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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Scottie MaCallan
Krusual Covert Operators Minmatar Republic
35
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Posted - 2013.07.23 16:20:00 -
[1] - Quote
looks solid, looking forward to maybe seeing the changes to contact nades in 1.4 or later? and glad to see flaylock looks mostly solid still, ADV. flaylock felt much more balanced than the core so changing the core to be more like the ADV is now sounds good.
I do want to echo concerns about direct damage in the patch though. I understand it's a sidearm and its RoF and reload speed means it has a pretty high DPS if those direct hits land. BUT I'm concerned it might not be as effective in hit & run style tactics as if currently can be (if you can land direct hits consistently). I run scout with a speed tank and a shotgun/flaylock combo, so it's basically all about DPH. I mean I can wait and see, everything might be fine one the patch hits. but wouldn't lowering the RoF and increasing the reload speed be more in line with what the weapon is supposed to be?
I feel like right now you're nerfing DPS by nerfing DPH, if it's supposed to be a high skill, direct hit weapon, why not nerf the RoF to encourage hit & run tactics and skill shots and discourage spamming the whole clip hoping for one or two hits?
as far as concerns about it being a sidearm go, it's not like the proto scrambler pistol and SMG aren't killer too if you use them right. |
Scottie MaCallan
Krusual Covert Operators Minmatar Republic
35
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Posted - 2013.07.23 16:25:00 -
[2] - Quote
Aeon Amadi wrote: If you want a hit and run weapon thats a skillshot, use a Plasma Cannon.
I whole-heartedly support this statement
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Scottie MaCallan
Krusual Covert Operators Minmatar Republic
35
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Posted - 2013.07.23 17:07:00 -
[3] - Quote
I was under the impression AoE and direct damage could not be applied to the same target? |
Scottie MaCallan
Krusual Covert Operators Minmatar Republic
36
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Posted - 2013.07.23 17:49:00 -
[4] - Quote
Aeon Amadi wrote:
They dont but when you have 90% of the direct damage being splash then theres a lot of room for error.
yea I get that just wondering why Mintchip was using splash damage to justify the direct hit nerf. I mean I'm all for lowering the DPS of direct hits, they're totally still overpowered at the moment. Just saying that doing so by just changing the DPH is a little odd. like maybe lower direct hit damage a little, but then also lower RoF and give it a longer reload? nerf DPS and give skill shots more importance, if you miss the first, it takes longer to make up for it, but if you get direct hits it's awesome.
I mean it could be a non-issue, we'll find out for sure soon. I've been spec'd into flaylock since it came out, I love using it as a finisher for my shotgun scout, and I'm not gonna stop using now, so we'll see what happens. I'm just gonna be sad if this nerf actually pushes me to spam more and aim less. If this means I need more hits to kill even after a flux or shotgun, then I might have to. I mean as a speed tanked scout, I can't just sit around and take my time, I have to kill fast & get out before I get hit. I'd rather spend the extra time to land a skill shot than spam 3 & get 1 or 2 direct hits + AoE from whatever misses.
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