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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
|
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
|
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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ZDub 303
TeamPlayers EoN.
967
|
Posted - 2013.07.17 05:10:00 -
[31] - Quote
I think you've already undermined your point. I don't know many guns that become 200% more effective going from std to pro. The FP needs a splash normalization more than anything. Fom what I've heard the 1.7m of the adv is pretty well balanced.
So first thing is normalize to 1.5m and change operation to 3% per level. This keeps is effective as a close range sidearm and not some noob tube you can spam at 20-30m and go lulz.
Past that I don't comment... I can't say what needs to be done... I think we need to start with that first though and go from there. Anything else should be slight changes though probably, starting with your suggestions.. RoF and reload speed... Then move on to damage.
Btw as a cal logi, I still get wrecked by this in PC... It's just too powerful in skilled hands... Fixing armor tanking wont make this less OP. |
Protected Void
STRONG-ARMED BANDITS
54
|
Posted - 2013.07.17 09:10:00 -
[32] - Quote
I support the OP here. I'm not sure it would really need a splash radius buff, but lower RoF and longer reload time would be the far superior way to balance the Flaylock. |
Pandora Mars
Afterlife Overseers
87
|
Posted - 2013.07.17 11:00:00 -
[33] - Quote
Sorry, I can't reed the words "Flaylock Pistol" and "Splash Radius buff" and stay serious. |
D legendary hero
THE WARRIORS OF LEGEND
380
|
Posted - 2013.07.17 17:12:00 -
[34] - Quote
Pandora Mars wrote:Sorry, I can't read the words "Flaylock Pistol" and "Splash Radius buff" and stay serious.
i'm sorry but i can't take suggestion from someone about explosives while he uses a galente scout, or medium suit. |
D legendary hero
THE WARRIORS OF LEGEND
380
|
Posted - 2013.07.17 17:16:00 -
[35] - Quote
Sloth9230 wrote: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.
actually the noob gun of the game is the AR, requires the least SP, has the fewest draw backs, requires the least actual skill and deals tons of damage fast. it has the best CPU/PG ratio of all weapons basically (condisdering its potency), it can be used in all situations to great effect. it out ranges everything except snipers, and can be just as effective as a shotgun in close range (depending on your proficiency).
hell the AR out guns HMGs... the AR really needs a nerf not the flaylock. |
Buster Friently
Rosen Association
1173
|
Posted - 2013.07.17 17:20:00 -
[36] - Quote
D legendary hero wrote:Sloth9230 wrote: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. actually the noob gun of the game is the AR, requires the least SP, has the fewest draw backs, requires the least actual skill and deals tons of damage fast. it has the best CPU/PG ratio of all weapons basically (condisdering its potency), it can be used in all situations to great effect. it out ranges everything except snipers, and can be just as effective as a shotgun in close range (depending on your proficiency). hell the AR out guns HMGs... the AR really needs a nerf not the flaylock.
QFT
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D legendary hero
THE WARRIORS OF LEGEND
381
|
Posted - 2013.07.17 17:23:00 -
[37] - Quote
ZDub 303 wrote:I think you've already undermined your point. I don't know many guns that become 200% more effective going from std to pro. The FP needs a splash normalization more than anything. Fom what I've heard the 1.7m of the adv is pretty well balanced.
So first thing is normalize to 1.5m and change operation to 3% per level. This keeps is effective as a close range sidearm and not some noob tube you can spam at 20-30m and go lulz.
Past that I don't comment... I can't say what needs to be done... I think we need to start with that first though and go from there. Anything else should be slight changes though probably, starting with your suggestions.. RoF and reload speed... Then move on to damage.
Btw as a cal logi, I still get wrecked by this in PC... It's just too powerful in skilled hands... Fixing armor tanking wont make this less OP.
when i was speaking about the .5meter radius buff i was referencing the breach and STD flaylcosk because even with operation lvl 5 they are completely worthless. all flaylocks should get that radius buff, but the core nor adv should ever reach over 3 meters range.
if the ROF and reload speed are decreased, people will have a chance to fight back against people who spam them.
but rediusing the blast radius? thats kind of the point to the gun. try using the breach and you will see what i mean. it becomes completely irreliably and useless. the blast radius actually needs a buff by the small amount i sugested.
the std would then have a 1.5 meter blast radius; the adv a 2.2 meter, and the proto a 2.5 meter. with proficiency, they would never exceed 3 meter blast radius.
the projectile range can be reduced, but its a rocket and with a slower fire rate long range spamming would cease. although the crazy claims most people make i have never experienced even with my alt with only 700,000 SP i die to more ARs than MDs and flaylocks... hell i die to more TACs than flaylocsk
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D legendary hero
THE WARRIORS OF LEGEND
381
|
Posted - 2013.07.17 17:24:00 -
[38] - Quote
Buster Friently wrote:D legendary hero wrote:Sloth9230 wrote: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. actually the noob gun of the game is the AR, requires the least SP, has the fewest draw backs, requires the least actual skill and deals tons of damage fast. it has the best CPU/PG ratio of all weapons basically (condisdering its potency), it can be used in all situations to great effect. it out ranges everything except snipers, and can be just as effective as a shotgun in close range (depending on your proficiency). hell the AR out guns HMGs... the AR really needs a nerf not the flaylock. QFT
what is QFT? |
Buster Friently
Rosen Association
1173
|
Posted - 2013.07.17 17:44:00 -
[39] - Quote
D legendary hero wrote:Buster Friently wrote:D legendary hero wrote:Sloth9230 wrote:D legendary hero wrote:
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. actually the noob gun of the game is the AR, requires the least SP, has the fewest draw backs, requires the least actual skill and deals tons of damage fast. it has the best CPU/PG ratio of all weapons basically (condisdering its potency), it can be used in all situations to great effect. it out ranges everything except snipers, and can be just as effective as a shotgun in close range (depending on your proficiency). hell the AR out guns HMGs... the AR really needs a nerf not the flaylock. QFT what is QFT?
Quoted For Truth
|
ZDub 303
TeamPlayers EoN.
981
|
Posted - 2013.07.17 18:08:00 -
[40] - Quote
D legendary hero wrote:when i was speaking about the .5meter radius buff i was referencing the breach and STD flaylcosk because even with operation lvl 5 they are completely worthless. all flaylocks should get that radius buff, but the core nor adv should ever reach over 3 meters range.
if the ROF and reload speed are decreased, people will have a chance to fight back against people who spam them.
but rediusing the blast radius? thats kind of the point to the gun. try using the breach and you will see what i mean. it becomes completely irreliably and useless. the blast radius actually needs a buff by the small amount i sugested.
the std would then have a 1.5 meter blast radius; the adv a 2.2 meter, and the proto a 2.5 meter. with proficiency, they would never exceed 3 meter blast radius.
the projectile range can be reduced, but its a rocket and with a slower fire rate long range spamming would cease. although the crazy claims most people make i have never experienced even with my alt with only 700,000 SP i die to more ARs than MDs and flaylocks... hell i die to more TACs than flaylocsk
So... 2.5m Core Flaylock + 25% splash radius from Flaylock Operation is 3.125m. I really don't think the Core Flaylock needs more of a buff dude, even with a RoF nerf. |
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The dark cloud
Seraphim Initiative. CRONOS.
1698
|
Posted - 2013.07.17 18:12:00 -
[41] - Quote
You know what? screw fair "balance" it will get nerfed so hard that it will do pitifull damage. Same thing happend to lasers so i dont see a reason why the flaylock should get a different treatment. And speaking of "missile weapons" the actual small/large missile launchers are still a joke. If they would have beeing anywhere remotely like flaylocks you would see LAV hit and runs with them. Every crap thing will have its shiny days but everything has a cost. Now you guys who specced into them will pay with your SP cause its gonna be a wasted piece of junk. |
Buster Friently
Rosen Association
1174
|
Posted - 2013.07.17 18:24:00 -
[42] - Quote
The dark cloud wrote:You know what? screw fair "balance" it will get nerfed so hard that it will do pitifull damage. Same thing happend to lasers so i dont see a reason why the flaylock should get a different treatment. And speaking of "missile weapons" the actual small/large missile launchers are still a joke. If they would have beeing anywhere remotely like flaylocks you would see LAV hit and runs with them. Every crap thing will have its shiny days but everything has a cost. Now you guys who specced into them will pay with your SP cause its gonna be a wasted piece of junk. Too right, except that is, when it comes to the AR. |
D legendary hero
THE WARRIORS OF LEGEND
381
|
Posted - 2013.07.17 18:49:00 -
[43] - Quote
Buster Friently wrote:The dark cloud wrote:You know what? screw fair "balance" it will get nerfed so hard that it will do pitifull damage. Same thing happend to lasers so i dont see a reason why the flaylock should get a different treatment. And speaking of "missile weapons" the actual small/large missile launchers are still a joke. If they would have beeing anywhere remotely like flaylocks you would see LAV hit and runs with them. Every crap thing will have its shiny days but everything has a cost. Now you guys who specced into them will pay with your SP cause its gonna be a wasted piece of junk. Too right, except that is, when it comes to the AR.
yep because if ARs ever got nerfed into oblivion there would be an outrage |
D legendary hero
THE WARRIORS OF LEGEND
381
|
Posted - 2013.07.17 18:57:00 -
[44] - Quote
ZDub 303 wrote: So... 2.5m Core Flaylock + 25% splash radius from Flaylock Operation is 3.125m. I really don't think the Core Flaylock needs more of a buff dude, even with a RoF nerf.
trust me when the rate of fire and reload are increased every shot will count. if you nerf the ROF and reload without buffing the splash slightly then it will become UP.
still, i would have no problem with CCP nerf hammering all my favorite guns, and dropsuits if the gave me a respec everytime. because their goal doesn't seem to be balance but they seem to like to put up a facade of variety, when more than 75% of the guns in this game are useless.
the only effective handheld arms in theis game are the ARs, Snipers, assault scramblers, forge guns and to a lesser degree shot guns.
flaylocks, only work in close range, and are more susceptible to hit detection issues, MD still suck, but they made some progress, HMGs are just ******* ******, SMGs and scrambler pistols are pointless as side arms (proto smgs are a force to be reckoned with but are easily defeatable.), plsama cannons are a joke... etc, etc
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Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
210
|
Posted - 2013.07.17 18:57:00 -
[45] - Quote
The dark cloud wrote:You know what? screw fair "balance" it will get nerfed so hard that it will do pitifull damage. Same thing happend to lasers so i dont see a reason why the flaylock should get a different treatment. And speaking of "missile weapons" the actual small/large missile launchers are still a joke. If they would have beeing anywhere remotely like flaylocks you would see LAV hit and runs with them. Every crap thing will have its shiny days but everything has a cost. Now you guys who specced into them will pay with your SP cause its gonna be a wasted piece of junk.
Yesterday I was trying to urge calm and hoping that CCP had understood how to go about balancing.
CCP's posts today show that isnt the case. Wont know till the blog but its looking like you (and a couple others) are right on the money.
I think CCP really should give up - find a good dev house to make the game whilst they consult with lore and ideas. They are terribly slow to act and have no foresight when it comes to how their choices of design can be easily exploited. |
Valmar Shadereaver
Ninth Legion Freelance
24
|
Posted - 2013.07.17 21:34:00 -
[46] - Quote
D legendary hero wrote: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.
larger blast radius? sure but then the splash damage shud be reduced to balance out the extra range dont like less splash damage dont ask for longer splash range slower reload and slower rate of fire wuild be more then enof to make it balanced seeing the proto gots plenty of blast radius as it is |
D legendary hero
THE WARRIORS OF LEGEND
383
|
Posted - 2013.07.17 21:54:00 -
[47] - Quote
Valmar Shadereaver wrote:D legendary hero wrote: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. larger blast radius? sure but then the splash damage shud be reduced to balance out the extra range dont like less splash damage dont ask for longer splash range slower reload and slower rate of fire wuild be more then enof to make it balanced seeing the proto gots plenty of blast radius as it is
i use the proto its not that blast radius people hate its that 2 shots finish you (which is good ) in less than 1 second (which is bad).
look at the STD flaylocks i have operatoin to lvl 5 and still can't hit diddly ****. why? the radius is **** porr. every wonder why you dnt see breach flaylocks because it has a .8meter blast radius with only 2 shots in the clip it is completely garbage. no one but true flaylock users will notice the .5 meter increase. most people use it because it reloads fast as hell and fires faster than that...
nerfing the ROF, and the reload without buffing something won't balance it, that would break it. effectively killing all minmintar weapons.
good flaylock players need that extra .5 m on the STd, breach, ADV and core flylocks to compensate for the hit detection, lag itself and a little bit for human error. seeing as you only have a 3 round clip don't forget a bigger blast radius means more suicides by noobs who can't use it properly.
again reducing the fire rate will automaticaly eliminate most flaylock users because it won't be spammable and therefore it would only be useful as intended as a side arm to be used in close range and in specialty situations. reducing reload speed will eliminate most other wanna bes as now it matters when they miss. they can't just spam their 3 shots and reload fast. instead they would need to aim thier shots, make everyone count, and take effective cover to finish reloading.
the ideal fire rate and reload speed would be 133.3 rpm, and 3.5 second reload.
the blast radius is supposed to be at the proto level about 3m, its a CQC weapon. ARs shouldn't beat a CQC weapon in CQC. |
TheLastAlive105
ROGUE SPADES EoN.
1
|
Posted - 2013.07.17 22:19:00 -
[48] - Quote
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.[/quote] Hey Mr.Boom boom man not everyone is going to spec into shield just because the godforsaken flaylock is used CCP needs to fix it or remove it |
D legendary hero
THE WARRIORS OF LEGEND
383
|
Posted - 2013.07.17 22:23:00 -
[49] - Quote
TheLastAlive105 wrote: 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. Hey Mr.Boom boom man not everyone is going to spec into shield just because the godforsaken flaylock is used CCP needs to fix it or remove it[/quote]
well everyone had to start using flux to take out caldari logis, and they are still broke, people have to specc into AV to get ride of the LAVs and tanks. get over it |
Spectre-M
Sanmatar Kelkoons Minmatar Republic
2
|
Posted - 2013.07.17 22:24:00 -
[50] - Quote
Sloth9230 wrote: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
Unless it has splash damage. The idea that a pistol has splash damage is a little stretched. I drop a grenade at my feet in real life, im loosing a leg. |
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TheLastAlive105
ROGUE SPADES EoN.
1
|
Posted - 2013.07.17 22:30:00 -
[51] - Quote
Flaylocks need a nerf, anyone who denies it gets 90% of their kills with the core flaylock. Just have one bullet per clip,170 splash damage and 2 sec reload speed, lower blast radius (maybe) that way it can actually be used as a secondary. People will switch to it when they really need it. |
The dark cloud
Seraphim Initiative. CRONOS.
1699
|
Posted - 2013.07.17 23:42:00 -
[52] - Quote
Daxxis KANNAH wrote:The dark cloud wrote:You know what? screw fair "balance" it will get nerfed so hard that it will do pitifull damage. Same thing happend to lasers so i dont see a reason why the flaylock should get a different treatment. And speaking of "missile weapons" the actual small/large missile launchers are still a joke. If they would have beeing anywhere remotely like flaylocks you would see LAV hit and runs with them. Every crap thing will have its shiny days but everything has a cost. Now you guys who specced into them will pay with your SP cause its gonna be a wasted piece of junk. Yesterday I was trying to urge calm and hoping that CCP had understood how to go about balancing. CCP's posts today show that isnt the case. Wont know till the blog but its looking like you (and a couple others) are right on the money. I think CCP really should give up - find a good dev house to make the game whilst they consult with lore and ideas. They are terribly slow to act and have no foresight when it comes to how their choices of design can be easily exploited. CCP and knowing what they do? on which planet are you living? There is a decent list of things what happend to "OP" stuff. Well lets start: -breach AR (nerfed in range and clipsize) -Burst asssault rifles (nerfed from beeing a 6 shot burst to a 3 shot which basically cuts the DPS in half) -laser rifle (damage has beeing reduced, crappy iron sights so it became a assist machine) -missile turrets (reduced splash damage and radius now they are useless) -dropships (once the star in sky now just a brick with engines attached to it) -vehicle engineering nerf (took away the +5% PG per lvl which reduces the effective EHP drastically)
the list goes on and i think you get the picture. Once CCP lays hand on something its getting screwed up or beeing made insanely OP. The exception at the moment is the TAC AR which they changed i think 3~4 times in a row until they finally got it right. |
D legendary hero
THE WARRIORS OF LEGEND
387
|
Posted - 2013.07.18 03:01:00 -
[53] - Quote
TheLastAlive105 wrote:Flaylocks need a nerf, anyone who denies it gets 90% of their kills with the core flaylock. Just have one bullet per clip,170 splash damage and 2 sec reload speed, lower blast radius (maybe) that way it can actually be used as a secondary. People will switch to it when they really need it.
thats a horrible idea, 170 with a one shot clip and a 2 second reload... who would use it? why spec into it? that is a nerf hammer move. your idea would nerf it to the point that even some one that is very skilled with flaylocks wouldn't be able to use them.
remember this is a secondary that requires lvl 3 side arms to even use. its supposed to be a good gun. nerf the ROF and reload speed, buff radius by .5m. problem solved.
but if they go through with your idea they should make ARs jam more often, and make them do less damage at close range so people can use them as they are intended as a mid range weapon. the damage should be reduced to 27.5 per shot for the militia. and increase the dispersion. in this way the AR wouldn't be the perfect killing machine that can't be stopped.
|
D legendary hero
THE WARRIORS OF LEGEND
387
|
Posted - 2013.07.18 03:03:00 -
[54] - Quote
The dark cloud wrote:Daxxis KANNAH wrote:The dark cloud wrote:You know what? screw fair "balance" it will get nerfed so hard that it will do pitifull damage. Same thing happend to lasers so i dont see a reason why the flaylock should get a different treatment. And speaking of "missile weapons" the actual small/large missile launchers are still a joke. If they would have beeing anywhere remotely like flaylocks you would see LAV hit and runs with them. Every crap thing will have its shiny days but everything has a cost. Now you guys who specced into them will pay with your SP cause its gonna be a wasted piece of junk. Yesterday I was trying to urge calm and hoping that CCP had understood how to go about balancing. CCP's posts today show that isnt the case. Wont know till the blog but its looking like you (and a couple others) are right on the money. I think CCP really should give up - find a good dev house to make the game whilst they consult with lore and ideas. They are terribly slow to act and have no foresight when it comes to how their choices of design can be easily exploited. CCP and knowing what they do? on which planet are you living? There is a decent list of things what happend to "OP" stuff. Well lets start: -breach AR (nerfed in range and clipsize) -Burst asssault rifles (nerfed from beeing a 6 shot burst to a 3 shot which basically cuts the DPS in half) -laser rifle (damage has beeing reduced, crappy iron sights so it became a assist machine) -missile turrets (reduced splash damage and radius now they are useless) -dropships (once the star in sky now just a brick with engines attached to it) -vehicle engineering nerf (took away the +5% PG per lvl which reduces the effective EHP drastically) the list goes on and i think you get the picture. Once CCP lays hand on something its getting screwed up or beeing made insanely OP. The exception at the moment is the TAC AR which they changed i think 3~4 times in a row until they finally got it right.
lets not forget the HMG that was nerfed to 12 damage per shot and has the range of a shotgun... then they buffed it to 18 per shot, but it still gets outgunned by ARs.
its sad it requires more SP, and a greater investment but is less effective at everything compared to an AR, or even an SMG |
TheLastAlive105
ROGUE SPADES EoN.
1
|
Posted - 2013.07.18 03:42:00 -
[55] - Quote
They nerfed the duvolle tac ar to h*ll so it would actually be used as a long range weapon because of the modded controller spam and now the flaylock is next. What makes you think they wont nerf the flaylock so its used as a secondary, they nerfed the tanks so all that sp put into upgrading the pg was a waste for EVERY tanker dont just take it from me. and they nerfed scout suits and duvolle tac. So saying they shouldn't nerf the flaylock because its a waste of sp is just st*pid tell that to the tankers who wasted thier pg upgrade modules for nothing. Ya they should nerf it so its used as a secondary and until us tankers get our pg upgrade dont say its a waste of sp. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
869
|
Posted - 2013.07.18 04:13:00 -
[56] - Quote
Yeah the fire rate is the main issue in my mind, being able to burst fire the 3 shots is what really makes the gun powerful. Magazine size is fine, I'd argue the blast radius is fine but you are right about the Standard being useless. I'd stand to see the damage dropped by 15% so with Prof. V you get the same damage output it has now.
and oh god yes armor tanking (for infantry) needs some help. Damage Specific resistance amps for infantry would be neat yeah? |
Valmar Shadereaver
Ninth Legion Freelance
24
|
Posted - 2013.07.18 04:26:00 -
[57] - Quote
3 clip size doesent mater as much if the fire rate is lowered so it cant be spammed increasing reload speed wil also help stop making it non stop hailfireing the operation skill decrease from 5% per lvl to 2% per lvl will make it more of a sidearm skill instead of primary reducing the max ammo count wuild actualy make it more of a sidearm sized weapon why shud it have more max ammo then its primary type the mass driver that just doesent make any sense so wat needs to be done 1: slower rate of fire 2: longer reload speed 3: flaylock operations from 5%/lvl decrease to 2%/lvl 4: max ammo decrease so it has sidearm lvl ammo instead more then its primary type weapon
if you say it doesent need less ammo its like your saying the AR needs more ammo then the HMG wich doesent make any sense at all |
D legendary hero
THE WARRIORS OF LEGEND
387
|
Posted - 2013.07.18 14:51:00 -
[58] - Quote
TheLastAlive105 wrote:They nerfed the duvolle tac ar to h*ll so it would actually be used as a long range weapon because of the modded controller spam and now the flaylock is next. What makes you think they wont nerf the flaylock so its used as a secondary, they nerfed the tanks so all that sp put into upgrading the pg was a waste for EVERY tanker dont just take it from me. and they nerfed scout suits and duvolle tac. So saying they shouldn't nerf the flaylock because its a waste of sp is just st*pid tell that to the tankers who wasted thier pg upgrade modules for nothing. Ya they should nerf it so its used as a secondary and until us tankers get our pg upgrade dont say its a waste of sp.
i never said don't nerf flaylocks. i said BALANCE flaylcosk. flaylocks are supposed to have high damage, medium splahs radius, but have slow ROF and reload.
keep the damage the same increase blast radius by .5m nerf the ROF to h*ll nerf the reload speed
end of discuiion. this WIL balance the flaylock. it will only be used as a last resort, by people who are good with it. everyone else will go back to using SMGs |
D legendary hero
THE WARRIORS OF LEGEND
387
|
Posted - 2013.07.18 14:53:00 -
[59] - Quote
Pokey Dravon wrote:Yeah the fire rate is the main issue in my mind, being able to burst fire the 3 shots is what really makes the gun powerful. Magazine size is fine, I'd argue the blast radius is fine but you are right about the Standard being useless. I'd stand to see the damage dropped by 15% so with Prof. V you get the same damage output it has now.
and oh god yes armor tanking (for infantry) needs some help. Damage Specific resistance amps for infantry would be neat yeah?
^^this = yes |
TheLastAlive105
ROGUE SPADES EoN.
1
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Posted - 2013.07.18 15:02:00 -
[60] - Quote
ya i dont think anyone here would want the core flaylock to have more splash radius you obviously do cause you get 90% of your kills with them. just add the .5m to the breach and .25m to the Std If you really dont want the flaylocks to go to hell. The ROF and DPS however is a different story. |
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THE WARRIORS OF LEGEND
387
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Posted - 2013.07.18 15:06:00 -
[61] - Quote
Valmar Shadereaver wrote:3 clip size doesent mater as much if the fire rate is lowered so it cant be spammed increasing reload speed wil also help stop making it non stop hailfireing the operation skill decrease from 5% per lvl to 2% per lvl will make it more of a sidearm skill instead of primary reducing the max ammo count wuild actualy make it more of a sidearm sized weapon why shud it have more max ammo then its primary type the mass driver that just doesent make any sense so wat needs to be done 1: slower rate of fire 2: longer reload speed 3: flaylock operations from 5%/lvl decrease to 2%/lvl 4: max ammo decrease so it has sidearm lvl ammo instead more then its primary type weapon
if you say it doesent need less ammo its like your saying the AR needs more ammo then the HMG wich doesent make any sense at all
slow rate of fire = yes longer reload speed = yes flaylock operation from 5% to 3% (really not that big a problem).. but default radius must be increased by .5m = yes ammo is fine (they expect alot of people to miss, missing with this even for an experienced player is highly possible)
the primaries and secondaries are variations of each other. one is not supperior than the other but different. MD has biggger range, radius and clip. but less damage because it has a larger blast radius
the flaylocks do greater damage, but have a shorter range, and blast radius, and a smaller clip. missing with a MD is hard, missing with a flaylock is easy.
NOTE: HMG's sidearm is the SMG. they are comparable as well. problem is the HMG needs a buff anyway because it sucks.
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D legendary hero
THE WARRIORS OF LEGEND
387
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Posted - 2013.07.18 15:09:00 -
[62] - Quote
TheLastAlive105 wrote:ya i dont think anyone here would want the core flaylock to have more splash radius you obviously do cause you get 90% of your kills with them. just add the .5m to the breach and .25m to the Std If you really dont want the flaylocks to go to hell. The ROF and DPS however is a different story.
the radius is the whole point of using the weapon. i dnt use core flaylocks although i have them. i use the HMG, yes the HMG that noobs like you got gimped because you QQ OP. i was still getting kills with it when it did 12 damage per shot, and it still needs a buff.
obviously because you use caldari logi suits, the only side arm that does any damage to you has to be stopped, because you want to win engagements with your AR in close range, midrange and long range...
the radius needs an increase by .5m for all flaylocks the ROF and reload speed need a nerf. thats it. |
Scheneighnay McBob
Tribal Band Dust Mercenaries Immortals of War
2390
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Posted - 2013.07.18 15:42:00 -
[63] - 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. Have you actually used the flaylock? The splash radius is tiny. It just seems larger because of the RoF.
The OP's solution is perfect. |
Scheneighnay McBob
Tribal Band Dust Mercenaries Immortals of War
2393
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Posted - 2013.07.18 16:21:00 -
[64] - 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. Also- increased splash radius means no more people just shooting the ground when you get near them- they'll kill themselves. |
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Posted - 2013.07.18 17:36:00 -
[65] - Quote
Scheneighnay McBob wrote: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. Have you actually used the flaylock? The splash radius is tiny. It just seems larger because of the RoF. The OP's solution is perfect.
^^this = yes. someone with good judgement.
i just wished CCP would impliment this suggestion because this would ACTUAL balance the flaylocks, lower ROF, longer reload, .5 blast radius increase.
its a very simple change. CCP the coding can not be that hard to do what i just recommended. its only 3 things. |
D legendary hero
THE WARRIORS OF LEGEND
453
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Posted - 2013.07.26 04:18:00 -
[66] - Quote
still not to late CCP |
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