Scottie MaCallan
Krusual Covert Operators Minmatar Republic
25
|
Posted - 2013.07.10 21:34:00 -
[1] - Quote
my biggest concern with the flaylock is that all the heated forum talk is going to end up nerfing the gun from STD. to PRO. completely out of competitive play. I've used all the variants, and as it is right now, the STD. variant can be pretty shoddy, although fixed AOE detection/desync (the same problem facing the MD previously) may have changed that (I haven't had much time with STD. recently). The ADV. is in a pretty sweet spot, it can take out STD & most ADV fits relatively well, but not really proto without some tactical skills (shotgun/flaylock combo? yes plz).
for reference, I run an ADV. minnie light frame w/ shield extenders, speed mods, adv. shotgun & adv. flaylock (also flux grenades). I use the flaylock as a finisher, using my speed to either flux or shotgun people then switching to flaylock. I'd say I'm about 50/50 on direct or AOE hits, it depends on the speed & EHP of the suit I'm trying to take down, I'll aim for direct if I need to, or AOE if they're fast w/ lower EHP.
but yes, the core flaylock is ridiculous. especially with dual wielding proto's, and espcially with the minnie bonus to clip size. I think a longer reload time across the board for all variants is the first step, if I don't kill with the first clip I'm usually done (as a scout) anyway, so I think that's fair.
also the AOE radius on the proto needs to be dialed back some, the ADV. radius is in a really sweet spot for the gun, and the STD. radius is subpar (not really a complaint though, it is a STD. flaylock, it should be not ideal).
so how about this? nerf the splash radius on the proto slightly (only a few 0.1's of a meter, no overkill), as well, and if that doesn't work, do a second balancing pass on the AOE damage of the proto.
just keep in mind guys, awesome aiming skills are not the only metric of talented FPS play. so if I finish you with an AOE blast after I get the drop on you because I know how to close distance without being seen or hit, and after shotgunning you, don't scream OP |
Scottie MaCallan
Krusual Covert Operators Minmatar Republic
26
|
Posted - 2013.07.10 22:13:00 -
[2] - Quote
yea, as a CQC scout, the longer it takes me to kill, the more likely I will die first. It's possible an extra round wouldn't affect me too much, but it could turn a one-two combo, with one shotgun & one (or maybe two if I screw up) flaylock hits into a one-two-three dead combo where I'm the dead guy, even though I hit consistently.
but your solution is also theoretically viable, and better than most of the discussions people have been having. It's just not ideal for my playstyle, so I wanted to point out an alternative |