flaylock is a little of range to be in par with other Side-weapons. But thats it. |
ZDub 303
TeamPlayers EoN.
620
|
Posted - 2013.07.07 20:29:00 -
[6] - Quote
1.5m blast radius for all tiers, reduce splash by 40%, FP Op increases splash by 5% per level. Done, easy. |
Dust Project 514
Dust Evo 514
96
|
Posted - 2013.07.07 20:36:00 -
[7] - Quote
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. |
Spycrab Potato
Hold-Your-Fire
100
|
Posted - 2013.07.07 20:44:00 -
[8] - Quote
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. |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
141
|
Posted - 2013.07.07 20:52:00 -
[9] - 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 -
[10] - 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...
|
|
Eklipsch
Crimson Ravens
2
|
Posted - 2013.07.07 20:58:00 -
[11] - Quote
Good for you! Fun is good. It is not much fun for others though. Its abused and unbalaced currently. |
Sloth9230
Reaper Galactic
2154
|
Posted - 2013.07.07 21:01:00 -
[12] - 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. That's all? do you want it to shoot marshmallows too?
Anyone of those would be fine on it's own, but all of them? I'm glad you don't work for CCP... wait... wait.... wait, crap, that's a lot like their nerf method actually |
Sloth9230
Reaper Galactic
2154
|
Posted - 2013.07.07 21:03:00 -
[13] - 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. You're lying out your ass, it takes at a minimum two DIRECT shots to kill anything. Only thing dying in 1 hit is a militia scout. |
Dust Project 514
Dust Evo 514
99
|
Posted - 2013.07.07 21:06:00 -
[14] - Quote
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. |
Dust Project 514
Dust Evo 514
99
|
Posted - 2013.07.07 21:09:00 -
[15] - Quote
Sloth9230 wrote:That's all? do you want it to shoot marshmallows too? Anyone of those would be fine on it's own, but all of them? I'm glad you don't work for CCP... wait... wait.... wait, crap, that's a lot like their nerf method actually
Could you at least explain the reasonings of why you feel it is a nerf? It just sounds like some people want to keeps its ease of use (which is exactly why so many people use it). |
Taeryn Frost
Zumari Force Projection Caldari State
8
|
Posted - 2013.07.07 21:14:00 -
[16] - Quote
Sloth9230 wrote: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. You're lying out your ass, it takes at a minimum two DIRECT shots to kill anything. Only thing dying in 1 hit is a militia scout.
Hmm, maybe not one hit kills always but I seem to get wasted by mass drivers in one hit and flaylocks almost instantly even running two complex shield extenders. Not saying my skills are the best, but I'd like to think I'm not that bad :/ |
Sloth9230
Reaper Galactic
2154
|
Posted - 2013.07.07 21:17:00 -
[17] - Quote
Dust Project 514 wrote:Sloth9230 wrote:That's all? do you want it to shoot marshmallows too? Anyone of those would be fine on it's own, but all of them? I'm glad you don't work for CCP... wait... wait.... wait, crap, that's a lot like their nerf method actually Could you at least explain the reasonings of why you feel it is a nerf? It just sounds like some people want to keeps its ease of use (which is exactly why so many people use it). Anything that lowers it's current effectiveness is a "nerf', not a tweak like some people like to call it; however, nerfs by themselves aren't inherently bad, as long as they are justified.
You're changes would make it far harder to use than it is now, at least in it's intended role as a "noob tube", so yeah, it's a nerf. |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
141
|
Posted - 2013.07.07 21:20:00 -
[18] - 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. |
Sloth9230
Reaper Galactic
2156
|
Posted - 2013.07.07 21:20:00 -
[19] - Quote
Taeryn Frost wrote:Sloth9230 wrote: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. You're lying out your ass, it takes at a minimum two DIRECT shots to kill anything. Only thing dying in 1 hit is a militia scout. Hmm, maybe not one hit kills always but I seem to get wasted by mass drivers in one hit and flaylocks almost instantly even running two complex shield extenders. Not saying my skills are the best, but I'd like to think I'm not that bad :/ A core flaylock will do 197 to shields on a direct hit with no modifiers, those extenders combined with your base shields should give you enough buffer to survive at least 1 hit.
Now... if they've got proficiency and mods.... |
Dust Project 514
Dust Evo 514
99
|
Posted - 2013.07.07 21:32:00 -
[20] - Quote
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.
|
|
Sloth9230
Reaper Galactic
2156
|
Posted - 2013.07.07 21:35:00 -
[21] - Quote
Dust Project 514 wrote: You DO know the the flaylocks splash radius increases with distance, right? The further you are from targets, the larger the radius becomes.
|
Dust Project 514
Dust Evo 514
99
|
Posted - 2013.07.07 21:40:00 -
[22] - Quote
Sloth9230 wrote:Dust Project 514 wrote: You DO know the the flaylocks splash radius increases with distance, right? The further you are from targets, the larger the radius becomes.
Like I said. Try it. I wouldn't say that if I didn't experience it myself. I was using these things before they became the next DuvTACs. |
Buster Friently
Rosen Association
905
|
Posted - 2013.07.07 21:47:00 -
[23] - Quote
Please see real data here on how OP the Flaylock is:
https://forums.dust514.com/default.aspx?g=posts&m=1024432#post1024432 |
Spycrab Potato
Hold-Your-Fire
101
|
Posted - 2013.07.08 01:02:00 -
[24] - Quote
Sloth9230 wrote: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. You're lying out your ass, it takes at a minimum two DIRECT shots to kill anything. Only thing dying in 1 hit is a militia scout. The freedom mass driver does 350 with a direct hit, with my mods I get about 400 per direct hit. But be real, should a SIDEARM be able to do that? And let's be honest, how often do you think I get direct hits in the heat of a battle? |
Taeryn Frost
Zumari Force Projection Caldari State
9
|
Posted - 2013.07.08 03:07:00 -
[25] - Quote
Hmm, not quite on topic, but for the ones who say you can't be one shotted. I just got roased by a militia MD that listed the damage received as 1300ish....so hmm. |
Fiddlestaxp
TeamPlayers EoN.
147
|
Posted - 2013.07.08 03:13:00 -
[26] - Quote
Flaylock pistol is broken. Way too effective for way too little PG. Lower the splash damage and raise the PG cost. CCP can do this right now with an item value fix. Next server down time, we can have this fixed. Fix it right away CCP.
Flaylock pistol is the main reason why armor tanking is less effective than shield. Fix Flaylock and you come close to fixing armor too. |
Buster Friently
Rosen Association
973
|
Posted - 2013.07.08 03:18:00 -
[27] - Quote
Taeryn Frost wrote:Hmm, not quite on topic, but for the ones who say you can't be one shotted. I just got roased by a militia MD that listed the damage received as 1300ish....so hmm.
That's total damage dealt, not from one shot.
Oh, and the Flaylock (or MD) isn't OP. |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
144
|
Posted - 2013.07.08 06:26:00 -
[28] - 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. |
Darken-Sol
BIG BAD W0LVES Eternal Syndicate
452
|
Posted - 2013.07.08 06:30:00 -
[29] - Quote
Shut up about nerfs. it could be your bread n butter next. these poor fellows need a weapon that compliments their fused grenades and hopping skills. |
GET ATMESON
NEW AGE EMPIRE The Family Syndicate
21
|
Posted - 2013.07.08 06:31:00 -
[30] - Quote
Play an ambush Mr. Alot of core flaylock. Tisk tisk
|
|
|
|
|
Pages: [1] 2 3 4 5 6 7 8 9 :: one page |
First page | Previous page | Next page | Last page |