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Dr Allopathy
Raging Pack of Homos
78
|
Posted - 2013.07.09 08:02:00 -
[1] - Quote
CCP finally fixed the splash issues with the MD in 1.2. Now they're working as intended, and are pulverizing opponents with low armor (mainly shield tankers).
I can see this applying to flaylocks as well; however, flaylocks should not have a splash damage so high in comparison to direct damage. |
Delta 749
Kestrel Reconnaissance
904
|
Posted - 2013.07.09 08:08:00 -
[2] - Quote
They are just about right where a light weapon should be and I wouldnt call them OP, annoying maybe but not OP |
ChromeBreaker
SVER True Blood Public Disorder.
679
|
Posted - 2013.07.09 08:09:00 -
[3] - Quote
Yep they fixed the issues with explosions and frame rates and stuff. But they also buffed up the explosion rad by a 1/3 (an extra meter).
Now you have a very powerful weapon with long range, a lrg blast, very easy to hit with, good dmg, and can hit you behind cover.
I wouldnt say theyre OP... just close to being... |
Dr Allopathy
Raging Pack of Homos
81
|
Posted - 2013.07.09 08:10:00 -
[4] - Quote
Delta 749 wrote:They are just about right where a light weapon should be and I wouldnt call them OP, annoying maybe but not OP I know I can be annoying with a mass driver, but I don't rack up dozens of kills per game. If anything, I'm usually at 2-4x the number of kills in assists, rather. |
Dr Allopathy
Raging Pack of Homos
81
|
Posted - 2013.07.09 08:12:00 -
[5] - Quote
ChromeBreaker wrote:Yep they fixed the issues with explosions and frame rates and stuff. But they also buffed up the explosion rad by a 1/3 (an extra meter).
Now you have a very powerful weapon with long range, a lrg blast, very easy to hit with, good dmg, and can hit you behind cover I'm only powerful against people with low shields and low armor. Dual and shield* tankers are hard to take out (unless you have bad aim).
edit: oops wrong group |
Laurent Cazaderon
What The French CRONOS.
1759
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Posted - 2013.07.09 08:15:00 -
[6] - Quote
Dr Allopathy wrote:CCP finally fixed the splash issues with the MD in 1.2. Now they're working as intended, and are pulverizing opponents with low armor (mainly shield tankers).
I can see this applying to flaylocks as well; however, flaylocks should not have a splash damage so high in comparison to direct damage.
What we can discuss is the fact splash radius has been buffed when the first move was to fix the weapon so it actually is usable. I think MD stats were fine in the previous build and it was already a very usefull weapon.
This 1m more in radius can change a lot at max level with the skills affecting splash radius.
Flaylocks, they're just bad |
Void Echo
Internal Error. League of Infamy
396
|
Posted - 2013.07.09 08:39:00 -
[7] - Quote
Laurent Cazaderon wrote:Dr Allopathy wrote:CCP finally fixed the splash issues with the MD in 1.2. Now they're working as intended, and are pulverizing opponents with low armor (mainly shield tankers).
I can see this applying to flaylocks as well; however, flaylocks should not have a splash damage so high in comparison to direct damage. What we can discuss is the fact splash radius has been buffed when the first move was to fix the weapon so it actually is usable. I think MD stats were fine in the previous build and it was already a very usefull weapon. This 1m more in radius can change a lot at max level with the skills affecting splash radius. Flaylocks, they're just bad
then why was hardly anyone using it last build? I only noticed about 5-10 die hard md players in the game. the md is as usefull as intended now, its purely a grenade launcher, the largest grenade launcher in the game carries by infantry, its doing what it is intended to do now, cause the enemy to scatter and become disorganized in fear and kill anyone stupid enough to run in the open or run straight for the infantry with the weapon.
the flaylock pistol could use some work I agree on that, the prototype variant is the most used since it is the only variant that is useful, but it is a side arm. the flaylock should have a decrease in damage against shields since its an explosive and explosives damage mainly armor heavily but not nerfed to uselessness like the non-md/flaylock assaulters want. |
Dr Allopathy
Raging Pack of Homos
87
|
Posted - 2013.07.09 08:41:00 -
[8] - Quote
Void Echo wrote:Laurent Cazaderon wrote:Dr Allopathy wrote:CCP finally fixed the splash issues with the MD in 1.2. Now they're working as intended, and are pulverizing opponents with low armor (mainly shield tankers).
I can see this applying to flaylocks as well; however, flaylocks should not have a splash damage so high in comparison to direct damage. What we can discuss is the fact splash radius has been buffed when the first move was to fix the weapon so it actually is usable. I think MD stats were fine in the previous build and it was already a very usefull weapon. This 1m more in radius can change a lot at max level with the skills affecting splash radius. Flaylocks, they're just bad then why was hardly anyone using it last build? I only noticed about 5-10 die hard md players in the game
I could still do alright with a MD prior to 1.2. Back then it was mostly crowd control from the middle of my squad; now I actually stand a chance on my own. |
Blapathon Tanker
Grief University
32
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Posted - 2013.07.09 08:41:00 -
[9] - Quote
Laurent Cazaderon wrote:Dr Allopathy wrote:CCP finally fixed the splash issues with the MD in 1.2. Now they're working as intended, and are pulverizing opponents with low armor (mainly shield tankers).
I can see this applying to flaylocks as well; however, flaylocks should not have a splash damage so high in comparison to direct damage. What we can discuss is the fact splash radius has been buffed when the first move was to fix the weapon so it actually is usable. I think MD stats were fine in the previous build and it was already a very usefull weapon. This 1m more in radius can change a lot at max level with the skills affecting splash radius. Flaylocks, they're just bad
core flaylocks can take a blast radius nerf to match the others, but if they get nerfed more than that, like damage the projectile needs to go faster or they become worthless as a weapon entirely. |
ChromeBreaker
SVER True Blood Public Disorder.
681
|
Posted - 2013.07.09 08:43:00 -
[10] - Quote
Void Echo wrote:Laurent Cazaderon wrote:Dr Allopathy wrote:CCP finally fixed the splash issues with the MD in 1.2. Now they're working as intended, and are pulverizing opponents with low armor (mainly shield tankers).
I can see this applying to flaylocks as well; however, flaylocks should not have a splash damage so high in comparison to direct damage. What we can discuss is the fact splash radius has been buffed when the first move was to fix the weapon so it actually is usable. I think MD stats were fine in the previous build and it was already a very usefull weapon. This 1m more in radius can change a lot at max level with the skills affecting splash radius. Flaylocks, they're just bad then why was hardly anyone using it last build? I only noticed about 5-10 die hard md players in the game
They took skill, like laser rifles, burst rifles, scambler pistols... if you made them work they were very powerful, but your jo blogs would still revert to your normal AR.
Now they've crossed the line |
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Dr Allopathy
Raging Pack of Homos
87
|
Posted - 2013.07.09 08:45:00 -
[11] - Quote
ChromeBreaker wrote:Void Echo wrote:Laurent Cazaderon wrote:Dr Allopathy wrote:CCP finally fixed the splash issues with the MD in 1.2. Now they're working as intended, and are pulverizing opponents with low armor (mainly shield tankers).
I can see this applying to flaylocks as well; however, flaylocks should not have a splash damage so high in comparison to direct damage. What we can discuss is the fact splash radius has been buffed when the first move was to fix the weapon so it actually is usable. I think MD stats were fine in the previous build and it was already a very usefull weapon. This 1m more in radius can change a lot at max level with the skills affecting splash radius. Flaylocks, they're just bad then why was hardly anyone using it last build? I only noticed about 5-10 die hard md players in the game They took skill, like laser rifles, burst rifles, scambler pistols... if you made them work they were very powerful, but your jo blogs would still revert to your normal AR. Now they've crossed the line Are you scared that MD builds can actually counter shield tankers? |
Void Echo
Internal Error. League of Infamy
396
|
Posted - 2013.07.09 08:46:00 -
[12] - Quote
ChromeBreaker wrote:Void Echo wrote:Laurent Cazaderon wrote:Dr Allopathy wrote:CCP finally fixed the splash issues with the MD in 1.2. Now they're working as intended, and are pulverizing opponents with low armor (mainly shield tankers).
I can see this applying to flaylocks as well; however, flaylocks should not have a splash damage so high in comparison to direct damage. What we can discuss is the fact splash radius has been buffed when the first move was to fix the weapon so it actually is usable. I think MD stats were fine in the previous build and it was already a very usefull weapon. This 1m more in radius can change a lot at max level with the skills affecting splash radius. Flaylocks, they're just bad then why was hardly anyone using it last build? I only noticed about 5-10 die hard md players in the game They took skill, like laser rifles, burst rifles, scambler pistols... if you made them work they were very powerful, but your jo blogs would still revert to your normal AR. Now they've crossed the line
no they haven't crossed the line, they are right where they need to be. its the fp that need work now. |
Galvan Nized
Deep Space Republic Top Men.
70
|
Posted - 2013.07.09 09:55:00 -
[13] - Quote
Blapathon Tanker wrote:
core flaylocks can take a blast radius nerf to match the others, but if they get nerfed more than that, like damage the projectile needs to go faster or they become worthless as a weapon entirely.
Agreed, I think either a nerf to splash radius or a nerf to splash radius dmg is what is needed. It's splash vs direct is like 88% at Pro levels, this only encourages AIM FOR THE FEET and kills any real skill requirement.
I fear that hitting damage too hard will kill the weapon and there is nothing wrong with this weapon as a direct fire weapon. |
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