Pages: [1] 2 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Dagger-Two
Villore Joint Task Force
24
|
Posted - 2013.07.09 00:39:00 -
[1] - Quote
Ehrmergerd anerther flaylerk threrd.
In all seriousness though. There's a lot of complaining about this thing, and I can 'kinda' see why, but at the same time, I've personally had few problems with it apart from the occasional very very skilled user.
I think one of the big fundamental problems with this thing is it's splash damage, and that it's basically as effective as a mass driver in that respect. As such, we see a huge disparity between it and the other sidearms.
No other pistols have area damage, nor do I believe they should. They SHOULD, however, have unique features that make them powerful and viable backup weapons, or hell even primary for those who choose to use them that way.
Scrambler has its massive headshot bonus, caldari rail pistol will likelty have a combination of good damage and accuracy at long ranges, gallente pistol...who knows.
Why not make the flaylock pistol, a pistol, instead of a launcher.
Add 1-2 rounds to the base magazine size, reduce or even eliminate splash damage radius, and make the projectile fly further, faster, and with a flat trajectory. You'll have a rocket-pistol that is not only more useful against light vehicles, but a weapon that requires direct hits rather than blind shooting at someone's feet to deal damage. Once you land a direct hit, though, the damage should be massive, in true minmatar fashion.
Just my vision for an improved flaylock. I mean, it's supposed to be a explosive, rocket-assisted projectile. Seems silly it should move so slowly and arc so soon along its flight path. At the same time, ridiculous for such a small explosive to deal massive splash damage to armored and shielded combat suits.
|
mollerz
Minja Scouts
634
|
Posted - 2013.07.09 00:40:00 -
[2] - Quote
Flux then flay away! |
Cosgar
ParagonX
2352
|
Posted - 2013.07.09 00:42:00 -
[3] - Quote
How about we just lower the ammo capacity to cut down on spam instead of making sweeping changes. 23 shots is pretty high for an explosive based weapon with a low reload time. I only get 18 on the MD, 24 on the assault at the cost of damage. |
Dagger-Two
Villore Joint Task Force
24
|
Posted - 2013.07.09 00:44:00 -
[4] - Quote
Because ammo capacity will never cut spam as long as supply depots and nanohives are around. |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
159
|
Posted - 2013.07.09 00:44:00 -
[5] - Quote
Nah, not in favor of removing diversity. It's like asking to have the MD turned into an explosive AR. |
Cosgar
ParagonX
2352
|
Posted - 2013.07.09 00:47:00 -
[6] - Quote
Dagger-Two wrote:Because ammo capacity will never cut spam as long as supply depots and nanohives are around. So basically you want the flaylock to be another HAV, Dropship, and Laser? |
Dagger-Two
Villore Joint Task Force
24
|
Posted - 2013.07.09 00:50:00 -
[7] - Quote
Cosgar wrote:Dagger-Two wrote:Because ammo capacity will never cut spam as long as supply depots and nanohives are around. So basically you want the flaylock to be another HAV, Dropship, and Laser?
Not sure what you mean. I'm saying it needs to be a pistol first and foremost, a precision weapon with the highest damage in its category, at the expense of requiring a little more finesse to use, and a lower ammo count than the other pistols.
I'm saying it should be a unique weapon, and not a smaller mass driver. |
Delta 749
Kestrel Reconnaissance
895
|
Posted - 2013.07.09 00:54:00 -
[8] - Quote
Cut the splash and all will be good |
Cosgar
ParagonX
2352
|
Posted - 2013.07.09 00:56:00 -
[9] - Quote
Dagger-Two wrote:Cosgar wrote:Dagger-Two wrote:Because ammo capacity will never cut spam as long as supply depots and nanohives are around. So basically you want the flaylock to be another HAV, Dropship, and Laser? Not sure what you mean. I'm saying it needs to be a pistol first and foremost, a precision weapon with the highest damage in its category, at the expense of requiring a little more finesse to use, and a lower ammo count than the other pistols. I'm saying it should be a unique weapon, and not a smaller mass driver. I mean the above mentioned were nerfed into the ground by sweeping changes. Sweeping changes are what made Uprising so unbearable. The flaylock already requires finesse since you have to lead your shots at mid range, but 23 shots is way too much for such a powerful weapon.
Also, the flaylock is anything but a mini MD. I compare it to missile turrets in closed beta. |
Darken-Sol
BIG BAD W0LVES Eternal Syndicate
502
|
Posted - 2013.07.09 00:57:00 -
[10] - Quote
Cosgar wrote:Dagger-Two wrote:Because ammo capacity will never cut spam as long as supply depots and nanohives are around. So basically you want the flaylock to be another HAV, Dropship, and Laser?
Its gonna get nerfed. You cant have a side arm dominating a battle field every game forever. Its everyones fault for wreaking as much havok as they can with it. That lesson never sank in when they lost their TAC ARs and proto tanks. People will take the path of least resistance and pay for it later. Its gonna be funny when they are here crying.
They had a few weeks of fun and ruined a great weapon by getting it classified as OP. |
|
Cosgar
ParagonX
2353
|
Posted - 2013.07.09 00:59:00 -
[11] - Quote
Darken-Sol wrote:Cosgar wrote:Dagger-Two wrote:Because ammo capacity will never cut spam as long as supply depots and nanohives are around. So basically you want the flaylock to be another HAV, Dropship, and Laser? Its gonna get nerfed. You cant have a side arm dominating a battle field every game forever. Its everyones fault for wreaking as much havok as they can with it. That lesson never sank in when they lost their TAC ARs and proto tanks. People will take the path of least resistance and pay for it later. Its gonna be funny when they are here crying. They had a few weeks of fun and ruined a great weapon by getting it classified as OP. I just hope they don't move to my beloved Ishukone SMG. I'm still trying to skill back into it. |
Dagger-Two
Villore Joint Task Force
24
|
Posted - 2013.07.09 01:00:00 -
[12] - Quote
Delta 749 wrote:Cut the splash and all will be good
See, I don't agree with that either though, because that would just be a nerf.
A faster-moving projectile with a flat trajectory that out-ranges the scrambler pistol makes complete sense even in lore-terms. With Minmatar favoring shields, the amarr scrambler is a perfect counter to them, doing extra shield damage as well as having that massive headshot bonus for when their armored juggernauts close in on their prey.
The minmatar counter with a weapon that gives them a secondary weapon for desperate situations to dispose of the slow moving amarrians with armor-piercing explosive rounds that hit hard and at skirmishing ranges. |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
62
|
Posted - 2013.07.09 01:00:00 -
[13] - Quote
Dagger-Two wrote:Ehrmergerd anerther flaylerk threrd.
In all seriousness though. There's a lot of complaining about this thing, and I can 'kinda' see why, but at the same time, I've personally had few problems with it apart from the occasional very very skilled user.
I think one of the big fundamental problems with this thing is it's splash damage, and that it's basically as effective as a mass driver in that respect. As such, we see a huge disparity between it and the other sidearms.
No other pistols have area damage, nor do I believe they should. They SHOULD, however, have unique features that make them powerful and viable backup weapons, or hell even primary for those who choose to use them that way.
Scrambler has its massive headshot bonus, caldari rail pistol will likelty have a combination of good damage and accuracy at long ranges, gallente pistol...who knows.
Why not make the flaylock pistol, a pistol, instead of a launcher.
Add 1-2 rounds to the base magazine size, reduce or even eliminate splash damage radius, and make the projectile fly further, faster, and with a flat trajectory. You'll have a rocket-pistol that is not only more useful against light vehicles, but a weapon that requires direct hits rather than blind shooting at someone's feet to deal damage. Once you land a direct hit, though, the damage should be massive, in true minmatar fashion.
Just my vision for an improved flaylock. I mean, it's supposed to be a explosive, rocket-assisted projectile. Seems silly it should move so slowly and arc so soon along its flight path. At the same time, ridiculous for such a small explosive to deal massive splash damage to armored and shielded combat suits.
The Ion pistol will have a charging capability that will do massive close range damage,
I'm now under the believe that if we just cut the distance of the flaylock in half, it would solve most of the issues. This would make it a very good close range weapon while making it suck at mid range. If a flaylock user is able to catch you that close you should be dead. |
Dagger-Two
Villore Joint Task Force
24
|
Posted - 2013.07.09 01:22:00 -
[14] - Quote
Mmm, skeptical about the charge thing, but, could be good. Maybe its just that a plasma pistol with charge-fire reminds me a liiiitle too much of HALO |
Fiddlestaxp
TeamPlayers EoN.
158
|
Posted - 2013.07.09 01:23:00 -
[15] - Quote
Cosgar wrote:Dagger-Two wrote:Because ammo capacity will never cut spam as long as supply depots and nanohives are around. So basically you want the flaylock to be another HAV, Dropship, and Laser? Calling for a weapon to be balanced =/= calling for a weapon to be useless. But given the choice between BROKENOP and useless, Yes I would prefer it be useless than as BROKENOP as it is now. There are too many classes and fits that it DESTROYS and reduces the viability of. A useless flaylock would mean more overall diversity in the game. It would certainly contract the Light/sidearm weapon choice pool, but would make Heavies, scouts, and armor tanking much more reasonable. Not to mention most of the people I play with / against feel forced to spec into a flaylock to stay relevant...One of the reasons this isn't an even bigger issue is that people keep their mouth's shut to protect their skill point investment. Meta gaming runs deep in this game. |
DUST Fiend
OSG Planetary Operations Covert Intervention
4749
|
Posted - 2013.07.09 01:32:00 -
[16] - Quote
DUST Fiend wrote: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. Increase their clip size to 5, lower their RoF just a little bit. Give them a little more ammunition overall, and give them a little PG to match other sidearms. There can be a variant with wide blast radius, medium blast damage low direct damage.
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.
|
Delta 749
Kestrel Reconnaissance
895
|
Posted - 2013.07.09 01:35:00 -
[17] - Quote
Dagger-Two wrote:Delta 749 wrote:Cut the splash and all will be good See, I don't agree with that either though, because that would just be a nerf. A faster-moving projectile with a flat trajectory that out-ranges the scrambler pistol makes complete sense even in lore-terms. With Minmatar favoring shields, the amarr scrambler is a perfect counter to them, doing extra shield damage as well as having that massive headshot bonus for when their armored juggernauts close in on their prey. The minmatar counter with a weapon that gives them a secondary weapon for desperate situations to dispose of the slow moving amarrians with armor-piercing explosive rounds that hit hard and at skirmishing ranges.
I agree with the idea you have, an anti armor side arm to fill the opposite niche of the scrambler pistol, but I dont see why it should be firing what are essentially HEAT rounds After all there are anti personnel armor rounds that dont incorporate explosives right now even for side arms such as the FN Five Seven |
Dagger-Two
Villore Joint Task Force
25
|
Posted - 2013.07.09 01:40:00 -
[18] - Quote
Delta: It's already an anti-armour sidearm, since explosive damage is more effective against armour than shields. And it DOES essentially fire HEAT rounds, or at least, rocket-assisted slugs filled with high explosive (Just 'HE' rounds, really...). In my mind, though, the 1-inch projectiles are still too small to have effective splash damage, but more than enough to be effective shaped-charges. Lets not forget that we're all armored and shielded. A modern day five-seven would be pretty useless against the technology in the EVE universe.
And DUST Fiend, I'm really glad iIm not the only one to have thought of this. |
TechMechMeds
Swamp Marines
44
|
Posted - 2013.07.09 01:40:00 -
[19] - Quote
Agreed cut the splash, blowing 3 people up in one with a pistol better than with an md seems pretty insane to me |
DUST Fiend
OSG Planetary Operations Covert Intervention
4750
|
Posted - 2013.07.09 01:42:00 -
[20] - Quote
Dagger-Two wrote:And DUST Fiend, I'm really glad iIm not the only one to have thought of this. I was thinking the exact same thing, figured I'd just leave that here since they were so similar. |
|
Fiddlestaxp
TeamPlayers EoN.
161
|
Posted - 2013.07.09 01:44:00 -
[21] - Quote
TechMechMeds wrote:Agreed cut the splash, blowing 3 people up in one with a pistol better than with an md seems pretty insane to me 2.5 total splash radius is fine. If you hit more than one person at that radius you earned it. The burst damage and PG are the problem, and any fix to the weapon should include lowered burst damage and increased PG fitting costs. The PG cost is so low that 5 ranks of fiting specialization have no effect on it. |
dazlb72
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
27
|
Posted - 2013.07.09 01:48:00 -
[22] - Quote
should be one shot then reload |
Darken-Sol
BIG BAD W0LVES Eternal Syndicate
505
|
Posted - 2013.07.09 01:48:00 -
[23] - Quote
I am not a fan of nerfs. However i just want to put this here so i can quote myself after the flaylock is nerfed.
Ha Ha. You did it to yourselves. |
Delta 749
Kestrel Reconnaissance
895
|
Posted - 2013.07.09 01:48:00 -
[24] - Quote
Dagger-Two wrote:Delta: It's already an anti-armour sidearm, since explosive damage is more effective against armour than shields. And it DOES essentially fire HEAT rounds, or at least, rocket-assisted slugs filled with high explosive (Just 'HE' rounds, really...). In my mind, though, the 1-inch projectiles are still too small to have effective splash damage, but more than enough to be effective shaped-charges. Lets not forget that we're all armored and shielded. A modern day five-seven would be pretty useless against the technology in the EVE universe.
And DUST Fiend, I'm really glad iIm not the only one to have thought of this.
I dont get why we are disagreeing since we both seem to be saying the splash is to much |
Dagger-Two
Villore Joint Task Force
27
|
Posted - 2013.07.09 02:18:00 -
[25] - Quote
Delta 749 wrote:Dagger-Two wrote:Delta: It's already an anti-armour sidearm, since explosive damage is more effective against armour than shields. And it DOES essentially fire HEAT rounds, or at least, rocket-assisted slugs filled with high explosive (Just 'HE' rounds, really...). In my mind, though, the 1-inch projectiles are still too small to have effective splash damage, but more than enough to be effective shaped-charges. Lets not forget that we're all armored and shielded. A modern day five-seven would be pretty useless against the technology in the EVE universe.
And DUST Fiend, I'm really glad iIm not the only one to have thought of this. I dont get why we are disagreeing since we both seem to be saying the splash is to much
Lol, good point |
Garth Mandra
The Southern Legion RISE of LEGION
25
|
Posted - 2013.07.09 03:34:00 -
[26] - Quote
I think the problem is a combination of the -high damage -large splash -fast rate of fire
and to a lesser degree -small fitting costs -huge bonus to damage against armour
My suggestion would be to -decrease the proto splash radius -increase the fitting costs to be in line with the other sidearms.
CCP really need to start tweaking weapons into position instead of getting out the nerf hammer. They managed to do this with the Tac AR so hopefully they'll get around to doing it with the flaylock too. |
Dexter307
The Unholy Legion Of DarkStar DARKSTAR ARMY
41
|
Posted - 2013.07.09 03:46:00 -
[27] - Quote
Change the splash radius of all flaylocks to 1.5m Make flaylocks use more pg Ive used the basic, advanced,and proto flaylock and the only one thats OP is the proto, the other ones are fine. |
Cat Merc
BetaMax. CRONOS.
2085
|
Posted - 2013.07.09 04:00:00 -
[28] - Quote
Reduce the splash range to standard level. Everyone is complaining about the Core flaylock pistol, because the 2.5m splash radius + high fire rate + lightning fast reload + VERY high splash damage = EZ mode. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
547
|
Posted - 2013.07.09 04:07:00 -
[29] - Quote
Personally, I think it either needs the damage reduced or the range reduced to a fraction of current or both.
It's a ridiculous weapon, why run anything aside from AR + Flaylock?
AR for longer range and more precision and more ammo.
Flaylock for jumping about like a numpty spamming rockets. |
Cosgar
ParagonX
2357
|
Posted - 2013.07.09 04:32:00 -
[30] - Quote
Dexter307 wrote:Change the splash radius of all flaylocks to 1.5m Make flaylocks use more pg ?Reduce the range? Ive used the basic, advanced,and proto flaylock and the only one thats OP is the proto, the other ones are fine. Aren't all proto weapons OP? |
|
|
|
|
Pages: [1] 2 :: one page |
First page | Previous page | Next page | Last page |