|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Cosgar
ParagonX
3049
|
Posted - 2013.07.23 04:18:00 -
[1] - 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" |
Cosgar
ParagonX
3052
|
Posted - 2013.07.23 04:33:00 -
[2] - 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. |
Cosgar
ParagonX
3063
|
Posted - 2013.07.23 09:44:00 -
[3] - 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. |
Cosgar
ParagonX
3072
|
Posted - 2013.07.23 12:20:00 -
[4] - Quote
J-Lewis wrote:Cosgar 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. Scrambler and Bolt pistols say "Hi" Hey Cosgar, what's your opinion on having pistols be DUST's "noob-tubes"? One for each race, each works differently but generally easy and rewarding to use. Low skill to high power ratio weapons which work well with high mobility suits (to make up for the lack of range), but are generally out-performed by more skill requiring alternatives (for instance the SMG). We already have this. Just about all the sidearms out DPS light weapons. I'd rather see the Plasma Cannon become an actual n00b tube. Buff all the variants' damage, make it easier to use, and slap a militia variant on the anti-armor starter fit. New players or ones not used to FPS get a fighting chance while veterans and good FPS players will use better weapons and tactics. Of course this means the plasma cannon will be the most hated weapon in the game, but for anyone with sense, they'll know it's a necessity and will have full nerf immunity. |
Cosgar
ParagonX
3072
|
Posted - 2013.07.23 12:37:00 -
[5] - Quote
superjoe360x wrote:Garth Mandra wrote:FYI Max damage from a single flaylock round is: Direct hit: 239.8 * 1.15 * 1.313 = 361.1 Splash: 214.5 * 1.15 * 1.313 = 323.8
If you're only hitting armour then +20% for: Direct: 433.32 Splash: 388.56
This include max proficiency and 5 stacking penalised damage mods (according to eve wiki). The 20% for armour is from the weapon profile/range dev blog.
Damage mods are another topic. Nerf them to 5, 3 and 2 percent and that would help this game a whole lot. Damage mods are fine. They're the only advantage armor tankers have over shields right now because shields have to give up their tank to use them. |
|
|
|