Pages: 1 2 3 4 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Absoliav
Tronhadar Free Guard Minmatar Republic
14
|
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
|
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
|
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
|
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
|
Posted - 2013.07.09 06:53:00 -
[5] - Quote
Lower base splash damage, everybody's happy. |
Doyle Reese
OSG Planetary Operations Covert Intervention
253
|
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
|
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
|
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
|
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
|
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.
|
|
Galvan Nized
Deep Space Republic Top Men.
70
|
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.
|
Void Echo
Internal Error. League of Infamy
396
|
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
|
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
|
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
|
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
|
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
|
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
|
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....
|
ZDub 303
TeamPlayers EoN.
722
|
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
|
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. |
|
Blind Cat
DUST University Ivy League
3
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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. |
|
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.
|
|
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 |
|
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. |
|
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
175
|
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
|
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
|
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
|
Absoliav
Tronhadar Free Guard Minmatar Republic
20
|
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
|
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
|
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
|
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
|
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
|
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. |
|
Absoliav
Tronhadar Free Guard Minmatar Republic
20
|
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
|
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. |
|
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... |
|
Absoliav
Tronhadar Free Guard Minmatar Republic
29
|
Posted - 2013.07.10 00:26:00 -
[91] - 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! |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
202
|
Posted - 2013.07.10 06:44:00 -
[92] - Quote
Funny to see the whiny EoN guys still coming up with asinine ideas like "just remove the weapon". |
Ydubbs81 RND
Ahrendee Mercenaries EoN.
1546
|
Posted - 2013.07.10 12:48:00 -
[93] - Quote
Just joined EoN yesterday and I'm already typecasted lol
Funny to see the same people that want the flaylock are the same people that can't aim the AR |
Nightbird Aeon
Ahrendee Mercenaries EoN.
223
|
Posted - 2013.07.10 14:12:00 -
[94] - Quote
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. |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
175
|
Posted - 2013.07.10 14:29:00 -
[95] - Quote
Sloth9230 wrote: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)
Yes - this one makes absolute sense *best Hanar voice
I would only go for a slight increase in reload if necessary and leave that as the last option in balancing. Also I would just do the radii as 1.5 and 1.75 for Core.
The RoF is the best way to go because then you actually have to place your shots and get successive hits. It will be much harder to use than an iron site AR and anyone arguing different will be exposed for what they really are. |
Bob Teller
Red STar. EoN.
31
|
Posted - 2013.07.10 14:49:00 -
[96] - Quote
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... |
Xero The Mishima
Vherokior Combat Logistics Minmatar Republic
65
|
Posted - 2013.07.10 14:53:00 -
[97] - 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...
Everybody knows his corp is a JOKE. |
Absoliav
Tronhadar Free Guard Minmatar Republic
29
|
Posted - 2013.07.10 15:42:00 -
[98] - Quote
Please, let's be civil. |
Absoliav
Tronhadar Free Guard Minmatar Republic
29
|
Posted - 2013.07.10 15:46:00 -
[99] - 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? |
Absoliav
Tronhadar Free Guard Minmatar Republic
29
|
Posted - 2013.07.10 15:48:00 -
[100] - 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. |
|
Kaminoikari
Wrath of Omnipotent Beings
34
|
Posted - 2013.07.10 18:35:00 -
[101] - Quote
Mfw they need to drop splash damage drastically. Key example:
Match just a monent ago where (K-con) Redstar. Went 33-2 using ONLY a 'Howlcage' Core Flaylock. I mean, really? That is utterly ridiculous anyone can run 2k+ WP and such a large Kill to Death Ratio using only a sidearm. It's three shot clip seems over the top as well because it only takes two to kill one person or more especially if they're close enough to that jesus-tier blast radius.
All my rage when. This wasn't worth a new thread so I posted here. |
BARDAS
DUST University Ivy League
118
|
Posted - 2013.07.10 18:39:00 -
[102] - Quote
Tried remaining neutral but they do need to be balanced. It is a problem when I join a pub match and the entire opposing team is using nothing but Core Flaylocks in Proto Suits. Needless to say the game was a complete stomp in their favor. After the first couple of minutes the majority of my team then went AFK in the MCC |
Kristoff Atruin
Subdreddit Test Alliance Please Ignore
738
|
Posted - 2013.07.10 18:46:00 -
[103] - Quote
I took an alt who had a bunch of SP unspent since the last respec and got him into an advanced suit with a core flaylock. The thing is very easy to aim, and I was killing proto suits in my 5 million SP advanced suit so easily that I pretty much didn't need a light weapon slot. I regularly went 10+ kills per death, where my 13 million SP logi with assault rifles can't reliably go anywhere near those kinds of stats. Even with a duvolle. Not that I give a damn about kdr, but it was seriously easy mode. Explosives in general probably need to be toned down.
The rage mails I got were priceless. Dudes so mad that they couldn't even spell anymore. |
TEXA5 HiTM4N
ROGUE SPADES EoN.
89
|
Posted - 2013.07.10 19:06:00 -
[104] - Quote
As i said earlier
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. |
Sloth9230
Reaper Galactic
2280
|
Posted - 2013.07.11 04:58:00 -
[105] - 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. |
Imp Smash
Seraphim Auxiliaries CRONOS.
166
|
Posted - 2013.07.11 10:16:00 -
[106] - Quote
I think damage is fine. Radius is too big and only at proto level. That is all |
|
|
|
Pages: 1 2 3 4 :: [one page] |