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Sloth9230
Reaper Galactic
2250
|
Posted - 2013.07.09 23:21:00 -
[1] - 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.
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 |
Sloth9230
Reaper Galactic
2250
|
Posted - 2013.07.09 23:36:00 -
[2] - Quote
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 |
Sloth9230
Reaper Galactic
2250
|
Posted - 2013.07.09 23:38:00 -
[3] - Quote
Now, I do think it could use some changes
-Lower RoF, it's way too easy to spam these things -Increase reload time -Lower Splash damage 15-20% -Increase direct hits by 10-15%, they aren't rewarding enough ATM - Flatten their Splash radius...es? 1.25 for STD, 1.50 for ADV, 1.75 for PRO
These changes I think would keep it viable as a finisher after you've taken out your opponents shields, and it would make it harder to spam them and therefore people wouldn't be as inclined to use them as main weapons... let alone carry two of them (Which I still think is stupid) |
Sloth9230
Reaper Galactic
2251
|
Posted - 2013.07.09 23:40:00 -
[4] - Quote
Void Echo wrote:how about make the splash damage extend to the edge of the blast radius and it gets weaker the longer the shock wave travels. im sure that would make total sence and fix any blast radius and splash damage issues Isn't that how it already works, or am I misunderstanding you?
Cause I know you take different amounts of damage from grenades based on your distance from the blast's origin. At least I think you do... |
Sloth9230
Reaper Galactic
2280
|
Posted - 2013.07.11 04:58:00 -
[5] - 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.
http://www.youtube.com/watch?feature=player_detailpage&v=nMBWI_a4xUA#t=118s (Skip to the 2:00)
The target is a Proto Gallante Assault with 171 shields and 297 armor http://s1350.photobucket.com/user/Sloth_9230/media/time_zps28b485f1.jpg.html?sort=3&o=1
After the first shot the target lost 167 shields leaving him with 4 shields and 297 armor http://s1350.photobucket.com/user/Sloth_9230/media/Flaylock-2_zpsbb87bf94.jpg.html?sort=3&o=0
The second shot then left him at 0 health... except it didn't since he was still standing, that means his health was at a decimal value http://s1350.photobucket.com/user/Sloth_9230/media/Flaylock-3_zpsa6b83c1d.jpg.html ... except it didn't, since he was still standing. the 0 just means that his health was below .5
The next shot then killed the guy.
171 shields and 297 armor took 3 shots to kill, is that shy of a heavy? I could get that kind of health with some passives and 1 extender.
These were all direct shots BTW. |
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