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Author |
Thread Statistics | Show CCP posts - 3 post(s) |
hakeru tekidoki
Condotta Rouvenor Gallente Federation
0
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Posted - 2013.07.17 22:31:00 -
[211] - Quote
being a shotgun my primary weapon, the flaylock allows for good balance in tight situations where i might need a bit more range or against someone trying to 'roadkill' me, for instance... so it's great as a secondary weapon since i can use it as both anti vehicle and anti personnel weapon, but it requires good shooting skill as well; 'spray and pray' wont do with a flaylock. my point is, those who claim it needs nerf are the ones getting hit by it. give it a try, my bet is you will most likely stick to your AR/scrambler combo before learning how to shoot this thing effectively.... |
Buster Friently
Rosen Association
1180
|
Posted - 2013.07.17 22:38:00 -
[212] - Quote
Link doesn't seem to work. |
DUST Fiend
OSG Planetary Operations Covert Intervention
5262
|
Posted - 2013.07.17 22:43:00 -
[213] - Quote
D legendary hero wrote:you can't have an AR as secondary. how people use thier side arms is up to them...
Actually you can.
It's called instantly switching to the Godlock (your primary), essentially turning your AR / shotgun / SCR / etc and so forth, into your sidearm.
I've seen this plenty. It's so hilarious. I almost get roasted out of nowhere by some random proto lolgi, but he doesn't kill me. I hardly have any health left, he switches to his sidearm (the AR), and he just barely manages to off me. HAHAHA, this happens most times when I don't just randomly explode.
I'm very curious to see CCPs changes, should be exciting for many and quite tear inducing for many more still
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Sloth9230
Deepspace Digital
2452
|
Posted - 2013.07.17 22:55:00 -
[214] - Quote
DUST Fiend wrote:D legendary hero wrote:you can't have an AR as secondary. how people use thier side arms is up to them...
Actually you can. It's called instantly switching to the Godlock (your primary), essentially turning your AR / shotgun / SCR / etc and so forth, into your sidearm. I've seen this plenty. It's so hilarious. I almost get roasted out of nowhere by some random proto lolgi, but he doesn't kill me. I hardly have any health left, he switches to his sidearm (the AR), and he just barely manages to off me. HAHAHA, this happens most times when I don't just randomly explode. I'm very curious to see CCPs changes, should be exciting for many and quite tear inducing for many more still They were clearly scrubs, they should have used the AR first, unless their aim is just that bad.... |
Sloth9230
Deepspace Digital
2452
|
Posted - 2013.07.17 22:57:00 -
[215] - Quote
RevoL Frog wrote:I will drink your QQ tears when they drop the nerf hammer, and they will be delicious.
Another person with no faith in CCP's balancing skills |
wripple
WarRavens League of Infamy
7
|
Posted - 2013.07.20 21:25:00 -
[216] - Quote
What some people can't seem to comprehend is that this weapon is a sidearm, a weapon meant to be pulled out when you run out of ammo on your primary or when a scout is in your face. Not to mention that it is a ridiculously low price weapon even at the proto level that any militia suit can run. But rather this weapon is being used as a long range kill-all weapon that rips through proto's. I'll give you an example, I saw an assault c/1 with only 220 shield and 120 armor off in the distance so I fired my officer level assault rifle at him, he was out of the effective range of the gun so I was barely scratching him when he fires three shots and eats all 600 shield and 250 armor on me from splash damage, not direct impact, freaking splash. This gun is a menace and needs to have its range and splash damage lowered.
I like to think of the Core Flaylock as a nice stripper, I can only appreciate it once all the goodies have come off. |
ZDub 303
TeamPlayers EoN.
1079
|
Posted - 2013.07.20 21:33:00 -
[217] - Quote
D legendary hero wrote:i really want the number of kills verses players online statistics taken per week since people started QQing about flaylocks a month ago.
im am almost 100% positive the weapon category with the most kills will be:
from most to least kills 1. ARs of all types 2. sniper rifles of all types 3. assault scrambler rifles 4. shotguns 5. LAVs 6. core/adv flaylocks 7. MDs 8. locus grenades 9. SMGs 10. HMGs 11. nova knives 12... etc
if this is the case flaylocks are merely a phenomenon of interest but not a serious issue. the TAC was nerfed becaused it excelled in EVERYTHING, you could kill people in all situations, you out ranged everyone save snipers, you could blow up LAVs, tanks with a team of TAC users.... combined with Caldari logis
hey CCP while your swinging the nerf hammer around how about you nerf these caldari logis that have more EHP than my heavy suit? instead of targeting the only defense against caldari logis right now.
Depends on the game mode.
In PC, from the few games I could collect data for it was:
1. HMG 2. AR 3. Flaylock 4. Fused Locus Grenade 5. Shotgun 6. Everything else |
Master Ratchet2448
Talon Strike Force LTD Covert Intervention
1
|
Posted - 2013.07.20 22:57:00 -
[218] - Quote
hakeru tekidoki wrote:being a shotgun my primary weapon, the flaylock allows for good balance in tight situations where i might need a bit more range or against someone trying to 'roadkill' me, for instance... so it's great as a secondary weapon since i can use it as both anti vehicle and anti personnel weapon, but it requires good shooting skill as well; 'spray and pray' wont do with a flaylock. my point is, those who claim it needs nerf are the ones getting hit by it. give it a try, my bet is you will most likely stick to your AR/scrambler combo before learning how to shoot this thing effectively....
this is exactly how I feel. there is no way I could survive against heavies without having the flaylock to finish them. the shotgun takes out the shield and if the enemy has a lot of armor I put 1 round of flaylock to finish. Best moment was yesterday.... 3 heavies against 1 scout. the scout almost came out on top ( I killed 2 of them and the 3rd got me just before I could take the final shot. ). |
Burntface man112
Onikanabo Brigade Caldari State
2
|
Posted - 2013.07.21 01:23:00 -
[219] - Quote
Master Ratchet2448 wrote:hakeru tekidoki wrote:being a shotgun my primary weapon, the flaylock allows for good balance in tight situations where i might need a bit more range or against someone trying to 'roadkill' me, for instance... so it's great as a secondary weapon since i can use it as both anti vehicle and anti personnel weapon, but it requires good shooting skill as well; 'spray and pray' wont do with a flaylock. my point is, those who claim it needs nerf are the ones getting hit by it. give it a try, my bet is you will most likely stick to your AR/scrambler combo before learning how to shoot this thing effectively.... this is exactly how I feel. there is no way I could survive against heavies without having the flaylock to finish them. the shotgun takes out the shield and if the enemy has a lot of armor I put 1 round of flaylock to finish. Best moment was yesterday.... 3 heavies against 1 scout. the scout almost came out on top ( I killed 2 of them and the 3rd got me just before I could take the final shot. ). GAYLOCK |
xSir Campsalotx
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
23
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Posted - 2013.07.21 02:25:00 -
[220] - Quote
D legendary hero wrote:DUST Fiend wrote:D legendary hero wrote:the imaginary situations where entire enemy teams are using only flaylocsk IS imaginary it never happens...
Sorry but I literally just left a match with a full squad of proto god lock users who had ARs as secondary weapons. It happens, a lot, just towards the top end of the spectrum. AKA, better players tend to gravitate towards and abuse anything that will give them an unfair advantage. And lo, Godlock hunting flocks were born. you can't have an AR as secondary. how people use thier side arms is up to them... the cramber pistol is better on shields than armor... so if people run around with it and finish you with an AR after word is that cheap? i use my flaylock on armor tankers when i see them and AR on shield tankers. its a tactic. nerfing a tactic is like nerfing strafing...
You don't run a heavy any more D ?! |
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xSir Campsalotx
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
24
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Posted - 2013.07.21 02:27:00 -
[221] - Quote
Master Ratchet2448 wrote:hakeru tekidoki wrote:being a shotgun my primary weapon, the flaylock allows for good balance in tight situations where i might need a bit more range or against someone trying to 'roadkill' me, for instance... so it's great as a secondary weapon since i can use it as both anti vehicle and anti personnel weapon, but it requires good shooting skill as well; 'spray and pray' wont do with a flaylock. my point is, those who claim it needs nerf are the ones getting hit by it. give it a try, my bet is you will most likely stick to your AR/scrambler combo before learning how to shoot this thing effectively.... this is exactly how I feel. there is no way I could survive against heavies without having the flaylock to finish them. the shotgun takes out the shield and if the enemy has a lot of armor I put 1 round of flaylock to finish. Best moment was yesterday.... 3 heavies against 1 scout. the scout almost came out on top ( I killed 2 of them and the 3rd got me just before I could take the final shot. ).
No man I've always ran a heavy and I can use that thing ok at std level, but its fused locus grenade easy at pro level. Again I'll give it to you at std I does require a fair amount of skill. |
Burntface man112
Onikanabo Brigade Caldari State
2
|
Posted - 2013.07.21 06:47:00 -
[222] - Quote
Prophet Endokush wrote:just so people know, -FLAYLOCK DRAWBACKS- actually more like anti-flaylock tactics
it is useless at long ranges
near worthless when fighting uphill
at point blank it is impossible to use
suicide accidents are common and more common when damage and blast radius are increased
3 shot clip makes it easy to prepare for a reloading window (attack when they reload)
as a main weapon, it does not have a lot of ammo
take these things in consideration when approaching flaylockers, and use them to your tactial advantage.
source- I use flaylock as a main
-Prophet
Its dangerous up close since all you have to do is aim at the feet. Never seen a weapon require a person to fire at their feet as a sidearm.... OH i know the Rocketlauncher in other FPS! expect thats not a sidearm either even in other FPS.... |
Heimdallr69
Imperfects Negative-Feedback
302
|
Posted - 2013.07.21 07:12:00 -
[223] - 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. No just no enough with the nerfs that's why this game is so unbalanced to many nerfs..I hate the flaylock but seriously enough nerfs |
Heimdallr69
Imperfects Negative-Feedback
302
|
Posted - 2013.07.21 07:17:00 -
[224] - Quote
CCP Mintchip wrote:We are taking this feedback very seriously and are looking into a solution that will bring balance to this weapon :) So, hopefully it's to your liking and in the future please don't hesitate with your concerns! Whens our dev match? Oh wait don't think you guys got out of it that easy I will 1-16 you guys |
ladwar
Dead Six Initiative Lokun Listamenn
955
|
Posted - 2013.07.21 08:22:00 -
[225] - Quote
CCP Eterne wrote:We have a dev blog in the pipeline that will discuss the changes we're making to the Flaylock that will help bring it into line with other weapons. The changes are pretty significant. hm... i wonder what is going to be changed because i use the advanced one and i would just have to switch over to the smg if it is to big of a hammer swing. |
J Lav
Opus Arcana Covert Intervention
144
|
Posted - 2013.07.21 11:03:00 -
[226] - Quote
I've held off criticizing the flaylock until I had a chance to go over the numbers and see more of it in combat.
Going over the numbers, even if you lower its rate of fire to that of the breech scrambler pistol, it still does twice as much damage as the breech scrambler, only you don't have to hit your target. The splash is actually 30-40% more than a mass driver.
At first I thought a reduction in splash size was all this needed, which I still maintain a small decrease would help. But all of the flaylocks should, in my opinion, do more direct hit damage, and significantly less splash.
Note that the basic flaylock does more splash than a small missile launcher on a tank. This is just absurd. - Though I also think the tiny spash radius and splash damage should be increased for small launchers - thereby buffing dropships. |
daishi mk03
Brutor Vanguard Minmatar Republic
18
|
Posted - 2013.07.21 11:05:00 -
[227] - Quote
My tank kills any flaylock infantry in one single shot. |
Sir Petersen
Valhalla Nord
291
|
Posted - 2013.07.21 11:08:00 -
[228] - Quote
This weapon is getting a nerf soonGäó. I-¦m 100% sure about this. It is just silly how over powered it is right now.. |
xSir Campsalotx
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
26
|
Posted - 2013.07.21 11:11:00 -
[229] - Quote
Cosgar wrote:DUST Fiend wrote:How anyone can watch that video and think "man, that guy is skilled" while toasting every enemy in sight with his sidearm and just a couple clicks....just..... This community Same thing with the TAC AR before the nerf rebalance. Skilled users would line up their shots while scrubs would mash the trigger in your general direction. Only difference with the Flaylock is that you only have 3~4 shots in the clip. Before you say it's a sidearm, other sidearms can out DPS their light weapon counterparts.
Which ones ? |
Cosgar
ParagonX
2903
|
Posted - 2013.07.21 15:15:00 -
[230] - Quote
xSir Campsalotx wrote:Cosgar wrote:DUST Fiend wrote:How anyone can watch that video and think "man, that guy is skilled" while toasting every enemy in sight with his sidearm and just a couple clicks....just..... This community Same thing with the TAC AR before the nerf rebalance. Skilled users would line up their shots while scrubs would mash the trigger in your general direction. Only difference with the Flaylock is that you only have 3~4 shots in the clip. Before you say it's a sidearm, other sidearms can out DPS their light weapon counterparts. Which ones ? I'd rather not say because I don't want my favorite to be the next FotM. Just look at some of the stats and you'll figure it out. |
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Burntface man112
Onikanabo Brigade Caldari State
4
|
Posted - 2013.07.22 06:00:00 -
[231] - Quote
Daxxis KANNAH wrote:Just going to say for the last time - The sidearm argument is ridiculous. If sidearms are supposed to be much less lethal then drop the requirements to 1x and scale back their damage even more. The only thing I see with sidearms are that they have range restrictions. In the setup Dust has, sidearms should be equally as lethal given they are used in the right situation. If the FP gets a RoF nerf and smaller radius that seems fine. The projectile is already slow moving, range is limited and the clip is small. But CCP comes on here capitulating talking about and more W T F gaylock |
Burntface man112
Onikanabo Brigade Caldari State
4
|
Posted - 2013.07.22 06:02:00 -
[232] - Quote
hakeru tekidoki wrote:being a shotgun my primary weapon, the flaylock allows for good balance in tight situations where i might need a bit more range or against someone trying to 'roadkill' me, for instance... so it's great as a secondary weapon since i can use it as both anti vehicle and anti personnel weapon, but it requires good shooting skill as well; 'spray and pray' wont do with a flaylock. my point is, those who claim it needs nerf are the ones getting hit by it. give it a try, my bet is you will most likely stick to your AR/scrambler combo before learning how to shoot this thing effectively.... lmao GAYLOCKer will be rooted out, spoils of their timely unskillfulness will be enjoyed!! |
Burntface man112
Onikanabo Brigade Caldari State
4
|
Posted - 2013.07.22 06:05:00 -
[233] - Quote
D legendary hero wrote:CCP Eterne wrote:We have a dev blog in the pipeline that will discuss the changes we're making to the Flaylock that will help bring it into line with other weapons. The changes are pretty significant. there you go again... significant changes... all changes should be slight and adjusted slowly as needed until balance. if you decrease the fire rate to 133.3 and decrease the reload speed to 3.5 seconds, but increase the blast radius by .5 all flaylocks would be balanced.again the only people complaining are AR users that get too close and want to win in CQC verses everything. galente suits also complain but thats because CCP needs to fix armor, its not the flaylocks fault. lmao Gaylocker, spamming weapon. All Hail the Gaylock! |
TODDSTER024
Royal Uhlans Amarr Empire
89
|
Posted - 2013.07.22 06:49:00 -
[234] - Quote
Was in a game before DT and the flay lock did 1200 damage... |
Cosgar
ParagonX
2930
|
Posted - 2013.07.22 07:55:00 -
[235] - Quote
So after spending the entire weekend on one of my alts (Minmatar Assault) with dual flaylocks, Flaylock/AR, Flaylock/SMG, I have some thoughts to share. The idea of an alpha strike sidearm is interesting and creative, making the flaylock a fun to use weapon. If balanced properly, the flaylock should be at least powerful enough to be considered as a main weapon but with enough drawbacks to add some risk to the rewards of getting a kill with it. As of right now, we have a highly damaging weapon that's easy to fit, has plenty of ammo, and can be spammed for ungodly amounts of DPS. Personally, the damage and blast radius are fine, but it's the lenient fitting, high ammo capacity, and how easy you can spam shots that make the flaylock a problem:
Acessability
Overall, the CPU/PG requirements have to be raised so everyone and the mother can't equip it and go buck wild. I'm thinking we make the costs significantly higher while taking a page from the specialist shotgun sub variant with more lenient requirements for the specialist pistols at the cost of ammunition capacity. (6~9 rounds) This way, you get a variant that's easier to equip, but doesn't have enough ammo to go around spamming while the standard ones have a decent ammo supply but require more CPU/PG so they have to give something up to fit it. This would be a good way to diminish a dual flaylock user's ammo capacity since they wouldn't be able to fit dual prototypes as well. The breach could probably benifit from a revamp as well, with a CPU/PG requirement similar to the specialists, but a splash or damage buff to make it more viable at the cost of the smaller clip.
Splash radius scaling is another issue that might need to be addressed since explosive weapons are more consistent in the the latest patch and the desynch issues are completely gone. But keep in mind that if the splash damage is reduced, damage might need to be increased across the board to compensate to keep the reward side of risk vs reward consistent while keeping the flaylock viable.
Preventing Spam
As I've already mentioned, it's not the damage that makes the flaylock imbalanced- it's the spam. So one good option would be to simply reduce the weapons RoF. (somewhere in the neighborhood of 60~70 rpm) This would cut down the rocket spam significantly, allowing someone on the opposing end to have a chance to fight back while forcing the user to aim. The flaylock already has a slower moving projectile compared to DoT based weapons, so this would force the user to make those shots matter more in an encounter instead of lobbing missiles in someone's general direction, hoping for a kill. Reload speed and ammunition capacity can remain untouched, but the damage might need a slight increase to keep with the weapons spike damage theme, keeping it more viable in CQC/Close engagements while requiring skill at mid range and beyond. Making this change would also significantly affect people using dual flaylocks as well since the advantage of having two of them is significantly reduced.
Another option to prevent spamming would be to reduce the ammunition capacity. One of things that keeps the MD balanced is that it has terrible field longevity. With 18 rounds (24 for the assault) you have to really choose your engagements with the MD while either staying in proximity of a supply depot or keeping a steady supply of nanohives. With 21 shots in reserve, the flaylock doesn't have this problem and has field longevity comparable to a riskier spike damage weapons like the shotgun. Reducing the reserve ammo down to maybe 12~9 rounds (9~6 for the specialist) would force a flaylock user to carefully choose when to engage and make nanohives a requirement when using it as a main weapon. Damage and splash could stay relatively same with this option because the weapon would be significantly starved, cutting down its field longevity. This wouldn't affect dual users as much at a glance, but with my idea of increasing the CPU/PG requirements as mentioned above, they would most likely be restricted to dual specialists anyway.
Reducing the reload speed could be another route. As of right now, the flaylock has a 0.5 sec faster reload speed than an AR. For as much damage as it does, there's no real risk in spamming rockets since you can simply pop in another clip in 2.5 seconds. By increasing how fast you need to reload would be a good way to give someone on the opposing end a chance to fight back and force the weapons' user have to make sure those 3-4 rockets connect. Now with this idea, we have to consider how it would affect players using dual flaylocks. So making significant changes to rate of fire or ammo capacity would still need to be considered as well. This is still a viable option, but would require the most work in the long run compared to the others.
These are only a few options I have in regards to spamming. I have some more in regards to splash damage and falloff. I'll probably get around to it after some more testing. But whatever changes CCP makes, I hope they keep it as a highly damaging weapon, but make it riskier to use outside of its niche situation because it really is a fun to use weapon.
Subjected to periodical edits for grammar. |
superjoe360x
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
23
|
Posted - 2013.07.22 11:33:00 -
[236] - Quote
WhiskeyJack Otako wrote:Buster Friently wrote:I guess I should expect the AR to be the only viable weapon long term then, eh?
Why bother making the rest of the game?
The game, even with the current condition of the flaylock, is still all AR, all the time.
Way to nerf diversity ccp. I don't really think its over powered. I think a lot of people are used to running up to opponents and shooting them. The flaylocks puts a stop to this. It does take some skill to use the flaylock for distance or bouncing splash off of walls etc. I've been using it for a while now and misses are commonplace, but in combination with the AR or another light weapon it's deadly. People seem to forget that flaylock users kill themselves a lot in cqc so it's not a weapon without penalty. All the comments about flaylocks being op I would say the same of the mass driver. I'd be ok with a range nerf or even a slight nerf in trigger speed. If the CPU/pg goes up I'll still use it as I've got the sp in the appropriate skills, but most won't so it'll be high sp users who benefit most from increasing the fitting requirements. If it were made similar to the smg I would still be able to fit proto, light weapon, proto grenade and the proto flaylock with fully tanked suit. As an accompaniment for AV fits I'm loving the flaylock. No other sidearm provides as much survivability when using swarms. Bring on the nerf tho. Kill another weapon to keep the masses happy. We'll just find something else to cry about, won't we? I don't see why you guys are complaining about the flaylock. Yeah im damn good with them and very damn good at distance. Maybe you just get mad at any skilled player using one. I don't think ive been killed by a flaylock more then 5 times since they came out. Not that many ppl really even run them. Id say its even with an smg so if it was so OP wouldn't everybody run them like the TAC AR. What about crap auto ARs with stacked damage mods. You don't think damage mods need nerfed to 5,3, and 2 percent damage. The forge guns splash or the ridiculous mass drivers. That's what kills me. My guess is people that play FPS where you can jump a lot are good at not dying to flaylocks. Maybe you should learn ways to counter a weapon instead of just bitching about it. Go ahead and nerf another weapon that doesn't need it. Give it 0.1 meters splash and ill continue to direct hit everybody and they will keep on bitching. Hell just go ahead and get rid of it so these babies can run their ARs all day and not have any trouble.Its one of only 3 weapons effective from medium range places above ppl. I don't run it to shoot into the ground with no skill like most guys that I see.
CCP nerfed the TAC to where it needed to be but the problem is that you gave guns different ranges after you nerfed it. So now you have a slow firing weapon that used to at least still have range over auto ARs. Now it feels like the old sharpshooter days where auto ARs are hitting me at distance with a force that's similar to my TAC AR at that range but faster and very accurate. The auto AR should have more recoil on it when firing full auto and it would fix that. Its cool though listen to all these ppl that would rather whine about a flaylock then figure out a way to counter it. Please don't take into account that is flaylocks were so OP everyone would run them and they don't. There are few sidearms anyway. Of course you ll see a lot of flaylocks. Don't kill this weapon CCP or everyone will be running SMG again and that doesnt make for much variety. |
Eldest Dragon
D3LTA FORC3 Inver Brass
56
|
Posted - 2013.07.22 14:10:00 -
[237] - Quote
People have diffrent opinions about the flaylock being op and diffrent suggestions on how to fix it. So first off whoever says the flaylock is not op, they are either trololing flaylock users themselves, or they are really dumb. Secondly, if your any good with it at all and have the right skills and fittings, the guy you come up against had better have 1 himself or tuck tail and run. Which brings me to my final point, not only is it a sidearm which is better than everyone's main weapons, imo it is the most op thing that has been around sense before the tac rifles got there nerf. I personally dont care how its nerfed, as long as its fixed and I dont have to fear for my life everytime I see one bc it overpowers my main light weapon, I hope the fix comes sooner than later. |
pdiddy anfama
KILL-EM-QUICK RISE of LEGION
25
|
Posted - 2013.07.22 14:44:00 -
[238] - Quote
The best balance to a flaylock would be the following because it's a sidearm meant to finish people off after a gun fight.
50% to 75 % dam to shields 100% to 110% dam to armor. Take a away blast radius bonus.
It still needs to do some damage to shields incase of regen. But the dang thing shouldn't be able to kill a tier1 or adv suit in three shots. Please fix the flaylock as proposed. |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
226
|
Posted - 2013.07.22 15:13:00 -
[239] - Quote
If you still cant fight at distance instead of being inside the FP comfort zone then just dont boot up Dust.
CCP please nerf this gun today so all these people can find better things to do with their time than making ridiculous suggestions.
All you guys talk about HTFU and adapt or die but it is obvious none of you believe or are trying to do that.
Yes the weapon needs to be brought in line but most of you just want it toothless so you can run around happy and fight how you want; then you cry the game isnt tactical |
major faux-pas
Valor Coalition RISE of LEGION
55
|
Posted - 2013.08.15 18:26:00 -
[240] - Quote
Instead of nerfing the flaylock they called it a massdriver.
Back to square 1 |
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