Pages: [1] 2 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Cat Merc
BetaMax. CRONOS.
3465
|
Posted - 2013.07.22 21:13:00 -
[1] - Quote
So people kept saying that if you reduce the prototype flaylock splash radius to the GN-13 level it will be balanced.
So I took it to a ride and I think... they're almost right! It took skill to land a shot, and that shot was rewarding. It's a world of difference between 2 meters and 1.5 meters.
However, while yes it took more skill to use, but it's still comparatively easy to the SMG and pistol. I think reducing the ROF to 1.5 rounds a second would be good. ( 90 RPM)
These two changes will hopefully fix this weapon while not making it useless. |
Galthur
CrimeWave Syndicate
135
|
Posted - 2013.07.22 21:24:00 -
[2] - Quote
I believe the current flaylock should break into 2 variants, these variants would consist with a more skilled powerful one and a weaker noob friendly variant. Keep in mind the word ALMOST in the post in terms of it being balanced.
One variant would offer current damage rates but a one meter blast radius, this would offer higher damage in higher tiers. The other variant would offer current radius rates but half the damage, this would have larger radius in higher tiers. |
DUST Fiend
OSG Planetary Operations Covert Intervention
5386
|
Posted - 2013.07.22 21:28:00 -
[3] - Quote
Keep in mind that most GN-13s will have a splash of around 1.72 where as the Core will have a splash of 2.5, thanks to +5% splash radius per level (3 for GN, 5 for Core) |
Cat Merc
BetaMax. CRONOS.
3469
|
Posted - 2013.07.22 21:28:00 -
[4] - Quote
Galthur wrote:I believe the current flaylock should break into 2 variants, these variants would consist with a more skilled powerful one and a weaker noob friendly variant. Keep in mind the word ALMOST in the post in terms of it being balanced.
One variant would offer current damage rates but a one meter blast radius, this would offer higher damage in higher tiers. The other variant would offer current radius rates but half the damage, this would have larger radius in higher tiers. Hmm... Sounds neat. 90 damage splash? |
Cat Merc
BetaMax. CRONOS.
3469
|
Posted - 2013.07.22 21:30:00 -
[5] - Quote
DUST Fiend wrote:Keep in mind that most GN-13s will have a splash of around 1.72 where as the Core will have a splash of 2.5, thanks to +5% splash radius per level (3 for GN, 5 for Core) Yeah, that widens the gap further. |
Son Down
SamsClub
67
|
Posted - 2013.07.22 21:35:00 -
[6] - Quote
Cat Merc wrote:So people kept saying that if you reduce the prototype flaylock splash radius to the GN-13 level it will be balanced.
So I took it to a ride and I think... they're almost right! It took skill to land a shot, and that shot was rewarding. It's a world of difference between 2 meters and 1.5 meters.
However, while yes it took more skill to use, but it's still comparatively easy to the SMG and pistol. I think reducing the ROF to 1.5 rounds a second would be good. ( 90 RPM)
These two changes will hopefully fix this weapon while not making it useless.
Awww, you would Jenza, because you historically have been, are, and will continue to be a FOTW player. Nothing you can do about it, you are who you are. |
Aythadis Smith
The Generals EoN.
96
|
Posted - 2013.07.22 21:38:00 -
[7] - Quote
( here me out, this is on a SCOUT suit only)
I havent spec'd CORE yet,. but using the GN-13, it feels rewarding to get that kill with it, also, I feel that one is more of a "finisher".
I've caught myself hitting someone with the shotty at point blank, removing the shield, then switching to the side arm for the finishing blow. It does feel a little potent but then again, I'm not rushing shield tanked suits with it. I'm playing to its advantage of *tisk* armor. |
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
304
|
Posted - 2013.07.22 21:41:00 -
[8] - Quote
If they do both those changes it will be outdamaged by pretty much every other sidearm. Hell, there wouldn't be any reason to use it over the scrambler pistol. |
8213
Shining Flame Amarr Empire
20
|
Posted - 2013.07.22 21:44:00 -
[9] - Quote
I direct hit with a Proto Flaylock caused me 560+ damage... the fact is: its a secondary, no secondary should be able to be a one-hit-kill. |
BARDAS
DUST University Ivy League
213
|
Posted - 2013.07.22 21:45:00 -
[10] - Quote
8213 wrote:I direct hit with a Proto Flaylock caused me 560+ damage... the fact is: its a secondary, no secondary should be able to be a one-hit-kill.
My Nova Knife would like disagree with you in a pointy manner. |
|
R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
304
|
Posted - 2013.07.22 21:48:00 -
[11] - Quote
8213 wrote:I direct hit with a Proto Flaylock caused me 560+ damage... the fact is: its a secondary, no secondary should be able to be a one-hit-kill.
Yeah, and then it needs to reload while every other gun continue firing...making sure the DPS is in line. Learn to deal with burst vs sustained damage output |
Cat Merc
BetaMax. CRONOS.
3470
|
Posted - 2013.07.22 21:48:00 -
[12] - Quote
Son Down wrote:Cat Merc wrote:So people kept saying that if you reduce the prototype flaylock splash radius to the GN-13 level it will be balanced.
So I took it to a ride and I think... they're almost right! It took skill to land a shot, and that shot was rewarding. It's a world of difference between 2 meters and 1.5 meters.
However, while yes it took more skill to use, but it's still comparatively easy to the SMG and pistol. I think reducing the ROF to 1.5 rounds a second would be good. ( 90 RPM)
These two changes will hopefully fix this weapon while not making it useless. Awww, you would Jenza, because you historically have been, are, and will continue to be a FOTW player. Nothing you can do about it, you are who you are. huh? |
xLT Green
Damage Core corp. The Superpowers
9
|
Posted - 2013.07.22 21:56:00 -
[13] - Quote
I love the scrambler pistol and the flay lock. I use them both regularly. The flay lock is fun to use has some to little skill to use. But man the reason guns become op is because people complain to much . O the tac ar is to good. The hmg is to good o and right now the flay lock is to good . I stopped using the tac ar because it completely sucks ass and had to completely re teach my self how to use it. I Can tap r2 faster then bullet (plasma rounds) come out of the barrel. What I'm trying to say is its the one thing sheeple use right now I am one o them because its fun. When ever you but skills in to something it should get better and with the right mods a force to be reckoned with. Rather work as a team or spend your precious skills to F#*% win. Don't cry to ccp so they can spend there time to make the game better you you and take time away from making new weapons and gear ext. |
Aythadis Smith
The Generals EoN.
97
|
Posted - 2013.07.22 22:00:00 -
[14] - Quote
xLT Green wrote:I love the scrambler pistol and the flay lock. I use them both regularly. The flay lock is fun to use has some to little skill to use. But man the reason guns become op is because people complain to much . O the tac ar is to good. The hmg is to good o and right now the flay lock is to good . I stopped using the tac ar because it completely sucks ass and had to completely re teach my self how to use it. I Can tap r2 faster then bullet (plasma rounds) come out of the barrel. What I'm trying to say is its the one thing sheeple use right now I am one o them because its fun. When ever you but skills in to something it should get better and with the right mods a force to be reckoned with. Rather work as a team or spend your precious skills to F#*% win. Don't cry to ccp so they can spend there time to make the game better you you and take time away from making new weapons and gear ext. Scrambler pistol users exits?!
I myself have problems using it. That side to side sprint gives me headaches and nightmares. |
OZAROW
A.N.O.N.Y.M.O.U.S. League of Infamy
207
|
Posted - 2013.07.23 04:15:00 -
[15] - Quote
8213 wrote:I direct hit with a Proto Flaylock caused me 560+ damage... the fact is: its a secondary, no secondary should be able to be a one-hit-kill. Ever think of a suit with a ton of damage mods? |
Cosgar
ParagonX
3049
|
Posted - 2013.07.23 04:18:00 -
[16] - Quote
8213 wrote:I direct hit with a Proto Flaylock caused me 560+ damage... the fact is: its a secondary, no secondary should be able to be a one-hit-kill. Scrambler and Bolt pistols say "Hi" |
OZAROW
A.N.O.N.Y.M.O.U.S. League of Infamy
207
|
Posted - 2013.07.23 04:23:00 -
[17] - Quote
OZAROW wrote:8213 wrote:I direct hit with a Proto Flaylock caused me 560+ damage... the fact is: its a secondary, no secondary should be able to be a one-hit-kill. Ever think of a suit with a ton of damage mods?
5 complex damage mods would do over 560 if the damage is 236 a round, not sure the direct damage so I used 236 as a guess . I believe the regular direct hit is some where around that |
Tectonic Fusion
The Unholy Legion Of DarkStar DARKSTAR ARMY
52
|
Posted - 2013.07.23 04:24:00 -
[18] - Quote
R'adeh Hunt wrote:If they do both those changes it will be outdamaged by pretty much every other sidearm. Hell, there wouldn't be any reason to use it over the scrambler pistol. There is no reason to use any weapon over the scrambler unless you are a nub. |
DJINN leukoplast
Hellstorm Inc League of Infamy
823
|
Posted - 2013.07.23 04:25:00 -
[19] - Quote
Aythadis Smith wrote:
I havent spec'd CORE yet,. but using the GN-13, it feels rewarding to get that kill with it, also, I feel that one is more of a "finisher".
Yeah, I've been using an alt with the GN-13 as a sidearm and it works beautifully for finishing off wounded players, which is what a sidearm should be all about.
It's damage should be toned back a bit, closer to the MD, but if CCP can manage to make the flaylock a real secondary weapon (used only for finishing off or as a last resort) then they will have done well. No sidearm should be as effective as a main unless a person puts the time and effort needed to make it work that way (which would be a skill thing, not a OP thing). |
Cosgar
ParagonX
3052
|
Posted - 2013.07.23 04:33:00 -
[20] - Quote
DJINN leukoplast wrote:Aythadis Smith wrote:
I havent spec'd CORE yet,. but using the GN-13, it feels rewarding to get that kill with it, also, I feel that one is more of a "finisher".
Yeah, I've been using an alt with the GN-13 as a sidearm and it works beautifully for finishing off wounded players, which is what a sidearm should be all about. It's damage should be toned back a bit, closer to the MD, but if CCP can manage to make the flaylock a real secondary weapon (used only for finishing off or as a last resort) then they will have done well. No sidearm should be as effective as a main unless a person puts the time and effort needed to make it work that way (which would be a skill thing, not a OP thing). Nerfing damage isn't the answer to everything. Nerfing DPS would be more productive. Keep the Flaylock as an alpha strike weapon but lower the RoF so that it can't be spammed for cheap kills. |
|
Cody Sietz
Bullet Cluster
591
|
Posted - 2013.07.23 04:48:00 -
[21] - Quote
Don't forget the bonus skill that increases the blast radius by 5 percent per level, so the core gets about 2.5 meters total(I think that's about 8 ish feet...I'm stupid) while the GN-20 would be around 1.8 meters(just under 6 feet I think...again stupid) so while it may not seem like a lot, it really does make a difference once you level it up. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
788
|
Posted - 2013.07.23 04:53:00 -
[22] - Quote
Cat Merc wrote:So people kept saying that if you reduce the prototype flaylock splash radius to the GN-13 level it will be balanced.
So I took it to a ride and I think... they're almost right! It took skill to land a shot, and that shot was rewarding. It's a world of difference between 2 meters and 1.5 meters.
However, while yes it took more skill to use, but it's still comparatively easy to the SMG and pistol. I think reducing the ROF to 1.5 rounds a second would be good. ( 90 RPM)
These two changes will hopefully fix this weapon while not making it useless. Flaylock is fine.
ARMOUR NEEDS A BUFF.
|
calvin b
Molon Labe. League of Infamy
98
|
Posted - 2013.07.23 05:40:00 -
[23] - Quote
Simple reduce the spash damage by half for all levels, take away the 5% bonus for each level, and two rounds per clip max. This would solve the insanity. |
Gogo O'Dell
Psygod9 RISE of LEGION
40
|
Posted - 2013.07.23 05:44:00 -
[24] - Quote
DUST Fiend wrote:Keep in mind that most GN-13s will have a splash of around 1.72 where as the Core will have a splash of 2.5, thanks to +5% splash radius per level (3 for GN, 5 for Core)
That's better than a tank's fragmented missiles... |
Protected Void
STRONG-ARMED BANDITS
58
|
Posted - 2013.07.23 09:38:00 -
[25] - Quote
calvin b wrote:Simple reduce the spash damage by half for all levels, take away the 5% bonus for each level, and two rounds per clip max. This would solve the insanity.
That's a nerf hammer solution. All of those things in one go would render it completely useless. The sane solution would be to try *one* of those and see how that works. Then, if it wasn't enough, something else might be added.
Splash damage adjustment by -40 to -50 percent might be a good idea, even a scout would be able to withstand the splash of one shot. This, however, would necessitate direct hit detection actually working. Whenever I go for a direct hit with it, the shot passes right through my target one out of three times.
No splash range increase as the level increases might also work, but then the splash damage can't also be halved. Maybe adjusted down by 10 percent. But what would you propose as the skill bonus instead?
Two rounds per clip might also work - on its own. Or coupled with a splash damage decrease of 10 percent.
I'd also like to point out that while there are certainly people that have skilled into flaylocks to dual wield and spam them, there are also people using them mostly as intended. I skilled into flaylocks as a compliment to my scrambler rifle: take out the target's shield with the scrambler's natural ability at this, work on his armor with the flaylock's natural ability at this. I generally dual wield flaylocks only if the other team is full of proto bears or also are dual wielding flaylocks. |
Protected Void
STRONG-ARMED BANDITS
58
|
Posted - 2013.07.23 09:41:00 -
[26] - Quote
Gogo O'Dell wrote:DUST Fiend wrote:Keep in mind that most GN-13s will have a splash of around 1.72 where as the Core will have a splash of 2.5, thanks to +5% splash radius per level (3 for GN, 5 for Core) That's better than a tank's fragmented missiles...
I know very little about the everyday trials and tribulations of tankers. I would like to point out, though, that a tank has unlimited ammo. |
Mechoj Nomreps
Dead Six Initiative Lokun Listamenn
79
|
Posted - 2013.07.23 09:43:00 -
[27] - Quote
8213 wrote:I direct hit with a Proto Flaylock caused me 560+ damage... the fact is: its a secondary, no secondary should be able to be a one-hit-kill.
As far as i am concerned it should be possible but difficult. Knives are risky to yse for example and a headshot with a scrambler pistol in CQC is also something that is not easily done. |
Cosgar
ParagonX
3063
|
Posted - 2013.07.23 09:44:00 -
[28] - Quote
Protected Void wrote:Gogo O'Dell wrote:DUST Fiend wrote:Keep in mind that most GN-13s will have a splash of around 1.72 where as the Core will have a splash of 2.5, thanks to +5% splash radius per level (3 for GN, 5 for Core) That's better than a tank's fragmented missiles... I know very little about the everyday trials and tribulations of tankers. I would like to point out, though, that a tank has unlimited ammo. To put it in perspective, missile turrets are as bad as the MD at the beginning of Uprising. |
Django Quik
R.I.f.t
1038
|
Posted - 2013.07.23 10:57:00 -
[29] - Quote
OZAROW wrote:OZAROW wrote:8213 wrote:I direct hit with a Proto Flaylock caused me 560+ damage... the fact is: its a secondary, no secondary should be able to be a one-hit-kill. Ever think of a suit with a ton of damage mods? 5 complex damage mods would do over 560 if the damage is 236 a round, not sure the direct damage so I used 236 as a guess . I believe the regular direct hit is some where around that You do realise that due to stacking penalties the 5th damage mod only has 10.5% effectiveness? In fact even stacking 3 damage mods is fairly pointless: http://www.eve-wiki.net/index.php?title=Stacking_penalty |
Hecarim Van Hohen
Bullet Cluster
84
|
Posted - 2013.07.23 11:15:00 -
[30] - Quote
Cosgar wrote: Nerfing DPS would be more productive. Keep the Flaylock as an alpha strike weapon but lower the RoF so that it can't be spammed for cheap kills.
This would balance it nicely imo. |
|
|
|
|
Pages: [1] 2 :: one page |
First page | Previous page | Next page | Last page |