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Absoliav
Tronhadar Free Guard Minmatar Republic
14
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Posted - 2013.07.09 06:26:00 -
[1] - Quote
As I'm sure many of you have noticed that quite a few people aren't too happy with the Flaylock, but I don't think there are really sure as to why. Here is what we know, the Flaylock is a burst damage weapon with AoE abilities, low clip size, reasonable reload speed, low spare ammo, bullet travel time and bullet falloff, now on paper that sounds like a pretty well balanced weapon.
But if you look pass the gun and look at the finer details of the game we can see the real balance issue, the skill tree. The slandered FL has a base damage of 218 and a splash of 195, with a radius of 1m and a reload of 2.5, now it's proto version has Dam of 239.8 and a splash of 214.5, a radius of 2m with the same reload speed as before, in my opinion, this is one of the only proto guns that is actually worth paying for. So, now that's out of the way, the problem comes from the skill that affects the FL's damage, FL proficiency. Now their is our culprit, at level 5 it gives the FL a 15% buff to damage, which looks like 250.7 base and 224.25 splash for the slandered, while the proto looks like 275.7 and a splash of 246.6, now if we add two Complex mods and the 20% bonus from armor damage, and well it just becomes a nightmare. But the worst part of all this is, that the FL doesn't have any real drawbacks for using it, only inconveniences, I'm not sure how, but I do know FL needs weakness other than range, which is the common problem for most weapons, putting the FL "ahead of the game".
So, lets brainstorm on ideas on how to balance the FL, maybe it needs a CPU/PG requirement, maybe it needs a slower rate of fire, or maybe it needs more bullet travel time, let's figure something out? |
Zatara Rought
TeamPlayers EoN.
478
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Posted - 2013.07.09 06:28:00 -
[2] - Quote
Maybe it needs to be broke the **** to plasma cannon levels to make all these stupid bitches that specc'ed it just to go ez mode rage quit till they can spec the next broken weapon that makes them half decent. |
Doc Noah
Algintal Core Gallente Federation
198
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Posted - 2013.07.09 06:31:00 -
[3] - Quote
Maybe it needs 1 thread where everyone has already talked about it over and over again. |
Cosgar
ParagonX
2360
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Posted - 2013.07.09 06:33:00 -
[4] - Quote
Just cut the ammo capacity in half and adjust the fitting costs. It could cut down on the core spam, which is what everyone is crying about. |
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
79
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Posted - 2013.07.09 06:53:00 -
[5] - Quote
Lower base splash damage, everybody's happy. |
Doyle Reese
OSG Planetary Operations Covert Intervention
253
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Posted - 2013.07.09 06:56:00 -
[6] - Quote
there is no reason why splash damage is 98% of impact damage, that's just bad, should be around 50%, 60% tops. Also, RoF could be lowered a bit, I hate being killed by 2 Flaylock rounds because I couldn't react to the second shot after the first hit near me. But since CCP is reworking the entire hit detection system, let's wait until the the system is in the game and then revisit the issue. |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
159
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Posted - 2013.07.09 06:58:00 -
[7] - Quote
Doyle Reese wrote:there is no reason why splash damage is almost full impact damage, that's just bad, should be around 50%, 60% tops. Also, RoF could be lowered a bit, I hate being killed by 2 Flaylock rounds because I couldn't react to the second shot after the first hit near me. But since CCP is reworking the entire hit detection system, let's wait until the the system is in the game and then revisit the issue.
Splash damage isn't almost full impact damage |
Zatara Rought
TeamPlayers EoN.
479
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Posted - 2013.07.09 06:58:00 -
[8] - Quote
fitting cost yes. Ammo capacity no. Just make it a non-burst weapon. Nerf RoF to ****. The initial shot will help finish off an already damaged enemy, and it'll still be a great uplink killer, but no one will rush you with a ******* sidearm anymore. |
Zatara Rought
TeamPlayers EoN.
479
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Posted - 2013.07.09 06:59:00 -
[9] - Quote
R'adeh Hunt wrote:Doyle Reese wrote:there is no reason why splash damage is almost full impact damage, that's just bad, should be around 50%, 60% tops. Also, RoF could be lowered a bit, I hate being killed by 2 Flaylock rounds because I couldn't react to the second shot after the first hit near me. But since CCP is reworking the entire hit detection system, let's wait until the the system is in the game and then revisit the issue. Splash damage isn't almost full impact damage
On the core flaylock it's pretty damn close. Both over 200 I believe. |
Johnny Guilt
Algintal Core Gallente Federation
144
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Posted - 2013.07.09 07:05:00 -
[10] - Quote
For people suggesting making the CPU/PG cost higher it doesnt solve the actual promble with the gun,your just passing the gun around to who could use it exclusively.
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Galvan Nized
Deep Space Republic Top Men.
70
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Posted - 2013.07.09 07:17:00 -
[11] - Quote
R'adeh Hunt wrote:Splash damage isn't almost full impact damage
88.5% is pretty close considering you no longer have to hit directly. Personally I think you can keep the high direct dmg but splash should be reduced significantly.
Definitely it needs a fix to fittings, it's completely disproportional to other sidearms.
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Void Echo
Internal Error. League of Infamy
396
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Posted - 2013.07.09 08:52:00 -
[12] - Quote
same thing happens to every weapon used by the best players in the game, the assaulters cry "nerf" because they constantly get killed by one guy using this weapon while the other guy on the other side of the map completely suck with that weapon and can only get assists |
Absoliav
Tronhadar Free Guard Minmatar Republic
14
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Posted - 2013.07.09 15:30:00 -
[13] - Quote
Doc Noah wrote:Maybe it needs 1 thread where everyone has already talked about it over and over again. Oh, thanks for contributing, the exit door is right behind you, I'm sure you can see your self out. :) |
Absoliav
Tronhadar Free Guard Minmatar Republic
14
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Posted - 2013.07.09 15:32:00 -
[14] - Quote
Cosgar wrote:Just cut the ammo capacity in half and adjust the fitting costs. It could cut down on the core spam, which is what everyone is crying about.
The fitting cost does seem rather low for it doesn't it, not too sure about the ammo part, any lower and the Minmatar bonus won't do anything. |
Absoliav
Tronhadar Free Guard Minmatar Republic
14
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Posted - 2013.07.09 15:36:00 -
[15] - Quote
Doyle Reese wrote:there is no reason why splash damage is almost full impact damage, that's just bad, should be around 50%, 60% tops. Also, RoF could be lowered a bit, I hate being killed by 2 Flaylock rounds because I couldn't react to the second shot after the first hit near me. But since CCP is reworking the entire hit detection system, let's wait until the the system is in the game and then revisit the issue.
You are right, the splash is way too close to the base, I think 40% fair though, in my own opinion though. Mind if I ask where you got that info about CCP and hit detection? |
Bob Teller
Red STar. EoN.
25
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Posted - 2013.07.09 15:42:00 -
[16] - Quote
Void Echo wrote:same thing happens to every weapon used by the best players in the game, the assaulters cry "nerf" because they constantly get killed by one guy using this weapon while the other guy on the other side of the map completely suck with that weapon and can only get assists I love how flaylock users think they are now the BEST PLAYERS IN THE GAME because they can kill anyone in less then 2seconds with their broken flaylock;).The tears of the flaylock gang will be so sweet after the nerf. |
Needless Sacermendor
Red Fox Brigade
294
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Posted - 2013.07.09 15:47:00 -
[17] - Quote
Absoliav wrote:Doyle Reese wrote:there is no reason why splash damage is almost full impact damage, that's just bad, should be around 50%, 60% tops. Also, RoF could be lowered a bit, I hate being killed by 2 Flaylock rounds because I couldn't react to the second shot after the first hit near me. But since CCP is reworking the entire hit detection system, let's wait until the the system is in the game and then revisit the issue. You are right, the splash is way too close to the base, I think 40% fair though, in my own opinion though. Mind if I ask where you got that info about CCP and hit detection? Here ... https://forums.dust514.com/default.aspx?g=posts&m=1028825#post1028825 |
J3f3r20n Gh057
Molon Labe. League of Infamy
22
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Posted - 2013.07.09 16:06:00 -
[18] - Quote
Why Flaylocks? Why CCP, Why?
We already have Mass Driver that is hard to deal with (no cry), the Flaylock is just a way to play the MD way without losing your Light Weapon....
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ZDub 303
TeamPlayers EoN.
722
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Posted - 2013.07.09 16:20:00 -
[19] - Quote
Every gun has proficiency, its not the issue at all. Its the fact that core flaylock has 2.5x the blast radius as the std version.
Name me another gun that is 2.5x as effective between std to proto? None...
Normalize splash radius to 1.5m. Decrease splash damage by 40% Change FP Op to increase splash damage by 5% per level.
yay balance. |
Oso Peresoso
RisingSuns
190
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Posted - 2013.07.09 16:26:00 -
[20] - Quote
Absoliav wrote:As I'm sure many of you have noticed that quite a few people aren't too happy with the Flaylock, but I don't think there are really sure as to why. Here is what we know, the Flaylock is a burst damage weapon with AoE abilities, low clip size, reasonable reload speed, low spare ammo, bullet travel time and bullet falloff, now on paper that sounds like a pretty well balanced weapon. You can basically stop with "burst damage weapon with AoE abilities." The burst is sufficient to kill many people in 2 shots, nevermind 3, or the fact that its a sidearm and you can carry another weapon or a second flaylock. You could give it a 30 second reload if you wanted, it wouldn't matter that much. |
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Blind Cat
DUST University Ivy League
3
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Posted - 2013.07.09 16:53:00 -
[21] - Quote
switch vehicle resistance shield 40% armor 70% with infantry shield 70% armor 135% ? and make it an av weapon |
Absoliav
Tronhadar Free Guard Minmatar Republic
18
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Posted - 2013.07.09 17:12:00 -
[22] - Quote
Needless Sacermendor wrote:Absoliav wrote:Doyle Reese wrote:there is no reason why splash damage is almost full impact damage, that's just bad, should be around 50%, 60% tops. Also, RoF could be lowered a bit, I hate being killed by 2 Flaylock rounds because I couldn't react to the second shot after the first hit near me. But since CCP is reworking the entire hit detection system, let's wait until the the system is in the game and then revisit the issue. You are right, the splash is way too close to the base, I think 40% fair though, in my own opinion though. Mind if I ask where you got that info about CCP and hit detection? Here ... https://forums.dust514.com/default.aspx?g=posts&m=1028825#post1028825
Thanks, I hope hit detection gets better soon, again thanks for the link! |
WUT ANG
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
15
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Posted - 2013.07.09 17:23:00 -
[23] - Quote
The flaylock should have the same reload style as the plasma cannon and reduce the clip size to one as well its a missle shooting pistol I think that might give it more balance. |
Absoliav
Tronhadar Free Guard Minmatar Republic
18
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Posted - 2013.07.09 17:25:00 -
[24] - Quote
ZDub 303 wrote:Every gun has proficiency, its not the issue at all. Its the fact that core flaylock has 2.5x the blast radius as the std version.
Name me another gun that is 2.5x as effective between std to proto? None...
Normalize splash radius to 1.5m. Decrease splash damage by 40% Change FP Op to increase splash damage by 5% per level.
yay balance.
I'm sorry, I explained it wrong, the proficiency isn't the problem, it's how damage stacking works with the FL so well that's the problem, proficiency is only a part of it, the FL's damage is just too good for the amount of damage without damage buffs from mods/skills. Changing OP into splash damage sound like a pretty cool idea, but I'm not too on the reduced radius though, and by that, I mean how much of an impact it would have on the effectiveness of the FL it would have, the last thing I would like to see is, it not being effective in it area of expertise. |
Absoliav
Tronhadar Free Guard Minmatar Republic
18
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Posted - 2013.07.09 17:28:00 -
[25] - Quote
Oso Peresoso wrote:Absoliav wrote:As I'm sure many of you have noticed that quite a few people aren't too happy with the Flaylock, but I don't think there are really sure as to why. Here is what we know, the Flaylock is a burst damage weapon with AoE abilities, low clip size, reasonable reload speed, low spare ammo, bullet travel time and bullet falloff, now on paper that sounds like a pretty well balanced weapon. You can basically stop with "burst damage weapon with AoE abilities." The burst is sufficient to kill many people in 2 shots, nevermind 3, or the fact that its a sidearm and you can carry another weapon or a second flaylock. You could give it a 30 second reload if you wanted, it wouldn't matter that much.
Um, the idea isn't to give it a "30 second reload", the idea is to find a sound way to balanced it so that carrying two FLs isn't a smart idea. |
Absoliav
Tronhadar Free Guard Minmatar Republic
18
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Posted - 2013.07.09 17:30:00 -
[26] - Quote
WUT ANG wrote:The flaylock should have the same reload style as the plasma cannon and reduce the clip size to one as well its a missle shooting pistol I think that might give it more balance.
That does sound like it would work, but it also sounds like a huge blow to it's effectiveness, it would need something to make up for it's new weakness. |
Superluminal Replicant
Planetary Response Organization
93
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Posted - 2013.07.09 17:49:00 -
[27] - Quote
Yeah lets nerf another weapon into oblivion so this game truly can be assaultrifle514 which it pretty much already is. |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
166
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Posted - 2013.07.09 17:52:00 -
[28] - Quote
Zatara Rought wrote:R'adeh Hunt wrote:Doyle Reese wrote:there is no reason why splash damage is almost full impact damage, that's just bad, should be around 50%, 60% tops. Also, RoF could be lowered a bit, I hate being killed by 2 Flaylock rounds because I couldn't react to the second shot after the first hit near me. But since CCP is reworking the entire hit detection system, let's wait until the the system is in the game and then revisit the issue. Splash damage isn't almost full impact damage On the core flaylock it's pretty damn close. Both over 200 I believe.
You should really at least look at the stats before making random statements that are wrong |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
166
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Posted - 2013.07.09 17:52:00 -
[29] - Quote
WUT ANG wrote:The flaylock should have the same reload style as the plasma cannon and reduce the clip size to one as well its a missle shooting pistol I think that might give it more balance.
In short, you want to make sure it can't ever kill anything but scouts if it gets a lucky shot...you sound like a very reasonable person |
Absoliav
Tronhadar Free Guard Minmatar Republic
18
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Posted - 2013.07.09 17:56:00 -
[30] - Quote
Superluminal Replicant wrote:Yeah lets nerf another weapon into oblivion so this game truly can be assaultrifle514 which it pretty much already is.
I don't want to get started on the balance issues with the assault rifle, I don't want the FL nerfed, I want it fix'd, there is a difference, nerf would mean be 150 direct damage on a proto FL, and anyone who agrees with such an idea should rethink things. |
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