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D legendary hero
THE WARRIORS OF LEGEND
368
|
Posted - 2013.07.17 03:26:00 -
[1] - Quote
please read before responding.
CCP Mintchip wrote:We are taking this feedback very seriously and are looking into a solution that will bring balance to this weapon :) So, hopefully it's to your liking and in the future please don't hesitate with your concerns!
Flaylocks need the following:
1. ROF nerf. the speed at which they fire is what irritates most people. solution: give it the same ROF as the breach scrambler pistol. 2. reload speed nerf. it reloads so fast that missing dowsnt count the blast radius is supposed to compensate for inaccuracy not the reload speed. solution: give it a 3.5 second reload speed. 3. blast radius buff. everyone here who has died to a flaylock pistol has died to an advanced or core flaylock pistol because the blast radius on the std flaylock and breach flaylock are horrible, and a waste of ISK and SP. how to fix this? solution: give all flaylocks a .5m increase in blast radius. this way it doesnt become a waste of SP.
hidden problem. 4. not many people realize it but most of the QQ's here are galente. i dnt blame them. with the way armor sucks, flaylocks only exacerbate the problem by sometimes insta killing galent suits. solution: the underlying issue here is that armor needs a buff. therefore, armor and armor tanking must be fixed to end this problem.
OTHER: the above should handle all valid complaints. for all other complaints. compare the SMGs damage per clip, and the scrambler pistols damage per clip, with the flaylock's damage per clip. militia SMG = 25 ,000; militia pistol scrambler = 432 (scrambler pistol actually needs a buff badly. but remember the headshot bonus is 400%); flaylocks = 660.
so, flaylocks keep in line with the other side arm damage per clip. but the flaylocks need the samae fire rate as the breach scrambler pistol inorder to be balanced against them. trust me i have core flaylocks. flaylocks are no where near as OP as people say. but they are close to becoming OP. doing the aforementioned will balance them out.
as for the "OMGZ HE ONE SHOT ME....". if you have low health you will got one shot. its the same if a grenade kills you in one shot, or if a plasma cannon hits you in one shot. or a sniper kills you in one shot.... in fact, no one complainst about snipers killing you in 3 shots, and you can't shoot them back they are too far away....lol.
final point. if you get killed by a flaylock in CQB. don't be angy or upset because flaylocks are supposed to excel in CQB. ARs are not supposed to excel in CQB so there is no reason why an AR should beat a flaylock in CQB, just as it shouldnt beat an SMG or a shotgun or a scrambler pistol (scrambler pistols need a buff to chromosome level though.)
CONCLUSION
by giving the flaylock pistols (STD, ADV, PROTO) the same reload speed as the SMG (3.5 seconds), the same fire rate as the breach scrambler pistol (133.3 rpm), and a .5 increase in blast radius (for all lvls the STD, ADV, PROTO). the flaylocks advantages will be balanced against its disadvantages.
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ZDub 303
TeamPlayers EoN.
960
|
Posted - 2013.07.17 03:30:00 -
[2] - Quote
So the biggest issue is the splash radius... and you're asking for a buff to it?
Wow... glad you don't do weapon balancing for CCP. |
Sloth9230
Deepspace Digital
2419
|
Posted - 2013.07.17 03:32:00 -
[3] - Quote
ZDub 303 wrote:So the biggest issue is the splash radius... and you're asking for a buff to it?
Wow... glad you don't do weapon balancing for CCP. Hehe, I knew he'd try and sneak a buff in there |
Vethosis
Hellstorm Inc League of Infamy
574
|
Posted - 2013.07.17 03:35:00 -
[4] - Quote
the weapon is supposed to be a finishing one, it should be doing 125 dmg a shot, standard, proto 160. |
TEXA5 HiTM4N
ROGUE SPADES EoN.
104
|
Posted - 2013.07.17 03:36:00 -
[5] - Quote
No. give it a 2 second delay. |
D legendary hero
THE WARRIORS OF LEGEND
368
|
Posted - 2013.07.17 03:36:00 -
[6] - Quote
ZDub 303 wrote:So the biggest issue is the splash radius... and you're asking for a buff to it?
Wow... glad you don't do weapon balancing for CCP.
dude the only thing that makes the weapon different is its radius if you reduce the radius and keep everything else the same then it because a breach scrmabler pistol with 3 shots. ever wonder why no one uses the STD flaylock (expect me) or the breach? because they are horrible. everyone uses the core or advanced because they are pretty much the only ones you can hit things with.
i geuss your solution is to reduce its damage to 34 per sot, increase the fire rate to 750 and give it 60 rounds.... oh wait thats an AR. i glad you dnt work for CCP this game would be called AR 514 if it were up to you.
the real problem is a combination of armor sucking right now and the fast reload and fire rate. if you reduce the fire rate, and reload speed but increase the radius slightly, all flaylocks would be usefull, but they wouldnt be spammable. therefore people with no skills (aka caldari logis) wouldn;t spec into it. |
Sloth9230
Deepspace Digital
2421
|
Posted - 2013.07.17 03:39:00 -
[7] - Quote
Vethosis wrote:the weapon is supposed to be a finishing one, it should be doing 125 dmg a shot, standard, proto 160. The dmg is fine, maybe lower splash by 10-15% as a last resort, but down to 125? You gone crazy broskie. Noobtip: The counter to the boom booms is shields. |
FATPrincess - XOXO
Shining Flame Amarr Empire
240
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Posted - 2013.07.17 03:43:00 -
[8] - Quote
lolbufftosplashradius. You must be smoking weed.
-XOXO |
D legendary hero
THE WARRIORS OF LEGEND
368
|
Posted - 2013.07.17 03:45:00 -
[9] - Quote
it has to still be effective but the fire rate is way to high, and that makes the dps sky rocket into a realm it shouldnt be. at the same time if you have to hit the guy directly with it to work, there is no point to using it. it becomes no longer a special weapon but just a useless pistol with 3 rounds...
the reload could go as high as 4 seconds, with a fire rate as low as 100 rpm.
since the flaylocks dnt do chip damage, calculating dps can be difficult. but, since we know the damage per shot increasing the delay between shots can help balance it out. if it takes lets say 3.5 seconds te empty your clip and 3.5 seconds to reload your dps would begin droping down to where it should be.
again nrfing the damage and radius is the wrong way to balance this weapon. its a high risk high reward weapon. if you miss zero damage is done and the clip is only 3 strong.
the SMG is a low risk low reward weapon, where missing isnt as important but when you hit the opponent damage done is not significant in and of itself. |
FATPrincess - XOXO
Shining Flame Amarr Empire
242
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Posted - 2013.07.17 03:48:00 -
[10] - Quote
The adv Flaylock is pretty balanced. I hardly kill with that weapon unless I hit with the 3 shots and the guy has 0 shields. Core should have its blast radius nerf to like 1.7 Agreed on fire rate should be lower.
-XOXO |
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D legendary hero
THE WARRIORS OF LEGEND
368
|
Posted - 2013.07.17 03:49:00 -
[11] - Quote
very important note.
THE FLAYLOCSK ARE A BIG PROBLEM TO ARMOR TANKERS. THE FLAYLOCKS ARE DOING WHAT THEY ARE DESIGNED TO DO. BUT ARMOR TANKING IS MESSED UP RIGHT NOW AND TAKES ALMOST DOUBLE DAMAGE FOR EVERYTHING. ARMOR NEEDS TO BE FIXED BEFORE ANY NERF IS APPLIED TO FLAYLOCKS.
sheild tankers dnt really have a problem with flaylocsk because they take reduced damage and can move around very fast, where as armor tankers can't evade as fast and take double damage. THIS IS THE REAL PROBLEM.
trust me i am a heavy i get hit by everything because i am slow, when my shields are gone i am gone too because the flaylocks and mass drives and all explosives just tear through my armor.
at the same time, when my shields are up i have no problem with explosives i can stand right on top of them and be perfectly fine. still ARs out gun my hmg but that another issue |
Sloth9230
Deepspace Digital
2423
|
Posted - 2013.07.17 03:52:00 -
[12] - Quote
D legendary hero wrote:it has to still be effective but the fire rate is way to high, and that makes the dps sky rocket into a realm it shouldnt be. at the same time if you have to hit the guy directly with it to work, there is no point to using it. it becomes no longer a special weapon but just a useless pistol with 3 rounds...
the reload could go as high as 4 seconds, with a fire rate as low as 100 rpm.
since the flaylocks dnt do chip damage, calculating dps can be difficult. but, since we know the damage per shot increasing the delay between shots can help balance it out. if it takes lets say 3.5 seconds te empty your clip and 3.5 seconds to reload your dps would begin droping down to where it should be.
again nrfing the damage and radius is the wrong way to balance this weapon. its a high risk high reward weapon. if you miss zero damage is done and the clip is only 3 strong.
the SMG is a low risk low reward weapon, where missing isnt as important but when you hit the opponent damage done is not significant in and of itself. It's kind of hard to miss though, at least if you aim for the feet.
Obviously going for direct shots increases the chances of a miss, though an increase in splash wouldn't really help it in that regard, and would actually hinder it in CQC. Bigger splash = More suicides The splash on the MD is relatively safe thanks to it's low-ish splash damage, 3m on a flay though? fuq dat ****!!! |
Royce Kronos
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
71
|
Posted - 2013.07.17 03:53:00 -
[13] - Quote
The problem is that the Flaylock does 90% of it's direct damage as splash damage. For reference, the Mass Driver does 50% of it's direct damage as splash damage. And the mass driver is suppose to be a main weapon, while the flaylock is a sidearm.
Fully skill and damage modded out, it can deal a whopping 325.61 or more damage to armour, as splash damage.
That is why it is OP in it's current state.
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Sloth9230
Deepspace Digital
2423
|
Posted - 2013.07.17 03:53:00 -
[14] - Quote
FATPrincess - XOXO wrote:The adv Flaylock is pretty balanced. I hardly kill with that weapon unless I hit with the 3 shots and the guy has 0 shields.
-XOXO That sounds weak, not balanced, considering it's meant to take out armor. Unless you're talking about heavies or something, which I doubt. |
D legendary hero
THE WARRIORS OF LEGEND
368
|
Posted - 2013.07.17 03:54:00 -
[15] - Quote
FATPrincess - XOXO wrote:The adv Flaylock is pretty balanced. I hardly kill with that weapon unless I hit with the 3 shots and the guy has 0 shields. Core should have its blast radius nerf to like 1.7 Agreed on fire rate should be lower.
-XOXO
again. its not just the fire rate but reload speed. if the reload speed is left at 2.5 spamming will still be evident. but, if you reduce the fire rate to 100-133 AND increase the reload time to 3.5. the flaylock will be effectively nerfed.
now to make sure its balanced after a nerf like that increasing the blast radius by .5m (which in the game is like 6 inches) will make sure that the flaylock becomes what it was intended to be a high rish high rewards weapon. like a shotgun.
anyone who gets killed by a flaylock long range deserves it because you have to lead the shot and it takes skill. or if the person is standing perfectly still there is no reason why they shouldnt died to anything really...lol
reload speed = 3.5 fire rate = 100 -133rpm blast radius increase = +.5
flaylock = balanced with this^^ |
D legendary hero
THE WARRIORS OF LEGEND
368
|
Posted - 2013.07.17 03:56:00 -
[16] - Quote
Sloth9230 wrote:D legendary hero wrote:it has to still be effective but the fire rate is way to high, and that makes the dps sky rocket into a realm it shouldnt be. at the same time if you have to hit the guy directly with it to work, there is no point to using it. it becomes no longer a special weapon but just a useless pistol with 3 rounds...
the reload could go as high as 4 seconds, with a fire rate as low as 100 rpm.
since the flaylocks dnt do chip damage, calculating dps can be difficult. but, since we know the damage per shot increasing the delay between shots can help balance it out. if it takes lets say 3.5 seconds te empty your clip and 3.5 seconds to reload your dps would begin droping down to where it should be.
again nrfing the damage and radius is the wrong way to balance this weapon. its a high risk high reward weapon. if you miss zero damage is done and the clip is only 3 strong.
the SMG is a low risk low reward weapon, where missing isnt as important but when you hit the opponent damage done is not significant in and of itself. It's kind of hard to miss though, at least if you aim for the feet. Obviously going for direct shots increases the chances of a miss, though an increase in splash wouldn't really help it in that regard, and would actually hinder it in CQC. Bigger splash = More suicides The splash on the MD is relatively safe thanks to it's low-ish splash damage, 3m on a flay though? fuq dat ****!!!
even better if people suicided more with flaylocks they wouldnt spam it in shotgun range. requiring them to judge distances better. good pointl
i have no tolerance for spamming.
at the same time i like diversity and variety. i dnt won't the flaylocks such a unique weapon to become so useless tht everyone just spams SMGs.. |
Sloth9230
Deepspace Digital
2423
|
Posted - 2013.07.17 03:56:00 -
[17] - Quote
Royce Kronos wrote:The problem is that the Flaylock does 90% of it's direct damage as splash damage. For reference, the Mass Driver does 50% of it's direct damage as splash damage. And the mass driver is suppose to be a main weapon, while the flaylock is a sidearm. Fully skill and damage modded out, it can deal a whopping 325.61 or more damage to armour, as splash damage. That is why it is OP in it's current state. The MD has a bigger radius, seriously, stop comparing them, they're meant to be used differently. The Flaylock's splash is meant to be lethal, it's supposed to kill through splash, the MDs is just a deterrent. The MD also has a higher direct damage than the flay, would you like to buff that as well? |
Sgt Buttscratch
Z.G.R.B
510
|
Posted - 2013.07.17 03:57:00 -
[18] - Quote
I actually managed to see that part of the WOT first...last thing that guns needs is even less accuarcy for effective results. timrah |
Sloth9230
Deepspace Digital
2423
|
Posted - 2013.07.17 03:58:00 -
[19] - Quote
D legendary hero wrote:Sloth9230 wrote:D legendary hero wrote:it has to still be effective but the fire rate is way to high, and that makes the dps sky rocket into a realm it shouldnt be. at the same time if you have to hit the guy directly with it to work, there is no point to using it. it becomes no longer a special weapon but just a useless pistol with 3 rounds...
the reload could go as high as 4 seconds, with a fire rate as low as 100 rpm.
since the flaylocks dnt do chip damage, calculating dps can be difficult. but, since we know the damage per shot increasing the delay between shots can help balance it out. if it takes lets say 3.5 seconds te empty your clip and 3.5 seconds to reload your dps would begin droping down to where it should be.
again nrfing the damage and radius is the wrong way to balance this weapon. its a high risk high reward weapon. if you miss zero damage is done and the clip is only 3 strong.
the SMG is a low risk low reward weapon, where missing isnt as important but when you hit the opponent damage done is not significant in and of itself. It's kind of hard to miss though, at least if you aim for the feet. Obviously going for direct shots increases the chances of a miss, though an increase in splash wouldn't really help it in that regard, and would actually hinder it in CQC. Bigger splash = More suicides The splash on the MD is relatively safe thanks to it's low-ish splash damage, 3m on a flay though? fuq dat ****!!! even better if people suicided more with flaylocks they wouldnt spam it in shotgun range. requiring them to judge distances better. good pointl i have no tolerance for spamming. at the same time i like diversity and variety. i dnt won't the flaylocks such a unique weapon to become so useless tht everyone just spams SMGs..
I didn't say spam, but,using CQC weapon in CQC shouldn't get you killed |
Buster Friently
Rosen Association
1155
|
Posted - 2013.07.17 03:59:00 -
[20] - Quote
Royce Kronos wrote:The problem is that the Flaylock does 90% of it's direct damage as splash damage. For reference, the Mass Driver does 50% of it's direct damage as splash damage. And the mass driver is suppose to be a main weapon, while the flaylock is a sidearm. Fully skill and damage modded out, it can deal a whopping 325.61 or more damage to armour, as splash damage. That is why it is OP in it's current state.
The flaylock has only 25% splash area as compared to the MD. So yes, more damage, but much smaller area, and half the magazine size. |
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D legendary hero
THE WARRIORS OF LEGEND
370
|
Posted - 2013.07.17 04:01:00 -
[21] - Quote
Royce Kronos wrote:The problem is that the Flaylock does 90% of it's direct damage as splash damage. For reference, the Mass Driver does 50% of it's direct damage as splash damage. And the mass driver is suppose to be a main weapon, while the flaylock is a sidearm. Fully skill and damage modded out, it can deal a whopping 325.61 or more damage to armour, as splash damage. That is why it is OP in it's current state.
the MD has a bigger splash radiius though. and the flaylocks clip is only 3, where as a MD gets 6.
again all the side ares a better than their corresponding light weapon equivilents or are at least supposed to be. the SMGs are better than HMGs interms of reload, accuracy, and damage per shot. hell the militia SMG does only 30+- less dps than the assault HMG...lol
if used a proto SMG with the same proficeiny and damage mods you would get similar results.
the only problem with the flaylocksis that they deal out their shots too fast (RPM), and they recover from mistakes too fast (reload speed). increasing reload time and fire rate will punish those with poor aim but reward those who are geniunely good with flaylocks.
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FATPrincess - XOXO
Shining Flame Amarr Empire
243
|
Posted - 2013.07.17 04:04:00 -
[22] - Quote
Sloth9230 wrote:FATPrincess - XOXO wrote:The adv Flaylock is pretty balanced. I hardly kill with that weapon unless I hit with the 3 shots and the guy has 0 shields.
-XOXO That sounds weak, not balanced, considering it's meant to take out armor. Unless you're talking about heavies or something, which I doubt.
But that's the thing about sidearms. They aren't meant to be used for killing but as for last resort. This means your enemy has to be weakened first by using your main then you use the sidearm for finishing off. I do this with the specialist flaylock meanwhile anyone can use the core as main and get more kills than a main weapon, like scrambler rifles for example. I bet I can kill more easily with the core than with my boundless HMG.
-XOXO
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Buster Friently
Rosen Association
1154
|
Posted - 2013.07.17 04:06:00 -
[23] - Quote
FATPrincess - XOXO wrote:Sloth9230 wrote:FATPrincess - XOXO wrote:The adv Flaylock is pretty balanced. I hardly kill with that weapon unless I hit with the 3 shots and the guy has 0 shields.
-XOXO That sounds weak, not balanced, considering it's meant to take out armor. Unless you're talking about heavies or something, which I doubt. But that's the thing about sidearms. They aren't meant to be used for killing but as for last resort. This means your enemy has to be weakened first by using your main then you use the sidearm for finishing off. I do this with the specialist flaylock meanwhile anyone can use the core as main and get more kills than a main weapon, like scrambler rifles for example. I bet I can kill more easily with the core than with my boundless HMG. -XOXO Like the SMG?
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D legendary hero
THE WARRIORS OF LEGEND
370
|
Posted - 2013.07.17 04:06:00 -
[24] - Quote
Sgt Buttscratch wrote:I actually managed to see that part of the WOT first...last thing that guns needs is even less accuarcy for effective results. timrah
this gun is not designed to be a direct impact weapon. why do people want to make i a scrambler pistol?
the flaylocks even as they are now aren't that big a problem. the flaylocks only work within a limited range, close range, or if my opponent is predictable boarder line close mid range. people seem to think explosives are noobish, but spammable chip damage weapons are pretty much just as noobish and annoying. the TAC ar used to be beeter than every gun at every range.
the proto cadari logi has more ehp than a heavy but no one cares about that....
the flaylocks could be balanced better and this is how i see it. longer reload, slower rate of fire, and slightly larger blast radius. |
D legendary hero
THE WARRIORS OF LEGEND
370
|
Posted - 2013.07.17 04:07:00 -
[25] - Quote
Buster Friently wrote:Royce Kronos wrote:The problem is that the Flaylock does 90% of it's direct damage as splash damage. For reference, the Mass Driver does 50% of it's direct damage as splash damage. And the mass driver is suppose to be a main weapon, while the flaylock is a sidearm. Fully skill and damage modded out, it can deal a whopping 325.61 or more damage to armour, as splash damage. That is why it is OP in it's current state. The flaylock has only 25% splash area as compared to the MD. So yes, more damage, but much smaller area, and half the magazine size.
exactly. |
Sloth9230
Deepspace Digital
2426
|
Posted - 2013.07.17 04:08:00 -
[26] - Quote
FATPrincess - XOXO wrote:Sloth9230 wrote:FATPrincess - XOXO wrote:The adv Flaylock is pretty balanced. I hardly kill with that weapon unless I hit with the 3 shots and the guy has 0 shields.
-XOXO That sounds weak, not balanced, considering it's meant to take out armor. Unless you're talking about heavies or something, which I doubt. But that's the thing about sidearms. They aren't meant to be used for killing but as for last resort. This means your enemy has to be weakened first by using your main then you use the sidearm for finishing off. I do this with the specialist flaylock meanwhile anyone can use the core as main and get more kills than a main weapon, like scrambler rifles for example. I bet I can kill more easily with the core than with my boundless HMG. -XOXO Yes, but at around 250-300 dmg to armor, you should really only need two shots to kill someone with no shields, unless they're a heavy.
So I doubt it takes you 3 shots like you originally said. |
Syther Shadows
The Unholy Legion Of DarkStar DARKSTAR ARMY
334
|
Posted - 2013.07.17 04:08:00 -
[27] - Quote
i like it how people on focus on dissing op when he has valid points...
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D legendary hero
THE WARRIORS OF LEGEND
370
|
Posted - 2013.07.17 04:13:00 -
[28] - Quote
FATPrincess - XOXO wrote:Sloth9230 wrote:FATPrincess - XOXO wrote:The adv Flaylock is pretty balanced. I hardly kill with that weapon unless I hit with the 3 shots and the guy has 0 shields.
-XOXO That sounds weak, not balanced, considering it's meant to take out armor. Unless you're talking about heavies or something, which I doubt. But that's the thing about sidearms. They aren't meant to be used for killing but as for last resort. This means your enemy has to be weakened first by using your main then you use the sidearm for finishing off. I do this with the specialist flaylock meanwhile anyone can use the core as main and get more kills than a main weapon, like scrambler rifles for example. I bet I can kill more easily with the core than with my boundless HMG. -XOXO
people used to use proto SMGs as primaries and do just fine. in fact if this is the case i must ask you....
why have proto side arms?
if side ares are to always be inferior to primaries, why speccing into, or buy proto level side arms? why pay 21,000; or 42000 ISK for proto side arms if a militia AR can out gun them in their effective range? side arms are meant to save your life in dire situations when you have no ammo in your primary. if they don't work then there is no point.
think too about logis. and i mean really logis not proto caldari logis. what bout people who really specc into proto logi gear, like nano hives, nanito injectors, repair tools... that eats up a lot of CPU/PG. what are they to use? so, are they to be out gunned by everyone and loss 200,000+ isk to a militia AR because a side arm is never to be better than a primary?
side arms should never be superior to primaries out side their effective range, but they should be effective at the very least in their effective range. |
D legendary hero
THE WARRIORS OF LEGEND
370
|
Posted - 2013.07.17 04:17:00 -
[29] - Quote
Syther Shadows wrote:i like it how people on focus on dissing op when he has valid points...
i know right.... i don't understand. the whole idea behind my idea of the balance to flaylocks is that it punishes those without skill in them but rewards people with skill in them.
they want the flaylocks to be nerfed so that no one can use them... its rediculous.
all weapons should be balanced in such a way that noobs are punished for spamming them but masters are rewarded for their skills. |
Sloth9230
Deepspace Digital
2428
|
Posted - 2013.07.17 04:22:00 -
[30] - Quote
D legendary hero wrote:Syther Shadows wrote:i like it how people on focus on dissing op when he has valid points...
i know right.... i don't understand. the whole idea behind my idea of the balance to flaylocks is that it punishes those without skill in them but rewards people with skill in them. they want the flaylocks to be nerfed so that no one can use them... its rediculous. all weapons should be balanced in such a way that noobs are punished for spamming them but masters are rewarded for their skills. Except it was clearly designed as a noob tube, a beginner friendly weapon, and it should stay that way, the problem is , as you said, it's simply too damn easy to spam the things
A change in RoF And reload speed should end most of this QQ. Or we could standardize splash ranges around the ADV Flay, but not STD, that thing sucks balls. |
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