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R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
155
|
Posted - 2013.07.08 23:20:00 -
[31] - Quote
Acezero 44 wrote:Its a good theory, and I bet its true in some games.. but,.
/cough,
But this is Dust, the fine line between weapon OP/ Balance is,
is the core flaylock to easy to use ?
Like I dont care what anyone says, the scrambler pistol is HARD to use, It has burst potential second to SG and it would never be called op.
It's just a different playstyle. Play both for 20hrs and you will crush using either of them.
With the SP I can aim directly at people and fire without really having to guess which direction they'll run next...with the flaylock I have to lead my shots a lot more. Splash damage is nice, but you won't kill decently fit opponents with a single clip just using splash damage. With decently fit I mean "proto"...because after all, we're talking about a proto weapon, so it's only fair to compare it against proto suits.
With the SP I can miss a bit and still take down my opponent using the same clip without reloading. The flaylock doesn't give you that luxury. Also, at range it's much easier to hit something if your shot connects quickly. If it has travel time like the flaylock, it's tough to hit a non-stupid opponent at range. Of course if the other dude is running in a straight line without looking around, or if he stands still (lol), then yeah, I stand a decent chance at hitting with splash damage at range. Direct hits against moving targets at range are VERY lucky, comparable to headshots with the SP.
If you don't believe me, shoot something that moves at 40m with a flaylock and count how many bullets you require until you get a direct hit. |
Aythadis Smith
The Generals EoN.
46
|
Posted - 2013.07.08 23:23:00 -
[32] - Quote
Scheneighnay McBob wrote:Acezero 44 wrote:Its a good theory, and I bet its true in some games.. but,.
/cough,
But this is Dust, the fine line between weapon OP/ Balance is,
is the core flaylock to easy to use ?
Like I dont care what anyone says, the scrambler pistol is HARD to use, It has burst potential second to SG and it would never be called op.
Assault rifles are easy to use Knives are easy to use once you get in range SMGs are easy to use HMGs are easy to use Shotguns are easy to use once you get in range. Flaylocks actually take a bit more skill than some other weapons- the rocket moves slowly on a slight arc, so you have to compensate for movement and range. The sight itself also obscures your aim if you're trying to fire on an arc, so it's not really an option. Shotgun in a SCOUT... (since we are talking in Proto level this suit is nuts)
At Proto level, its total eHP is about what most Caldari have for just their shield. My every day Scout has 180/80. Hmmm...260. With that Core Flaylock, insta kill.
As for your (Shotguns are easy), try it as a stealth class. Tell me how easy it is once someone sees you. you got 2 seconds then (Press CTRL to respawn)
|
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
155
|
Posted - 2013.07.08 23:24:00 -
[33] - Quote
Aythadis Smith wrote:
As for the Core, my scout is one shot dead, my Gal armor tanked is one shot dead, my Min As- is one shot dead.
If there's a suit that is quick enough to outmanoeuvre a flaylock, it's a scout suit. So if you get hit using a scout suit, you're simply not a good scout player. Also, yes, 2 shots kill most scouts...but they're supposed to have low HP, they get amazing speed in return.
As for the Minmatar assault, that's simply not true if you fit it in a decent way...at least not when it comes to the proto suit. And you should compare it against the proto suit because it's a PROTO gun. |
Cosgar
ParagonX
2338
|
Posted - 2013.07.08 23:25:00 -
[34] - Quote
Acezero 44 wrote:Its a good theory, and I bet its true in some games.. but,.
/cough,
But this is Dust, the fine line between weapon OP/ Balance is,
is the core flaylock to easy to use ?
Like I dont care what anyone says, the scrambler pistol is HARD to use, It has burst potential second to SG and it would never be called op.
Bob's story makes a good point. Including the clip, flaylocks have 23 rounds and a quick reload time. What if the ammo capacity was cut down to 9~12? That would cut down on people making them spam shots all over the place, especially since it eats up nanohives as bad as the MD and grenades. |
Scheneighnay McBob
Blueberry Gunners
2036
|
Posted - 2013.07.08 23:28:00 -
[35] - Quote
Aythadis Smith wrote:Scheneighnay McBob wrote:Acezero 44 wrote:Its a good theory, and I bet its true in some games.. but,.
/cough,
But this is Dust, the fine line between weapon OP/ Balance is,
is the core flaylock to easy to use ?
Like I dont care what anyone says, the scrambler pistol is HARD to use, It has burst potential second to SG and it would never be called op.
Assault rifles are easy to use Knives are easy to use once you get in range SMGs are easy to use HMGs are easy to use Shotguns are easy to use once you get in range. Flaylocks actually take a bit more skill than some other weapons- the rocket moves slowly on a slight arc, so you have to compensate for movement and range. The sight itself also obscures your aim if you're trying to fire on an arc, so it's not really an option. Shotgun in a SCOUT... (since we are talking in Proto level this suit is nuts) At Proto level, its total eHP is about what most Caldari have for just their shield. My every day Scout has 180/80. Hmmm...260. With that Core Flaylock, insta kill. As for your (Shotguns are easy), try it as a stealth class. Tell me how easy it is once someone sees you. you got 2 seconds then (Press CTRL to respawn) Shotguns aren't required as stealth. You just need to learn to play cover. I've heard recently that minmatar medium frames are great with shotguns, and the best shotgunners on dust (calamity jane II and anney oakly II, if I spelled it right) are assault shotgunners. |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
155
|
Posted - 2013.07.08 23:30:00 -
[36] - Quote
Yup, the Minmatar Assault is pretty good as a shotgunner...decent speed if you add a mod :) |
Aythadis Smith
The Generals EoN.
46
|
Posted - 2013.07.08 23:42:00 -
[37] - Quote
Min is agreed as the goto for the shotgun.
As for me, I like the in and out of cover, the risk and reward..... . Maybe I like hard mode.
or ate paint chips..... |
Deluxe Edition
TeamPlayers EoN.
486
|
Posted - 2013.07.08 23:44:00 -
[38] - Quote
The Op forgets that the flaylock can be duel weilded because of it's side arm status and has a 4 round clip with minmitar assault bonuses... I have played the flaylock for 3 days now on an alt and every game I have a 60m + kill, and I never dip below 12 kills a game. Every suit except for heavies and shield tanked proto calidari and minimitar suits die in 2 shots withe caladari and minmitar medium suits taking 3 shots and heavies 4. The slash damage allows me to supress the enemy as I move into "easy kill" range.
Compared against the AR
65+m the shot self detinates so it worthless at this range, however AR's are only able to tickle you anyways
50-65m - AR has a slight advantage if they are positioned above you or have cover, however if in open ground it even because the distance requires them to bring up the rail which means they can't dodgn't your shots well. If you are position above them this is an easy kill for the flaylock
30-50m - same as above hoever the AR is slightly better because they don't have to bring up the rail to aim. if flat open ground AR prob has advantage. If ar is on a cliff above u he wins, if flaylock is above its an easy kill.
20-30m - LoL AR has no chance to kill you in this range with a flaylock (unless the tager is sitting above you on a ledge with cover and only a headshot can make contact)
0-20M- They will be dead beforce 10 rounds leave their weapon. Every weapon gets dominated by the flaylock at this range... including shotguns and nova knives.
Lastly against the flaylock your team CANNOT move together as a squad. This weapon has a 2.5 meter splash and 2v1 any kind of hallway style are will be death. 2 flaylocks moving together don't even need to fire a second shot most of the time. |
ZDub 303
TeamPlayers EoN.
700
|
Posted - 2013.07.08 23:47:00 -
[39] - Quote
Deluxe Edition wrote: 20-30m - LoL AR has no chance to kill you in this range with a flaylock (unless the tager is sitting above you on a ledge with cover and only a headshot can make contact)
0-20M- They will be dead beforce 10 rounds leave their weapon. Every weapon gets dominated by the flaylock at this range... including shotguns and nova knives.
probably 80% of engagements in PC are 0 - 30m as well, at least in city areas. Its a no holds barred kind game mode, and battle is concentrated heavily around null cannons. |
Aythadis Smith
The Generals EoN.
47
|
Posted - 2013.07.08 23:48:00 -
[40] - Quote
Cosgar wrote:Acezero 44 wrote:Its a good theory, and I bet its true in some games.. but,.
/cough,
But this is Dust, the fine line between weapon OP/ Balance is,
is the core flaylock to easy to use ?
Like I dont care what anyone says, the scrambler pistol is HARD to use, It has burst potential second to SG and it would never be called op.
Bob's story makes a good point. Including the clip, flaylocks have 23 rounds and a quick reload time. What if the ammo capacity was cut down to 9~12? That would cut down on people making them spam shots all over the place, especially since it eats up nanohives as bad as the MD and grenades. I think it actually has just as much (potential) shots and the MD. Maybe if, like you said, cut the ammo count, make it devour nanohives, we just might see the weapon removed from SPAM.
On a side note, most games do have that "n00b" weapon that gets them into the feel of the game. Gives them a base play. But slowly lets them know, gotta find a niche play because these kid tactics are wearing thing. Something to spoon feed the nublets with.
Something to give nublets confidence. Make them feel good. If this was that "go to " weapon, there would have to be a decent counter, or at least a way to lessen it's OHK status from it.
In all honestly, I'm not the guy with the authority to say "what what" here, all I can say is that the Core verity has removed me from the face of the planet enough times to get me cusin and wishing foul things on the user. |
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Cosgar
ParagonX
2348
|
Posted - 2013.07.08 23:52:00 -
[41] - Quote
Aythadis Smith wrote: I think it actually has just as much (potential) shots and the MD. Maybe if, like you said, cut the ammo count, make it devour nanohives, we just might see the weapon removed from SPAM.
On a side note, most games do have that "n00b" weapon that gets them into the feel of the game. Gives them a base play. But slowly lets them know, gotta find a niche play because these kid tactics are wearing thing. Something to spoon feed the nublets with.
Something to give nublets confidence. Make them feel good. If this was that "go to " weapon, there would have to be a decent counter, or at least a way to lessen it's OHK status from it.
In all honestly, I'm not the guy with the authority to say "what what" here, all I can say is that the Core verity has removed me from the face of the planet enough times to get me cusin and wishing foul things on the user.
There already is a n00b tube in Dust, it just happens to be on 4 wheels. |
Sollemnis Aelinos
89th Infantry Division
69
|
Posted - 2013.07.08 23:55:00 -
[42] - Quote
Deluxe Edition wrote:0-20M- They will be dead beforce 10 rounds leave their weapon. Every weapon gets dominated by the flaylock at this range... including shotguns and nova knives.
thats definitely true..... |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
155
|
Posted - 2013.07.08 23:56:00 -
[43] - Quote
Just for the record, watch this: http://www.youtube.com/watch?v=qIJkDmzRK_A
Count how long it takes him to take down opponents with SMGs...it's really not any longer than with flaylocks.
As for the range comparison, yes, at short range many sidearms are better than light weapons...it's one of the reasons many of us focus on them rather than longer range weapons.
You can dual wield any sidearm you want (well, knives are kinda stupid to dual wield), in all cases you trade of range for not having to reload as quicly. Dual SMGs are godly too at closer ranges, just like the flaylock. As soon as you're in the open though, you lose unless the opponent is a bad player.
At short range you'll lose to a snort range light weapon user like the shotgun assuming both players have the same level of skill and hp. |
Aythadis Smith
The Generals EoN.
47
|
Posted - 2013.07.08 23:56:00 -
[44] - Quote
Cosgar wrote:Aythadis Smith wrote: I think it actually has just as much (potential) shots and the MD. Maybe if, like you said, cut the ammo count, make it devour nanohives, we just might see the weapon removed from SPAM.
On a side note, most games do have that "n00b" weapon that gets them into the feel of the game. Gives them a base play. But slowly lets them know, gotta find a niche play because these kid tactics are wearing thing. Something to spoon feed the nublets with.
Something to give nublets confidence. Make them feel good. If this was that "go to " weapon, there would have to be a decent counter, or at least a way to lessen it's OHK status from it.
In all honestly, I'm not the guy with the authority to say "what what" here, all I can say is that the Core verity has removed me from the face of the planet enough times to get me cusin and wishing foul things on the user.
There already is a n00b tube in Dust, it just happens to be on 4 wheels. ........
My neighbor has this car. When ever walking to the store and I see this car pass me, I think Flux.
http://images.blog.autoshopper.com/2912_Pontiac-Aztec-2.jpg
Also, I seen what you did there |
DUST Fiend
OSG Planetary Operations Covert Intervention
4747
|
Posted - 2013.07.09 00:02:00 -
[45] - Quote
Scheneighnay McBob wrote:Assault rifles are easy to use Knives are easy to use once you get in range SMGs are easy to use HMGs are easy to use Shotguns are easy to use once you get in range.
Flaylocks actually take a bit more skill than some other weapons- the rocket moves slowly on a slight arc, so you have to compensate for movement and range. The sight itself also obscures your aim if you're trying to fire on an arc, so it's not really an option. I like how you just dismiss all the those weapon forms as "easy to use". No description. No nods to the tactics required to optimize on those weapons. No mention of increased strafe speeds and how they affect aiming at different ranges of engagements, which alters the difficulty to use each weapon effectively (I know my aim is bad compared to the top dogs, I'll admit that all day long. This new strafing? I have to disengage sometimes if they start running side to side. That literally just happened to me about an hour ago. I got owned. I miss when people moved sort of like people)
:(
No one complains about the Corelock at range, unless they have high ground. I'm primarily ok with that, because I feel the Flaylock in general needs to have low splash damage, high direct damage. There can be a variant with wide blast radius, medium blast damage low direct damage. Increase their clip size to 5, raise their RoF just a little bit. Give them a little more ammunition overall, and give them a little PG to match other sidearms.
Obviously it would be very difficult while we're all on hoverboards, but welcome to the party, sorry you can't lean on your crutch. If you want to use a sidearm to kill with splash damage, you should have to work for it. Give them a little more range while you're at it, reward strong aim. Increase projectile speed a bit.
Whatever happens to it, something needs to happen to it.
Ahhh.
Hoverboards.
|
Parson Atreides
Ahrendee Mercenaries
425
|
Posted - 2013.07.09 00:03:00 -
[46] - Quote
Scheneighnay McBob wrote:
TL;DR: flaylocks aren't all that powerful- they just scare the **** out of you because they go through their clip so quickly.
And the fact that it has half the PG/CPU fitting requirements as a light weapon meaning the suit can fit more elsewhere And the fact that it's a sidearm so you can use one in each slot, meaning you can have 6 (or 8) shots before having to reload And the fact that their AoE damage is about 90% of their direct hit damage, which is already high And the fact that it has AoE at all And the fact that the reload is so fast And the fact that with the right suit, you have 4 shots in a clip, which is roughly 850 points of AoE damage before any proficiency or damage mods
More scrubs who need the flaylock to go positive trying to defend it as balanced. |
Fiddlestaxp
TeamPlayers EoN.
155
|
Posted - 2013.07.09 00:04:00 -
[47] - Quote
Slightly mistaken. I think what you are saying is that people are misidentifying the flaylock's burst damage as being over powered. What I see, is that the flaylocks burst damage actually IS overpowered. 3 shield extenders isn't enough to survive it. 4 is getting there. No amount of armor tanking is going to leave you standing there, left alive. It breaks armor tanking. It breaks triage tools (Why even bother trying to heal through something that you can't outheal?). It breaks scouts. The main spec that counters the flaylock is caldari logi... It is regularly used dual wield in PC because players have CORRECTLY identified that for it's CPU/PG cost, there is no weapon more effective. You just lose. Instagibbed. It is NOT balanced and the flaylock complaint threads are a sign of that, not a sign of a playerbase that doesn't understand the difference between burst and sustatined DPS.
Burst DPS is even more powerful than sustained DPS in this game... If we were playing PVE sustained would probably trump burst, but we aren't. You are left either at very very low health or dead with no little to no time to implement counter strategies. You have lost before the encounter had even started because the guy picked up a 2 PG fitting cost side arm that he correctly identified as being OP/broken.
Take a look at what the players in successful PC corps are doing right now. I can almost guarantee you that there is a flaylock for every sidearm slot that their team has (for every player that makes the inferior choice and goes with a different side arm, there is another guy on their team that is dual wielding them). It is frustrating, silly, and brings the format down as a whole.
CCP can fix this with a simple item value change. They have yet to do so for whatever reason, but have the ability to fix this RIGHT AWAY. CCP, Fix this as soon as possible. |
ZDub 303
TeamPlayers EoN.
701
|
Posted - 2013.07.09 00:06:00 -
[48] - Quote
R'adeh Hunt wrote:Just for the record, watch this: http://www.youtube.com/watch?v=qIJkDmzRK_ACount how long it takes him to take down opponents with SMGs...it's really not any longer than with flaylocks. As for the range comparison, yes, at short range many sidearms are better than light weapons...it's one of the reasons many of us focus on them rather than longer range weapons (especially in CQC). My SP slaughters SR users at QCQ....and an SMG user will beat an AR user too. You can dual wield any sidearm you want (well, knives are kinda stupid to dual wield), in all cases you trade off range for not having to reload as quicly. Dual SMGs are godly too at closer ranges, just like the flaylock. As soon as you're in the open though, you lose unless the opponent is a bad player. At short range you'll lose to a snort range light weapon user like the shotgun assuming both players have the same level of skill and hp.
This video means nothing.
He's killing stationary targets in MLT/STD gear in chromosome. Completely irrelevant to the discussion at hand.
We're talking kill proto suits in PC within 1-2 seconds at 0-20m with rockets that require no aim whatsoever.
You couldn't do that with an SMG, not consistently. |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
155
|
Posted - 2013.07.09 00:06:00 -
[49] - Quote
The other sidearms aren't inferior at proto level...I tested all of them including the knife. They all slaughter non-proto suits, as they should. |
DUST Fiend
OSG Planetary Operations Covert Intervention
4747
|
Posted - 2013.07.09 00:07:00 -
[50] - Quote
Fiddlestaxp wrote:Slightly mistaken. I think what you are saying is that people are misidentifying the flaylock's burst damage as being over powered. What I see, is that the flaylocks burst damage actually IS overpowered. <3 |
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R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
155
|
Posted - 2013.07.09 00:10:00 -
[51] - Quote
ZDub 303 wrote:R'adeh Hunt wrote:Just for the record, watch this: http://www.youtube.com/watch?v=qIJkDmzRK_ACount how long it takes him to take down opponents with SMGs...it's really not any longer than with flaylocks. As for the range comparison, yes, at short range many sidearms are better than light weapons...it's one of the reasons many of us focus on them rather than longer range weapons (especially in CQC). My SP slaughters SR users at QCQ....and an SMG user will beat an AR user too. You can dual wield any sidearm you want (well, knives are kinda stupid to dual wield), in all cases you trade off range for not having to reload as quicly. Dual SMGs are godly too at closer ranges, just like the flaylock. As soon as you're in the open though, you lose unless the opponent is a bad player. At short range you'll lose to a snort range light weapon user like the shotgun assuming both players have the same level of skill and hp. This video means nothing. He's killing stationary targets in MLT/STD gear in chromosome. Completely irrelevant to the discussion at hand. We're talking kill proto suits in PC within 1-2 seconds at 0-20m with rockets that require no aim whatsoever. You couldn't do that with an SMG, not consistently.
So wait, on one hand you're complaining the guy in the video only goes after easy stationary targets...just to then turn around claiming the flaylock doesn't require aiming?
The flaylock requires you to lead shots way more even accounting for splash damage. Direct shots are almost impossible other than at very close range due to bullet travel times...your shots don't connect quickly enough to hit anything non stationary (which is why I actually prefer the SP at range). To kill anything not **** fit you need your entire clip using splash damage...and even that isn't enough against protos. So you're bound to reload at least once unless you get the occasional direct hit (which you only really get against stationary targets or at very close range).
Without its splash damage, the weapon will become totally pointless other than at very close range against stuff that doesn't move. |
Aythadis Smith
The Generals EoN.
48
|
Posted - 2013.07.09 00:17:00 -
[52] - Quote
Can we all agree that regular Flaylocks are kinda on track while the Core gives us nightmares? Oh and dont for get the insta pop nades.
( am I seeing a pattern? Things with "Core" in the name get under my skin???) |
Scheneighnay McBob
Blueberry Gunners
2057
|
Posted - 2013.07.09 00:18:00 -
[53] - Quote
Deluxe Edition wrote:The Op forgets that the flaylock can be duel weilded because of it's side arm status and has a 4 round clip with minmitar assault bonuses... I have played the flaylock for 3 days now on an alt and every game I have a 60m + kill, and I never dip below 12 kills a game. Every suit except for heavies and shield tanked proto calidari and minimitar suits die in 2 shots withe caladari and minmitar medium suits taking 3 shots and heavies 4. The slash damage allows me to supress the enemy as I move into "easy kill" range.
Compared against the AR
65+m the shot self detinates so it worthless at this range, however AR's are only able to tickle you anyways
50-65m - AR has a slight advantage if they are positioned above you or have cover, however if in open ground it even because the distance requires them to bring up the rail which means they can't dodgn't your shots well. If you are position above them this is an easy kill for the flaylock
30-50m - same as above hoever the AR is slightly better because they don't have to bring up the rail to aim. if flat open ground AR prob has advantage. If ar is on a cliff above u he wins, if flaylock is above its an easy kill.
20-30m - LoL AR has no chance to kill you in this range with a flaylock (unless the tager is sitting above you on a ledge with cover and only a headshot can make contact)
0-20M- They will be dead beforce 10 rounds leave their weapon. Every weapon gets dominated by the flaylock at this range... including shotguns and nova knives.
Lastly against the flaylock your team CANNOT move together as a squad. This weapon has a 2.5 meter splash and 2v1 any kind of hallway style are will be death. 2 flaylocks moving together don't even need to fire a second shot most of the time. You forget that if you dual wield them, you're helpless at long range.
But ofc, dumbass frontliners like to run straight at whatever they want to kill. |
HIGH TIMESsw
Zumari Force Projection Caldari State
37
|
Posted - 2013.07.09 00:18:00 -
[54] - Quote
hmmm. |
Scheneighnay McBob
Blueberry Gunners
2060
|
Posted - 2013.07.09 00:19:00 -
[55] - Quote
Aythadis Smith wrote:Can we all agree that regular Flaylocks are kinda on track while the Core gives us nightmares? Oh and dont for get the insta pop nades.
( am I seeing a pattern? Things with "Core" in the name get under my skin???) Core is just a name prototype minmatar stuff uses. Just like ishukone for caldari, duvolle for gallente, and carthum for amarr |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
159
|
Posted - 2013.07.09 00:21:00 -
[56] - Quote
Aythadis Smith wrote:Can we all agree that regular Flaylocks are kinda on track while the Core gives us nightmares? Oh and dont for get the insta pop nades.
( am I seeing a pattern? Things with "Core" in the name get under my skin???)
Against proto suits the proto flaylock is perfectly fine. Of course it will slaughter non-proto suits with puny little 3 extender tanks!
Ohter sidearms slaughter non-proto suits too in the right hands. In the case of the proto knife, it will also easily slaughter proto suits (at the trade-off of having to be really really close).
The difference is, most ppl don't spec their sidearm to proto level. Some did with the flaylock because A) it was a new gun and B) it was hyped. A proto SP/SMG is just as deadly in the right hands and will also melt non-proto suits. |
Fiddlestaxp
TeamPlayers EoN.
156
|
Posted - 2013.07.09 00:22:00 -
[57] - Quote
Simple solutions are usually better. Either the flaylock pistol is balanced and we are all suffering from some sort of mass delusion, perhaps being manipulated by some unseen force... OR the gun is both too powerful and costs it's users too little PG. Crowds can be wrong, but they are often correct. I'd run the math down on you right now, but CCP still hasn't given me a rate of fire to work with. I can say with great certainty that it's burst damage is eye popping/jaw dropping though. |
Cosgar
ParagonX
2352
|
Posted - 2013.07.09 00:22:00 -
[58] - Quote
Aythadis Smith wrote:Can we all agree that regular Flaylocks are kinda on track while the Core gives us nightmares? Oh and dont for get the insta pop nades.
( am I seeing a pattern? Things with "Core" in the name get under my skin???) You're probably right. I use a core focused repair tool, and people run from it all the time like the plague even, when they're down to a sliver of armor. |
Acezero 44
Ikomari-Onu Enforcement Caldari State
47
|
Posted - 2013.07.09 00:23:00 -
[59] - Quote
R'adeh Hunt wrote:
Without its splash damage, the weapon will become totally pointless other than at very close range against stuff that doesn't move.
This is BS, the only flaylock iv used is the 15 AUR one to try them out, and yes I had to hit people with it, I even OHK a few scouts with headshots,
But I had to work for it, its not day dream easy,..
But I never used a corelock so i cant by my rules say its OP. I will say its pretty dam strong in CQC so i hope its not a holiday weapon for ratio padding.. |
Aythadis Smith
The Generals EoN.
48
|
Posted - 2013.07.09 00:24:00 -
[60] - Quote
Cosgar wrote:Aythadis Smith wrote:Can we all agree that regular Flaylocks are kinda on track while the Core gives us nightmares? Oh and dont for get the insta pop nades.
( am I seeing a pattern? Things with "Core" in the name get under my skin???) You're probably right. I use a core focused repair tool, and people run from it all the time like the plague even, when they're down to a sliver of armor. So true |
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