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Scheneighnay McBob
Blueberry Gunners
2026
|
Posted - 2013.07.08 22:03:00 -
[1] - Quote
I've been doing some thinking about sidearms lately, and I realized something about why people complain abut flaylocks. I've seen similar complaints in every online game I can think of.
It deals burst damage
I don't mean a 3 shot burst; I mean it deals its full damage potential in a very short period of time.
Look at the other prototype sidearms next to the core flaylock, aside from nova knives- they don't deal as much damage as a flaylock within the first 2 seconds (unless it's a scrambler headshot), but deal more damage per clip. While the other weapons are potentially more dangerous, the flaylock just seems more powerful (and scarier) because it deals its clip worth of damage most quickly.
So, how do you counter burst tactics? Well, coming from my experience in dealing with them in other games: teamwork. As soon as those first 3 shots are done, the flaylock user is reloading and the buddies of whoever they killed are stomping on them. If they back off to cover when they reload, well, that's just tactics.
Admittedly, the flaylock is one of the more unique burst weapons/classes I've seen in that it also deals AOE damage. Not saying it's necessarily overpowered, but if CCP does feel the need to nerf it, I think slowing down its reload speed is exactly what would work best.
TL;DR: flaylocks aren't all that powerful- they just scare the **** out of you because they go through their clip so quickly. |
Sollemnis Aelinos
89th Infantry Division
58
|
Posted - 2013.07.08 22:08:00 -
[2] - Quote
Scheneighnay McBob wrote:I've been doing some thinking about sidearms lately, and I realized something about why people complain abut flaylocks. I've seen similar complaints in every online game I can think of.
It deals burst damage
I don't mean a 3 shot burst; I mean it deals its full damage potential in a very short period of time.
Look at the other prototype sidearms next to the core flaylock, aside from nova knives- they don't deal as much damage as a flaylock within the first 2 seconds (unless it's a scrambler headshot), but deal more damage per clip. While the other weapons are potentially more dangerous, the flaylock just seems more powerful (and scarier) because it deals its clip worth of damage most quickly.
So, how do you counter burst tactics? Well, coming from my experience in dealing with them in other games: teamwork. As soon as those first 3 shots are done, the flaylock user is reloading and the buddies of whoever they killed are stomping on them. If they back off to cover when they reload, well, that's just tactics.
Admittedly, the flaylock is one of the more unique burst weapons/classes I've seen in that it also deals AOE damage. Not saying it's necessarily overpowered, but if CCP does feel the need to nerf it, I think slowing down its reload speed is exactly what would work best.
TL;DR: flaylocks aren't all that powerful- they just scare the **** out of you because they go through their clip so quickly.
https://forums.dust514.com/default.aspx?g=posts&m=1028064
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DUST Fiend
OSG Planetary Operations Covert Intervention
4713
|
Posted - 2013.07.08 22:12:00 -
[3] - Quote
Posting in what is all but guaranteed to be a classic thread.
::grabs popcorn and packs a bowl:: |
low genius
The Sound Of Freedom Renegade Alliance
152
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Posted - 2013.07.08 22:15:00 -
[4] - Quote
the problem is the range. some d-bag can sit on top of a building and drop splash damage on guys 40 feet down. it's foolish, and needs to be fixed. |
mollerz
Minja Scouts
632
|
Posted - 2013.07.08 22:17:00 -
[5] - Quote
40 feet is nothing. |
Cyrius Li-Moody
The Unholy Legion Of DarkStar DARKSTAR ARMY
231
|
Posted - 2013.07.08 22:19:00 -
[6] - Quote
low genius wrote:the problem is the range. some d-bag can sit on top of a building and drop splash damage on guys 40 feet down. it's foolish, and needs to be fixed.
That dude is using the wrong type of mass driver. |
Scheneighnay McBob
Blueberry Gunners
2028
|
Posted - 2013.07.08 22:19:00 -
[7] - Quote
low genius wrote:the problem is the range. some d-bag can sit on top of a building and drop splash damage on guys 40 feet down. it's foolish, and needs to be fixed. Like I said- it's called tactics.
Someone with an AR can sit on top of a building and spray at guys 40 meters down Someone with a mass driver can sit on top of a building and drop splash on guys 40 meters down Someone with a sniper rifle can sit on top of a building and snipe guys 40 meters down Someone with a laser rifle can sit on top of a building and melt guys 40 meters down Someone with a forge gun can sit on top of a building and drop splash on guys 40 meters down |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
149
|
Posted - 2013.07.08 22:20:00 -
[8] - Quote
Scheneighnay McBob wrote:I've been doing some thinking about sidearms lately, and I realized something about why people complain abut flaylocks. I've seen similar complaints in every online game I can think of.
It deals burst damage
I don't mean a 3 shot burst; I mean it deals its full damage potential in a very short period of time.
Look at the other prototype sidearms next to the core flaylock, aside from nova knives- they don't deal as much damage as a flaylock within the first 2 seconds (unless it's a scrambler headshot), but deal more damage per clip. While the other weapons are potentially more dangerous, the flaylock just seems more powerful (and scarier) because it deals its clip worth of damage most quickly.
So, how do you counter burst tactics? Well, coming from my experience in dealing with them in other games: teamwork. As soon as those first 3 shots are done, the flaylock user is reloading and the buddies of whoever they killed are stomping on them. If they back off to cover when they reload, well, that's just tactics.
Admittedly, the flaylock is one of the more unique burst weapons/classes I've seen in that it also deals AOE damage. Not saying it's necessarily overpowered, but if CCP does feel the need to nerf it, I think slowing down its reload speed is exactly what would work best.
TL;DR: flaylocks aren't all that powerful- they just scare the **** out of you because they go through their clip so quickly.
THIS!!
If people compared actual DPS figures instead of single shot figures, they'd realise it isn't really OP.
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R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
149
|
Posted - 2013.07.08 22:21:00 -
[9] - Quote
low genius wrote:the problem is the range. some d-bag can sit on top of a building and drop splash damage on guys 40 feet down. it's foolish, and needs to be fixed.
I get the same range with my scrambler pistol...and it takes me about the same amount of shots to get a decent hit. |
DUST Fiend
OSG Planetary Operations Covert Intervention
4716
|
Posted - 2013.07.08 22:21:00 -
[10] - Quote
Scheneighnay McBob wrote:low genius wrote:the problem is the range. some d-bag can sit on top of a building and drop splash damage on guys 40 feet down. it's foolish, and needs to be fixed. Like I said- it's called tactics. Someone with an AR can sit on top of a building and spray at guys 40 meters down Someone with a mass driver can sit on top of a building and drop splash on guys 40 meters down Someone with a sniper rifle can sit on top of a building and snipe guys 40 meters down Someone with a laser rifle can sit on top of a building and spray at guys 40 meters down Someone with a forge gun can sit on top of a building and drop splash on guys 40 meters down
Light Weapon Light Weapon Light Weapon Light Weapon Heavy Weapon
Sidearm? |
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Scheneighnay McBob
Blueberry Gunners
2028
|
Posted - 2013.07.08 22:23:00 -
[11] - Quote
DUST Fiend wrote:Scheneighnay McBob wrote:low genius wrote:the problem is the range. some d-bag can sit on top of a building and drop splash damage on guys 40 feet down. it's foolish, and needs to be fixed. Like I said- it's called tactics. Someone with an AR can sit on top of a building and spray at guys 40 meters down Someone with a mass driver can sit on top of a building and drop splash on guys 40 meters down Someone with a sniper rifle can sit on top of a building and snipe guys 40 meters down Someone with a laser rifle can sit on top of a building and spray at guys 40 meters down Someone with a forge gun can sit on top of a building and drop splash on guys 40 meters down Light Weapon Light Weapon Light Weapon Light Weapon Heavy Weapon Sidearm? You can do it with a scrambler pistol too, just not over as much range.
Believe it or not, flaylocks explode in the air after a certain distance. I've never seen any flaylocks killing from as high up as MDs can. |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
149
|
Posted - 2013.07.08 22:23:00 -
[12] - Quote
DUST Fiend wrote:Scheneighnay McBob wrote:low genius wrote:the problem is the range. some d-bag can sit on top of a building and drop splash damage on guys 40 feet down. it's foolish, and needs to be fixed. Like I said- it's called tactics. Someone with an AR can sit on top of a building and spray at guys 40 meters down Someone with a mass driver can sit on top of a building and drop splash on guys 40 meters down Someone with a sniper rifle can sit on top of a building and snipe guys 40 meters down Someone with a laser rifle can sit on top of a building and spray at guys 40 meters down Someone with a forge gun can sit on top of a building and drop splash on guys 40 meters down Light Weapon Light Weapon Light Weapon Light Weapon Heavy Weapon Sidearm?
Scrambler pistol works just fine if you can aim. And just like the flaylock, even if your aim is OK, the majority of shots don't result in decent hits at range. |
DUST Fiend
OSG Planetary Operations Covert Intervention
4716
|
Posted - 2013.07.08 22:26:00 -
[13] - Quote
R'adeh Hunt wrote:Scrambler pistol works just fine if you can aim. And just like the flaylock, even if your aim is OK, the majority of shots don't result in decent hits at range. It's really just the Godlock that's an issue.
2.0 splash with powerful damage on a sidearm = Iceland has some damn good weed. |
dday3six
Intrepidus XI
51
|
Posted - 2013.07.08 22:30:00 -
[14] - Quote
Scheneighnay McBob wrote:I've been doing some thinking about sidearms lately, and I realized something about why people complain abut flaylocks. I've seen similar complaints in every online game I can think of.
It deals burst damage
I don't mean a 3 shot burst; I mean it deals its full damage potential in a very short period of time.
Look at the other prototype sidearms next to the core flaylock, aside from nova knives- they don't deal as much damage as a flaylock within the first 2 seconds (unless it's a scrambler headshot), but deal more damage per clip. While the other weapons are potentially more dangerous, the flaylock just seems more powerful (and scarier) because it deals its clip worth of damage most quickly.
So, how do you counter burst tactics? Well, coming from my experience in dealing with them in other games: teamwork. As soon as those first 3 shots are done, the flaylock user is reloading and the buddies of whoever they killed are stomping on them. If they back off to cover when they reload, well, that's just tactics.
Admittedly, the flaylock is one of the more unique burst weapons/classes I've seen in that it also deals AOE damage. Not saying it's necessarily overpowered, but if CCP does feel the need to nerf it, I think slowing down its reload speed is exactly what would work best.
TL;DR: flaylocks aren't all that powerful- they just scare the **** out of you because they go through their clip so quickly.
I don't have it so I can't personally verify that is does, but I've seen people state because numbers are rounded up to the nearest 10th that a Proto Minmatar Assault will get 4 in the clip with a Flaylock. Players also double down with 2 Flaylocks, swapping instead of reloading, and 2 run or more KinCats which makes them incredibly fast. Teamwork doesn't work out so well when Flaylock 2 shots most suits other then proto, and can with enough SP in damage mods and proficiency 2 shot even Proto. At 6 or 8 Flaylock rounds, that's 3 to 4 enemies who can be put done before reloading. DPS is king, and it doesn't matter if it's burst or sustained.
Lowering reload speed is not enough. Flaylock should have some combination of a slower RoF, less splash damage, 2 shots in the clip and a slower reload speed in my opinion. |
Scheneighnay McBob
Blueberry Gunners
2031
|
Posted - 2013.07.08 22:33:00 -
[15] - Quote
dday3six wrote:Scheneighnay McBob wrote:I've been doing some thinking about sidearms lately, and I realized something about why people complain abut flaylocks. I've seen similar complaints in every online game I can think of.
It deals burst damage
I don't mean a 3 shot burst; I mean it deals its full damage potential in a very short period of time.
Look at the other prototype sidearms next to the core flaylock, aside from nova knives- they don't deal as much damage as a flaylock within the first 2 seconds (unless it's a scrambler headshot), but deal more damage per clip. While the other weapons are potentially more dangerous, the flaylock just seems more powerful (and scarier) because it deals its clip worth of damage most quickly.
So, how do you counter burst tactics? Well, coming from my experience in dealing with them in other games: teamwork. As soon as those first 3 shots are done, the flaylock user is reloading and the buddies of whoever they killed are stomping on them. If they back off to cover when they reload, well, that's just tactics.
Admittedly, the flaylock is one of the more unique burst weapons/classes I've seen in that it also deals AOE damage. Not saying it's necessarily overpowered, but if CCP does feel the need to nerf it, I think slowing down its reload speed is exactly what would work best.
TL;DR: flaylocks aren't all that powerful- they just scare the **** out of you because they go through their clip so quickly. I don't have it so I can't personally verify that is does, but I've seen people state because numbers are rounded up to the nearest 10th that a Proto Minmatar Assault will get 4 in the clip with a Flaylock. Players also double down with 2 Flaylocks, swapping instead of reloading, and 2 run or more KinCats which makes them incredibly fast. Teamwork doesn't work out so well when Flaylock 2 shots most suits other then proto, and can with enough SP in damage mods and proficiency 2 shot even Proto. At 6 or 8 Flaylock rounds, that's 3 to 4 enemies who can be put done before reloading. DPS is king, and it doesn't matter if it's burst or sustained. Lowering reload speed is not enough. Flaylock should have some combination of a slower RoF, less splash damage, 2 shots in the clip and a slower reload speed in my opinion. That's because the minmatar assault racial makes no sense.
It should have been higher light weapon clip size- not higher sidearm clip size. |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
151
|
Posted - 2013.07.08 22:34:00 -
[16] - Quote
DUST Fiend wrote:R'adeh Hunt wrote:Scrambler pistol works just fine if you can aim. And just like the flaylock, even if your aim is OK, the majority of shots don't result in decent hits at range. It's really just the Godlock that's an issue. 2.0 splash with powerful damage on a sidearm = Iceland has some damn good weed.
I actually don't think it's OP. At distance most shots miss just like when I'm using a scrambler pistol. Up close it does more damage than my scrambler pistol (unless I hit the head), but has to reload after only 3 shots while I keep going.
If anything, fitting stats need to be changed slightly to bring it more in line with other sidearms.
One of the problems is that people mostly focus on the core flaylock...yet most of those people haven't really bothered trying the other proto sidearms. They're all really strong...but have their drawbacks.
With the SP, I get more shots and damage against shields...the flaylock rocks against armor but sucks against shields and only has 3 shots...the nova knife wins against anything if it's in striking distance...and the SMG requires less accurate aim while rocking against armor (but sucks against shields).
Most of the complaints are from people who use non-proto suits/mods and then complain about getting slaughtered by a proto gun.
Wait until more people use the scrambler pistol, they're outright scary in the right hands (and out-damage the SR btw).
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Scheneighnay McBob
Blueberry Gunners
2031
|
Posted - 2013.07.08 22:36:00 -
[17] - Quote
R'adeh Hunt wrote:DUST Fiend wrote:R'adeh Hunt wrote:Scrambler pistol works just fine if you can aim. And just like the flaylock, even if your aim is OK, the majority of shots don't result in decent hits at range. It's really just the Godlock that's an issue. 2.0 splash with powerful damage on a sidearm = Iceland has some damn good weed. I actually don't think it's OP. At distance most shots miss just like when I'm using a scrambler pistol. Up close it does more damage than my scrambler pistol (unless I hit the head), but has to reload after only 3 shots while I keep going. If anything, fitting stats need to be changed slightly to bring it more in line with other sidearms. One of the problems is that people mostly focus on the core flaylock...yet most of those people haven't really bothered trying the other proto sidearms. They're all really strong...but have their drawbacks. With the SP, I get more shots and damage against shields...the flaylock rocks against armor but sucks against shields and only has 3 shots...the nova knife wins against anything if it's in striking distance...and the SMG requires less accurate aim while rocking against armor (but sucks against shields). Most of the complaints are from people who use non-proto suits/mods and then complain about getting slaughtered by a proto gun. Wait until more people use the scrambler pistol, they're outright scary in the right hands (and out-damage the SR btw). Yep- advanced non-flaylock sidearms are damn powerful. Prototype is very rare, but very scary. |
DUST Fiend
OSG Planetary Operations Covert Intervention
4722
|
Posted - 2013.07.08 22:37:00 -
[18] - Quote
R'adeh Hunt wrote:Wait until more people use the scrambler pistol, they're outright scary in the right hands (and out-damage the SR btw).
To be fair, my head is a much smaller target than the ground near my feet :/
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R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
151
|
Posted - 2013.07.08 22:41:00 -
[19] - Quote
People should really skill up to proto level for the other sidearms...they too deserve their fair share of whining
I used proto knives and SMGs before the last voluntary respec...and both were pretty godly. After the last respec I went flaylock and SP proto.
At proto levels they're all quite similarly powerful...and all really devastating against non-proto suits...as they should be. |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
151
|
Posted - 2013.07.08 22:42:00 -
[20] - Quote
DUST Fiend wrote:R'adeh Hunt wrote:Wait until more people use the scrambler pistol, they're outright scary in the right hands (and out-damage the SR btw).
To be fair, my head is a much smaller target than the ground near my feet :/
Agreed, but in return I have almost 4 times the amount of shots with my SP compared to the flaylock....so I have enough shots to try and get my headshot.
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Cosgar
ParagonX
2335
|
Posted - 2013.07.08 22:42:00 -
[21] - Quote
Finally someone else that understands burst/spike damage. Like the MD, sniper rifle, forge gun, nova knives and shotgun, the Flaylock deals all of its damage at once vs DoT like any full auto or burst fire weapon. Guns in this game deal damage proportionate to their relative clip size and since the flaylock only has 3 shots, (4 on a Minmatar assault) that damage is massive. Also since it's explosive, it has a blast radius too. But even with all these strengths, the flaylock has terrible range and it's clumsy in open, level ground unless you're good at leading shots I rarely die to them because I stay out of CQC range and assume that everyone is carrying a flaylock. The times I do die are because someone is above or gets the drop on me. |
Vitoka79 from SVK
ZionTCD
54
|
Posted - 2013.07.08 22:47:00 -
[22] - Quote
Just get rid of the splash damage.Those small rockets should have only penetrating power to armor.I dont think that they are OP but do we realy need a secondary weapon that has bigger splash damage like a small missile turet? |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
151
|
Posted - 2013.07.08 22:49:00 -
[23] - Quote
Vitoka79 from SVK wrote:Just get rid of the splash damage.Those small rockets should have only penetrating power to armor.I dont think that they are OP but do we realy need a secondary weapon that has bigger splash damage like a small missile turet?
Given the travel time of flaylock projectiles...no, that's a horrible idea and would render them almost useless.
And compared to a small missile turret, the flaylock has to reload every 3 shots, so that's a really bad comparison. |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
151
|
Posted - 2013.07.08 22:52:00 -
[24] - Quote
Cosgar wrote:Finally someone else that understands burst/spike damage. Like the MD, sniper rifle, forge gun, nova knives and shotgun, the Flaylock deals all of its damage at once vs DoT like any full auto or burst fire weapon. Guns in this game deal damage proportionate to their relative clip size and since the flaylock only has 3 shots, (4 on a Minmatar assault) that damage is massive. Also since it's explosive, it has a blast radius too. But even with all these strengths, the flaylock has terrible range and it's clumsy in open, level ground unless you're good at leading shots I rarely die to them because I stay out of CQC range and assume that everyone is carrying a flaylock. The times I do die are because someone is above or gets the drop on me.
What you describe is called "tactics"...and that requires thinking....most aren't willing to strain their brains like that and to actively look for a counter tactic is too much of a challenge |
Cosgar
ParagonX
2338
|
Posted - 2013.07.08 23:04:00 -
[25] - Quote
R'adeh Hunt wrote:Cosgar wrote:Finally someone else that understands burst/spike damage. Like the MD, sniper rifle, forge gun, nova knives and shotgun, the Flaylock deals all of its damage at once vs DoT like any full auto or burst fire weapon. Guns in this game deal damage proportionate to their relative clip size and since the flaylock only has 3 shots, (4 on a Minmatar assault) that damage is massive. Also since it's explosive, it has a blast radius too. But even with all these strengths, the flaylock has terrible range and it's clumsy in open, level ground unless you're good at leading shots I rarely die to them because I stay out of CQC range and assume that everyone is carrying a flaylock. The times I do die are because someone is above or gets the drop on me. What you describe is called "tactics"...and that requires thinking....most aren't willing to strain their brains like that and to actively look for a counter tactic is too much of a challenge People still think buffer tanking is the only option. I'm not surprised. |
Scheneighnay McBob
Blueberry Gunners
2034
|
Posted - 2013.07.08 23:04:00 -
[26] - Quote
Story time!
I used to play "Star Wars: the Old Republic", as an operative. Operatives were stealth based glass cannons dealing burst damage; they would pop out of nowhere and kill you in no time, but as soon as that happens, all the nearby mobs/enemy players would stomp on them. The first class to get nerfed after release? Well, operatives of course!
After they were nerfed, they became completely useless. They still opened with very heavy damage, but they could never get a kill against decent players, because the lowered damage gave their enemies time to react and easily kill the operative.
The point? without dealing heavy damage, burst tactics don't kill anything. |
Cosgar
ParagonX
2338
|
Posted - 2013.07.08 23:07:00 -
[27] - Quote
Scheneighnay McBob wrote:Story time!
I used to play "Star Wars: the Old Republic", as an operative. Operatives were stealth based glass cannons dealing burst damage; they would pop out of nowhere and kill you in no time, but as soon as that happens, all the nearby mobs/enemy players would stomp on them. The first class to get nerfed after release? Well, operatives of course!
After they were nerfed, they became completely useless. They still opened with very heavy damage, but they could never get a kill against decent players, because the lowered damage gave their enemies time to react and easily kill the operative.
The point? without dealing heavy damage, burst tactics don't kill anything. Same reason why people cry about shotguns and occasionally nova knives. |
Acezero 44
Ikomari-Onu Enforcement Caldari State
47
|
Posted - 2013.07.08 23:09:00 -
[28] - Quote
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.
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Scheneighnay McBob
Blueberry Gunners
2035
|
Posted - 2013.07.08 23:18:00 -
[29] - 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.
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. |
Aythadis Smith
The Generals EoN.
46
|
Posted - 2013.07.08 23:19:00 -
[30] - Quote
I didn't hop on the Flaylock because of its trend, I did it because of Torgue from Borderlands 2. I was that mass damage in glass.
I havent hit Core level with it, but from my limited time with it in 3rd tier Gn-13 ( I think 13....) it isnt this one shot killer. I find my self cracking shields with my Scrambler, then closing the game with speed tanking, then getting a final shot with it.
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.
My personal opinion feels that it might just be the Core. I really dont want to waste the skill points to test this in having some FOTM weapon to see how 'OP " it is when reality says "MOAR SHOTGUN!" which.... I truly do love and miss. |
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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. |
|
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 |
|
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 |
|
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
159
|
Posted - 2013.07.09 00:24:00 -
[61] - Quote
Fiddlestaxp wrote: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.
The one point I agree with is that fitting stats of the flaylock don't seem totally in line with other sidearms. I disagree with everything else you said for reasons already mentioned.
You can't "balance" a gun based on the number of whine posts on a forum! |
Scheneighnay McBob
Blueberry Gunners
2060
|
Posted - 2013.07.09 00:25:00 -
[62] - Quote
Fiddlestaxp wrote: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. The majority of this game's players are disillusioned, so that actually is a viable explanation. |
Fiddlestaxp
TeamPlayers EoN.
156
|
Posted - 2013.07.09 00:25:00 -
[63] - 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???)
Even basic flaylocks need their PG increased to be more in line with other sidearms. Proto flaylock needs its PG cost increased to be more in line with BASIC sidearms -_-;;
|
Scheneighnay McBob
Blueberry Gunners
2060
|
Posted - 2013.07.09 00:26:00 -
[64] - Quote
Btw, I never hear in game stuff like "watch out, there's a flaylock above B"- people only warn about things such as knives, REs, MDs, snipers, and etc. |
Aythadis Smith
The Generals EoN.
48
|
Posted - 2013.07.09 00:27:00 -
[65] - Quote
Scheneighnay McBob 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???) Core is just a name prototype minmatar stuff uses. Just like ishukone for caldari, duvolle for gallente, and carthum for amarr I heard that once or twice. Carthum and Visium ( SP), Or Boundless being Min.
So question is..... EVERY ONE is shield. Minmatar makes weapons that hurt armor. They are in bed with Gallante. Which....are armor. Do I see a future back stab-ulation? |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
159
|
Posted - 2013.07.09 00:28:00 -
[66] - Quote
Acezero 44 wrote: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..
The amount of direct hits you get absolutely pale in comparison to splash damage due to bullet flight time...unless you only fight at super CQC. Direct hits aren't easy, even for people with good aim...you have to lead shots too much for that (unless you fight stupid ppl, but you can't balance a game based on those).
It should kill scouts quickly if it hits them...it only has 3 tries...against a suit who's specialty is to outmanoeuvre others. |
Scheneighnay McBob
Blueberry Gunners
2060
|
Posted - 2013.07.09 00:29:00 -
[67] - Quote
Aythadis Smith wrote:Scheneighnay McBob 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???) Core is just a name prototype minmatar stuff uses. Just like ishukone for caldari, duvolle for gallente, and carthum for amarr I heard that once or twice. Carthum and Visium ( SP), Or Boundless being Min. So question is..... EVERY ONE is shield. Minmatar makes weapons that hurt armor. They are in bed with Gallante. Which....are armor. Do I see a future back stab-ulation? Minmatar fight amarr, which are armor tanks. |
Aythadis Smith
The Generals EoN.
49
|
Posted - 2013.07.09 00:31:00 -
[68] - Quote
Scheneighnay McBob wrote:Btw, I never hear in game stuff like "watch out, there's a flaylock above B"- people only warn about things such as knives, REs, MDs, snipers, and etc. I don't know what game you are playing but i hear "fn Flaylock" in just about every match. Usually 3 to 5 users. All speed tanked.
Mostly I hear screaming over LLAVs. Mostly.
Once in a blue moon I hear screams of "TANK!!!1111" but....usually dead. So much scrap metal..... |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
159
|
Posted - 2013.07.09 00:31:00 -
[69] - Quote
I feel dirty using an Amarrian scrambler pistol in my pretty duct tape Minmatar costume |
Aythadis Smith
The Generals EoN.
49
|
Posted - 2013.07.09 00:32:00 -
[70] - Quote
Scheneighnay McBob wrote:Aythadis Smith wrote:Scheneighnay McBob 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???) Core is just a name prototype minmatar stuff uses. Just like ishukone for caldari, duvolle for gallente, and carthum for amarr I heard that once or twice. Carthum and Visium ( SP), Or Boundless being Min. So question is..... EVERY ONE is shield. Minmatar makes weapons that hurt armor. They are in bed with Gallante. Which....are armor. Do I see a future back stab-ulation? Minmatar fight amarr, which are armor tanks. I thought they kinda did both. Could armor or shield tank. Kinda stuck in the middle.
Que 80's music
|
|
Fiddlestaxp
TeamPlayers EoN.
156
|
Posted - 2013.07.09 00:33:00 -
[71] - Quote
R'adeh Hunt wrote:Fiddlestaxp wrote: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. The one point I agree with is that fitting stats of the flaylock don't seem totally in line with other sidearms. I disagree with everything else you said for reasons already mentioned. You can't "balance" a gun based on the number of whine posts on a forum! I'm not saying that we should balance the gun on the number of the whine posts on the forum... I am saying that the whine posts have substance and reason and that a good number of the game's best players either agree with the whine post or employ the core flaylock. SI and Outer Heaven both use them in abundance (Probably for no reason at all, I bet they just like the name). And I'm not trying to say that they are better than you and that their fitting choices are always correct, but I AM DETECTING A PATTERN. |
Scheneighnay McBob
Blueberry Gunners
2060
|
Posted - 2013.07.09 00:33:00 -
[72] - Quote
Aythadis Smith wrote:Scheneighnay McBob wrote:Aythadis Smith wrote:Scheneighnay McBob 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???) Core is just a name prototype minmatar stuff uses. Just like ishukone for caldari, duvolle for gallente, and carthum for amarr I heard that once or twice. Carthum and Visium ( SP), Or Boundless being Min. So question is..... EVERY ONE is shield. Minmatar makes weapons that hurt armor. They are in bed with Gallante. Which....are armor. Do I see a future back stab-ulation? Minmatar fight amarr, which are armor tanks. I thought they kinda did both. Could armor or shield tank. Kinda stuck in the middle. Que 80's music Amarr are supposed to strictly armor tank, while minmatar do either.
CCP messed this up. |
Scheneighnay McBob
Blueberry Gunners
2060
|
Posted - 2013.07.09 00:35:00 -
[73] - Quote
Aythadis Smith wrote:Scheneighnay McBob wrote:Btw, I never hear in game stuff like "watch out, there's a flaylock above B"- people only warn about things such as knives, REs, MDs, snipers, and etc. I don't know what game you are playing but i hear "fn Flaylock" in just about every match. Usually 3 to 5 users. All speed tanked. Mostly I hear screaming over LLAVs. Mostly. Once in a blue moon I hear screams of "TANK!!!1111" but....usually dead. So much scrap metal..... What chat are you in? When I'm on team chat, nobody ever says anything. On team chat, I hear coughing, eating, bitching about nonspecific stuff, and background noise, but nothing useful. I'm talking about when I squad up. |
Aythadis Smith
The Generals EoN.
49
|
Posted - 2013.07.09 00:37:00 -
[74] - Quote
Scheneighnay McBob wrote:Aythadis Smith wrote:Scheneighnay McBob wrote:Btw, I never hear in game stuff like "watch out, there's a flaylock above B"- people only warn about things such as knives, REs, MDs, snipers, and etc. I don't know what game you are playing but i hear "fn Flaylock" in just about every match. Usually 3 to 5 users. All speed tanked. Mostly I hear screaming over LLAVs. Mostly. Once in a blue moon I hear screams of "TANK!!!1111" but....usually dead. So much scrap metal..... What chat are you in? When I'm on team chat, nobody ever says anything. On team chat, I hear coughing, eating, bitching about nonspecific stuff, and background noise, but nothing useful. I'm talking about when I squad up. Squad? I play with my corp or alliance. I never leave home with less then 4 including me. Some times we drip and laugh.
So...maybe go to team chat and teach a numb once or twice |
Fiddlestaxp
TeamPlayers EoN.
156
|
Posted - 2013.07.09 00:38:00 -
[75] - Quote
Aythadis Smith wrote:Scheneighnay McBob wrote:Btw, I never hear in game stuff like "watch out, there's a flaylock above B"- people only warn about things such as knives, REs, MDs, snipers, and etc. I don't know what game you are playing but i hear "fn Flaylock" in just about every match. Usually 3 to 5 users. All speed tanked. Mostly I hear screaming over LLAVs. Mostly. Once in a blue moon I hear screams of "TANK!!!1111" but....usually dead. So much scrap metal..... A flaylock positioned above Alpha on the map with the rings makes capturing that point impossible. That 2 PG weapon MUST be dealt with personally. No amount of HP or hacking mods or zerging will let you capture that point without going up there and killing that guy first... AND he can do it from CONSIDERABLE range. Having a flaylock in a positon above you is almost certain death. |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
159
|
Posted - 2013.07.09 00:38:00 -
[76] - Quote
Fiddlestaxp wrote:R'adeh Hunt wrote:Fiddlestaxp wrote: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. The one point I agree with is that fitting stats of the flaylock don't seem totally in line with other sidearms. I disagree with everything else you said for reasons already mentioned. You can't "balance" a gun based on the number of whine posts on a forum! I'm not saying that we should balance the gun on the number of the whine posts on the forum... I am saying that the whine posts have substance and reason and that a good number of the game's best players either agree with the whine post or employ the core flaylock. SI and Outer Heaven both use them in abundance (Probably for no reason at all, I bet they just like the name). And I'm not trying to say that they are better than you and that their fitting choices are always correct, but I AM DETECTING A PATTERN.
They really don't have substance and reason...mostly because they're whining about a proto gun killing non-proto suits. It's a good gun in the right hands, especially against non-proto users...but so are the other proto sidearms.
Of course burst damage in good squads works really well...it's the same reason you sniper BS gangs in EVE or some gank squad. But just like in EVE, there are counters and drawbacks. In EVE you often give up tank if you gank fit your ship for burst damage. In Dust, you sacrifice range and the number of shots you can fire before reloading. In both cases, you can use that knowledge as a counter. |
Aythadis Smith
The Generals EoN.
50
|
Posted - 2013.07.09 00:39:00 -
[77] - Quote
Fiddlestaxp wrote:R'adeh Hunt wrote:Fiddlestaxp wrote: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. The one point I agree with is that fitting stats of the flaylock don't seem totally in line with other sidearms. I disagree with everything else you said for reasons already mentioned. You can't "balance" a gun based on the number of whine posts on a forum! I'm not saying that we should balance the gun on the number of the whine posts on the forum... I am saying that the whine posts have substance and reason and that a good number of the game's best players either agree with the whine post or employ the core flaylock. SI and Outer Heaven both use them in abundance (Probably for no reason at all, I bet they just like the name). And I'm not trying to say that they are better than you and that their fitting choices are always correct, but I AM DETECTING A PATTERN.
Ok. i guess start the ask how and what kills us. What are we using (suit, mods, gun) vs this Flaylock user.
Well, I made my post clear, A all ADV scout With 180 shields to 80 armor. Shotty, CRW charge scram. Sometimes a basic MD when I dont want to fight. Just make the target leave me alone. |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
159
|
Posted - 2013.07.09 00:43:00 -
[78] - Quote
Aythadis Smith wrote:Fiddlestaxp wrote:R'adeh Hunt wrote:Fiddlestaxp wrote: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. The one point I agree with is that fitting stats of the flaylock don't seem totally in line with other sidearms. I disagree with everything else you said for reasons already mentioned. You can't "balance" a gun based on the number of whine posts on a forum! I'm not saying that we should balance the gun on the number of the whine posts on the forum... I am saying that the whine posts have substance and reason and that a good number of the game's best players either agree with the whine post or employ the core flaylock. SI and Outer Heaven both use them in abundance (Probably for no reason at all, I bet they just like the name). And I'm not trying to say that they are better than you and that their fitting choices are always correct, but I AM DETECTING A PATTERN. Ok. i guess start the ask how and what kills us. What are we using (suit, mods, gun) vs this Flaylock user. Well, I made my post clear, A all ADV scout With 180 shields to 80 armor. Shotty, CRW charge scram. Sometimes a basic MD when I dont want to fight. Just make the target leave me alone.
If you get hit with a flaylock while playing a scout you're bad at manoeuvering or simply didn't watch where you were going...aka ran into the flaylocker on his terms. You are faster than any other suit, if you can't outmanoeuver a gun with 3 shots, you need to learn to manoeuvre better. Also, ANYTHING that hits your tiny 260hp tank will kill you super quick. An SMG needs to even aim less than any of the other sidearms. A proto SMG would kill you sooooooo quickly too ;)
|
Deluxe Edition
TeamPlayers EoN.
487
|
Posted - 2013.07.09 00:48:00 -
[79] - Quote
R'adeh Hunt wrote:[ They really don't have substance and reason...mostly because they're whining about a proto gun killing non-proto suits. .
lol... guess me, all of TeamPlayers, and imperfects/negative feedback don't have proto suits. |
Fiddlestaxp
TeamPlayers EoN.
157
|
Posted - 2013.07.09 00:52:00 -
[80] - Quote
R'adeh Hunt wrote:Fiddlestaxp wrote:R'adeh Hunt wrote:Fiddlestaxp wrote: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. The one point I agree with is that fitting stats of the flaylock don't seem totally in line with other sidearms. I disagree with everything else you said for reasons already mentioned. You can't "balance" a gun based on the number of whine posts on a forum! I'm not saying that we should balance the gun on the number of the whine posts on the forum... I am saying that the whine posts have substance and reason and that a good number of the game's best players either agree with the whine post or employ the core flaylock. SI and Outer Heaven both use them in abundance (Probably for no reason at all, I bet they just like the name). And I'm not trying to say that they are better than you and that their fitting choices are always correct, but I AM DETECTING A PATTERN. They really don't have substance and reason...mostly because they're whining about a proto gun killing non-proto suits. It's a good gun in the right hands, especially against non-proto users...but so are the other proto sidearms. Of course burst damage in good squads works really well...it's the same reason you sniper BS gangs in EVE or some gank squad. But just like in EVE, there are counters and drawbacks. In EVE you often give up tank if you gank fit your ship for burst damage. In Dust, you sacrifice range and the number of shots you can fire before reloading. In both cases, you can use that knowledge as a counter.
Well I am whining about it killing my proto suit too quickly. And everyone else who has a proto suit that isn't a caldari Logi is whining about the same thing. The only counter to a core flaylock is MASSIVE SHIELD TANKING. Guess we should all get to work on our Caldari Logi suits?
How can you justify it's PG cost and time to kill? I really just don't know what game you are playing. How is a weapon that can be fitted in any slot, at 2 PG cost, that can kill MOST suits in under 2.5 seconds and every suit that isn't a caldari logi in under 5 balanced?
It is Super Effective against all heavy suits, all scout suits, Gallente assault and logistics, and Min logi (It forces me to go 4 shield extenders... just so I die in 3 shots instead of 2)
It is merely effective against Min assault, amarr mediums, caldari assault and armor tanking vehicles..
It requires the addition of flux gernades to be effective against caldari logi. And only because they have insane shield buffer unavailable to other classes. Otherwise they would die like the rest.
It does too much damage, too quickly at too little PG cost. It is BROKEN. |
|
Fiddlestaxp
TeamPlayers EoN.
158
|
Posted - 2013.07.09 00:55:00 -
[81] - Quote
R'adeh Hunt wrote:Aythadis Smith wrote:Fiddlestaxp wrote:R'adeh Hunt wrote:Fiddlestaxp wrote: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. The one point I agree with is that fitting stats of the flaylock don't seem totally in line with other sidearms. I disagree with everything else you said for reasons already mentioned. You can't "balance" a gun based on the number of whine posts on a forum! I'm not saying that we should balance the gun on the number of the whine posts on the forum... I am saying that the whine posts have substance and reason and that a good number of the game's best players either agree with the whine post or employ the core flaylock. SI and Outer Heaven both use them in abundance (Probably for no reason at all, I bet they just like the name). And I'm not trying to say that they are better than you and that their fitting choices are always correct, but I AM DETECTING A PATTERN. Ok. i guess start the ask how and what kills us. What are we using (suit, mods, gun) vs this Flaylock user. Well, I made my post clear, A all ADV scout With 180 shields to 80 armor. Shotty, CRW charge scram. Sometimes a basic MD when I dont want to fight. Just make the target leave me alone. If you get hit with a flaylock while playing a scout you're bad at manoeuvering or simply didn't watch where you were going...aka ran into the flaylocker on his terms. You are faster than any other suit, if you can't outmanoeuver a gun with 3 shots, you need to learn to manoeuvre better. Also, ANYTHING that hits your tiny 260hp tank will kill you super quick. An SMG needs to even aim less than any of the other sidearms. A proto SMG would kill you sooooooo quickly too ;) You are opening up a can of worms. I suggest you refrain from judging other people's skill level. We have done a pretty good job of that so far in this thread. |
DUST Fiend
OSG Planetary Operations Covert Intervention
4748
|
Posted - 2013.07.09 01:00:00 -
[82] - Quote
Deluxe Edition wrote:If it help quantitate my complaint I hav 19 million SP I know I'm so noob, but I feel so noob with my 10.5 mil
:/
I do alright, usually, for rolling solo so much >_< Brain, focus....nahhh....red is dead.....oooh what's that....
|
Acezero 44
Ikomari-Onu Enforcement Caldari State
47
|
Posted - 2013.07.09 01:15:00 -
[83] - Quote
R'adeh Hunt wrote: If you get hit with a flaylock while playing a scout you're bad at manoeuvering or simply didn't watch where you were going...aka ran into the flaylocker on his terms. You are faster than any other suit, if you can't outmanoeuver a gun with 3 shots, you need to learn to manoeuvre better. Also, ANYTHING that hits your tiny 260hp tank will kill you super quick. An SMG needs to even aim less than any of the other sidearms. A proto SMG would kill you sooooooo quickly too ;)
If you think dancing around like marry popins is gonna save you then you must be a Jedi or something..
|
DUST Fiend
OSG Planetary Operations Covert Intervention
4749
|
Posted - 2013.07.09 01:25:00 -
[84] - Quote
R'adeh Hunt wrote: If you get hit with a flaylock while playing a scout you're bad at manoeuvering or simply didn't watch where you were going...aka ran into the flaylocker on his terms. You are faster than any other suit, if you can't outmanoeuver a gun with 3 shots, you need to learn to manoeuvre better. Also, ANYTHING that hits your tiny 260hp tank will kill you super quick. An SMG needs to even aim less than any of the other sidearms. A proto SMG would kill you sooooooo quickly too ;)
Did he actually just suggest that it's easier to kill a scout with an SMG than a Flaylock? .....all you need is the advanced one, lead your shot a little, and never aim above their feet. If they jump, just watch their trajectory. as they come towards the ground, shoot right around where they'll land. Collect 50 or 60 WP.
You basically can't ADS the smg against that scout the whole time, and now that we have hoverboards that just makes it all the more difficult. The flaylock? Why would you bother? Nevermind the Corelock.
I just. I can't. Why did.
It's just that.
|
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
159
|
Posted - 2013.07.09 06:36:00 -
[85] - Quote
DUST Fiend wrote:R'adeh Hunt wrote: If you get hit with a flaylock while playing a scout you're bad at manoeuvering or simply didn't watch where you were going...aka ran into the flaylocker on his terms. You are faster than any other suit, if you can't outmanoeuver a gun with 3 shots, you need to learn to manoeuvre better. Also, ANYTHING that hits your tiny 260hp tank will kill you super quick. An SMG needs to even aim less than any of the other sidearms. A proto SMG would kill you sooooooo quickly too ;)
Did he actually just suggest that it's easier to kill a scout with an SMG than a Flaylock? .....all you need is the advanced one, lead your shot a little, and never aim above their feet. If they jump, just watch their trajectory. as they come towards the ground, shoot right around where they'll land. Collect 50 or 60 WP. You basically can't ADS the smg against that scout the whole time, and now that we have hoverboards that just makes it all the more difficult. The flaylock? Why would you bother? Nevermind the Corelock. I just. I can't. Why did. It's just that.
Yes, it's just as easy to kill a scout with the SMG. |
Galvan Nized
Deep Space Republic Top Men.
70
|
Posted - 2013.07.09 06:48:00 -
[86] - Quote
R'adeh Hunt wrote:
THIS!!
If people compared actual DPS figures instead of single shot figures, they'd realise it isn't really OP.
DPS greatly favors the Flaylock, it's only restricted by the small clip so it's damage per clip may be lower.
I don't feel it is just the damage it's the disproportionate fall off from splash damage. Basically it is such a minute difference that people do not aim for a direct hit they only aim for the feet thereby defeating skill. It has a high rate of fire too so you just blow your load right at a guys feet causing insane damage.
|
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
159
|
Posted - 2013.07.09 06:59:00 -
[87] - Quote
Galvan Nized wrote:R'adeh Hunt wrote:
THIS!!
If people compared actual DPS figures instead of single shot figures, they'd realise it isn't really OP.
DPS greatly favors the Flaylock, it's only restricted by the small clip so it's damage per clip may be lower. I don't feel it is just the damage it's the disproportionate fall off from splash damage. Basically it is such a minute difference that people do not aim for a direct hit they only aim for the feet thereby defeating skill. It has a high rate of fire too so you just blow your load right at a guys feet causing insane damage.
Yes, the small clip RESTRICTS DPS, that's exactly my point. On a DPS basis, it isn't overpowered at all. |
Scheneighnay McBob
Blueberry Gunners
2071
|
Posted - 2013.07.09 14:19:00 -
[88] - Quote
Fiddlestaxp wrote:Aythadis Smith wrote:Scheneighnay McBob wrote:Btw, I never hear in game stuff like "watch out, there's a flaylock above B"- people only warn about things such as knives, REs, MDs, snipers, and etc. I don't know what game you are playing but i hear "fn Flaylock" in just about every match. Usually 3 to 5 users. All speed tanked. Mostly I hear screaming over LLAVs. Mostly. Once in a blue moon I hear screams of "TANK!!!1111" but....usually dead. So much scrap metal..... A flaylock positioned above Alpha on the map with the rings makes capturing that point impossible. That 2 PG weapon MUST be dealt with personally. No amount of HP or hacking mods or zerging will let you capture that point without going up there and killing that guy first... AND he can do it from CONSIDERABLE range. Having a flaylock in a positon above you is almost certain death. Ever consider climbing up behind them? I do it all the time |
Scheneighnay McBob
Blueberry Gunners
2071
|
Posted - 2013.07.09 14:22:00 -
[89] - Quote
Acezero 44 wrote:R'adeh Hunt wrote: If you get hit with a flaylock while playing a scout you're bad at manoeuvering or simply didn't watch where you were going...aka ran into the flaylocker on his terms. You are faster than any other suit, if you can't outmanoeuver a gun with 3 shots, you need to learn to manoeuvre better. Also, ANYTHING that hits your tiny 260hp tank will kill you super quick. An SMG needs to even aim less than any of the other sidearms. A proto SMG would kill you sooooooo quickly too ;)
If you think dancing around like marry popins is gonna save you then you must be a Jedi or something.. It does, partially because flaylock hit detection is buggy |
Oso Peresoso
RisingSuns
188
|
Posted - 2013.07.09 15:46:00 -
[90] - Quote
R'adeh Hunt wrote: THIS!! If people compared actual DPS figures instead of single shot figures, they'd realise it isn't really OP.
Flaylock still has the highest DPS over the only window of time that matters. On a dynamic battlefield, the ability to deliver lethal damage in the blink of an eye is more powerful than the ability to deal sustained damage that may not kill at all. Saying the Flaylock is OK because its DPS isn't impressive over 10 or 15 second window is pointless.
R'adeh Hunt wrote: Scrambler pistol works just fine if you can aim. And just like the flaylock, even if your aim is OK, the majority of shots don't result in decent hits at range.
Moronic statement. The scrambler pistol fires slower (i think?), requires aim, deals less damage, doesn't splash, is not going to kill people reliably from the top of a building, and isn't going to 2-shot anyone.
R'adeh Hunt wrote: Agreed, but in return I have almost 4 times the amount of shots with my SP compared to the flaylock....so I have enough shots to try and get my headshot.
4 times? you mean two times? Besides you need multiple headshots anyway, stop trying to equate the two because of clip size.
Lastly, claiming direct hits on the flaylock are the cause of rage instead of the splash damage is absurd. A direct hit is only like 10% more damage than the splash. And while I'm at it, flaylocks also contribute to armor sucking so bad because they'll take out like 300+ armor in one shot. |
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Scheneighnay McBob
Blueberry Gunners
2119
|
Posted - 2013.07.09 19:40:00 -
[91] - Quote
Oso Peresoso wrote:R'adeh Hunt wrote: THIS!! If people compared actual DPS figures instead of single shot figures, they'd realise it isn't really OP.
Flaylock still has the highest DPS over the only window of time that matters. On a dynamic battlefield, the ability to deliver lethal damage in the blink of an eye is more powerful than the ability to deal sustained damage that may not kill at all. Saying the Flaylock is OK because its DPS isn't impressive over 10 or 15 second window is pointless. R'adeh Hunt wrote: Scrambler pistol works just fine if you can aim. And just like the flaylock, even if your aim is OK, the majority of shots don't result in decent hits at range.
Moronic statement. The scrambler pistol fires slower (i think?), requires aim, deals less damage, doesn't splash, is not going to kill people reliably from the top of a building, and isn't going to 2-shot anyone. R'adeh Hunt wrote: Agreed, but in return I have almost 4 times the amount of shots with my SP compared to the flaylock....so I have enough shots to try and get my headshot.
4 times? you mean two times? Besides you need multiple headshots anyway, stop trying to equate the two because of clip size. Lastly, claiming direct hits on the flaylock are the cause of rage instead of the splash damage is absurd. A direct hit is only like 10% more damage than the splash. And while I'm at it, flaylocks also contribute to armor sucking so bad because they'll take out like 300+ armor in one shot. First, like I said, burst damage only really matters in a 1 on 1 fight. you'll kill someone in 2 seconds, but all of their buddies will stomp on you.
Second- since when does the flaylock fire faster than a scrambler? Scramblers (besides breach and burst) fire as quickly as you can pull the trigger. Oooh! That reminds me! The prototype burst scrambler is far more dangerous than the core flaylock for burst damage |
Aythadis Smith
The Generals EoN.
55
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Posted - 2013.07.09 21:22:00 -
[92] - Quote
I guess user vs victims can't get their bearings straight.
My complaint is that, the Core feels to hit harder then the other variants. Normally 1 shotted before I can even react. I knows it's job is to decimate armor, so I tend to stick with shield tanked suits. Minimally tanked, but tanked non the less.
It is a burst damage weapon. Hence my love for the shotgun and mass driver ( tanks and other assortment of BOOM)
I really can't complain outside of the Core. But I could cross this argument on the SG. I personally ohk'd multiple targets. Usually with a high success. Could it be it is too successful on shields? Maybe seeing people running with it as their primary and using it as if it were a SG?
Though if I were to complain on that, one should complain on me using a MD in the same fashion
But it can take an easy 4 shots with an MD to drop shields, yet I see FL doing the same thing with less rounds
Meh |
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