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D legendary hero
THE WARRIORS OF LEGEND
393
|
Posted - 2013.07.20 17:17:00 -
[1] - Quote
due to the fact that there are many threads on similar topics and that my explainations tend to be lengthy and would require alot of programming i decided to develop this series of threads called the QUICK fix series.
this series intends to use preexisting elements of the game and/or simple changes to balance out weaponry, vehicles, etc already in the game. that why it can effectively fix a problem in the short term while long term solutions are in development.
this threads topic is: [b] Flaylocks [/b[
problem: high rate of fire and reload speed allows players to spam this gun as a primary.
solution: reduce RPM to 133.5 or 100. increase reload time to 3.5 seconds or 4 second. increase blast radius by .5m for STD, breach, ADV, proto. *#
the .5m ensures that the weapons stays effective, while the decreased RPM and increased reload time means that every shot must count. it also gives people who use chip damage weapons a chance to fire back.
*the jumping mechanic is still bloken jumping while someone fires flaylocks will still allow you to dodge the blast entirely.
#for a reference to how this would work. fire a breach scrambler pistol. this should be the fire rate. reload an SMG. this should be the flaylocks reload and fire rate. |
Django Quik
R.I.f.t
1009
|
Posted - 2013.07.20 17:21:00 -
[2] - Quote
Nah, you're a bit off the mark on this one - the problem with flaylocks is the splash radius is large but the splash damage massive. Splash should fall off significantly as you get further from the impact, so at half the radius you get 50% damage and at the edge of the radius nearly nothing. |
Dale Templar
Ghost Wolf Industries Alpha Wolf Pack
331
|
Posted - 2013.07.20 17:50:00 -
[3] - Quote
Django Quik wrote:Nah, you're a bit off the mark on this one - the problem with flaylocks is the splash radius is large but the splash damage massive. Splash should fall off significantly as you get further from the impact, so at half the radius you get 50% damage and at the edge of the radius nearly nothing.
You're way off the mark pal. There was a bug with the splash radius, CCP fixed it, why would they fix it to break it again? Where is 2m considered massive? On what planet? QQ more nub. |
D legendary hero
THE WARRIORS OF LEGEND
393
|
Posted - 2013.07.20 18:03:00 -
[4] - Quote
people use what they can spam. spam in FPS often is high rate of fire, high damage...etc
if you reduce the ROF and the reload people would have to aim... so most would swich over to proto SMGs. |
Chunky Munkey
Amarr Templars Amarr Empire
845
|
Posted - 2013.07.20 18:06:00 -
[5] - Quote
Flaylock rounds are rockets, not grenades. A universal blast radius of 1m makes it harder to just spam this weapon when you're in a pinch, and stays true to the weapon type. |
D legendary hero
THE WARRIORS OF LEGEND
393
|
Posted - 2013.07.21 08:26:00 -
[6] - Quote
Chunky Munkey wrote:Flaylock rounds are rockets, not grenades. A universal blast radius of 1m makes it harder to just spam this weapon when you're in a pinch, and stays true to the weapon type.
just as the whole point of grenades is blast radius its the same for flaylocks. the problem is rockets dnt get shot like a machine gun... the flaylock fires its three rounds almost without chambering them... reduce the fire rate and it will be fixed. reload speed will hep too. |
Django Quik
R.I.f.t
1014
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Posted - 2013.07.21 09:05:00 -
[7] - Quote
Dale Templar wrote:Django Quik wrote:Nah, you're a bit off the mark on this one - the problem with flaylocks is the splash radius is large but the splash damage massive. Splash should fall off significantly as you get further from the impact, so at half the radius you get 50% damage and at the edge of the radius nearly nothing. You're way off the mark pal. There was a bug with the splash radius, CCP fixed it, why would they fix it to break it again? Where is 2m considered massive? On what planet? QQ more nub. Read again - I said the splash radius is large but the splash damage is massive.
Please provide a source for your assertion of there having been a splash radius bug that was fixed because I recall no such thing.
Also, while I think fixing the splash issue would do a lot to balance this weapon, tuning down the ROF would help too, so this idea isn't terrible; it's just not quite enough. |
Django Quik
R.I.f.t
1014
|
Posted - 2013.07.21 09:07:00 -
[8] - Quote
D legendary hero wrote:Chunky Munkey wrote:Flaylock rounds are rockets, not grenades. A universal blast radius of 1m makes it harder to just spam this weapon when you're in a pinch, and stays true to the weapon type. just as the whole point of grenades is blast radius its the same for flaylocks. the problem is rockets dnt get shot like a machine gun... the flaylock fires its three rounds almost without chambering them... reduce the fire rate and it will be fixed. reload speed will hep too. At the moment flaylocks are basically fast flying small contact grenades - anything that is so unavoidable should take more skill to use and/or be less powerful. |
D legendary hero
THE WARRIORS OF LEGEND
432
|
Posted - 2013.07.21 21:08:00 -
[9] - Quote
^^. trust me splash radius and damage are fine. the splash radius needs a small buff actually.
but people being able to empty a clip in less than 2 seconds and deal 600pts worth of damage is unbeleivable.... at the same time SMGs and scrambler pistols can get similar effects.
i digress. the flaylcosk need slower fire rate, slower reload. think about it forguns pretty much do the same thing to people but the fire rate is slow enough where you can dodge.
the breach scrambler pistol is similiar where you can dodge the rounds because they are so slow.
no if you make it so that emptying your clip is a bad thing on the flaylocks and reduce the RPM people will use more aim, which is equal to skill.
however, the radius needs the small buff of .5m because i use all flaylocks and i can tell you, they are useless up hills, hit detection makes hitting your targets harder, (literally you rocket will go through some poeple and do no damage), and jumping somehow makes your blast radius disappear.
when you factor in the high movement speed, and low mag capacity of the flaylocsk they really aren't over powered. the extra radius is needed for it to stay effective. |
Bones McGavins
TacoCat Industries
385
|
Posted - 2013.07.21 21:16:00 -
[10] - Quote
Lol "trust me". Why should i? do you have a phd in splash radius..es? No the problem with the flaylock is the splash radius. It's a gun that becomes 250% easier to use when you go from std to proto. No other gun comes close to that jump. In fact most guns don't become any easier to use just slightly more damaging. Explosives gaining increase radius is terrible. All flaylocks should have the 1,5 m of the advanced and the skill should be changed to 3% damage. Fixed. It becomes a good gun to finish off folks with low shields or to fire into crowds as support. |
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Pandora Mars
Afterlife Overseers
131
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Posted - 2013.07.21 21:33:00 -
[11] - Quote
D legendary hero wrote:increase blast radius by .5m for STD, breach, ADV, proto.
Super-hyper-ultra-mega-power facepalm.
The main problem is its spash damage being almost the same as the direct hit damage, so I guess the best way to balance it is to buff the splash radius to make sure I hit you every single time dealing that crazy amount of damage. Makes sense.
Got some news for you... CCP isn't going to buff your Flaylock.
Quote: trust me splash radius and damage are fine. the splash radius needs a small buff actually.
Yes, splash damage is only the 99,9% of the direct hit damage. Trust me, it is fine.
Worst Flaylock thread ever, and the worst thing is that you posted this already in Feedback/Requests a couple days ago.
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Aythadis Smith
The Generals EoN.
82
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Posted - 2013.07.21 21:39:00 -
[12] - Quote
I'm kinda tongue and cheek here, but
What if the Flaylock was given ridiculous slash. It would threaten the user in CQB. But then we get roof top spammers and just compound the problem.
Larger slash area, l Put splash damage in line with the Mass Driver, 58% of total damage?) Maybe reduce reload?
No clue here.
All I know is if CCP balances it, might as well replace it with a slingshot and water balloons |
Chunky Munkey
Amarr Templars Amarr Empire
857
|
Posted - 2013.07.21 22:53:00 -
[13] - Quote
D legendary hero wrote:Chunky Munkey wrote:Flaylock rounds are rockets, not grenades. A universal blast radius of 1m makes it harder to just spam this weapon when you're in a pinch, and stays true to the weapon type. just as the whole point of grenades is blast radius its the same for flaylocks. the problem is rockets dnt get shot like a machine gun... the flaylock fires its three rounds almost without chambering them... reduce the fire rate and it will be fixed. reload speed will hep too.
Radeh? Is that you? |
D legendary hero
THE WARRIORS OF LEGEND
438
|
Posted - 2013.07.22 18:48:00 -
[14] - Quote
Bones McGavins wrote:Lol "trust me". Why should i? do you have a phd in splash radius..es? No the problem with the flaylock is the splash radius. It's a gun that becomes 250% easier to use when you go from std to proto. No other gun comes close to that jump. In fact most guns don't become any easier to use just slightly more damaging. Explosives gaining increase radius is terrible. All flaylocks should have the 1,5 m of the advanced and the skill should be changed to 3% damage. Fixed. It becomes a good gun to finish off folks with low shields or to fire into crowds as support.
ARs and SMGs are useful from militia to proto wihout proficiency and require the least SP out of all weapons in the game. try again.
flaylocks, are a niche weapon. if you get killed by them most of the time you are in its effective range... ooh my god, weapons kill in their effective range? gee i guess i didnt need a phd to figure that out. flaylocks are useless up hills, in fact the are useless down hills to due to hit detection problems. player models move fast enough to avoid flaylocks, stop running in a straight line and you'll start doing better
the problem is that the entire clip can be unloaded too fast and the reload time is not punishing to spammers. thats it. problem solved.
2 problems. 1. all secondaries are meant to be good at killing in their effective range. nerfing the flaylocks in its effective range is just stupid. 2. secondaries are not support weapons.
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D legendary hero
THE WARRIORS OF LEGEND
438
|
Posted - 2013.07.22 18:56:00 -
[15] - Quote
Pandora Mars wrote:D legendary hero wrote:increase blast radius by .5m for STD, breach, ADV, proto. Super-hyper-ultra-mega-power facepalm. The main problem is its spash damage being almost the same as the direct hit damage, so I guess the best way to balance it is to buff the splash radius to make sure I hit you every single time dealing that crazy amount of damage. Makes sense. Got some news for you... CCP isn't going to buff your Flaylock. Quote: trust me splash radius and damage are fine. the splash radius needs a small buff actually. Yes, splash damage is only the 99,9% of the direct hit damage. Trust me, it is fine. Worst Flaylock thread ever, and the worst thing is that you posted this already in Feedback/Requests a couple days ago.
brilliant you completely ignore the ROF and reload nerf which infact were the most important parts of the post. your ignorance is amazing. you ignore the most important part and look at the ******* splash damage. splash damage is only a problem for people who strafe back and forth in the same spot because YOU ARE NOT MOVING ANYWHERE. if you strafe back and forth in the same spot you deserve to die to splaish radius... dnt nerf it because you suck. also, AR noobs that like to run forward and charge in a straight line die to flaylocks alot. not my fault you dnt know how to play.
people you can actually play and that dnt just rely on their gear to win dnt complain much about flaylocks. finally if your using militia gear just stop talking cuz milita gear instantly dies to everything.
infact if you want to talk about problem weapons how about your duvoule AR doing more DPS than my proto HMG? dnt complain about flaylocks being better than light weapons (which they are not, except in close range where they need to be), when your light weapon is better than an HMG....lol
the splash radius does almost the same as the direct impact because YOU CAN NOT GET A DIRECT HIT WITH A FLAYLOCK. the rockets go righ through people. it wasnt programmed to even explode on impact with the character models. inaddition the blat radius is very small. |
Maken Tosch
DUST University Ivy League
3443
|
Posted - 2013.07.22 19:08:00 -
[16] - Quote
http://themittani.com/features/dust-514-flaylock-pistol-flay-2-win |
D legendary hero
THE WARRIORS OF LEGEND
439
|
Posted - 2013.07.22 22:21:00 -
[17] - Quote
Maken Tosch wrote:http://themittani.com/features/dust-514-flaylock-pistol-flay-2-win
interesting article. but this only further proves my point. he didnt give an exact number on the RPM of dps of the flaylocks because right now there really is no fire rate its a semi auto capable of high fire rates and fast reload.
because you can empty the flaylocks clip instantly you can do 600damage in one second. however, lowing the rate of fire to 133.3 per minute would mean the 220 damage*100RPM = 366 dps. this is balanced considering a milita SMG requires 0PG and does 416 dps. scramblers pistols even have higher dps than this.
of course each round does 220 direct or 200 splahs but again the splash radius is very small, and the weapon is useless in elevated terrain (up hills or down hills), and practially pointless out side close range, it takes extremely skil to mid-range kill with it because it requires good shot leading. nerf ROF and reload it will balance.
also keep in mind that a splash radius increase of .5 wont effecti good players as even at proto a 3m radius doesn't keep up with someone moving at 5m per second.
alot of people see flaylocks and start bunny hopping and then when i kill them (wit standard flaylocks mind you) they complain.
again, making the weapon a direct impact or reducing the damage would literally make it useless, and then the only weapons we will see on the battle field are ARs... and other chip damage guns. CQC is for flaylocks, SMGs, shotguns, scrambler pistols, scrambler rifles (to a lesser degree but they have inferior range to ARs).
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D legendary hero
THE WARRIORS OF LEGEND
439
|
Posted - 2013.07.22 22:25:00 -
[18] - Quote
people keep comparing the mass driver to the flaylock... the mass drive has a longer range and a bigger blast radius. thats why the splash damage is less. it covers at max proficiency 5m... your movement speed of the average suit is 5m so no one can escape the radius.
but again two can play that game. if flaylocks are supposed to be "mini mass drivers" and be inferior in every regard, why are ARs better than HMGs?
people say... flaylocks are secondaries and they arent supposed to be effective like a primary.... well gee by that logic ARs a light weapon should not in anyway be superior to an HMG an anti infantry HEAVY weapon. but then people scream BALANCE, because if the HMG where better than ARs it would be unbalanced.
likewise, flaylocks are balanced in such a way to be effective side arms. not inferior but with a different role... like people claim about the AR verses the HMG.
if flaylocks are nerfed, then every weapon that is superior to one of a higher level should be nerfed. simplely put an AR should never be better than a HMG at killing |
NIGGSWORM
The Unholy Legion Of DarkStar DARKSTAR ARMY
3
|
Posted - 2013.07.22 22:36:00 -
[19] - Quote
D legendary hero wrote:due to the fact that there are many threads on similar topics and that my explainations tend to be lengthy and would require alot of programming i decided to develop this series of threads called the QUICK fix series.
this series intends to use preexisting elements of the game and/or simple changes to balance out weaponry, vehicles, etc already in the game. that why it can effectively fix a problem in the short term while long term solutions are in development.
this threads topic is: [b] Flaylocks [/b[
problem: high rate of fire and reload speed allows players to spam this gun as a primary.
solution: reduce RPM to 133.5 or 100. increase reload time to 3.5 seconds or 4 second. increase blast radius by .5m for STD, breach, ADV, proto. *#
the .5m ensures that the weapons stays effective, while the decreased RPM and increased reload time means that every shot must count. it also gives people who use chip damage weapons a chance to fire back.
*the jumping mechanic is still bloken jumping while someone fires flaylocks will still allow you to dodge the blast entirely.
#for a reference to how this would work. fire a breach scrambler pistol. this should be the fire rate. reload an SMG. this should be the flaylocks reload and fire rate.
thats harsh, i have a better idea reduce its affect on shield to by half... |
Kane Fyea
DUST University Ivy League
1371
|
Posted - 2013.07.22 22:52:00 -
[20] - Quote
NIGGSWORM wrote:D legendary hero wrote:due to the fact that there are many threads on similar topics and that my explainations tend to be lengthy and would require alot of programming i decided to develop this series of threads called the QUICK fix series.
this series intends to use preexisting elements of the game and/or simple changes to balance out weaponry, vehicles, etc already in the game. that why it can effectively fix a problem in the short term while long term solutions are in development.
this threads topic is: [b] Flaylocks [/b[
problem: high rate of fire and reload speed allows players to spam this gun as a primary.
solution: reduce RPM to 133.5 or 100. increase reload time to 3.5 seconds or 4 second. increase blast radius by .5m for STD, breach, ADV, proto. *#
the .5m ensures that the weapons stays effective, while the decreased RPM and increased reload time means that every shot must count. it also gives people who use chip damage weapons a chance to fire back.
*the jumping mechanic is still bloken jumping while someone fires flaylocks will still allow you to dodge the blast entirely.
#for a reference to how this would work. fire a breach scrambler pistol. this should be the fire rate. reload an SMG. this should be the flaylocks reload and fire rate. thats harsh, i have a better idea reduce its affect on shield to by half... Yea let's make shields even more viable. Those armor tankers can fk off amiright? |
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xLT Green
Damage Core corp. The Superpowers
9
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Posted - 2013.07.22 23:06:00 -
[21] - Quote
Semi auto means it fires as fast as you can pull the trigger. Look I can fire my 45 cal 1911 faster then my 30-06 bolt action because that's the way it was designed. Now if you nerf the flay lock like the TAC AR was what do you have not an semi auto you have a steamy pile of S. Sorry I mean a gun that that is semi auto that loads like a shotgun and that would be a completely different gun. So come on I think it need a auto lock..... Lol |
Kane Fyea
DUST University Ivy League
1371
|
Posted - 2013.07.22 23:13:00 -
[22] - Quote
xLT Green wrote:Semi auto means it fires as fast as you can pull the trigger. Look I can fire my 45 cal 1911 faster then my 30-06 bolt action because that's the way it was designed. Now if you nerf the flay lock like the TAC AR was what do you have not an semi auto you have a steamy pile of S. Sorry I mean a gun that that is semi auto that loads like a shotgun and that would be a completely different gun. So come on I think it need a auto lock..... Lol I don't even....... Just go to sleep. |
D legendary hero
THE WARRIORS OF LEGEND
441
|
Posted - 2013.07.23 18:48:00 -
[23] - Quote
xLT Green wrote:Semi auto means it fires as fast as you can pull the trigger. Look I can fire my 45 cal 1911 faster then my 30-06 bolt action because that's the way it was designed. Now if you nerf the flay lock like the TAC AR was what do you have not an semi auto you have a steamy pile of S. Sorry I mean a gun that that is semi auto that loads like a shotgun and that would be a completely different gun. So come on I think it need a auto lock..... Lol
you lost me bro.... translation please? |
NIGGSWORM
The Unholy Legion Of DarkStar DARKSTAR ARMY
16
|
Posted - 2013.07.23 23:06:00 -
[24] - Quote
Kane Fyea wrote:NIGGSWORM wrote:D legendary hero wrote:due to the fact that there are many threads on similar topics and that my explainations tend to be lengthy and would require alot of programming i decided to develop this series of threads called the QUICK fix series.
this series intends to use preexisting elements of the game and/or simple changes to balance out weaponry, vehicles, etc already in the game. that why it can effectively fix a problem in the short term while long term solutions are in development.
this threads topic is: [b] Flaylocks [/b[
problem: high rate of fire and reload speed allows players to spam this gun as a primary.
solution: reduce RPM to 133.5 or 100. increase reload time to 3.5 seconds or 4 second. increase blast radius by .5m for STD, breach, ADV, proto. *#
the .5m ensures that the weapons stays effective, while the decreased RPM and increased reload time means that every shot must count. it also gives people who use chip damage weapons a chance to fire back.
*the jumping mechanic is still bloken jumping while someone fires flaylocks will still allow you to dodge the blast entirely.
#for a reference to how this would work. fire a breach scrambler pistol. this should be the fire rate. reload an SMG. this should be the flaylocks reload and fire rate. thats harsh, i have a better idea reduce its affect on shield to by half... Yea let's make shields even more viable. Those armor tankers can fk off amiright?
umm first of all their is a **** load of weapons to deal with shield and a grenade made specifically for that role (flux) their is also scrambler rifle, plasma cannon- quite good if you know how to use it and their is scrambler pistol, laser rifle, there is more weapons to deal with shields than their is with armor anyway, with armor extension modules you also get more ehp |
D legendary hero
THE WARRIORS OF LEGEND
444
|
Posted - 2013.07.24 02:23:00 -
[25] - Quote
welp we might as well abandon this thread because CCP listened to the idiots who said the blast radius was the problem... even though the fire rate and reload were the real problem. they also, nerfed the damage effectively making it at proto have less damage per second than a militia SMG.
i dnt understand, people complain that a heavy weapon is more powerful than a light weapon and it get nerfed. then people complain that a secondary is too effective at being a secondary and nerf it....
the flaylock was bad up hills, down hills, and at mid range unless the target was standing still.... now there is no point to using it at all....
hehehe... next they are goning to nerf the forge gun |
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