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Xero The Mishima
Vherokior Combat Logistics Minmatar Republic
42
|
Posted - 2013.07.09 18:02:00 -
[31] - 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.
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. |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
163
|
Posted - 2013.07.09 18:18:00 -
[32] - 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.
You want that - make the projectile instantaneous and DMG 450
You guys just spew absolute nonsense |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
166
|
Posted - 2013.07.09 18:20:00 -
[33] - 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.
All those changes are horrible and WAY over the top...there would be no reason whatsoever to ever use the flaylock again because it's stats (especially DPS!) would be ridiculously bad compared to other sidearms.
I'm glad you're not a dev!
|
Absoliav
Tronhadar Free Guard Minmatar Republic
18
|
Posted - 2013.07.09 18:33:00 -
[34] - 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. |
ZDub 303
TeamPlayers EoN.
763
|
Posted - 2013.07.09 18:39:00 -
[35] - Quote
Absoliav wrote: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.
the increasing splash is EXACTLY the reason we are here now.
Either an 80% reduction in splash damage, or a mild reduction in splash radius will be necessary to bring this down from god status.
I vote for rewarding player skill myself.
You always here the same things over and over with this gun.
std sucks balls, adv is pretty balanced, and pro is lolz.
what changes between the tiers?
oh yeah.. splash radius. |
Xero The Mishima
Vherokior Combat Logistics Minmatar Republic
44
|
Posted - 2013.07.09 18:39:00 -
[36] - Quote
THIS is exactly why it's a problem. People are defending a sidearm as if this is the only sidearm worth using? WHY? Because it's soooo damn OP. It's a SIDEARM. There is plenty of other guns to use. EVEN if this gun becomes broken it wouldn't be catastrophic...Unless of course you depend on this gun.. and that is why it needs to be broken. You shouldn't be specing all out into Sidearms. They don't need to be anywhere NEAR as strong as any primary. DONE. Leave direct dmg high they deserve 200+ dmg if they get direct hit. |
P14GU3
The Southern Legion RISE of LEGION
156
|
Posted - 2013.07.09 19:00:00 -
[37] - Quote
As a masshole since early chromosome, I will have to agree that the FP outperforms the MD. Higher damage and quicker rate of fire. Now you say, but it only has 3 compared to your 6 shots...
Reload speed is faster too.
Tbh tho, my biggest issue is the RoF. That thing is rediculous. Mines well be a long range shotgun when you can pump 2-3 rounds in .5 secs. Lower the RoF closer to MD speed, maybe reduce the splash a bit. |
xLTShinySidesx
Sardaukar Merc Guild General Tso's Alliance
482
|
Posted - 2013.07.09 19:02:00 -
[38] - Quote
I'm tired if seeing the same threads 10 times a day :/
Shield up!!! |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
170
|
Posted - 2013.07.09 19:05:00 -
[39] - Quote
ZDub 303 wrote:Absoliav wrote: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. the increasing splash is EXACTLY the reason we are here now. Either an 80% reduction in splash damage, or a mild reduction in splash radius will be necessary to bring this down from god status. I vote for rewarding player skill myself. You always here the same things over and over with this gun. std sucks balls, adv is pretty balanced, and pro is lolz. what changes between the tiers? oh yeah.. splash radius.
Comon', now you're surely joking!
Removing 80% of splash damage on a gun that makes it very hard to get direct hits is RIDICULOUS!! |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
170
|
Posted - 2013.07.09 19:09:00 -
[40] - Quote
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.
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Zatara Rought
TeamPlayers EoN.
491
|
Posted - 2013.07.09 19:10:00 -
[41] - Quote
R'adeh Hunt wrote: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
Direct DPS is 239.8 Splash is 214.5
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. |
TEXA5 HiTM4N
ROGUE SPADES EoN.
86
|
Posted - 2013.07.09 19:16:00 -
[42] - Quote
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. |
Absoliav
Tronhadar Free Guard Minmatar Republic
19
|
Posted - 2013.07.09 19:20:00 -
[43] - Quote
xLTShinySidesx wrote:I'm tired if seeing the same threads 10 times a day :/
Shield up!!!
Std flux grenade, there's my argument. |
ZDub 303
TeamPlayers EoN.
775
|
Posted - 2013.07.09 19:22:00 -
[44] - Quote
R'adeh Hunt wrote:
Comon', now you're surely joking!
Removing 80% of splash damage on a gun that makes it very hard to get direct hits is RIDICULOUS!!
seriously... all we need a splash radius normalization to the adv tier, and a slight decrease in splash damage.
It will still be effective without being lulzingly ridiculous. |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
173
|
Posted - 2013.07.09 19:24:00 -
[45] - Quote
Zatara Rought wrote:R'adeh Hunt wrote: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 Direct DPS is 239.8 Splash is 214.5 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... |
Absoliav
Tronhadar Free Guard Minmatar Republic
19
|
Posted - 2013.07.09 19:26:00 -
[46] - 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. |
Xero The Mishima
Vherokior Combat Logistics Minmatar Republic
44
|
Posted - 2013.07.09 19:30:00 -
[47] - Quote
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. |
Absoliav
Tronhadar Free Guard Minmatar Republic
19
|
Posted - 2013.07.09 19:33:00 -
[48] - 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. |
Cosgar
ParagonX
2411
|
Posted - 2013.07.09 19:36:00 -
[49] - Quote
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. |
P14GU3
The Southern Legion RISE of LEGION
159
|
Posted - 2013.07.09 19:40:00 -
[50] - Quote
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 |
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R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
173
|
Posted - 2013.07.09 19:44:00 -
[51] - 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
Right...so if you're right, OHKs are impossible with the flaylock |
Absoliav
Tronhadar Free Guard Minmatar Republic
19
|
Posted - 2013.07.09 19:44:00 -
[52] - 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. |
P14GU3
The Southern Legion RISE of LEGION
159
|
Posted - 2013.07.09 19:45:00 -
[53] - Quote
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. Using cruiser guns on a BS allows better tank for a tradeoff of lower DPS.
With a FP you gain Tank and DPS.. your logic is flawed.. |
Absoliav
Tronhadar Free Guard Minmatar Republic
19
|
Posted - 2013.07.09 19:46:00 -
[54] - 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. |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
173
|
Posted - 2013.07.09 19:46:00 -
[55] - 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.
If you can't kill anything with a sidearm, what's the point? You already have major trade offs like range for crying out loud...
Also, try the other proto sidearms and you'll realise they aren't really any worse than the proto flaylock. |
P14GU3
The Southern Legion RISE of LEGION
159
|
Posted - 2013.07.09 19:47:00 -
[56] - 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 With 2 complex damage mods?? |
Absoliav
Tronhadar Free Guard Minmatar Republic
19
|
Posted - 2013.07.09 19:47:00 -
[57] - 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. |
TEXA5 HiTM4N
ROGUE SPADES EoN.
88
|
Posted - 2013.07.09 19:49:00 -
[58] - Quote
Absoliav wrote: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.
if they make it slower and reduce the splash damage people will still use it because it will still be far better than other sidearms. it is almost like have a small fused locus that shoots out of a gun. |
xLTShinySidesx
Sardaukar Merc Guild General Tso's Alliance
486
|
Posted - 2013.07.09 19:49:00 -
[59] - Quote
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? |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
175
|
Posted - 2013.07.09 19:52:00 -
[60] - Quote
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. |
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