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Sloth9230
Reaper Galactic
2251
|
Posted - 2013.07.09 23:45:00 -
[1] - Quote
Since a nerf is pretty much guaranteed with all the QQ going around, I figured I'd suggest some changes of my own in order to try and prevent the complete destruction of my little friend at CCP's hands
-Lower it's RoF (somewhere between what it is now and the MD's, it's way too easy to spam these things -Increase reload time a little -Lower Splash damage 15-20% -Increase direct hits by 10-15%, they aren't rewarding enough ATM in my oppinion - 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) |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
487
|
Posted - 2013.07.10 00:02:00 -
[2] - Quote
Sloth9230 wrote:Since a nerf is pretty much guaranteed with all the QQ going around, I figured I'd suggest some changes of my own in order to try and prevent the complete destruction of my little friend at CCP's hands -Lower it's RoF (somewhere between what it is now and the MD's, it's way too easy to spam these things -Increase reload time a little -Lower Splash damage 15-20% -Increase direct hits by 10-15%, they aren't rewarding enough ATM in my oppinion Or... - 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) All CCP has to do is make armour viable.... that's all. |
hackerzilla
Defenders of the Helghast Dream
61
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Posted - 2013.07.10 00:05:00 -
[3] - Quote
True Adamance wrote:Sloth9230 wrote:Since a nerf is pretty much guaranteed with all the QQ going around, I figured I'd suggest some changes of my own in order to try and prevent the complete destruction of my little friend at CCP's hands -Lower it's RoF (somewhere between what it is now and the MD's, it's way too easy to spam these things -Increase reload time a little -Lower Splash damage 15-20% -Increase direct hits by 10-15%, they aren't rewarding enough ATM in my oppinion Or... - 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) All CCP has to do is make armour viable.... that's all. Adapt or die. |
Sloth9230
Reaper Galactic
2257
|
Posted - 2013.07.10 00:05:00 -
[4] - Quote
True Adamance wrote:Sloth9230 wrote:Since a nerf is pretty much guaranteed with all the QQ going around, I figured I'd suggest some changes of my own in order to try and prevent the complete destruction of my little friend at CCP's hands -Lower it's RoF (somewhere between what it is now and the MD's, it's way too easy to spam these things -Increase reload time a little -Lower Splash damage 15-20% -Increase direct hits by 10-15%, they aren't rewarding enough ATM in my oppinion Or... - 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) All CCP has to do is make armour viable.... that's all. Sir, I am asking for something reasonable here.
Armor, viable? |
ZDub 303
TeamPlayers EoN.
829
|
Posted - 2013.07.10 00:23:00 -
[5] - Quote
Normalize splash radius so that std and adv variants can be useful, set it to 1.6m. Decrease splash damage by 40% and change FP Op to 5% splash damage per level.
Cleanest/simplest way to fix this gun. |
Beef Supreme 4
WEKILLING JOY
3
|
Posted - 2013.07.10 00:45:00 -
[6] - Quote
Reduce the shield damage from 30% reduced damage to shields to 50% or 60%. That way at least you will be forced to use the flaylock as a finisher weapon for when your opponents shield ids down. |
The Fallen Crow
LATINOS KILLERS CORP Amenaza Inminente
0
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Posted - 2013.07.10 19:22:00 -
[7] - Quote
hackerzilla wrote:True Adamance wrote:Sloth9230 wrote:Since a nerf is pretty much guaranteed with all the QQ going around, I figured I'd suggest some changes of my own in order to try and prevent the complete destruction of my little friend at CCP's hands -Lower it's RoF (somewhere between what it is now and the MD's, it's way too easy to spam these things -Increase reload time a little -Lower Splash damage 15-20% -Increase direct hits by 10-15%, they aren't rewarding enough ATM in my oppinion Or... - 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) All CCP has to do is make armour viable.... that's all. Adapt or die. The adapt or die only works with those players that know how. If its a new player they won't know what to do and if they plan to adapt it will take them weeks to get to the level to where they can survive or even stand a chance against the blast that are non stop in some battles. And don't say we'll they should adapt take it in to perspective if that was you getting killed would you want something done about it to make playing more enjoyable or have a miserable time playing because of others players shoting at you with the flaylock |
CLONE117
Planetary Response Organization
29
|
Posted - 2013.07.10 19:58:00 -
[8] - Quote
make it a primary weapon lengthen its reload a little.
and nerf its rof..
problem solved...
massdriver just needs a nerf in rof... |
Sloth9230
Reaper Galactic
2296
|
Posted - 2013.07.11 20:00:00 -
[9] - Quote
Added part about resistances. |
Omen Astrul
Red Star. EoN.
87
|
Posted - 2013.07.11 20:59:00 -
[10] - Quote
Beef Supreme 4 wrote:Reduce the shield damage from 30% reduced damage to shields to 50% or 60%. That way at least you will be forced to use the flaylock as a finisher weapon for when your opponents shield ids down. yeah.... poooooor shield tankers obviously need love. ccp why you make weapons that can kill shields? |
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Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
177
|
Posted - 2013.07.11 21:29:00 -
[11] - Quote
RoF and splash radius - to me those make the most sense. It forces the user to place their shots.
Also a slight reduction in splash damage if any. I am trusting CCP will slightly tune rather than implementing 3-5 changes to kill it off.
Reload time is already equal to ScR so really forget that one. Besides if you cant kill a FP user after they have to reload that is on you. |
Stile451
Red Star. EoN.
137
|
Posted - 2013.07.11 22:04:00 -
[12] - Quote
Nerf: The splash damage should be at least halved - no other infantry weapon in the game gives you around 90% of it's direct damage for almost hitting someone.
Buff: The splash radius needs to be increased on the standard and advanced versions(so they would be 1.4, 1.7, and 2m).
Look at later: The rate of fire. With splash damage reduction the rate of fire should not be an issue except if someone is dual wielding. |
KING CHECKMATE
A.N.O.N.Y.M.O.U.S. League of Infamy
363
|
Posted - 2013.07.11 22:17:00 -
[13] - Quote
Sloth9230 wrote:Since a nerf is pretty much guaranteed with all the QQ going around, I figured I'd suggest some changes of my own in order to try and prevent the complete destruction of my little friend at CCP's hands -Lower it's RoF (somewhere between what it is now and the MD's, it's way too easy to spam these things -Increase reload time a little -Lower Splash damage 15-20% -Increase direct hits by 10-15%, they aren't rewarding enough ATM in my oppinion - Slightly increase damage against shields, lower damage against armor as well Or... - 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)
It shouldnt have MORE splash damage than a MASS driver, for starters... |
Buster Friently
Rosen Association
1099
|
Posted - 2013.07.11 22:18:00 -
[14] - Quote
KING CHECKMATE wrote:Sloth9230 wrote:Since a nerf is pretty much guaranteed with all the QQ going around, I figured I'd suggest some changes of my own in order to try and prevent the complete destruction of my little friend at CCP's hands -Lower it's RoF (somewhere between what it is now and the MD's, it's way too easy to spam these things -Increase reload time a little -Lower Splash damage 15-20% -Increase direct hits by 10-15%, they aren't rewarding enough ATM in my oppinion - Slightly increase damage against shields, lower damage against armor as well Or... - 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) It shouldnt have MORE splash damage than a MASS driver, for starters...
Yep, MD still needs a buff. This much is true. |
Sloth9230
Reaper Galactic
2298
|
Posted - 2013.07.11 22:22:00 -
[15] - Quote
KING CHECKMATE wrote:Sloth9230 wrote:Since a nerf is pretty much guaranteed with all the QQ going around, I figured I'd suggest some changes of my own in order to try and prevent the complete destruction of my little friend at CCP's hands -Lower it's RoF (somewhere between what it is now and the MD's, it's way too easy to spam these things -Increase reload time a little -Lower Splash damage 15-20% -Increase direct hits by 10-15%, they aren't rewarding enough ATM in my oppinion - Slightly increase damage against shields, lower damage against armor as well Or... - 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) It shouldnt have MORE splash damage than a MASS driver, for starters... Mass drivers have a far bigger splash radius |
Stile451
Red Star. EoN.
137
|
Posted - 2013.07.11 22:28:00 -
[16] - Quote
and slower rate of fire, and slower travel speed, and slower reload speed.
Would anybody even use a flaylock pistol with 3.3m radius, half splash damage, 1 second between shots, and slower travel speed(keep 3 rounds, reload speed, and max distance)? |
Sloth9230
Reaper Galactic
2298
|
Posted - 2013.07.11 22:38:00 -
[17] - Quote
Stile451 wrote:and slower rate of fire, and slower travel speed, and slower reload speed.
Would anybody even use a flaylock pistol with 3.3m radius, half splash damage, 1 second between shots, and slower travel speed(keep 3 rounds, reload speed, and max distance)? Would it also get the MDs higher direct damage? If so, then yes, a few skilled players would still use them.
Still the comparison between the two is invalid because Flaylocks are mostly CQC weapons, MDs are not, as a matter of fact, they are terrible at CQC... because of their bigger splash.
It would be like Snipers complaining about getting out-damaged by shotguns
Quote:slower travel speed
Is there a difference? Ihaven't really noticed it |
Stile451
Red Star. EoN.
137
|
Posted - 2013.07.11 22:55:00 -
[18] - Quote
Because the flaylock is only used in CQC it doesn't need a large splash radius(and as you said it would be detrimental).
While not useless at CQC the MD is very situational, there's nothing worse than getting a direct hit on the enemy and killing yourself with the splash.
I'm fairly certain there is a speed difference(although only slight), or at least there seems to be. This may be because I take long shots with the MD and most flaylock users only fire short distances. I would need someone able to make a recording to be able to say for sure and someone speced into flaylocks(this character has mass drivers, my other has flaylocks). |
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