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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? |
Absoliav
Tronhadar Free Guard Minmatar Republic
14
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Posted - 2013.07.09 15:30:00 -
[2] - 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 -
[3] - 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 -
[4] - 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? |
Absoliav
Tronhadar Free Guard Minmatar Republic
18
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Posted - 2013.07.09 17:12:00 -
[5] - 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! |
Absoliav
Tronhadar Free Guard Minmatar Republic
18
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Posted - 2013.07.09 17:25:00 -
[6] - 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
|
Posted - 2013.07.09 17:28:00 -
[7] - 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 -
[8] - 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. |
Absoliav
Tronhadar Free Guard Minmatar Republic
18
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Posted - 2013.07.09 17:56:00 -
[9] - 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. |
Absoliav
Tronhadar Free Guard Minmatar Republic
18
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Posted - 2013.07.09 18:33:00 -
[10] - Quote
Xero The Mishima 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.
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? Nerf the splash damage down to 70-80dmg (it's a sidearm not a go to gun, also the gun should not be superior to it's primary relative The Mass Driver) ROF is too fast maybe slow it down 75% or at least 60%. Put it up there with other sidearms as far as CPU/PG req. make it shoot once than reload after each shot. A combo of a few of these or all of them would work.
Those ideas are a little over the top, there is nothing wrong with coming up with ideas, but when it comes to the FL, the intensity of the changes your idea brings to the FL would break it, but you are right, the FL should not be able to outperform the Mass Driver so easily. |
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Absoliav
Tronhadar Free Guard Minmatar Republic
19
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Posted - 2013.07.09 19:20:00 -
[11] - Quote
xLTShinySidesx wrote:I'm tired if seeing the same threads 10 times a day :/
Shield up!!!
Std flux grenade, there's my argument. |
Absoliav
Tronhadar Free Guard Minmatar Republic
19
|
Posted - 2013.07.09 19:26:00 -
[12] - Quote
TEXA5 HiTM4N wrote:people, if we cannot agree to what a decent nerf should be we need something that hasn't been brought up before.
I suggest the flaylocks have a 2 second delay before they blow up. this way they have to be used in certain situations and not just be the be all end all to sidearms.
This will prevent people from spamming it when you run up on them in 1v1, this will make them actually use a main weapon instead of using dual flaylocks.
I have spoken.
Well from what I've gathered, the best solution I've found from other peoples feedback is to make it slower and reduce it's splash damage. But I'm not sure if that would fix the "be all, end all" sidearm problem. |
Absoliav
Tronhadar Free Guard Minmatar Republic
19
|
Posted - 2013.07.09 19:33:00 -
[13] - Quote
(Hmm....let me guess..you use a flaylock and are going around taking issue with nerfing it to hell because you rely on it.) (Please don't be a **** and challenge my assertions solely because you're worried CCP will nerf your crutch.)
(Again, switch on your brain and do some research! The damage difference between a direct hit and splash damage is 239.8. Why? Because a direct hit adds splash damage to the direct hit damage. They do that because other than at super close range, direct hits are basically pure luck.)
(For someone who cries nerf you sure don't know what you're talking about.)
(God you EoN people seem clueless and some of the biggest whiners on the forum...)
Whoa, slow down there, let's keep this civil, I'm sure we can have an argument with out sending each other into a rage. |
Absoliav
Tronhadar Free Guard Minmatar Republic
19
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Posted - 2013.07.09 19:44:00 -
[14] - Quote
Xero The Mishima wrote:R'adeh Hunt wrote:Xero The Mishima wrote: You shouldn't be specing all out into Sidearms. Says who? If you're willing to deal with the trade offs, why shouldn't you be allowed to only spec into sidearms? You get lesser range, smaller clip size, smaller total ammo, bullet travel time, arcs, etc...every sidearm has disadvantages. In EVE nothing's stopping me from fitting cruise sized guns on my BS if I want to, it adds flexibility and variety to the game. In fact, one of my favorite setup is a BS with cruiser blasters (dual repper/injector domi of doom). There too I accept certain disadvantages in return for doing that. SIDEARMS should not be reliable killing weapons. They wouldn't be SIDEARMS they would be PRIMARY. You are using a SIDEARM as a PRIMARY! Should not be that effective to pull that off. Sidearm is supposed to be last resort. Primary bullets run out you use. Flaylock has more than enough to outshine most if not ALL primary weapons. It needs to be broke, the people that depend on it.. GET GOOD.
Actually the term "Sidearm" refers to the weapon use as a backup, not to a specific type of weapon, on another note, U.S. Green Berets use pistols as a primary weapon as it suits there style, which consist of close quarters situations, as pistols are highly flexible weapons. You'll rarely see a soldier use a pistol in open warfare as a primary weapon(unless he had to), but they are better than assault rifles in 1V1 CQC, which happens quite often in urban warfare.
So yes, they are a reliable killing weapon, that's the reason a lot of soldiers carry one. |
Absoliav
Tronhadar Free Guard Minmatar Republic
19
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Posted - 2013.07.09 19:46:00 -
[15] - Quote
Cosgar wrote:And just so we're all clear. If you got what you wanted by limiting Logis to sidearms, guess what the majority of us would be using.
Forge guns?
Just kidding. |
Absoliav
Tronhadar Free Guard Minmatar Republic
19
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Posted - 2013.07.09 19:47:00 -
[16] - Quote
P14GU3 wrote:Actually R'adeh, its direct damage or spalsh damage, not both. That's twice you've been wrong...
Maybe its you who should check your info
He is right, you only get one or the other, not both. |
Absoliav
Tronhadar Free Guard Minmatar Republic
20
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Posted - 2013.07.09 20:01:00 -
[17] - Quote
R'adeh Hunt wrote:P14GU3 wrote:Actually R'adeh, its direct damage or spalsh damage, not both. That's twice you've been wrong...
Maybe its you who should check your info Right...so if you're right, OHKs are impossible with the flaylock
Nope, OHKS are possible, just your math is incorrect, your adding more numbers to the equation that don't factor in to the situation, if your hit the damage is inputted as direct, you can't suffer splash because there is only one of you, now your friends next to you would suffer splash, but you still took the brunt of it. |
Absoliav
Tronhadar Free Guard Minmatar Republic
20
|
Posted - 2013.07.09 20:04:00 -
[18] - Quote
xLTShinySidesx wrote:Absoliav wrote:xLTShinySidesx wrote:I'm tired if seeing the same threads 10 times a day :/
Shield up!!! Std flux grenade, there's my argument. Argument for what?
You shields, if shielding up only makes you easier for an FL to finish you off once you've been flux'd.
I was only joking on the "argument" part, sorry if I came off as "confrontational". |
Absoliav
Tronhadar Free Guard Minmatar Republic
20
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Posted - 2013.07.09 20:12:00 -
[19] - Quote
R'adeh Hunt wrote:P14GU3 wrote:R'adeh Hunt wrote:P14GU3 wrote:Actually R'adeh, its direct damage or spalsh damage, not both. That's twice you've been wrong...
Maybe its you who should check your info Right...so if you're right, OHKs are impossible with the flaylock With 2 complex damage mods?? When I ran flaylocks I never fitted any damage mods...still got OHKs against scouts and badly fit non-proto suits if I got a direct hit. That wouldn't have been possible if the max damage for a direct hit is a mere 240. In short, the guy saying the difference between direct hit and splash is only around 20 dps is simply wrong By the way, I now mostly run proto scrambler pistols...if you can aim, they're just as deadly...and more effective at range because shots connect quicker. Proto SMGs are godly too.
Well just looking at a Scout could kill him!
But good idea on that pistol, I don't think people are really aware of how powerful a proto Scrambler pistol is, even in Chromesome they were powerful, I think people ignore the SP cause of there idea of what a pistol is and what it should be used for. |
Absoliav
Tronhadar Free Guard Minmatar Republic
20
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Posted - 2013.07.09 20:21:00 -
[20] - Quote
R'adeh Hunt wrote:Absoliav wrote:P14GU3 wrote:Actually R'adeh, its direct damage or spalsh damage, not both. That's twice you've been wrong...
Maybe its you who should check your info He is right, you only get one or the other, not both. Again, if he's right, ppl couldn't complain about OHK given the max damage output is a mere 240 per shot.
You are aware that a FL can shoot all three shots before you even know where there coming from, right? It's not that hard, which is the main problem with the FL, they don't magically kill things with one shot, if you shoot any advance suit(other than a Light Suit) with a FL, they will not go down in one shot, the FL can shoot three shots that can do over 200 damage, that's what kills people, this is with out damage mods or skills being applied. |
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Absoliav
Tronhadar Free Guard Minmatar Republic
20
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Posted - 2013.07.09 20:27:00 -
[21] - Quote
HYENAKILLER X wrote:The reality of the flaylock issue is we are all playing dust but want the call of duty experience. Ccp is trying to create a universe where anything goes. And they are successful in doing that. But the op'ness of the flaylock is contrary to the base demogeaphic prefference which should be the core of the experience. Glory to the rifle!
CoD doesn't have a three shot rapid fire grenade launcher, I understand what your trying say, and your right, a lot of people do want the CoD experience (but in space), which is why a lot of people see no problem with the assault rifle, but that's another problem, the issue with the FL is different, it has no serious drawbacks for being so good at what it does. |
Absoliav
Tronhadar Free Guard Minmatar Republic
25
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Posted - 2013.07.09 20:35:00 -
[22] - Quote
R'adeh Hunt wrote:Absoliav wrote:R'adeh Hunt wrote:Absoliav wrote:P14GU3 wrote:Actually R'adeh, its direct damage or spalsh damage, not both. That's twice you've been wrong...
Maybe its you who should check your info He is right, you only get one or the other, not both. Again, if he's right, ppl couldn't complain about OHK given the max damage output is a mere 240 per shot. You are aware that a FL can shoot all three shots before you even know where there coming from, right? It's not that hard, which is the main problem with the FL, they don't magically kill things with one shot, if you shoot any advance suit(other than a Light Suit) with a FL, they will not go down in one shot, the FL can shoot three shots that can do over 200 damage, that's what kills people, this is with out damage mods or skills being applied. At which point he has to reload and is out of the game for a bit...during which time most opponents can continue to fire at the flaylocker. Not only that, you can't balance a proto weapon against advanced or light suits.
Nope, this player was smart, he remembered to carry two FLs, and only has to reload when both are empty, his shielded foes stand no chance, even there proto suits won't protect them, they should been carrying proto FLs to, with my 20% bonus damage to armor I'll make quick work of them. Monologue aside, do you see the issue. |
Absoliav
Tronhadar Free Guard Minmatar Republic
25
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Posted - 2013.07.09 20:41:00 -
[23] - Quote
R'adeh Hunt wrote:That's exactly the thing...they mostly complain about a PROTO weapon's damage output against mostly non-proto suits. They also don't compare the stats against other proto sidearms. I was an SMG knifer before the respec, both proto, both godly against pretty much everything non proto. They're both still good against proto suits and don't really feel underpowered. After the respec, I did the same for the flaylock and scrambler pistol. Once you get the hang of aiming and realise the SP is more effective at range, you realise that the proto SP is just as deadly as the proto flaylock. You just see more people speccing into proto flaylocks because it's a new gun and it's getting a lot of hype. If they nerf it like they did to the MD, ppl will switch to the SP or SMG....both of which will then be called OP at proto level. And the cycle continues i To those saying "oh, but what about those running dual flaylocks"...well...have you tried dual proto SMGs? The amount of shots you have (and at close range you don't even need to aim well) is amazing. Same goes for dual SPs, the damage output is outright scary. But in all those cases you sacrifice range or suffer from other drawbacks, sometimes multiple drawbacks.
I agree with you, we shouldn't nerf weapons just because we don't like them/latest trend, as you said, all weapons in the game have some sort of balancing point that limits it to considerable degree, but the only one that doesn't is the FL. |
Absoliav
Tronhadar Free Guard Minmatar Republic
25
|
Posted - 2013.07.09 22:32:00 -
[24] - Quote
P14GU3 wrote:https://forums.dust514.com/default.aspx?g=posts&m=1014022#post1014022 Ill just leave this here.. to verify who is right.
Thank you, I hope this clears things up for some people. |
Absoliav
Tronhadar Free Guard Minmatar Republic
29
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Posted - 2013.07.09 22:58:00 -
[25] - Quote
R'adeh Hunt wrote:Absoliav wrote:R'adeh Hunt wrote:That's exactly the thing...they mostly complain about a PROTO weapon's damage output against mostly non-proto suits. They also don't compare the stats against other proto sidearms. I was an SMG knifer before the respec, both proto, both godly against pretty much everything non proto. They're both still good against proto suits and don't really feel underpowered. After the respec, I did the same for the flaylock and scrambler pistol. Once you get the hang of aiming and realise the SP is more effective at range, you realise that the proto SP is just as deadly as the proto flaylock. You just see more people speccing into proto flaylocks because it's a new gun and it's getting a lot of hype. If they nerf it like they did to the MD, ppl will switch to the SP or SMG....both of which will then be called OP at proto level. And the cycle continues i To those saying "oh, but what about those running dual flaylocks"...well...have you tried dual proto SMGs? The amount of shots you have (and at close range you don't even need to aim well) is amazing. Same goes for dual SPs, the damage output is outright scary. But in all those cases you sacrifice range or suffer from other drawbacks, sometimes multiple drawbacks. I agree with you, we shouldn't nerf weapons just because we don't like them/latest trend, as you said, all weapons in the game have some sort of balancing point that limits it to considerable degree, but the only one that doesn't is the FL. But it has! Clip size, range, arc, bullet travel time...those are all downsides. Also, ppl mostly seem to have an issue with the core flaylock only...which is because it's a PROTO gun, it's supposed to slaughter non-proto gear. It doesn't do that to proto suits that are properly fit.
It is the only proto gun with such a huge performance jump, there are plenty of proto guns that can be trumped with skill/tactics, no other proto weapon has such a defined effect on a player's play style then the proto version, plenty of people will agree, you don't need a proto assault rifle, because the advance works just as fine, granted the proto version does have an advantage over the advance, but you don't need to go the extra mile unless you need to (like in a PC match), but the proto FL is too good for that. It's so good in fact, there is no point in skilling in to FL if your not going proto, even against a proto suits it's still a huge problem, it hits as hard as a proto mass driver, with none of the CPU/PG drain, it shoots faster then a mass driver, you can carry two of them (Only a Commando can carry two mass drivers, but why would he want to?), and the FL can reload faster then a mass driver.
It's not rocket science, the proto FL has no real drawbacks that can't be countered with such little effort, the way it preforms, we might as well retire the mass driver since it's out preformed by a pistol. |
Absoliav
Tronhadar Free Guard Minmatar Republic
29
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Posted - 2013.07.09 23:03:00 -
[26] - Quote
ZDub 303 wrote:R'adeh Hunt wrote:But it has! Clip size, range, arc, bullet travel time...those are all downsides.
Also, ppl mostly seem to have an issue with the core flaylock only...which is because it's a PROTO gun, it's supposed to slaughter non-proto gear. It doesn't do that to proto suits that are properly fit. Whatever... 3 shots with prof 3 and 2 complex sidearm mods is still 600-700 damage. A cal logi can barely withstand that, until they swap guns or toss a fused locus nade. Not even shield tankers can do anything against a skilled player using 1-2 FPs. If you can't kill anyone in less than 2s at 20m with a core flaylock its because you lack skill.
Thank you, it's the most fool proof gun, the only way to fail with it is if your trying to snipe with one or you have no arms (Don't quote me on the "no arms thing"). |
Absoliav
Tronhadar Free Guard Minmatar Republic
29
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Posted - 2013.07.09 23:29:00 -
[27] - Quote
Sloth9230 wrote:ZDub 303 wrote:R'adeh Hunt wrote:But it has! Clip size, range, arc, bullet travel time...those are all downsides.
Also, ppl mostly seem to have an issue with the core flaylock only...which is because it's a PROTO gun, it's supposed to slaughter non-proto gear. It doesn't do that to proto suits that are properly fit. Whatever... 3 shots with prof 3 and 2 complex sidearm mods is still 600-700 damage. A cal logi can barely withstand that, until they swap guns or toss a fused locus nade. Not even shield tankers can do anything against a skilled player using 1-2 FPs. If you can't kill anyone in less than 2s at 20m with a core flaylock its because you lack skill. At 167 damage to shields, 3 DIRECT HITS would deal 751.5 if using mods and with proficiency 5. So yeah, you could kill almost anyone with 3 shots... if they all land... and they don't see you first since you just sacrificed survivability so you could 3 shot proto suits. We call them glass cannons, it's a form of min-maxing, not necessarily OP, since it does have counters
A player would be a glass cannon if he were running a light suit, but but the people using proto FLs aren't , these cannons are made of sterner stuff. |
Absoliav
Tronhadar Free Guard Minmatar Republic
29
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Posted - 2013.07.10 00:26:00 -
[28] - Quote
Sloth9230 wrote:Absoliav wrote: A player would be a glass cannon if he were running a light suit, but but the people using proto FLs aren't , these cannons are made of sterner stuff.
In this meta, anyone who isn't using their max possible HP (well, just shields, lol armor) is running a glass fit, and AR will kill you in less than 2 seconds if you're not good at strafing. Honestly, people exaggerate the TTKs in this game, though that's mostly;y poor aim and bad hit detection. Scouts aren't glass, they're sugar
I can't ague with that, maybe I should reconsider some of my more "durable" builds.
Sugar does seem like a more accurate comparison! |
Absoliav
Tronhadar Free Guard Minmatar Republic
29
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Posted - 2013.07.10 15:42:00 -
[29] - Quote
Please, let's be civil. |
Absoliav
Tronhadar Free Guard Minmatar Republic
29
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Posted - 2013.07.10 15:46:00 -
[30] - Quote
Nightbird Aeon wrote:If you look at the damage it can do relative to a player's armor or shield, then you can pretty much two-shot anything shy of a heavy.
With 400+ shield and 150 armor, I've even been one-shotted by a flaylock. I've also been killed by a flux grenade, so go figure.
The "noob tube" mass driver is bad enough... but now everyone seems to be running with flaylocks, just like everyone was running TACs before their nerf.
At this point, I would be happy with one of the two following fixes:
1 - Fix for flaylocks 2 - Fix for murder-taxis.
A fix for both would be awesome, too.
I'm pretty sure the Flux thing is a bug, I think.
I have to ask, was the TAC nerfed, I notice people are using it less but, this is the first time I'm hearing about a nerf? |
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Absoliav
Tronhadar Free Guard Minmatar Republic
29
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Posted - 2013.07.10 15:48:00 -
[31] - Quote
Bob Teller wrote:Funny to see TUL guy posting 12 times to try and prove that the flaylock is balance.I think you watch to many Pyrex videos Buddy...
I know he started it, but there's no need to pick on him, not that I'm taking his side on the matter. |
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