Pages: 1 [2] 3 4 5 6 7 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Noc Tempre
Internal Error. Negative-Feedback
2285
|
Posted - 2013.07.23 16:32:00 -
[31] - Quote
Quote:"We like the concept of these grenades, but we look at them as a situational, additional damage source that will let you take out targets during vital moments of close quarters combat. "
In other words, they are by design trump cards to CQC. How is that a "skill" weapon? |
Soraya Xel
New Eden's Most Wanted Top Men.
160
|
Posted - 2013.07.23 16:34:00 -
[32] - Quote
I fear the Flaylock nerf may be overdoing it, I think they should've just nerfed splash damage. And I think contact grenades should've gone for a damage nerf rather than a count nerf.
I look forward to sticky grenades. |
Reaper Skordeman
The Reaper Crew PMC
44
|
Posted - 2013.07.23 16:36:00 -
[33] - Quote
I'm just curious as to why the direct damage of the Flaylock has suffered such a drastic change. The blast radius and damage needed to be changed no doubt, but a direct hit seems lesser.
EDIT: Upon rethinking I feel that it may actually still work, I occasionally use a Flaylock as a finisher, so it should still do that nicely. Plus this may actually make my marksman skill with the Flaylock seem more impressive. Less 'Gaylock' hate.
I haven't really used a Contact Grenade so I can't comment on them too much, however lowering damage, radius and the carry limit to just a single grenade is overkill.
I've been skilled by a Contact Grenade several times and yes it's pissed me off. But being able to only carry one at a time just seems crippling, why not two?
I do love the idea of Sticky Grenades though, would be better than contact detonation.
Really looking forward to the details for the counters to Murder Taxis. |
Knight Soiaire
Better Hide R Die D.E.F.I.A.N.C.E
1389
|
Posted - 2013.07.23 16:39:00 -
[34] - Quote
You shouldn't of touched Direct Damage, you should've just reduced Splash so players are more inclined to do the skilful thing and actually hit their target for once. (Risk/Reward)
The Contact Nade nerf wasn't what I expected, IWS was hyping the changes up so much and the only change was some altering to PG/CPU and amount carried, incredibly disappointed, they're still a rival of Scouts everywhere, but atleast you done something (It only took you what? 2 Months? Enough to make some money off them I guess)
At the end of the day, Flaylock nerf may have been too much, you should've kept Direct, my only gripe was the Splash, at least now they're more of a 'Finisher' weapon, rather than a Primary for some.
Contact Nade nerf wasn't enough, Splash Radius or damage should've been decreased, enough to allow every suit to tank at least one hit from them, also making them, a 'Finisher' weapon, instead of being a 'Win' button, whenever you come across a Scout. |
October SnowFox
Vacuum Cleaner. LLC RUST415
43
|
Posted - 2013.07.23 16:40:00 -
[35] - Quote
CCP Mintchip wrote:We've heard your concerns and we were a little shocked at the horse-head in our beds, but as per usual we are definitely doing something about it. As CCP Wolfman iterates in this new dev blog. You might be interested to read more about the changes we are making to the Flaylock Pistol, Contact Grenades and teaser into the remedy for the "murder taxis" Please leave your feedback down below! Bullshit.. Problems also in other sides, you looking in wrong direction. Why "Fused" gr only by AUR??? Why AR have more skills? Why other weapons still have stupid skills? like PG cost on FlayLock and charge time on ScR? and why FlayLock dont cost PG???Why??? and biggest problem - you dont listen players. |
Beren Hurin
K-A-O-S theory
800
|
Posted - 2013.07.23 16:40:00 -
[36] - Quote
Reaper Skordeman wrote:I'm just curious as to why the direct damage of the Flaylock has suffered such a drastic change. The blast radius and damage needed to be changed no doubt, but a direct hit seems lesser.
EDIT: Upon rethinking I feel that it may actually still work, I occasionally use a Flaylock as a finisher, so it should still do that nicely. Plus this may actually make my marksman skill with the Flaylock seem more impressive. Less 'Gaylock' hate.
I haven't really used a Contact Grenade so I can't comment on them too much, however lowering damage, radius and the carry limit to just a single grenade is overkill.
I've been skilled by a Contact Grenade several times and yes it's pissed me off. But being able to only carry one at a time just seems crippling, why not two?
I do love the idea of Sticky Grenades though, would be better than contact detonation.
Really looking forward to the details for the counters to Murder Taxis.
I'm telling you, making stickies attach to LAVS will potentially RUIN their drivers.
What if they did the HALO counter to LAVs and let us jump on to the LAV if we have the endurance and start to shoot people in it. |
Liner ReXiandra
Sparks Inc Zero Hour Alliance
82
|
Posted - 2013.07.23 16:44:00 -
[37] - Quote
Hey, any chance for the community to see the provisional numbers for the upcoming weapons so we can have some back & forth feedback?
Both the flaylock and plasma cannon that got introduced last round are imbalanced. One too powerful, and one underpowered. I'd hate to see the same happen with the rail rifle, combat rifle, knifes, the rest of the smgs and snipers.
|
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
750
|
Posted - 2013.07.23 16:46:00 -
[38] - Quote
CCP Eterne wrote:Just a clarification on something. The ammo skill changes does not increase magazine size, but rather the size of the ammo pool.
So you'll still need to reload just as often, except you'll need to head back to the supply depo less often with higher skill levels. Please tell me this change to the flaylock ammo skill is also coming to other low-ammo weapons. |
Jack Kittinger
DUST University Ivy League
9
|
Posted - 2013.07.23 16:47:00 -
[39] - Quote
2 months to respond to a problem to which countless QQ toreada were posted. CHECK
Don't get me wrong it's good to know CCP is doing something. |
Chunky Munkey
Amarr Templars Amarr Empire
874
|
Posted - 2013.07.23 16:47:00 -
[40] - Quote
If you want it to be a skillshot weapon, why bring the splash damage even closer to the direct damage? That's completely counter intuitive.
I'm happy with the general damage nerf though, and I would have prefered a greater reduction to splash radius. I still think this weapon will be spammed in PC, and sudden deaths from across the street from a volley of them isn't going to be any less frustrating. But let's see how it goes. I look forward to more FOTM scrubs crying about their CalLogis & flaylocks being nerfed. |
|
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2198
|
Posted - 2013.07.23 16:49:00 -
[41] - Quote
Knight Soiaire wrote:You shouldn't of touched Direct Damage, you should've just reduced Splash so players are more inclined to do the skilful thing and actually hit their target for once. (Risk/Reward)
The Contact Nade nerf wasn't what I expected, IWS was hyping the changes up so much and the only change was some altering to PG/CPU and amount carried, incredibly disappointed, they're still a rival of Scouts everywhere, but atleast you done something (It only took you what? 2 Months? Enough to make some money off them I guess)
At the end of the day, Flaylock nerf may have been too much, you should've kept Direct, my only gripe was the Splash, at least now they're more of a 'Finisher' weapon, rather than a Primary for some.
Contact Nade nerf wasn't enough, Splash Radius or damage should've been decreased, enough to allow every suit to tank at least one hit from them, also making them, a 'Finisher' weapon, instead of being a 'Win' button, whenever you come across a Scout.
Theyre balanced by having to pay for them |
Kevall Longstride
DUST University Ivy League
371
|
Posted - 2013.07.23 16:50:00 -
[42] - Quote
Looks a solid rebalance. Be interesting to see how it pans out.
I'd have lowered the ROF perhaps but that's just me.
The sticky idea I like. I'd like a sticky flux grenade for AV use more.... |
Viktor Vikrizi
The Unholy Legion Of DarkStar DARKSTAR ARMY
7
|
Posted - 2013.07.23 16:51:00 -
[43] - Quote
October SnowFox wrote:CCP Mintchip wrote:We've heard your concerns and we were a little shocked at the horse-head in our beds, but as per usual we are definitely doing something about it. As CCP Wolfman iterates in this new dev blog. You might be interested to read more about the changes we are making to the Flaylock Pistol, Contact Grenades and teaser into the remedy for the "murder taxis" Please leave your feedback down below! Bullshit.. Problems also in other sides, you looking in wrong direction. Why "Fused" gr only by AUR??? Why AR have more skills? Why other weapons still have stupid skills? like PG cost on FlayLock and charge time on ScR? and why FlayLock dont cost PG???Why??? and biggest problem - you dont listen players.
If you read the dev blog you would know that they are changing the pg skill on the flaylock to cpu |
fansythat
Psygod9 RISE of LEGION
0
|
Posted - 2013.07.23 16:55:00 -
[44] - Quote
Please dont do this CCP the flaylock is fine its a great weapon for the caldari logi and the heavys the reason people whine about it is they compete with it cause if you kill some one using a proto caldari logi with a proto flaylock then they will instantly call it op every suit has something that can compete with it the flaylock is the weakness to the proto caldai logi and every one complains about it cause a majority of dust players use the assult rifle and the flaylock is a counter to it. So CCP please stop nerfing the more exotic wepons (flaylock,laser rifle) and buff them no player will say that the assult rifle is op cause we all use it and i have been in games were my team gets killed once by a flaylock and they scream its op when there only killed by it once. Im begging you CCP dont change the flaylock |
|
CCP Mintchip
C C P C C P Alliance
816
|
Posted - 2013.07.23 16:55:00 -
[45] - Quote
The Flaylock's direct dmg needed to come down a bit to keep in on par with other sidearms. With the splash damage added on, it was just too good at killing. This should hopefully allow for a more balanced weapon - while still having it's unique uses. CCP Mintchip // Twitter - @CCP_Mintchip Dust 514 Community Rep |
|
Scottie MaCallan
Krusual Covert Operators Minmatar Republic
35
|
Posted - 2013.07.23 17:07:00 -
[46] - Quote
I was under the impression AoE and direct damage could not be applied to the same target? |
October SnowFox
Vacuum Cleaner. LLC RUST415
43
|
Posted - 2013.07.23 17:08:00 -
[47] - Quote
Viktor Vikrizi wrote:October SnowFox wrote:CCP Mintchip wrote:We've heard your concerns and we were a little shocked at the horse-head in our beds, but as per usual we are definitely doing something about it. As CCP Wolfman iterates in this new dev blog. You might be interested to read more about the changes we are making to the Flaylock Pistol, Contact Grenades and teaser into the remedy for the "murder taxis" Please leave your feedback down below! Bullshit.. Problems also in other sides, you looking in wrong direction. Why "Fused" gr only by AUR??? Why AR have more skills? Why other weapons still have stupid skills? like PG cost on FlayLock and charge time on ScR? and why FlayLock dont cost PG???Why??? and biggest problem - you dont listen players. If you read the dev blog you would know that they are changing the pg skill on the flaylock to cpu and other problems? then they fix them? |
DAMIOS82
Seituoda Taskforce Command Caldari State
20
|
Posted - 2013.07.23 17:10:00 -
[48] - Quote
Now let me get this right, the contact grenade is suppose to explode on contact, but if it gets a fused time delay is it not just another Locus? and if you make it sticky, should you not call it a sticky grenade, instead of a contact grenade, since a contact grenade implies it explodes on contact, instead of sticking to a surface and exploding after so many seconds. Would it then not just be wiser to make a new grenade called sticky grenade and leave the contact as it is? Plus the contact grenade is just another flavor of the month, the more different explosives you's add, the more likely people will move on to different things. ATM all we have is 4 grenade types, why not just expand on them, afterall the more the better...... |
DUST Fiend
OSG Planetary Operations Covert Intervention
5422
|
Posted - 2013.07.23 17:11:00 -
[49] - Quote
Sticky nades sounds awesome, so long as they aren't just AUR. That's something I'm entirely ok with.
The changes to Flaylock look awesome
And the hints to Murder Taxi fixes are always appreciated.
Overall a good read |
Kevall Longstride
DUST University Ivy League
371
|
Posted - 2013.07.23 17:14:00 -
[50] - Quote
I also liked the use of graphs in the blog showing the statistical evidence you had for seeing they were OP.
Would it be possible to show us similar graphs for all the weapon types?
|
|
Forlorn Destrier
Bullet Cluster
1187
|
Posted - 2013.07.23 17:16:00 -
[51] - Quote
Vethosis wrote:1st, it only took 2 months to act on this.
Let's see, 2-4 weeks to gather data, at which point the last update was already content locked, and so they implemented this in the next update. Wow. That's horrible. I can't believe there is a logical explanation for this..
Quit complaining. |
antonius Aquila
TeamPlayers EoN.
13
|
Posted - 2013.07.23 17:18:00 -
[52] - Quote
So you have gone over the damage and splash of the Flaylocks ad at least they won't be as strong as the Proto Small Cycled Missile Turret. So thank you. BUT...
... you have not said anything about the knockback that it does to Dropships.
It does just about as much knock back that a Forge Gun or Rail Turret would do. The Mass driver doesn't even do as much knockback.
Its understandable that a forge or rail would put out as much damage and knockback to an aerial craft but a sidearm too?!
Too many times getting shot be a flaylock forces a dropship to do backflips. AND it is extremely hard to correct yourself in smaller areas such as a city when you already have to maneuver between buildings.
Please address this. Thanks
Dropships need love! |
October SnowFox
Vacuum Cleaner. LLC RUST415
43
|
Posted - 2013.07.23 17:18:00 -
[53] - Quote
CCP Mintchip wrote:The Flaylock's direct dmg needed to come down a bit to keep in on par with other sidearms. With the splash damage added on, it was just too good at killing. This should hopefully allow for a more balanced weapon - while still having it's unique uses. and that about "RANGE"? i still remember devpost about range in post AR must be close-mid weapon and ScR must be mid-long weapon. In game AR shot farther ScR and with dispersion skill have adv in close. What you can say about this???????? forgive my bad english
|
Harpyja
DUST University Ivy League
363
|
Posted - 2013.07.23 17:18:00 -
[54] - Quote
I still want to know why a Flaylock missile does more splash damage than a missile from a missile turret.
Simple physics show that in order to achieve a larger blast radius, the explosive power needs to increase. Missile turrets have larger blast radii than the Flaylock, but the Flaylock gets more splash damage. I know it's for balance but I think it could be worked on. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2199
|
Posted - 2013.07.23 17:19:00 -
[55] - Quote
Scottie MaCallan wrote:I was under the impression AoE and direct damage could not be applied to the same target?
They dont but when you have 90% of the direct damage being splash then theres a lot of room for error. |
King Trigger
DUST University Ivy League
4
|
Posted - 2013.07.23 17:21:00 -
[56] - Quote
A drop in the bucket, but a welcome one.
Explosives should always hurt. After all, even in the future, armor can't stand up to that kind of force, right? In my opinion, making balances to the Flaylock to "bring it in line with other sidearms" is probably the wrong goal to have. If we wanted more pistols, you could just add more pistols! But the flaylock pistol is (unless my estimation is wrong) designed to be pulled out when you're up against a bunch of tightly grouped enemies, or a murder taxi corners you, or any other situation where grenades just aren't quite going to cut it, to deal with those situations. The trade-off would have to be either the amount of ammo you can carry (once you run out or have to reload, you're hosed) or the firing rate (you can only shoot one and inbetween, you'd better figure something out).
Basically, my point is that this is a grenade-launching handgun, and it should certainly take the place of one. I think from playing other games and from conventional wisdom we all kind of know what that means. What's most frustrating for me is when I'm killed repeatedly by what feels like an exploitative tacticGÇölike using what should be a rarely-used tactical hail mary over and over and over again without consequences. |
JP Acuna
ROYAL SQUAD Shadow of the Apocalypse
0
|
Posted - 2013.07.23 17:21:00 -
[57] - Quote
I'm very happy to see this. I got really annoyed by Flaylocks lately and "murder taxis". I even wasted precious SP to start using the damn flaylock since i was getting killed by it all the time, and it's not working the same for me so i don't even like it. I prefer SMGs and they're outmatched against this thing. It should be about skill after all.
There are always gonna be people who complaint about everything, but i'd support every decision that aims towards balance and role-specific fittings and weapons. Specially when some abuse of too powerful weapons that are easy to use in playing terms.
It's obvious there are more things that need to be fixed, but this is a good progress and clearly feedback is being heard. |
JP Acuna
ROYAL SQUAD Shadow of the Apocalypse
0
|
Posted - 2013.07.23 17:36:00 -
[58] - Quote
October SnowFox wrote: Why "Fused" gr only by AUR???
Because the kills are too easy. Everyone would use them and they'd be nerfed right away. It's ok the way it is. |
Matticus Monk
Ordus Trismegistus
316
|
Posted - 2013.07.23 17:42:00 -
[59] - Quote
Good Dev Blog - thanks for writing and posting this, CCP Wolfman & Mintchip.
I think these changes to the flaylock and contact grenades will keep take them down a notch and out of the 'must use to win' category. I like that responses to issues are based on player feedback and the *time spent* to accrue and process game data and then come up with solutions that are thought out and not super drastic.
Some have said the nerf to direct damage may be too much.... maybe. Let's test it out. Or maybe reload or ROF would have been better.... I look forward to testing such iterative changes in the field (on the receiving end, I'm not a flaylock user.....). Or maybe it will be spot on! |
Fenix Alexarr
BurgezzE.T.F
23
|
Posted - 2013.07.23 17:46:00 -
[60] - Quote
CCP Mintchip wrote:We've heard your concerns and we were a little shocked at the horse-head in our beds, but as per usual we are definitely doing something about it. As CCP Wolfman iterates in this new dev blog. You might be interested to read more about the changes we are making to the Flaylock Pistol, Contact Grenades and teaser into the remedy for the "murder taxis" Please leave your feedback down below!
"Remedy" for the murder taxis? Grenades sticking to the LAV and killing a driver isn't a remedy. It kills the idea of having a vehicle to rep other vehicles (or infantry for God's sake) since you can't go anywhere near enemy infantry. Let's not even talk about Scout LAV weaknesses in this department.
If you want a remedy to Logi LAVs being too tough to kill, nerf low-skilled versions of them and reward high SP investment in them other than 'OMG, MOAR DAMAGE REDUCTION. As it stands, I feel no need to skill any higher into vehicles because of how good the lower SP Logi LAVs are. Maybe you could offer SOME form of protection for a driver other than 'plate, extenders, proto suit' as well. And maybe you could also fix the damn infantry reps on those things while you're at it >< |
|
|
|
|
Pages: 1 [2] 3 4 5 6 7 :: one page |
First page | Previous page | Next page | Last page |