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R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
175
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Posted - 2013.07.09 19:55:00 -
[61] - Quote
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. |
HYENAKILLER X
Condotta Rouvenor Gallente Federation
12
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Posted - 2013.07.09 20:00:00 -
[62] - Quote
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! |
mollerz
Minja Scouts
653
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Posted - 2013.07.09 20:01:00 -
[63] - Quote
The only thing I have to say about core flaylocks is that they were built for the minja suit lore wise as well as strategic wise, and given how weak I am... these babies even the score a bit.
My EHP is 279 or less. you shouldn't be mad I killed you with a flaylock you should be mad you didn't take me down first.
to be honest, I'd rather go IshNoks full time, but I am sick of the hit detection problems. and same goes for the shotty. I was driven to flaylocks with no choice.
gunslinger minja
2x core flaylocks flux nades compact nano
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Absoliav
Tronhadar Free Guard Minmatar Republic
20
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Posted - 2013.07.09 20:01:00 -
[64] - 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. |
Sha Kharn Clone
Seraphim Initiative. CRONOS.
1436
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Posted - 2013.07.09 20:01:00 -
[65] - Quote
Its really simple reduce splash damage by 5 % as each week goes by untill we find a happy place. I trained Miny assult becuase i love side arms I dont see why we should smash nerf any weapons.
Easy does it makes tons of sense (maybe its just to much work code wise?) |
Absoliav
Tronhadar Free Guard Minmatar Republic
20
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Posted - 2013.07.09 20:04:00 -
[66] - 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 -
[67] - 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. |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
175
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Posted - 2013.07.09 20:18:00 -
[68] - Quote
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. |
Absoliav
Tronhadar Free Guard Minmatar Republic
20
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Posted - 2013.07.09 20:21:00 -
[69] - 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. |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
176
|
Posted - 2013.07.09 20:23:00 -
[70] - Quote
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. |
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Absoliav
Tronhadar Free Guard Minmatar Republic
20
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Posted - 2013.07.09 20:27:00 -
[71] - 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
|
Posted - 2013.07.09 20:35:00 -
[72] - 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
|
Posted - 2013.07.09 20:41:00 -
[73] - 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. |
P14GU3
The Southern Legion RISE of LEGION
162
|
Posted - 2013.07.09 20:45:00 -
[74] - Quote
https://forums.dust514.com/default.aspx?g=posts&m=1014022#post1014022
Ill just leave this here.. to verify who is right. |
Bones McGavins
TacoCat Industries
374
|
Posted - 2013.07.09 22:08:00 -
[75] - Quote
If I go from standard AR to proto AR, my gun is like 10-15% better. If I go from standard forge to proto forge, my gun is like 20% better. If I go from standard scrambler to proto scrambler my gun is 10-15% better.
If I go from standard flaylock to proto flaylock my gun is like 200% better.
Hmmmm. |
ZDub 303
TeamPlayers EoN.
816
|
Posted - 2013.07.09 22:10:00 -
[76] - Quote
Bones McGavins wrote:If I go from standard AR to proto AR, my gun is like 10-15% better. If I go from standard forge to proto forge, my gun is like 20% better. If I go from standard scrambler to proto scrambler my gun is 10-15% better.
If I go from standard flaylock to proto flaylock my gun is like 200% better.
Hmmmm.
You forgot the FP Op bonus... its 250% better. |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
200
|
Posted - 2013.07.09 22:17:00 -
[77] - Quote
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. |
J3f3r20n Gh057
Molon Labe. League of Infamy
24
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Posted - 2013.07.09 22:17:00 -
[78] - Quote
Why CCP introduced the Flaylock, in the first place? Its unnecessary to the balance of the game... |
Absoliav
Tronhadar Free Guard Minmatar Republic
25
|
Posted - 2013.07.09 22:32:00 -
[79] - 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. |
ZDub 303
TeamPlayers EoN.
819
|
Posted - 2013.07.09 22:37:00 -
[80] - Quote
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. |
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Absoliav
Tronhadar Free Guard Minmatar Republic
29
|
Posted - 2013.07.09 22:58:00 -
[81] - 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. |
Ydubbs81 RND
Ahrendee Mercenaries
1545
|
Posted - 2013.07.09 23:02:00 -
[82] - Quote
Just remove this cheesy ass weapon |
ZDub 303
TeamPlayers EoN.
827
|
Posted - 2013.07.09 23:03:00 -
[83] - Quote
Ydubbs81 RND wrote:Just remove this cheesy ass weapon
Amen! |
Absoliav
Tronhadar Free Guard Minmatar Republic
29
|
Posted - 2013.07.09 23:03:00 -
[84] - 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"). |
Sloth9230
Reaper Galactic
2250
|
Posted - 2013.07.09 23:21:00 -
[85] - 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 |
Absoliav
Tronhadar Free Guard Minmatar Republic
29
|
Posted - 2013.07.09 23:29:00 -
[86] - 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. |
Sloth9230
Reaper Galactic
2250
|
Posted - 2013.07.09 23:36:00 -
[87] - 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 |
Void Echo
Internal Error. League of Infamy
436
|
Posted - 2013.07.09 23:37:00 -
[88] - Quote
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 |
Sloth9230
Reaper Galactic
2250
|
Posted - 2013.07.09 23:38:00 -
[89] - 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 -
[90] - 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... |
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