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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
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CCP Mintchip
C C P C C P Alliance
814
|
Posted - 2013.07.23 15:53:00 -
[1] - Quote
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! CCP Mintchip // Twitter - @CCP_Mintchip Dust 514 Community Rep |
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Vethosis
Eir Gaming
662
|
Posted - 2013.07.23 15:56:00 -
[2] - Quote
1st, it only took 2 months to act on this. |
Absolute Idiom II
Edimmu Warfighters Gallente Federation
258
|
Posted - 2013.07.23 15:58:00 -
[3] - Quote
Not as big a nerf to Flaylock splash damage range as I'd like to have seen, but thank you! |
Viktor Vikrizi
The Unholy Legion Of DarkStar DARKSTAR ARMY
5
|
Posted - 2013.07.23 16:00:00 -
[4] - Quote
Im glad the contact grenade 's ammo count is getting limited to 1. Those things were getting annoying |
Parson Atreides
Ahrendee Mercenaries EoN.
518
|
Posted - 2013.07.23 16:03:00 -
[5] - Quote
You say you want the flaylock to be a skillshot weapon, yet the splash damage is still about 85% of the direct shot. wut?
And the rate of fire isn't decreasing at all?
As for contact grenades, does that mean we'll see the Fused now use the same PG/CPU requirements and splash radius as the Thukker? Because if not, then you can't pretend like you have an ISK equivalent of the Fused anymore. |
CommanderBolt
A.N.O.N.Y.M.O.U.S. League of Infamy
100
|
Posted - 2013.07.23 16:06:00 -
[6] - Quote
Sounds pretty good to me. I would even go as far as saying, you're actually doing more to the Flaylock than I expected. To me it sounds reasonable but please watch to see how the situation develops and iterate should it be a little underpowered.
And oh yes they WERE the primary weapon for a lot of so called 'protobears'.
Its a bloody noob tube as it stands, hopefully after these changes it will be a weapon that rewards skilled marksmen. Similar to how the Plasma Cannon is - (Please the plasma cannon could use some loving now!) |
Reaper Skordeman
The Reaper Crew PMC
44
|
Posted - 2013.07.23 16:07:00 -
[7] - Quote
Wow... I feel the change in Direct Damage is just too much. It fires rockets for gods sake it's meant to be powerful.
The blast radius needed to be changed, but that and the Direct Damage, you've near crippled this weapon.
You can expect cries for a Respec. now. I feel it should be the blast radius that is changed. the current direct damage is fine, if you even get a direct hit. |
Beren Hurin
K-A-O-S theory
799
|
Posted - 2013.07.23 16:08:00 -
[8] - Quote
Vethosis wrote:1st, it only took 2 months to act on this.
This can't be a valid complaint. Considering it takes, what, a week or more to get the SP for proto, and then its not like they would have statistics for the past to compare much to.
First, you'd have the early adopters with the SP saved getting a lot of kills, then the people who actually earn the SP. Then the followers for the next couple of weeks. Then you get the bandwagon by the end of the month. So you see the graph, and there really wasn't a 'phenomenon effect until July' so IMO this was a fairly quick response and turn around. |
Reav Hannari
Red Rock Outriders
863
|
Posted - 2013.07.23 16:12:00 -
[9] - Quote
Vethosis wrote:1st, it only took 2 months to act on this.
One month to gather data, discuss and make changes and test. Uprising 1.3 has been in Sony's hands for about 3 weeks now. I'm guessing you don't have much experience in the software business.
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Musta Tornius
Sinq Laison Gendarmes Gallente Federation
508
|
Posted - 2013.07.23 16:12:00 -
[10] - Quote
Nice work, looking forward to what else is coming in 1.3. |
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Crimson Judgment
ROGUE SPADES EoN.
70
|
Posted - 2013.07.23 16:12:00 -
[11] - Quote
these changes are nice im happy your not changing the mass driver despite all of the whining. the weapon is fine annoying when your getting mortared with it lol but fine
as for the flaylock skill is that 1 missile added to clip or maximum ammo?
and if its maximum ammo is the skill making the difference or at proto will you get 26 max ammo? |
Beren Hurin
K-A-O-S theory
799
|
Posted - 2013.07.23 16:14:00 -
[12] - Quote
So based on the community's help in figuring out how nanohives use nanite clusters, the stats for the consumed clusters per grenade has been something like 10+ clusters per grenade (but really the stat was 30 clusters to fill your grenade pack.)
So my guess is that a contact grenade will probably take 30 clusters and empty a non-full STD/ADV nanohive in 1 restock.
So not only will a contact grenade spammer maybe gimp himself and feel more naked without all of his win buttons, but he will also quickly gimp his team from resupplies. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2197
|
Posted - 2013.07.23 16:14:00 -
[13] - Quote
No mention at all of an ISK variant........
Soooooo when does this stop being a pay-only option???? |
LRMXxX
What The French CRONOS.
37
|
Posted - 2013.07.23 16:14:00 -
[14] - Quote
I think the fuse nerf is right on the spot but i'm affraid that the flaylock will still be vastly superior to other secondary weapon (seriously who would pick a scrambler pistol over a flaylock in CB). Nothing on the MD ?
The good thing is that when we read wolfman blog, it feels like he understood that CB in it's current state is a 'splosion fest right now, (the MD being one of the greatest contributor to the clusterfuck in CB)
|
Jason Punk
DUST University Ivy League
158
|
Posted - 2013.07.23 16:16:00 -
[15] - Quote
Overall, looks good. It may take a few months, but ya get it done right gentlemen.
A Toast! To the 1.3! |
Jason Punk
DUST University Ivy League
158
|
Posted - 2013.07.23 16:16:00 -
[16] - Quote
LRMXxX wrote:I think the fuse nerf is right on the spot but i'm affraid that the flaylock will still be vastly superior to other secondary weapon (seriously who would pick a scrambler pistol over a flaylock in CB). Nothing on the MD ?
The good thing is that when we read wolfman blog, it feels like he understood that CB in it's current state is a 'splosion fest right now, (the MD being one of the greatest contributor to the clusterfuck in CB)
....me? |
sixteensixty4
Kang Lo Directorate Gallente Federation
11
|
Posted - 2013.07.23 16:17:00 -
[17] - Quote
I specced into flaylock in may sometime, didnt feel so op, untill everyone else got one changes sound reasonable, will soon see after 1.3
Sticky nades sounds like a plan!! |
Prangstar RND
Ahrendee Mercenaries EoN.
151
|
Posted - 2013.07.23 16:18:00 -
[18] - Quote
I would have nerfed it even more but thanks ccp for taking that **** down. We'll see how it works out in the weeks to come. |
ZDub 303
TeamPlayers EoN.
1205
|
Posted - 2013.07.23 16:18:00 -
[19] - Quote
Changes to explosives look good... now if only you had followed that same logic before you took the nerf hammer 9000 to the cal logi suit |
Crimson Judgment
ROGUE SPADES EoN.
70
|
Posted - 2013.07.23 16:18:00 -
[20] - Quote
sixteensixty4 wrote:I specced into flaylock in may sometime, didnt feel so op, untill everyone else got one changes sound reasonable, will soon see after 1.3 Sticky nades sounds like a plan!! go ahead throw your sticky nade at my face ima rush you so hard that we'll both die |
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Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2198
|
Posted - 2013.07.23 16:18:00 -
[21] - Quote
Reaper Skordeman wrote:Wow... I feel the change in Direct Damage is just too much. It fires rockets for gods sake it's meant to be powerful.
The blast radius needed to be changed, but that and the Direct Damage, you've near crippled this weapon.
You can expect cries for a Respec. now. I feel it should be the blast radius that is changed. the current direct damage is fine, if you even get a direct hit.
It fires rockets but its also a Sidearm that outperforms the Mass Driver in terms of overall damage. Lowering the damage now makes the Mass Driver a more juicy option. |
Scottie MaCallan
Krusual Covert Operators Minmatar Republic
35
|
Posted - 2013.07.23 16:20:00 -
[22] - 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. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2198
|
Posted - 2013.07.23 16:22:00 -
[23] - Quote
ZDub 303 wrote:Changes to explosives look good... now if only you had followed that same logic before you took the nerf hammer 9000 to the cal logi suit
Awhh, cant fit all complex shield extenders with a full rack of proto equipment to go with your proto weapon?
Just saying... Its not assault... Yet it has more slots, CPU and PG than ANY assault variant. All at the expense of a sidearm, oh nos.
If it were up to me Logis should only be able to use a sidearm, make them more focused on... oh, I dunno... Logistics? |
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CCP Eterne
C C P C C P Alliance
2515
|
Posted - 2013.07.23 16:22:00 -
[24] - Quote
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. EVE Online/DUST 514 Community Representative GÇ+ EVE Illuminati GÇ+ Fiction Adept
@CCP_Eterne GÇ+ @EVE_LiveEvents |
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itsmellslikefish
DIOS X. II Top Men.
143
|
Posted - 2013.07.23 16:23:00 -
[25] - Quote
I thought there already was a dev blog on murder taxis? |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2198
|
Posted - 2013.07.23 16:24:00 -
[26] - Quote
Scottie MaCallan wrote: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.
If you want a hit and run weapon thats a skillshot, use a Plasma Cannon. |
BatKing Deltor
Granite Mercenary Division
140
|
Posted - 2013.07.23 16:24:00 -
[27] - Quote
.....wait... did i read sticky grenade!? |
Beren Hurin
K-A-O-S theory
799
|
Posted - 2013.07.23 16:25:00 -
[28] - Quote
Hmm...
sticky grenade = small nerf to LAVs...? If it sticks to the LAV that probably means death to driver right? |
Scottie MaCallan
Krusual Covert Operators Minmatar Republic
35
|
Posted - 2013.07.23 16:25:00 -
[29] - 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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Crimson Judgment
ROGUE SPADES EoN.
70
|
Posted - 2013.07.23 16:26:00 -
[30] - 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. thank you for clearing that up the weapon would be even more spamable then it is now if it increased mag size.
side question will you be making remote explosives sticky along with the grenades? |
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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. |
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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 |
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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 |
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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 >< |
|
ZDub 303
TeamPlayers EoN.
1211
|
Posted - 2013.07.23 17:48:00 -
[61] - Quote
Aeon Amadi wrote:ZDub 303 wrote:Changes to explosives look good... now if only you had followed that same logic before you took the nerf hammer 9000 to the cal logi suit Awhh, cant fit all complex shield extenders with a full rack of proto equipment to go with your proto weapon? Just saying... Its not assault... Yet it has more slots, CPU and PG than ANY assault variant. All at the expense of a sidearm, oh nos. If it were up to me Logis should only be able to use a sidearm, make them more focused on... oh, I dunno... Logistics?
i don't even care anymore, they can run the logi class into the ground as far as im concerned. just give me back the 2.47 million SP i've wasted in that tree so I can go assault instead. |
Fenix Alexarr
BurgezzE.T.F
23
|
Posted - 2013.07.23 17:49:00 -
[62] - Quote
JP Acuna wrote: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.
I don't see it as okay. I see it as a p2w since it's only available through AUR. I normally give CCP the benefit of the doubt, but this is without a doubt purchasing an advantage that is unavailable to those who play for free/cannot pay real money. Even if it is only meant for certain situations, the fact remains that it is an advantage in a situation that is not too uncommon.
But hey, we have to pick and choose our battles, right? |
Scottie MaCallan
Krusual Covert Operators Minmatar Republic
36
|
Posted - 2013.07.23 17:49:00 -
[63] - 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.
|
Beyobi
Soldiers Of One Network Orion Empire
107
|
Posted - 2013.07.23 17:50:00 -
[64] - Quote
Nice start, but its not enough. Flaylock CPU/pg needs to fall in line with other explosives and sidearms. Proto flaylock use 45cpu and only 2 pg. Why? Other proto sidearms use 8-10 pg, and let's not forget it is an explosive weapon. Locus grenades use 6 pg, remote explosives use 10 pg and mass drivers use 14 pg. Flaylocks naturally need more pg usage to be on par with other explosive/sidearm items. The new splash damage is still far too big for something called a 'micro missile', and still leaves too much room for error to be considered and precise shot. doubt any of this will actually happen, so good job CCP for continually ******* up. Just once I would like to see an update that doesn't require a fix or public apology, or botched market prices. Quality Control, do you have it? |
Beren Hurin
K-A-O-S theory
803
|
Posted - 2013.07.23 17:54:00 -
[65] - Quote
Fenix Alexarr wrote:"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 ><
They didn't say that sticky grenades are the nerf that is incoming...I speculated this...
Anyway, I really think this is half the problem with tanks. So many people want to brawl with them, but compared to infantry they all have the BEST ranged damage by far. If tanks/vehicles want to be invincible for more than 10 seconds within proto-grenade throwing range that is a pipe-dream. |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
344
|
Posted - 2013.07.23 17:56:00 -
[66] - Quote
Good news, i hate those fused locus and the flaylock spam, i hope the next nerf will be on the Mass Driver because i'm sure that you will see those graphs increasing from now to a month. People have to choose between a great damage or a large AoE, right now the mass driver at max skill offer both, i suggest to nerf the damage and leave the blast radius as is now. For the LAV i can say that after they are not free i see a lot less of them, but we need a free vehicle, the speders o at least a segway |
J Lav
Opus Arcana Covert Intervention
148
|
Posted - 2013.07.23 18:00:00 -
[67] - Quote
Flaylock looks perfect now, maybe a little higher direct damage would be in order, but the splash makes more sense now, without being useless. - in fact I might run one now! |
Fenix Alexarr
BurgezzE.T.F
23
|
Posted - 2013.07.23 18:01:00 -
[68] - Quote
Beren Hurin wrote:Fenix Alexarr wrote:"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 >< They didn't say that sticky grenades are the nerf that is incoming...I speculated this... Anyway, I really think this is half the problem with tanks. So many people want to brawl with them, but compared to infantry they all have the BEST ranged damage by far. If tanks/vehicles want to be invincible for more than 10 seconds within proto-grenade throwing range that is a pipe-dream.
You speculated that, but what else in this blog could possibly be a teaser for anything but that? |
Soraya Xel
New Eden's Most Wanted Top Men.
160
|
Posted - 2013.07.23 18:05:00 -
[69] - Quote
So yeah, overnerfing again. I think CCP needs to stop doing this to whatever the FOTM is. Because everything that's FOTM for one patch, becomes completely unusable the next. CCP should be nerfing things by like 5% at a time, rather than changing three to four stats on a weapon at once. |
Absolon Gainne
Subdreddit Test Alliance Please Ignore
36
|
Posted - 2013.07.23 18:08:00 -
[70] - Quote
Excellent changes, and as always please monitor the situation to ensure that Flaylocks haven't become underpowered because of the change to direct damage. I'm really looking forward to the LAV chains as well. Keep up the good work! |
|
Awry Barux
Shining Flame Amarr Empire
0
|
Posted - 2013.07.23 18:16:00 -
[71] - Quote
I approve of the flaylock changes.
However, as someone who bought a lot (literally 1000s stockpiled) of fused locus nades, the clip size change is ridiculous, bordering on sleazy bait-and-switch business tactics.
A weapon that I paid real money for has now been nerfed into the ground- would you rather carry one 400 damage nade that explodes on contact, or THREE 400 damage nades that don't? 2:3 was a fair ratio, 1:3 is not. Fused locus grenades are now significantly worse than standard non-contact locus grenades.
I would have welcomed a splash radius decrease, to bring the fused locus nades in line with the Thukker proto version (2.5m) or even down to new flaylock levels (1.5-2m). That would have be fair- it would significantly increase the skill required to use them effectively while not making them impotent.
This clip size change won't quite have the desired effect, either- nanohives are extremely common even in pub matches, and I can still stand on top of one and spam 400 damage / 6m blast radius win buttons.
CCP- don't punish me for spending AUR. A nerf to contact grenades, especially the fused locus grenade, is justified, but this is NOT the nerf you're looking for. |
Cygnus Gogela
Freeport Exploration Loosely Affiliated Pirates Alliance
116
|
Posted - 2013.07.23 18:18:00 -
[72] - Quote
Looking forward to sticky grenades. |
OSGR Valdez
Contract Hunters
3
|
Posted - 2013.07.23 18:39:00 -
[73] - Quote
nice job guys! looking forward to sticky grenades!
|
Provolonee
Undefined Risk DARKSTAR ARMY
105
|
Posted - 2013.07.23 18:52:00 -
[74] - Quote
So we got some nerfs. Will there be any buffs? We know you have the data on some under used weapons.
Can we see these graphs for all weapons? That would be a pretty nice chore for an intern or somebody who lost a bet perhaps. Without seeing them we are kind of looking at something out of context. |
Reav Hannari
Red Rock Outriders
868
|
Posted - 2013.07.23 18:59:00 -
[75] - Quote
Kevall Longstride wrote: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?
I'd think the graph showed popularity. We can infer they were OP due to their popularity but I'd be interested in seeing the same period for AR kills.
What I'd really be interested in is seeing a graph of all weapons with the amount of damage they put out.
|
Vin Mora
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
68
|
Posted - 2013.07.23 19:01:00 -
[76] - Quote
October SnowFox wrote:Why AR have more skills? The SMG has the same number of skills; its to reduce the scatter of the weapon to increase its effective range by tightening the bullet spread. HMGs due this naturally, and most other weapons have no spread to speak of.
October SnowFox wrote:Why other weapons still have stupid skills? like PG cost on FlayLock and charge time on ScR? For the most part most of the skills are good, or at least the intent is in the right place.
The Flaylock PG reduction was there because every other weapon has similar skill (except for the Plasma Cannon), now it matches the Plasma Cannons fitting skill and reduces the CPU instead.
The charge time is not a 'stupid' skill (you probably also think that reload skills are stupid, too) that reduction in charge time can make the difference between getting a kill or an assist, or living and dying. Sure, it doesn't work on the assault variants but that is intended. |
D legendary hero
THE WARRIORS OF LEGEND
441
|
Posted - 2013.07.23 19:04:00 -
[77] - 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.
now how about fixing these ARs to be inline with their purpose, because they are too good at killing, way better than the HMG |
Doyle Reese
OSG Planetary Operations Covert Intervention
314
|
Posted - 2013.07.23 19:08:00 -
[78] - Quote
While you're at it, could you perhaps bring the Flaylocks' Metalevels to be more inline with the other weapons? |
JP Acuna
ROYAL SQUAD Shadow of the Apocalypse
0
|
Posted - 2013.07.23 19:11:00 -
[79] - Quote
Fenix Alexarr wrote:JP Acuna wrote: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. I don't see it as okay. I see it as a p2w since it's only available through AUR. I normally give CCP the benefit of the doubt, but this is without a doubt purchasing an advantage that is unavailable to those who play for free/cannot pay real money. Even if it is only meant for certain situations, the fact remains that it is an advantage in a situation that is not too uncommon. But hey, we have to pick and choose our battles, right?
Yeah, you're right but I think its nature demands some exclusivity and AUR is probably the best way. Even those who can pay for these grenades have to use them very sparsely, so i don't see it as a requisition which you have to pay for to win, it's just a luxury you may choose to pay for or not, it's not the greatest advantage either and it's a big risk for the wallet. I wouldn't pay for them myself, at least not at the moment.
Fortunately i don't see them very often. |
wripple
WarRavens League of Infamy
7
|
Posted - 2013.07.23 19:20:00 -
[80] - Quote
Hehe, I foresee tears from Outer.Heaven, seriously the core flaylock is the only thing they use in PC and its been ripping our proto elites apart. |
|
BL4CKST4R
WarRavens League of Infamy
839
|
Posted - 2013.07.23 19:30:00 -
[81] - Quote
Lol this is barely a nerf for the flaylock, the radius is still pretty high and the damage nerf is COMPLETELY negated by the fact it now has 8 shots instead of 3. On top of that it still has the same ROF and reload speed. Oh and the best counter to flaylocks just got nerfed... Welcome to hell Amarr and Gallente! |
Asirius Medaius
Planetary Response Organization
52
|
Posted - 2013.07.23 19:35:00 -
[82] - 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!
I literally skipped all the parts about the flaylock and the grenade balancing and tried to find your "teaser for the remedy" for the "murder taxi".
You weren't kidding, it really was a teaser; There was not a damn word about any balancing of the "Murder Taxi" situation. Again, CCP withholds their possible solution from the Dust 514 community, and instead will probably apply it in a future update, and further f**k things up in this game.
Again, nice "teaser". |
Musta Tornius
Sinq Laison Gendarmes Gallente Federation
511
|
Posted - 2013.07.23 19:43:00 -
[83] - Quote
BL4CKST4R wrote:Lol this is barely a nerf for the flaylock, the radius is still pretty high and the damage nerf is COMPLETELY negated by the fact it now has 8 shots instead of 3. On top of that it still has the same ROF and reload speed. Oh and the best counter to flaylocks just got nerfed... Welcome to hell Amarr and Gallente!
Are we so sure it's +1 to clip rather than ammo pool per level? |
Musta Tornius
Sinq Laison Gendarmes Gallente Federation
511
|
Posted - 2013.07.23 19:43:00 -
[84] - Quote
Asirius Medaius 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! I literally skipped all the parts about the flaylock and the grenade balancing and tried to find your "teaser for the remedy" for the "murder taxi". You weren't kidding, it really was a teaser; There was not a damn word about any balancing of the "Murder Taxi" situation. Again, CCP withholds their possible solution from the Dust 514 community, and instead will probably apply it in a future update, and further f**k things up in this game. Again, nice "teaser".
You used literally wrong. That's all I wanted to share with you. Enjoy. |
Immovable 0bject
DIOS EX. Top Men.
10
|
Posted - 2013.07.23 19:46:00 -
[85] - Quote
Sounds like some great changes. Keep it up CCP I'm really looking forward to the new changes. |
Asirius Medaius
Planetary Response Organization
55
|
Posted - 2013.07.23 19:56:00 -
[86] - Quote
Musta Tornius wrote:Asirius Medaius 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! I literally skipped all the parts about the flaylock and the grenade balancing and tried to find your "teaser for the remedy" for the "murder taxi". You weren't kidding, it really was a teaser; There was not a damn word about any balancing of the "Murder Taxi" situation. Again, CCP withholds their possible solution from the Dust 514 community, and instead will probably apply it in a future update, and further f**k things up in this game. Again, nice "teaser". You used literally wrong. That's all I wanted to share with you. Enjoy.
Nah, pretty sure you don't know what you are talking about; but I expect these kinds of situations. |
Lance 2ballzStrong
SyNergy Gaming EoN.
2991
|
Posted - 2013.07.23 20:04:00 -
[87] - Quote
The amount of nades carried in ones pocket is still too much imo. A core locus nade does 600 dmg, and people can carry 3 of these. While I like the contact nades being nerfed to only 1 in your pocket, the regular locus nades need to be reduced as well.
While it's more skillful to use, it can still be spammed with 1800 dmg in total dealt to an area WITHOUT the need of a hive. |
crazy space 1
Unkn0wn Killers League of Infamy
1529
|
Posted - 2013.07.23 20:07:00 -
[88] - Quote
DAMIOS82 wrote: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......
dude this is CCP we're talking about, that's too much logic for them to handle. |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
243
|
Posted - 2013.07.23 20:09:00 -
[89] - Quote
Aeon Amadi wrote: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.
But now it will take more shots to kill plus a reload
They could have gone RoF, splash radius and splash damage - that would do what they intend.
The more they do the dumber they look. Maybe they shouldnt put up these explanations. Its exposes their ineptitude more than clarify their intent.
One thing it does (which I guess is what CCP wants) is make skilling the other skills more desirable. Optimization and Ammo look pretty good along with Proficiency to get back some of what was taken.
|
Pandora Mars
Afterlife Overseers
137
|
Posted - 2013.07.23 20:33:00 -
[90] - Quote
Very nice. I disagree with people saying the Flaylock nerf is not enough. I hate the darn gun but still the fix seems sever enough to me.
Well done! |
|
Shotty GoBang
Pro Hic Immortalis League of Infamy
397
|
Posted - 2013.07.23 20:33:00 -
[91] - Quote
Nerf Over Performing Items .... Check! Buff Under Performing Items ... ... ... (Check?) |
N1ck Comeau
Pro Hic Immortalis League of Infamy
834
|
Posted - 2013.07.23 20:38:00 -
[92] - Quote
Shotty GoBang wrote:Nerf OP Items ... Check! Buff UP Items ... ... ... (Check?) Scouts will get the buff they need in due time |
GTA-V FTW
Mannar Focused Warfare Gallente Federation
133
|
Posted - 2013.07.23 20:43:00 -
[93] - Quote
Quote:When we originally designed the Flaylock, we wanted it to feel like a skillshot weapon. It should have been powerful, but tricky to use properly. However, we underestimated its potential with both the direct and splash damage. In the hands of a skilled player, it quickly proves itself to be superior to other sidearms and begins to rival other primary weapons. This is going to change and here's how.
Right now, we feel players are relying too heavily on the splash damage of the weapon to get kills. To that end, we're making two changes to encourage precision and reward player skill. First, we're reducing the base splash damage from 195 to 140. We're also reducing the blast radius on the Advanced (from 1.5m to 1.25m) and Prototype (from 2.0m to 1.5m) tiers.
Of course, a direct shot from the Flaylock is still devastating in its current state, so we'll be reducing direct damage from 218 to 165. This is a rather large change, but it brings it in line with other sidearms and should help keep the Flaylock from being a replacement for a primary weapon.
So if this was designed to be a skillshot weapon then you would expect the skilled players to be good with it right?
Also on the same line how is taking away direct damage balancing this weapon?
A skillshot weapon should be damaging with a direct hit and it would take a player having some skill to get a skilled shot so why not just take the splash damage away and leave the direct damage?
Anyway it is what it is.
So we should expect a buff in 1.6 when no one is using the Flaylocks anymore, right? |
Croned
C0NTRA UNIT
361
|
Posted - 2013.07.23 21:22:00 -
[94] - Quote
Did the flux grenade also out-score contact grenades in kills?
But seiously, I'm happy to see these changes being being made soon. I do have one question though: In 1.4, will contact grenades no longer be referred to as "contact grenades", and rather "sticky grenades"? I mean if they don't detonate on impact, they're actually closer to regular grenades. And will this sticky change only apply to fuses? Or will it apply to Thukkers as well? I'd hope the Thukkers would still detonate on impact, given that they are proto and have a small radius. |
Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
189
|
Posted - 2013.07.23 21:23:00 -
[95] - Quote
At first glance they look like great changes, should still be able to use the flaylock to support my scrambler, though testing should tell more. |
STABBEY
WarRavens League of Infamy
81
|
Posted - 2013.07.23 21:27:00 -
[96] - 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!
the flaylock nerf +1.
The changes to contact grenades were not needed, the only people crying were the new players. I survive Contact and fused nades most of the time and still win the gun fight. Most Veteran players can avoid the things with ease. when 1.3 comes you better be ready for refund tickets. |
Boundary Waters
Molon Labe. League of Infamy
10
|
Posted - 2013.07.23 22:02:00 -
[97] - Quote
People sure do love to bitc* and whine about a free game that no one forces you to play. Cheers to ccp for continuing to develop this game |
2-Ton Twenty-One
Internal Error. Negative-Feedback
846
|
Posted - 2013.07.23 22:18:00 -
[98] - Quote
+1 good dev blog |
Tal-Rakken
DUST University Ivy League
33
|
Posted - 2013.07.23 22:25:00 -
[99] - Quote
Quote: At the same time, we're modifying the Flaylock Ammo skill to give 1 missile per level instead of a 5% bonus per level. This makes the skill equally useful for all tiers and gives you an increased opportunity to score a direct hit with the larger ammo pool.
any chance of getting similar changes to say swarm launchers?? at lvl 4 you get 1 extra missile if my math is correct, and you dont get any bonus beyond or until lvl4.
Quote:Finally, we're changing the fitting skill to make the bonus more useful. As the Flaylock currently uses very little power grid, the fitting skill's bonus to PG wasn't very helpful. As of Uprising 1.3, the skill will now give a CPU bonus instead.
any chance of getting this moved over to any of hte other sidearms as most have very low pg usage and yet at the higher tiers have a rather large cpu cost although not quite as low as the flaylock(never realized how easy to fit the flaylock was) |
DJINN leukoplast
Hellstorm Inc League of Infamy
832
|
Posted - 2013.07.23 22:54:00 -
[100] - Quote
Flaylock adjustments seem to be just right. I've been using the advanced flaylock and definitely agree that it needed a damage reduction, although the 1.5m splash seemed about right, which is where the core will be in 1.3. And the 1.25m splash on the advanced isn't a big enough hit to make it useless, which is good. As a sidearm it should be used mainly to finish people off or used as a last resort weapon, and I think these changes should accomplish that. Ammo nerf might have taken it too far, but it's not too dramatic of a change.
But TBH I am not sure if your fused adjustment was a good thing. Yes it needed a nerf, but in a way you guys gave it a pretty big buff at the same time. Ok, so we can only carry one at a time now right? But you beef up it's splash radius to the same as the other nades in it's category? So the thukkers will be just as potent as the cores... but in contact nade form?
I can see it now, people camping on hives abusing the living crap out of fused, and thukkers will be the holy grail. But who knows, maybe only having on at a time, unless sitting on a hive, will make people use them more wisely and less often for cheap tactics.
As for the sticky idea, I love it! I've always wanted to see sticky nades in this game, although heavies are going to absolutely HATE it |
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DJINN leukoplast
Hellstorm Inc League of Infamy
832
|
Posted - 2013.07.23 22:57:00 -
[101] - Quote
Croned wrote:Did the flux grenade also out-score contact grenades in kills?
But seiously, I'm happy to see these changes being being made soon. I do have one question though: In 1.4, will contact grenades no longer be referred to as "contact grenades", and rather "sticky grenades"? I mean if they don't detonate on impact, they're actually closer to regular grenades. And will this sticky change only apply to fuses? Or will it apply to Thukkers as well? I'd hope the Thukkers would still detonate on impact, given that they are proto and have a small radius.
In 1.3 Thukkers radius will be the same as the cores. |
Celestial Fire
Superior Genetics
2
|
Posted - 2013.07.23 23:25:00 -
[102] - Quote
Reaper Skordeman wrote:Wow... I feel the change in Direct Damage is just too much. It fires rockets for gods sake it's meant to be powerful.
The blast radius needed to be changed, but that and the Direct Damage, you've near crippled this weapon.
You can expect cries for a Respec. now. I feel it should be the blast radius that is changed. the current direct damage is fine, if you even get a direct hit.
You do know that it is a secondary, not a primary, right? |
God Anpu TheImmortal
The Pyramid Order Only The Famous
27
|
Posted - 2013.07.24 00:21:00 -
[103] - Quote
Beren Hurin wrote:Vethosis wrote:1st, it only took 2 months to act on this. This can't be a valid complaint. Considering it takes, what, a week or more to get the SP for proto, and then its not like they would have statistics for the past to compare much to. First, you'd have the early adopters with the SP saved getting a lot of kills, then the people who actually earn the SP. Then the followers for the next couple of weeks. Then you get the bandwagon by the end of the month. So you see the graph, and there really wasn't a 'phenomenon effect until July' so IMO this was a fairly quick response and turn around. Agreed this was a very quick and timely response to this flaylock fest now let's see how the flaylockers do now. |
Winsaucerer
The Southern Legion
166
|
Posted - 2013.07.24 00:42:00 -
[104] - Quote
JP Acuna wrote: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.
No, there should always be an ISK equivalent. This game is already walking dangerously along the edge of "pay to win", since you can use out of game money to create real in-game goods used to win wars. Don't topple over the edge by having powerful AUR-only items. |
rexio XD
Zumari Force Projection Caldari State
0
|
Posted - 2013.07.24 00:59:00 -
[105] - Quote
wripple wrote: I foresee tears from warravens, seriously the core flaylock is the only thing we use in PC and o.h have been ripping our proto elites apart. there fixed it |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
798
|
Posted - 2013.07.24 01:07:00 -
[106] - Quote
About the Flay Lock pistol.... and Im speaking from the Lord of the Land of Armour tanking's perspective, knighted and raised to lordship by the the forum king Charlotte O'dell, that the Flay Lock would honestly be fine with the proposed changes to the Splash Damage and Radius.
A Nerf in damage from 218 to 165 is extremely harsh almost breaking the gun entirely.... like the laser when it was first redesigned for Uprising (now it is a great gun). A flat reduction of between 20- 35 points of damage on direct hit would be perfect. It would keep the damage below 200 on direct hit while not utterly hammering the gun.
I mean I hate all things Minmatar, especially the Flay Lock but I don't want to see it disappear into obscurity. I enjoy CEO Pyrex's videos. |
castba
Penguin's March
41
|
Posted - 2013.07.24 01:21:00 -
[107] - Quote
Looking forward to the sticky grenades in 1.4 Suicide scouts could cause quite a bit of panic... and humour! |
420 BLAZED
STRONG-ARMED BANDITS
55
|
Posted - 2013.07.24 01:44:00 -
[108] - Quote
looking good CCP, this game is the bomb and can't wait until we fix the little things, because believe it or not they matter and just wondering are you guys going to issue a sell back in the market? yours truly Mr. Dedication 420 BLAZED |
howard sanchez
DUST University Ivy League
612
|
Posted - 2013.07.24 01:44:00 -
[109] - Quote
I haven't even begun to read the responses in this thread. Doing that next. Just wanted to say "thank You" CCP. And especially thank you to CCP Wolfman.
The style of communication and feedback to the community demonstrated in this blog is exactly what we need more of. Great blog.
Please note, I am not referring to the contents ( but my opinion of such is positive), rather to the format, language and overall style. You are speaking to us clearly about your perspective and plans for the game, the data that leads to your current assessment of the status qou and then you list actions you are taking and giving us insight to your future expectations.
This is the style and approach that makes me, a player, feel like I have a closer connection to you, a developer. I need that sense of connection because DUST often feels like its not headed in the right direction. And I hope that sense comes more from a lack of insight and information on my part ( the player ) than on your part.
I feel like players are telling you how the game feels from our perspective...this blog feels like you are starting to tell us how it feels from your perspective.
Do more of this please. And make your blog release cycle a lot shorter than your game update cycle.
Thanks again.
HS |
calvin b
Molon Labe. League of Infamy
104
|
Posted - 2013.07.24 02:39:00 -
[110] - Quote
The first thing I noticed is they say the shotgun instead of an HMG is made for CQC. WTF CCP when are we the heavies going to earn your freakin respect. Also making the grenade sticky great idea in concept, but guess who will be the main target for these, we the heavies is who. A target as big as we are and as slow as we are, I can see it becoming another problem for us. I am not trying to rain on your parade but man come on. I am frustrated and I am at a lose for words for I am very close to joining the respec crowd and just going proto assault. There is no point to being a heavy, the build does not work in PC and is constantly outgunned on the battlefield. No range, damage is so so at best. So what is the point of having a heavy build. Please I am just fustrated and want to enjoy the game but at the moment I don't know what to say. |
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October SnowFox
Vacuum Cleaner. LLC RUST415
44
|
Posted - 2013.07.24 03:42:00 -
[111] - Quote
Vin Mora wrote:October SnowFox wrote:Why AR have more skills? The SMG has the same number of skills; its to reduce the scatter of the weapon to increase its effective range by tightening the bullet spread. HMGs due this naturally, and most other weapons have no spread to speak of. October SnowFox wrote:Why other weapons still have stupid skills? like PG cost on FlayLock and charge time on ScR? For the most part most of the skills are good, or at least the intent is in the right place. The Flaylock PG reduction was there because every other weapon has similar skill (except for the Plasma Cannon), now it matches the Plasma Cannons fitting skill and reduces the CPU instead. The charge time is not a 'stupid' skill (you probably also think that reload skills are stupid, too) that reduction in charge time can make the difference between getting a kill or an assist, or living and dying. Sure, it doesn't work on the assault variants but that is intended. ok, why SMG\AR have more skills? Reload skill is not stupid, u a wrong. I m telling you about passive skills like "dispersion" and about "charge skill" - ok,ok.. dont touch him. Just add dispersion skill to ScR! About FL - **** this **** dont eat PG!!! they must add PG cost
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IrishWebster
Molon Labe. League of Infamy
57
|
Posted - 2013.07.24 03:53:00 -
[112] - Quote
I want to have sex with whoever designed these changes. And by sex I mean have beers with. |
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CCP Wolfman
C C P C C P Alliance
541
|
Posted - 2013.07.24 03:53:00 -
[113] - Quote
Thanks for the comments guys. ItGÇÖs going to be very interesting to see how these changes effect the Flaylock performance. Need that graph to drop a bit but not too much :-)
Just to manage your expectations weGÇÖre not 100% sure sticky nades will make it in to 1.4. Some of our other work has taken longer than expected so that task is currently in the danger zone.
Cheers
CCP Wolfman
|
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Mintqueer
Mikramurka Shock Troop Minmatar Republic
51
|
Posted - 2013.07.24 04:00:00 -
[114] - Quote
Flaylock's splash damage is still too good, it should be dropped to 60~80 and the radius of advanced/prototype level is should be 1 m fixed. |
Mintqueer
Mikramurka Shock Troop Minmatar Republic
51
|
Posted - 2013.07.24 04:02:00 -
[115] - Quote
CCP Wolfman wrote:Thanks for the comments guys. ItGÇÖs going to be very interesting to see how these changes effect the Flaylock performance. Need that graph to drop a bit but not too much :-)
Just to manage your expectations weGÇÖre not 100% sure sticky nades will make it in to 1.4. Some of our other work has taken longer than expected so that task is currently in the danger zone.
Cheers
CCP Wolfman
Core locus grenades are better, cook greande... jump... throw... win |
GOTDUST
Zumari Force Projection Caldari State
49
|
Posted - 2013.07.24 04:12:00 -
[116] - Quote
Just REMOVE contact grenades from market and REFUND unused. No one will buy that nerfed garbage. Sticky Grenades? What r u smoking? More crap for these 10 year olds to cry about. Try adding some new maps and EVERYONE Is happy. Lock the noobs in academy till they hit 5 mill sp. |
fragmentedhackslash
KILL ORDERS
0
|
Posted - 2013.07.24 04:15:00 -
[117] - Quote
I didn't see anyone suggest an operator splash back damage for the Flaylock, ie: if the operator shoots ANYTHING at point blank it hurts them as well, please it is a needed fix. |
Niuvo
The Phoenix Federation
290
|
Posted - 2013.07.24 04:28:00 -
[118] - Quote
I like what I read. Operator splash back damage is a must! Forge gun too! |
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CCP Wolfman
C C P C C P Alliance
550
|
Posted - 2013.07.24 05:15:00 -
[119] - Quote
Mintqueer wrote:Flaylock's splash damage is still too good, it should be dropped to 60~80 and the radius of advanced/prototype level is should be 1 m fixed.
We'll see how this changes the performance stats as well as what the community reaction is before we make any more changes. We don't want to nerf it too hard and then have to bump it back up again :-) |
|
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CCP Wolfman
C C P C C P Alliance
556
|
Posted - 2013.07.24 05:31:00 -
[120] - Quote
Niuvo wrote:I like what I read. Operator splash back damage is a must! Forge gun too!
They do splash the user if he is close enough..? I just blew myself up! |
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RINON114
B.S.A.A. General Tso's Alliance
327
|
Posted - 2013.07.24 05:38:00 -
[121] - Quote
CCP Wolfman wrote:Thanks for the comments guys. ItGÇÖs going to be very interesting to see how these changes effect the Flaylock performance. Need that graph to drop a bit but not too much :-)
Just to manage your expectations weGÇÖre not 100% sure sticky nades will make it in to 1.4. Some of our other work has taken longer than expected so that task is currently in the danger zone.
Cheers
CCP Wolfman
I agree with some of the sentiments in this thread, that the splash damage should go down more but direct damage goes back up a little. |
zzZaXxx
The Exemplars Top Men.
130
|
Posted - 2013.07.24 05:51:00 -
[122] - Quote
CCP Wolfman wrote:Mintqueer wrote:Flaylock's splash damage is still too good, it should be dropped to 60~80 and the radius of advanced/prototype level is should be 1 m fixed. We'll see how this changes the performance stats as well as what the community reaction is before we make any more changes. We don't want to nerf it too hard and then have to bump it back up again :-)
That would be waaaaay overboard. -25% splash and --30% or so dmg is enough |
Valmar Shadereaver
Ninth Legion Freelance
25
|
Posted - 2013.07.24 08:04:00 -
[123] - Quote
like the change's on the flaylock no more spamming it as main weapon and now itwl hopefuly be used for its intended role of finishing ppl of instead of main weaponry use wat i found a bit less good the ammo count increase on from standard to proto sure its good it has less ammo at standard but having more ammo as it tier's up and this only counting for the flaylock seems a bit racist toward's other weapon's why only give the flaylock the nicer ammo at higher lvl's i think it shud be standard for all weaponry this wuild lead to more use of proto weapon's cause there are alot of blueprint or standard weapon user's il probaly regret saying this thou :o |
Mordecai Sanguine
What The French CRONOS.
0
|
Posted - 2013.07.24 09:08:00 -
[124] - Quote
Simply loves these changements ! Maybe flaylock people will see than it's a SECONDARY weapon !
You said than it's a skillshot weapon but i think than between a rocketshooter that have huge blast damage/range and a Scrambler pistol that needs to be really accuracy there's a problem in the d+¬finition of "Skillshot"... ^^'
Scrambler Pistol is good and don't need any changes about DMG/Range or other BUT it should cost less Pg. The Flaylock needs the half PGU/CPU than a Scrambler pistol but shoots rocket what the f**k ?
Oh and I'm a Mass Driver User since the begining of my account (6 months). Just don't nerf it please. People who don't use it don't know how it's hard to fit it (93/14 for proto) And they don't know the NerfHammer90000 we known as Uprising (Like 10/20% of DMG less and like 1/3 of blast range and blast damage less) It's a low Ammo weapon (always empty T_T) and a low magazine size. And it's absolutely useless as shield. (And thats normal) I think Mass driver is really powerful BUT brings such counter than make it an Normal weapon and NOT a OP weapon ^^
So really good Dev Blogs ! Please bring Love to scrambler Pistol (Less PG pleaaaase :p) Oh and anyone can tell me the % of damage for an Headshot with it ? Thanks CCP :-)
Ps : With the changement of the Amarr Logi suit and the flaylock/calogi nerf AND the future LAV nerf i just F*cking love you CCP ! All the problems of balance is solved or being to be that's AWESOME \o/ Bring New maps (not an re-edit) and i'll get my mind's BLOOOOOOOOWED :p |
RINON114
B.S.A.A. General Tso's Alliance
330
|
Posted - 2013.07.24 16:21:00 -
[125] - Quote
I play Gallente as an armour tank, so I hate flaylocks more than a lot of people, but I have to say that these changes still seem too harsh in both directions. The flaylock should have almost no splash radius with a little damage, but have high direct damage in order to make it a skill weapon.
Right now the changes just make it a very bad mass driver.
These changes aren't incremental like you tried with the TAR, which was a step in the right direction but now it's terrible again. Please stop overnerfing everything, especially when it takes two months to buff it again and you get it wrong again.
Lower the flaylocks direcy damage by about 25 points but lower the prototype splash to 1 meter, with advanced being 0.75 and standard being 0.5. The splash damage should remain as you propose.
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Buster Friently
Rosen Association
1277
|
Posted - 2013.07.24 16:50:00 -
[126] - Quote
Hail king AR, hail AR 514. |
Ein Robot
Ex-Foxhound
12
|
Posted - 2013.07.24 17:43:00 -
[127] - Quote
Its a useless weapon now, just use AR its what everyone wants. |
Vin Mora
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
68
|
Posted - 2013.07.24 17:55:00 -
[128] - Quote
October SnowFox wrote:Quote:October SnowFox wrote:Why AR have more skills? The SMG has the same number of skills; its to reduce the scatter of the weapon to increase its effective range by tightening the bullet spread. HMGs do this naturally, and most other weapons have no spread to speak of. ok, why SMG\AR have more skills? Did you even read my post?! I answered this, let restate the answer to your question:
Quote:The SMG has the same number of skills; its to reduce the scatter of the weapon to increase its effective range by tightening the bullet spread. HMGs do this naturally, and most other weapons have no spread to speak of. Also, I bolded the important part. No other weapon needs to have its dispersion reduction, because they have little/none (almost all weapons) or they do that as part of their nature (HMG).
|
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2213
|
Posted - 2013.07.24 17:58:00 -
[129] - Quote
Interestingly enough I dont see anyone complaining about ARs in other games.
Battlefield? Its the staple, everyone knows that. Call of Duty? Yeah, its glorious as long as youre not doing Hardcore, then the SMG is the only option. Team Fortress 2? Didnt even include one. Maybe you should check that game out.
Its versatile, but in CQC theres better weapons. Long range does need some better alternatives (laser rifle being fixed) but if youre saying the gameis favoring ARs because of a Flaylock fix maybe its time to invest in a Shotgun. or an HMG. or knives.
Or, I dunno, have someone give you some pointers on how to aim. |
Awry Barux
Shining Flame Amarr Empire
3
|
Posted - 2013.07.24 18:10:00 -
[130] - Quote
Said it once, time to say it again. The contact grenade nerf is wrong. It's not right. It won't have the desired balancing effect. How many ways can I say it? Halving the ammo capacity is not going to fix anything. The fact that the win button can only be used once before dropping a nanohive instead of twice is not going to make the people who cry about it stop crying. It will be just as annoying and win-buttony as it was before, just now you've made it so that it requires nanohives to be usable, which is only going make people abuse it harder.
CCP, please. Do some real balancing. Let's see some damage and blast radius tuning. For example, the no-skill fused locus grenades could (hypothetically) be rebalanced to 300 damage / 2.5M radius, as opposed to 400 / 6M. Rebalance the protos to 400/2.5 instead of 600/2.5, with an ammo capacity of 2 for both the proto and no-skill versions. Obviously these are just examples- the real balancing is up to you, CCP. But halving the ammo capacity will not help anything in terms of balance and upset free players, and is simply an annoyance to people who have spent real-world money on their hope that this game may blossom into the best MMOFPS ever seen. |
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Bullets2yaface
Red Star. EoN.
39
|
Posted - 2013.07.24 20:08:00 -
[131] - Quote
Thanks crybabies you won. Boo hoo hoo the flaylock killed me and its really strong ITS A ROCKET PISTOL MORONS all that crying isn't making you a better player. CCP this is a joke direct damage should be high on a rocket stop pandering to babies.Nerfing things isn't the answer how you gonna nerf the assault forge gun when people start crying about it? The flaylock does take skill to use and skill to avoid people that whine just suck its that simple always will be. Is my mass driver next cuz its OP? Final note if you can't leave weapons and suits alone you should refund people's sp it's not our fault when you decide that what we spec into is too much for people who haven't i don't have a problem losing to flaylocks, caldari logi or murder taxi people are just bitches. |
nukel head
Knights of No Republic The Superpowers
61
|
Posted - 2013.07.24 21:28:00 -
[132] - Quote
Reaper Skordeman wrote:Wow... I feel the change in Direct Damage is just too much. It fires rockets for gods sake it's meant to be powerful.
The blast radius needed to be changed, but that and the Direct Damage, you've near crippled this weapon.
You can expect cries for a Respec. now. I feel it should be the blast radius that is changed. the current direct damage is fine, if you even get a direct hit.
In some cases I think requests for respec are reasonable, but anyone that spent SP on flaylocks knowing they would get nerfed should have expected to lose those points. I did not skill into them at all for that reason. |
nukel head
Knights of No Republic The Superpowers
61
|
Posted - 2013.07.24 21:31:00 -
[133] - Quote
Bullets2yaface wrote:Thanks crybabies you won. Boo hoo hoo the flaylock killed me and its really strong ITS A ROCKET PISTOL MORONS all that crying isn't making you a better player. CCP this is a joke direct damage should be high on a rocket stop pandering to babies.Nerfing things isn't the answer how you gonna nerf the assault forge gun when people start crying about it? The flaylock does take skill to use and skill to avoid people that whine just suck its that simple always will be. Is my mass driver next cuz its OP? Final note if you can't leave weapons and suits alone you should refund people's sp it's not our fault when you decide that what we spec into is too much for people who haven't i don't have a problem losing to flaylocks, caldari logi or murder taxi people are just bitches.
The babies are the morons that used the flaylock instead of being better players. If I could fault CCP for anything about the flaylock it would be putting it in the game in the first place. There was no way it wasn't going to be abused, and therefore no way it wasn't going to have to get nerfed. |
Bullets2yaface
Red Star. EoN.
39
|
Posted - 2013.07.24 21:58:00 -
[134] - Quote
[nukel head wrote:The babies are the morons that used the flaylock instead of being better players. If I could fault CCP for anything about the flaylock it would be putting it in the game in the first place. There was no way it wasn't going to be abused, and therefore no way it wasn't going to have to get nerfed.
Its not even a practical weapon to use once you avoid them they're dead I used them when they first came out, I was good with them but when i got my respec i didn't even get them again they're not that great they're just popular. I could understand dropping the clip size but there is no for damage reduction just decrease splash range.
I'm not against the flaylock nerf in particular its all of them just because something is good doesn't make it OP all the weapons are good if you know how to shoot . Why do things have to be nerfed when people can't figure out how to beat them. People pick which weapon is best for them all of them work if you're good with it maybe if people are losing to people all the time they should think about the path they chose rather then how OP the other guys weapon must be. |
Moonracer2000
Subdreddit Test Alliance Please Ignore
594
|
Posted - 2013.07.24 22:49:00 -
[135] - Quote
Can we get some data on the number of Caldari Logistics with Flaylocks, Logistic LAVs and contact grenades used by winning teams of the upcoming tournament?
The fact that the next update is primarily focused on balance issues and is to be expected shortly after a tournament event kind of sours the idea of participating in it unless you are skilled into arguably imbalanced gear. |
MRBH1997
Knights Of Ender
6
|
Posted - 2013.07.24 22:53:00 -
[136] - Quote
I like the idea of making the flaylock pistol splash being reduced. Since its an explosive round weapon it should be more deadly in direct hits than splash. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
1
|
Posted - 2013.07.25 04:29:00 -
[137] - Quote
Fenix Alexarr wrote:JP Acuna wrote: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. I don't see it as okay. I see it as a p2w since it's only available through AUR. I normally give CCP the benefit of the doubt, but this is without a doubt purchasing an advantage that is unavailable to those who play for free/pay real money. Even if it is only meant for certain situations, the fact remains that it is an advantage in a situation that is not too uncommon. But hey, we have to pick and choose our battles, right? Please explain how the fck is it a pay to win? I've spent over $200 on this game and I don't see anything to gain advantage by it on the battlefield. Only get boosters and bpo gear of std suits and weapons. So please shut the fck up. So tired of everyone's crying. sound like a bunch of bitches. Its annnoying, the flaylock nerf was needed but imo they over did it but again I just specd into the tac ar :). So no it isnt pay to win you cheap fk. Support the game if you want change. I sure did. And never asked for ****. anyway time to make a alt and buy a other elite pack. |
Fenix Alexarr
BurgezzE.T.F
24
|
Posted - 2013.07.25 05:53:00 -
[138] - Quote
FLAYLOCK Steve wrote:Fenix Alexarr wrote:JP Acuna wrote: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. I don't see it as okay. I see it as a p2w since it's only available through AUR. I normally give CCP the benefit of the doubt, but this is without a doubt purchasing an advantage that is unavailable to those who play for free/pay real money. Even if it is only meant for certain situations, the fact remains that it is an advantage in a situation that is not too uncommon. But hey, we have to pick and choose our battles, right? Please explain how the fck is it a pay to win? I've spent over $200 on this game and I don't see anything to gain advantage by it on the battlefield. Only get boosters and bpo gear of std suits and weapons. So please shut the fck up. So tired of everyone's crying. sound like a bunch of bitches. Its annnoying, the flaylock nerf was needed but imo they over did it but again I just specd into the tac ar :). So no it isnt pay to win you cheap fk. Support the game if you want change. I sure did. And never asked for ****. anyway time to make a alt and buy a other elite pack.
Judging from your response, I'm guessing you're one of the less educated on the forums. So, I'll make it nice and easy. Read my post again and you'll see why contact grenades count as p2w. It is not that I don't support the game. I actually do spend money on boosters, etc... But the idea of a free to play game is not that one must pay money to be competitive. When you cannot do with isk everything that you can do with aurum with respect to game performance, a difference is created that cannot be bridged with time. This makes the element p2w.
Before you start back in with the macho **** talk about how I'm such a 'hater', just stop. I play the game just like everyone. I'm not here to measure my member. And I'm certainly not here to infantalize the size of your obviously huge member. I'm here specifically for the betterment of the game as a whole and not a ******** few. |
Ninjanomyx
One Who Bears Fangs At GOD
113
|
Posted - 2013.07.25 06:35:00 -
[139] - Quote
Bullets2yaface wrote:Thanks crybabies you won. Boo hoo hoo the flaylock killed me and its really strong ITS A ROCKET PISTOL MORONS all that crying isn't making you a better player. CCP this is a joke direct damage should be high on a rocket stop pandering to babies.Nerfing things isn't the answer how you gonna nerf the assault forge gun when people start crying about it? The flaylock does take skill to use and skill to avoid people that whine just suck its that simple always will be. Is my mass driver next cuz its OP? Final note if you can't leave weapons and suits alone you should refund people's sp it's not our fault when you decide that what we spec into is too much for people who haven't i don't have a problem losing to flaylocks, caldari logi or murder taxi people are just bitches.
I guess by that Logic you also want my Rocket Turrets to OHKO Splash in a 10-15M Radius b/c........"ITS A ROCKET MORONS"??? Ask a Tanker if they give a F**K about this "Travesty" of yours.....I dare ya |
Karazantor
Mannar Focused Warfare Gallente Federation
113
|
Posted - 2013.07.25 11:12:00 -
[140] - Quote
I'm just utterly fascinated by the description of the Flaylock as a 'skillshot' weapon.
You have the scrambler pistol which rewards good users who can headshot with a massive bonus to damage, direct hit only. I've been killed one shot with this thing while wearing heavily tanked suits, and I deserved it.
Then you have the Flaylock, which does (did) almost as much damage with a multi meter splash damage, as a direct hit, at very long range (for a sidearm), with rapid shots and almost no cpu, the exact opposite of a skillshot weapon.
Someone at CCP needs to lay off the hard stuff, boosters kill braincells, donchaknow |
|
CommanderBolt
A.N.O.N.Y.M.O.U.S. League of Infamy
107
|
Posted - 2013.07.25 11:25:00 -
[141] - Quote
Ein Robot wrote:Its a useless weapon now, just use AR its what everyone wants.
I have just discovered the shotgun scout. I like the shotgun =D |
Arc-08
Horizons' Edge Orion Empire
22
|
Posted - 2013.07.25 12:43:00 -
[142] - Quote
Why are you doing this to contact nades, okay you needed to reduce splash damage.
But why give you 1 grenade, you give them 1 grenade that can't even kill sombody with 1 grenade if you know what i mean (proto's and heavies) a core locus grenade can kill pretty much anything with 1 grenade but they still get 3 grenades?!!! then you are going to make "CONTACT" grenades sticky and get a DELAY.... a time delay on a CONTACT nade that explodes on contact. you are completely destroying this weapon and nobody will use it!
great job on the flaylock pistol nerfs, you are nerfing them in a way that they won't be broken and people will still use them but they won't be OP anymore. |
RoundEy3
Metal Mind Industries
220
|
Posted - 2013.07.25 14:21:00 -
[143] - Quote
Well, after having time to read this I gotta say, this is a really well written blog. Well explained reasoning, and I like the fact you take all of the metrics you do into account while thinking up a fix. That is an improvement for sure. The practical application of what you discover versus the numerical side. They are both major factors.
Good blog all in all. |
Bullets2yaface
Red Star. EoN.
39
|
Posted - 2013.07.25 14:47:00 -
[144] - Quote
Ninjanomyx wrote:Bullets2yaface wrote:Thanks crybabies you won. Boo hoo hoo the flaylock killed me and its really strong ITS A ROCKET PISTOL MORONS all that crying isn't making you a better player. CCP this is a joke direct damage should be high on a rocket stop pandering to babies.Nerfing things isn't the answer how you gonna nerf the assault forge gun when people start crying about it? The flaylock does take skill to use and skill to avoid people that whine just suck its that simple always will be. Is my mass driver next cuz its OP? Final note if you can't leave weapons and suits alone you should refund people's sp it's not our fault when you decide that what we spec into is too much for people who haven't i don't have a problem losing to flaylocks, caldari logi or murder taxi people are just bitches. I guess by that Logic you also want my Rocket Turrets to OHKO Splash in a 10-15M Radius b/c........"ITS A ROCKET MORONS"??? Ask a Tanker if they give a F**K about this "Travesty" of yours.....I dare ya
You misinterpret my words cuz i never once implied something of that nature. And PS i am a tanker but i don't cry when everyone on the field pulls av and neither should people cry about flaylocks just get over it not every battle can be won by the same means. |
Absolute Idiom II
Edimmu Warfighters Gallente Federation
272
|
Posted - 2013.07.25 15:42:00 -
[145] - Quote
If you are a tanker, then it's likely you haven't experienced being killed repeatedly and easily by flaylock pistols. Your opinion is therefore uninformed, even if your principle of HTFU is a fair starting position. |
Bullets2yaface
Red Star. EoN.
39
|
Posted - 2013.07.25 17:38:00 -
[146] - Quote
Absolute Idiom II wrote:If you are a tanker, then it's likely you haven't experienced being killed repeatedly and easily by flaylock pistols. Your opinion is therefore uninformed, even if your principle of HTFU is a fair starting position.
Uh wrong I was an assault before I became a tanker and I still am thank you. You are completely misinformed so try not to post before you think. |
jagen akim
GRIM MARCH
0
|
Posted - 2013.07.25 19:00:00 -
[147] - Quote
For the love of god leave LAVs alone!
Swarm launcher guys have it tough enough without you trying to cut out our bread and butter. With the exception of maybe the plasma cannon all other av weapons are superior to swarms, except when it comes to killing the basic lavs. Without a healthy number of basic lavs who would ever use a swarm launcher?
1. all av weapons except swarms can hit infantry
2 almost all av weapons out do swarms in direct damage and/or dps
3 all av weapons except swarms can target neutral installations
4 dropships and boosted vehicles easily out run swarms.
5 swarms have one of the most if not the most limited ammo pools
6 you can hide a forge gunner/flaylock/ av nade user. kinda hard not to be noticed with a 6 long and long lasting smoke trails point straight towards you
the only thing swarms excel at is killing basic lavs. All you need to keep down the numbers of lavs is just one proto swarm launcher on your team in a semi decent position. Every match I play i'm killing lavs, sometimes I have to kill 4 or 5 but it doesn't take long before even the worst taxi driver gives it up. Now, if you cut down on the number of lavs all the millions of sp I've put in to my av suit just became worthless. Yes, they will still be tanks and dropships but as I've stated above but they are fewer per match and better engaged with any other av weapon.
Some changes that would be nice to see
1 a nerf to logi lavs or if not a nerf at least make it worth killing! Ridiculous that it takes more shots for me to kill a logi lav than a tank but it only gives me a third of the points!
2 fix drop ship kills!! no more of this everybody jump out of the ship before it hits the ground so the aver doesn't get any kills! what other vehicle has this option?
3 another fix to drop ships. Its not really fun when I manage to bring one down but it hits a wall on the way down so I get an assist instead of a kill
4 Add an aggression timer. I take a gunnlogi down to a sliver of health but thanks to the long lock and slow travel times of swarms there is just enough time for him to jump out and recall the thing! Cool idea ccp! That kinda stuff doesn't fly in eve why does it here?
5 i'm not sure if this is just limited to swarms but while I will one shot a lav with a driver in it. If the lav is unoccupied it can take me as many as three shots to kill. I don't know if applies to all avs or just swarms but shouldn't it be easier to kill a lav that's empty and just sitting there?
6 Add a freaking re-sync button!! at one point or another all of will have to re-start the game either for mic issues, lag etc. would be nice if we could just choose restart instead of quitting game the reloading and going through the whole ps move info bit!
those 6 should be fixed no matter what class you are. on personal note I would like to see
1 swarms able to target neutrals. Every other weapon can!
2 bigger ammo pools (only slightly) |
Gawen Eadan
Militaires-Sans-Frontieres
23
|
Posted - 2013.07.26 05:06:00 -
[148] - Quote
I agree with most of the caldari suit, though I feel the cpu pull off the proto suit is a bit harsh at 40 units, I'm not going to argue against limiting the ability to stack complex damage mods regardless, without sacrificing low slots.
I like what you did with the amar logi, a lot of people are scared of it becoming the new FOTM and I can see their point of view, but really, the only difference is a slight pg increase and an extra slot, all the other changes are just making the suit more logical and affordable to run.
Contact grenade, a short thank you, and I look foreward to seeing how the sticky aspect affects the gameplay.
Flaylock pistols, are a small missile, meant for AV. It would be nice if they had a damage boost vs vehicles, instead of people crying it won't kill infantry as well any more. The contact damage could have stayed, as its not the easiest thing to do, but the splash nerf is welcome, being a user on the odd occasion, I found it ridiculously large. On the subject of the skill being remoulded to follow CPU instead of PG, no, you should not be able to fit a flaylock, and proto, for measly 2, and then get a second bonus on reducing the CPU aside from the sidearm skill, thats just stupid. It needs to have a higher pg cost, even advanced nova knives take up more PG. don't even get me started on scrambler pistols and SMG's at proto.
That is my feedback, and that is all. |
Dimitri Rascolovitch
The Immortal Knights
1
|
Posted - 2013.07.26 07:10:00 -
[149] - Quote
CCP Wolfman wrote:Niuvo wrote:I like what I read. Operator splash back damage is a must! Forge gun too! They do splash the user if he is close enough..? I just blew myself up!
i was playing a pub game on skirm earlier using the adv forge to shoot down noob dropships, and some prick from d3lta academy on my team kept purposely stepping infront of me right when i shoot it, causing it to splash me with the damage |
Wu-master
Stardust incorporation
13
|
Posted - 2013.07.26 13:03:00 -
[150] - Quote
i am not ok with some of that change .The flaylock is a mini rocket launcher ,rockets make damage and do explosion for the taxi killer thanks ,you guys make a good moves . |
|
dreth longbow
Zumari Force Projection Caldari State
4
|
Posted - 2013.07.27 01:29:00 -
[151] - Quote
Bullets2yaface wrote:Thanks crybabies you won. Boo hoo hoo the flaylock killed me and its really strong ITS A ROCKET PISTOL MORONS all that crying isn't making you a better player. CCP this is a joke direct damage should be high on a rocket stop pandering to babies.Nerfing things isn't the answer how you gonna nerf the assault forge gun when people start crying about it? The flaylock does take skill to use and skill to avoid people that whine just suck its that simple always will be. Is my mass driver next cuz its OP? Final note if you can't leave weapons and suits alone you should refund people's sp it's not our fault when you decide that what we spec into is too much for people who haven't i don't have a problem losing to flaylocks, caldari logi or murder taxi people are just bitches.
This is a war game, everyone should not be nerfed to the lowest standard. All you people who are getting killed by someone who found a weapon and mastered its use, adapt and overcome. That is what war is all about, this game should not be all about AR's and keeping proto's alive. |
Dj grammer
Red Star. EoN.
20
|
Posted - 2013.07.27 01:34:00 -
[152] - Quote
so core flaylock users who were just spam shooting the weapon, this is what happens to FoTM weapons being abused. ha |
dreth longbow
Zumari Force Projection Caldari State
4
|
Posted - 2013.07.27 01:37:00 -
[153] - Quote
Absolute Idiom II wrote:If you are a tanker, then it's likely you haven't experienced being killed repeatedly and easily by flaylock pistols. Your opinion is therefore uninformed, even if your principle of HTFU is a fair starting position.
Oh not so, he may be a tanker but when he dies he loses way more than a proto. I have been playing for over 6 months and usally play as a sniper or a scout and let me tell you it sucks sitting with your proto up high killing people and then having someone with a mil sniper and free suit kill you, but that is the game, it sucks I just lost 100,000's and got killed by a free fit noob, all well that is war. People need to stop crying when they get killed, I have lost over 500k on a game before because of death taxis and did not want them change, why? I believe that if you are stupid enough to get run over you deserve to die. |
Dj grammer
Red Star. EoN.
20
|
Posted - 2013.07.27 01:39:00 -
[154] - Quote
oh BTW their words, "When we originally designed the Flaylock, we wanted it to feel like a skillshot weapon." Wasn't meant to be a spammable weapon |
dreth longbow
Zumari Force Projection Caldari State
4
|
Posted - 2013.07.27 01:47:00 -
[155] - Quote
jagen akim wrote:For the love of god leave LAVs alone!
Swarm launcher guys have it tough enough without you trying to cut out our bread and butter. With the exception of maybe the plasma cannon all other av weapons are superior to swarms, except when it comes to killing the basic lavs. Without a healthy number of basic lavs who would ever use a swarm launcher?
1. all av weapons except swarms can hit infantry
2 almost all av weapons out do swarms in direct damage and/or dps
3 all av weapons except swarms can target neutral installations
4 dropships and boosted vehicles easily out run swarms.
5 swarms have one of the most if not the most limited ammo pools
6 you can hide a forge gunner/flaylock/ av nade user. kinda hard not to be noticed with a 6 long and long lasting smoke trails point straight towards you
the only thing swarms excel at is killing basic lavs. All you need to keep down the numbers of lavs is just one proto swarm launcher on your team in a semi decent position. Every match I play i'm killing lavs, sometimes I have to kill 4 or 5 but it doesn't take long before even the worst taxi driver gives it up. Now, if you cut down on the number of lavs all the millions of sp I've put in to my av suit just became worthless. Yes, they will still be tanks and dropships but as I've stated above but they are fewer per match and better engaged with any other av weapon.
Some changes that would be nice to see
1 a nerf to logi lavs or if not a nerf at least make it worth killing! Ridiculous that it takes more shots for me to kill a logi lav than a tank but it only gives me a third of the points!
2 fix drop ship kills!! no more of this everybody jump out of the ship before it hits the ground so the aver doesn't get any kills! what other vehicle has this option?
3 another fix to drop ships. Its not really fun when I manage to bring one down but it hits a wall on the way down so I get an assist instead of a kill
4 Add an aggression timer. I take a gunnlogi down to a sliver of health but thanks to the long lock and slow travel times of swarms there is just enough time for him to jump out and recall the thing! Cool idea ccp! That kinda stuff doesn't fly in eve why does it here?
5 i'm not sure if this is just limited to swarms but while I will one shot a lav with a driver in it. If the lav is unoccupied it can take me as many as three shots to kill. I don't know if applies to all avs or just swarms but shouldn't it be easier to kill a lav that's empty and just sitting there?
6 Add a freaking re-sync button!! at one point or another all of will have to re-start the game either for mic issues, lag etc. would be nice if we could just choose restart instead of quitting game the reloading and going through the whole ps move info bit!
those 6 should be fixed no matter what class you are. on personal note I would like to see
1 swarms able to target neutrals. Every other weapon can!
2 bigger ammo pools (only slightly)
While I do not agree with everything he has said, I agree with most. One of the reasons I stopped using SL (I skilled all the way) was the smoke trail combined with the number of hits it takes to kill a tank and the fact that drop ships can outrun your missiles not realistic at all, if our military in real life can make a Missile launcher that can take out a destroyer, I would think that in the future a launcher would be able to take out a tank or drop ship in one or two or even three hits. Not even close to realistic as the games stands now.
|
Clyffton Donovan
Fallen Angels Syndicate
20
|
Posted - 2013.07.27 02:05:00 -
[156] - Quote
I think the changes to the ammo and pg skills should be added to many more weapons, not just the flaylock. I totally think this is a good change. |
Bullets2yaface
Red Star. EoN.
41
|
Posted - 2013.07.27 03:27:00 -
[157] - Quote
Dj grammer wrote:so core flaylock users who were just spam shooting the weapon, this is what happens to FoTM weapons being abused. ha
Yea and thats what the nerf is really about so that not everyone in the game is using it but something else will replace it. They'll probably come after my mass driver next. Which if that is the case CCP please don't do anything beyond lowering clip size... P.S. its not like 6 barreled grenade launchers don't exist for all those people who keep saying "why do you need six rounds". |
IVIaster LUKE
Shadow Company HQ
1
|
Posted - 2013.07.28 00:44:00 -
[158] - Quote
Would absolutely love some " Sticky " Remotes! |
GetSpooned
The dyst0pian Corporation Lokun Listamenn
0
|
Posted - 2013.07.28 03:47:00 -
[159] - Quote
im not one to cry for respec but i do believe it is needed in this case!!!!!
|
Dj grammer
Red Star. EoN.
22
|
Posted - 2013.07.28 14:21:00 -
[160] - Quote
CommanderBolt wrote:Ein Robot wrote:Its a useless weapon now, just use AR its what everyone wants. I have just discovered the shotgun scout. I like the shotgun =D Found a love for mass drivers. Now I see why people say use a flux. Still learning the ropes with it though. |
|
Dj grammer
Red Star. EoN.
22
|
Posted - 2013.07.28 14:29:00 -
[161] - Quote
Bullets2yaface wrote:Dj grammer wrote:so core flaylock users who were just spam shooting the weapon, this is what happens to FoTM weapons being abused. ha Yea and thats what the nerf is really about so that not everyone in the game is using it but something else will replace it. They'll probably come after my mass driver next. Which if that is the case CCP please don't do anything beyond lowering clip size... P.S. its not like 6 barreled grenade launchers don't exist for all those people who keep saying "why do you need six rounds". There is no such thing as overkill please remember this
Actually picked up the Mass Driver and yes people there is a 6-barrel grenade launcher in real life. I came to the conclusion to use the weapon first before giving the weapon a verdict. "Don't judge a book by its cover." So I'm going to try every light weapon before giving the particular weapon a verdict. |
trollsroyce
Ametat Security Amarr Empire
618
|
Posted - 2013.07.29 16:50:00 -
[162] - Quote
While the balancing initiative is pressing and sought after by the big masses, the #1 defining balance factor is aiming mechanics. Flaylock, mass driver, forge gun and contact grenades are powerful now that all aim based weapons are lacking in close range control accuracy.
With 1.4 aiming readjustment (and further along, with providing raw mouse input) the field will be different. Guns will hit stuff like you would expect. Flaylock users will die before they get the second or third shot more often. |
JP Acuna
ROYAL SQUAD Shadow of the Apocalypse
1
|
Posted - 2013.07.29 16:58:00 -
[163] - Quote
jagen akim wrote: (...)
1. all av weapons except swarms can hit infantry
2 almost all av weapons out do swarms in direct damage and/or dps
3 all av weapons except swarms can target neutral installations
4 dropships and boosted vehicles easily out run swarms.
5 swarms have one of the most if not the most limited ammo pools
6 you can hide a forge gunner/flaylock/ av nade user. kinda hard not to be noticed with a 6 long and long lasting smoke trails point straight towards you
Good post. If it's going to be so specific and risky using a swarm launcher, it should at least be a lot more powerful against vehicles. I think it's ok to outrun by a dropship, otherwise it would be practically impossible to pilot those things with swarm launchers around, but when it hits the damage should be more significant.
The smoke trail is definitely the worst aspect of the SL, i couldn't agree more. At least you could make the trail shorter, so the position of the shooter is not that obvious.
About LAV's, I'd be happy if you reduce the collision damage against infantry, since it's too easy to chase and kill a guy even when it's not running fast. |
God Anpu TheImmortal
The Pyramid Order Only The Famous
28
|
Posted - 2013.07.30 05:45:00 -
[164] - Quote
JP Acuna wrote:jagen akim wrote: (...)
1. all av weapons except swarms can hit infantry
2 almost all av weapons out do swarms in direct damage and/or dps
3 all av weapons except swarms can target neutral installations
4 dropships and boosted vehicles easily out run swarms.
5 swarms have one of the most if not the most limited ammo pools
6 you can hide a forge gunner/flaylock/ av nade user. kinda hard not to be noticed with a 6 long and long lasting smoke trails point straight towards youu
Good post. If it's going to be so specific and risky using a swarm launcher, it should at least be a lot more powerful against vehicles. I think it's ok to outrun by a dropship, otherwise it would be practically impossible to pilot those things with swarm launchers around, but when it hits the damage should be more significant. The smoke trail is definitely the worst aspect of the SL, i couldn't agree more. At least you could make the trail shorter, so the position of the shooter is not that obvious. About LAV's, I'd be happy if you reduce the collision damage against infantry, since it's too easy to chase and kill a guy even when it's not running fast. u have to remember with the swarm launcher is kind of a no skill weapon other than leveling it up it locks on and does the rest. The rest of the av takes skill and position. No auto lock so why should u be rewarded.
|
fragmentedhackslash
KILL ORDERS
1
|
Posted - 2013.07.30 05:48:00 -
[165] - Quote
[quote=God Anpu TheImmortal] how the hell does it take skill to drop remote det on a turret? |
JP Acuna
ROYAL SQUAD Shadow of the Apocalypse
1
|
Posted - 2013.07.30 17:10:00 -
[166] - Quote
God Anpu TheImmortal wrote:JP Acuna wrote:jagen akim wrote: (...)
1. all av weapons except swarms can hit infantry
2 almost all av weapons out do swarms in direct damage and/or dps
3 all av weapons except swarms can target neutral installations
4 dropships and boosted vehicles easily out run swarms.
5 swarms have one of the most if not the most limited ammo pools
6 you can hide a forge gunner/flaylock/ av nade user. kinda hard not to be noticed with a 6 long and long lasting smoke trails point straight towards youu
Good post. If it's going to be so specific and risky using a swarm launcher, it should at least be a lot more powerful against vehicles. I think it's ok to outrun by a dropship, otherwise it would be practically impossible to pilot those things with swarm launchers around, but when it hits the damage should be more significant. The smoke trail is definitely the worst aspect of the SL, i couldn't agree more. At least you could make the trail shorter, so the position of the shooter is not that obvious. About LAV's, I'd be happy if you reduce the collision damage against infantry, since it's too easy to chase and kill a guy even when it's not running fast. u have to remember with the swarm launcher is kind of a no skill weapon other than leveling it up it locks on and does the rest. The rest of the av takes skill and position. No auto lock so why should u be rewarded.
Yes, but you are too vulnerable since you can't fight back against infantry with a SL. Besides, position is very important here too, you don't just stand there and shoot at a tank or LAV that's moving, the missiles are easily lost in the way unless you are very exposed. I agree with you on the fact that it's easy to operate, but that doesn't make it more efficient. |
fragmentedhackslash
KILL ORDERS
1
|
Posted - 2013.07.31 23:47:00 -
[167] - Quote
CCP Wolfman wrote:Niuvo wrote:I like what I read. Operator splash back damage is a must! Forge gun too! They do splash the user if he is close enough..? I just blew myself up!
YES! OHH GOD YES! I've been waiting for the splash back to be fixed... no more ground spamming at your feet, no more point blank deaths, well until someone works out that it's fun o.O
|
D legendary hero
THE WARRIORS OF LEGEND
509
|
Posted - 2013.08.02 17:50:00 -
[168] - Quote
ok, so how about rebalancing these ARs? |
WILLKILLSON
ZIP EM UP
0
|
Posted - 2013.08.03 06:26:00 -
[169] - Quote
D legendary hero wrote:ok, so how about rebalancing these ARs?
Touch the AR's that will likely happen. Too many play with AR's and would cry a storm if their weapon turned to mush and no longer killed in less that two seconds. All this re-aim talk and I never see much of a problem up close from attackers when in my face. There was that time when I actually had grenades to back them off from killing me in 2 seconds. I like having my hp narrowed down from across the board then be engaged close once i'm near death etc. I can lose with a boundless or core unloading clip in front of a milita rifle and lose with area damage applied and all in heavy armor full hp. I'm not a great player but I've played long enough to not be a casual gamer and I logged in a lot of hours, until recent. |
CHERNOBYLx
Ostrakon Agency Gallente Federation
0
|
Posted - 2013.08.03 17:28:00 -
[170] - Quote
Direct damage is to much? WTF people run around with those things as primary weapons.. I say they didn't nerf them enough they basically did the same damage as mass drivers they're the pistol variants with 3 bullets. what they did to them in my opinion is still pretty stupid now you add bullets so basically 150 damage each hit but instead of 3 times now its 5 or 6 times so essentially nothing has really changed except now you cant kill a heavy in with 3 bullets or destroy a full health tank... as for grenades basically what they did was make you waste SP and made the grenades class 50% less effective. I can understand nerfing the amount of {600 damage mile long radius} contact grenades you get (all though if your off by a little bit It means your life to) but now they all do the exact same damage so there is no reason of leveling up to try and get those grenades when you can just use fused. as for the assault rifles while I admit they aren't supposed to have ultra-super across the map range they are rifles and they need to be able to hit far targets. I can also understand keeping mass drivers at the same damage those are actually believable. the only problem I have with "murder taxis" is the amount of shield and resistance they have, they are basically tanks.. they can take more punishment than my freaking gunloggi can which is really dumb. I understand they are logistics LAVs but then again my tank costs about 1.6m. so tell me; why did they nerf the biggest slowest most expensive things on the field? because some kids complained that their militia swarm launcher and their tier 1 AV grenades didn't break the shields right, right well here's a thought that you too at CCP should think about- Does that make any sense?
closing thoughts-(lol) - the only things that should be able to destroy tanks like nothing are vehicle based weapons like installations or... other tanks. oh and the precision strikes, not 1 guy with a wiyrkomi. either nerf anti vehicles or as a matter of fact I wont even say fully buff tanks... all I'm asking for is more resistance and maybe more pg/cpu for the enforcers seeing as how they are equivalent to prototype class stuff. |
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JP Acuna
ROYAL SQUAD Shadow of the Apocalypse
1
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Posted - 2013.08.05 18:37:00 -
[171] - Quote
CHERNOBYLx wrote:Direct damage is to much? WTF people run around with those things as primary weapons.. I say they didn't nerf them enough they basically did the same damage as mass drivers they're the pistol variants with 3 bullets. what they did to them in my opinion is still pretty stupid now you add bullets so basically 150 damage each hit but instead of 3 times now its 5 or 6 times so essentially nothing has really changed except now you cant kill a heavy in with 3 bullets or destroy a full health tank... as for grenades basically what they did was make you waste SP and made the grenades class 50% less effective. I can understand nerfing the amount of {600 damage mile long radius} contact grenades you get (all though if your off by a little bit It means your life to) but now they all do the exact same damage so there is no reason of leveling up to try and get those grenades when you can just use fused. as for the assault rifles while I admit they aren't supposed to have ultra-super across the map range they are rifles and they need to be able to hit far targets. I can also understand keeping mass drivers at the same damage those are actually believable. the only problem I have with "murder taxis" is the amount of shield and resistance they have, they are basically tanks.. they can take more punishment than my freaking gunloggi can which is really dumb. I understand they are logistics LAVs but then again my tank costs about 1.6m. so tell me; why did they nerf the biggest slowest most expensive things on the field? because some kids complained that their militia swarm launcher and their tier 1 AV grenades didn't break the shields right, right well here's a thought that you too at CCP should think about- Does that make any sense?
closing thoughts-(lol) - the only things that should be able to destroy tanks like nothing are vehicle based weapons like installations or... other tanks. oh and the precision strikes, not 1 guy with a wiyrkomi. either nerf anti vehicles or as a matter of fact I wont even say fully buff tanks... all I'm asking for is more resistance and maybe more pg/cpu for the enforcers seeing as how they are equivalent to prototype class stuff.
Well, actually tanks are very annoying and pretty hard to destroy, they must be able to be taken by infantry weapons too. They even move fast enough to avoid swarm launchers. Actually i'm seeing a lot of tanks lately, and i think it gets really boring cause you don't have many chances against them.
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Tosh Tearg
Amplitude. Reverberation Project
71
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Posted - 2013.08.05 19:49:00 -
[172] - Quote
God Anpu TheImmortal wrote:[u have to remember with the swarm launcher is kind of a no skill weapon other than leveling it up it locks on and does the rest. The rest of the av takes skill and position. No auto lock so why should u be rewarded.
about as much as aligning your forge gun till you see the little red in your reticle and firing.
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DAMIOS82
Seituoda Taskforce Command Caldari State
23
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Posted - 2013.08.06 04:35:00 -
[173] - Quote
The way i see it swarms and av should not be one hit wonders. They should require skill to use. Driving an lav against the tank, dumping a hive on the ground and spamming too powerfull grenades is not real skill. And swarms are garanteed kills. To fix these and give tanks and dropships a chance. All ccp would have to do; for av decreace the damage a little, not to much, since there job is still to take out vehicles and decreace the ammo count. That way it would take multiple grenades to take a tank out instead of 1 or 2 and they would have to depend more on there hives and on teamwork. As for the swarms all they would have to do is remove the locking mechanisme. But do give its zooming option back, that way it takes skill to use against a dropship or hav. The damage does not need to be altered on the swarm since its not the damage that kills dropships and hav's, but the ability to evade them. This would also mean that swarms would be able to destroy installations that have not been taken yet, and hopefully also be able to use on infantry, because people that use swarms lack proper defensive weapons, most of the time. As for forge snipers, all that is required is the damage-distance thing they are going to implement, the further the distance the less damage.
Now no offense, but in reall life if someone points a rocketlauncher at me i make sure to duck. Not to mention if soldiers want to take out a tank, they either use brave tactics to throw a grenade underneath or inside a tank, since nothing else is really effective or use an antitank buster to take the tank out. I even believe they have a special anti vehicle sniper rifle. Now offcourse they don't take out tanks, but are mainly used against the normal vehicles. So something like this ingame would give some fun aswell, a lott less damage against the hav, but still some damage none the less, plus they could easely place multiple hits. A bit more effective against dropships and a lott more effective against lav's. Since this is there main purpose.
As for the HAV themselfs, all that still misses on them is the abbility to run infantry over. Nothing more nothing less, Av throwers come way to close to the tank and sure that's a fine tactic and i respect that, but when i turn my tank and try to run over them, all it does is push them away and this should not be possible. If i get over run by a 70 ton vehicle, i should be flat as a pancake, not be pushed around like a go cart.
As for the Dropship if the above changes where implemented, all they would require is an early warning system for incoming fire. not owe it hit me and so somewhere around there its coming from, NO a proper warning system that let's you know you have an incoming missile or whatever, so that it give the pilots a chance, to evade the fire. This way no reall alteration needs to be made to hp etc. Yet still gives reall pilots a chance to survive and yet it would also mean that it requires skill to fly a dropship.
If CCP would implement these changes the hole shabang would be balanced out to a degree where it takes skill and the proper use of weapons to kill or be killed. Plus hopefuly a lott less wining from the community. |
MagmaSaber
Kinsho Swords Caldari State
3
|
Posted - 2013.08.06 19:40:00 -
[174] - Quote
Wheeeeeeeeeeeeee MURDER TAXI!!
The murder taxis really ticked me off. On my first Ambush game, the enemy team lost 4 mercs because we were getting spawn camped by a murder taxi. |
THE LEGION RECRUIt
Neo Terra Imperial Army
1
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Posted - 2013.08.07 18:06:00 -
[175] - Quote
What CCP did to "solve" the murder taxi exploit does not work. Many people found out that the militia vehicle that used to be 2 av gernade kill is now 4 and his is only making it worse giving the murder taxi more health. Also the Invisaiility glitch has not been fixed how you actualy do it is you go into the blackscreen bug and keep pressing start on your controller if done correctly you will be invisable. Along with the massdriver exploit the massdriver is over powered and needs to be nerfed I lost 6 prototype heavies to a massdriver the shells it shoots in splash damage is stronger than the flaylock was and still is. CCP I will not play dust 514 until the scrambler rifle,murder taxi and massdriver is nerfed. |
Beren Hurin
The Vanguardians
1017
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Posted - 2013.08.07 18:10:00 -
[176] - Quote
THE LEGION RECRUIt wrote:What CCP did to "solve" the murder taxi exploit does not work. Many people found out that the militia vehicle that used to be 2 av gernade kill is now 4 and his is only making it worse giving the murder taxi more health. Also the Invisaiility glitch has not been fixed how you actualy do it is you go into the blackscreen bug and keep pressing start on your controller if done correctly you will be invisable. Along with the massdriver exploit the massdriver is over powered and needs to be nerfed I lost 6 prototype heavies to a massdriver the shells it shoots in splash damage is stronger than the flaylock was and still is. CCP I will not play dust 514 until the scrambler rifle,murder taxi and massdriver is nerfed.
Then don't play. You don't know what you are talking about.
They haven't solved whatever talking about is/was an exploit. You can still ram people. That fix is incoming. And as far as SR and MD goes, people just need to learn how to fight against them. You don't fight/run/strafe with them like other weapons. Different weapons take different styles to fight.
Some weapons suck to fight against with certain weapons. It's hard to beat a shotgunner with a forge-gun, but its possible. Likewise, it's hard to fight a mass driver at range, but not impossible. It certainly isn't so overwhelmingly one-sides as flaylock pistols were.
Eventually there will be some better mid-range ARs people will like to use like the combat rifle. |
Ferindar
The Malevolent Monkey Militia
4
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Posted - 2013.08.07 22:33:00 -
[177] - Quote
I'd rather there NOT be more mid-range ARs. I've been shot out of my sniper spot by AR fire from over 150 yards before by a GEK. The Tactical, I could understand, but not your run of the mill combat rifle.
Also, when are we getting a Scrambler Sniper? Shields are still pesky and the fix you promised to make them more detectable hasn't come in yet. |
fragmentedhackslash
KILL ORDERS
2
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Posted - 2013.08.08 01:28:00 -
[178] - Quote
Ferindar wrote:I'd rather there NOT be more mid-range ARs. I've been shot out of my sniper spot by AR fire from over 150 yards before by a GEK. The Tactical, I could understand, but not your run of the mill combat rifle.
Also, when are we getting a Scrambler Sniper? Shields are still pesky and the fix you promised to make them more detectable hasn't come in yet.
may not be a Scrambler Sniper however check out Precision Rifle...? |
Shepherd Grey
Capital Acquisitions LLC
2
|
Posted - 2013.08.09 07:42:00 -
[179] - Quote
Like the nerfs, starting to get some level playing field. However, now the flay has been replaced with mass driver. Not to whine, I think it should get ample damage. but ONLY to contact. the splash simply enables people to never actually learn how to fire a weapon - radius and damage associated with are too much for what people are doing with it. if you can connect, as with forge gun, i have no problem with the kill. but spamming me while i am attempting to utilize environmental covers and getting a kill (NO PROBLEM at that) is sad. just shooting roughly around my feet and destroying my proto suit? surely this isn't halo. Also, locus grenades doing 500+ damage above 15 meters away? i suggest having the same setup as with AR's on distance decreasing the damage amount. if you argue it's shrapnel well think: at further distances, the surface area of affected persons relative to proximity of impact would cause less shrapnel to reach targets. |
Planetside2PS4F2P
Osmon Surveillance Caldari State
25
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Posted - 2013.08.11 19:11:00 -
[180] - Quote
Anything fixing the flaylock is a good thing |
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JP Acuna
RoyalSquad514
3
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Posted - 2013.08.16 16:22:00 -
[181] - Quote
Well, it's been a while since the nerfing and i must say it's been great. People were spamming all the map with the flaylock and now i barely see those things. It requires skill to be a good emergency weapon, and apparently none of those guys were actually good shots. Now the mass driver is getting sick, but i hope it will be fixed soon as well. |
ThePlanetside2Bomber
Vherokior Combat Logistics Minmatar Republic
10
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Posted - 2013.08.20 23:50:00 -
[182] - Quote
I thought balance was a bad word here, am I on the dust forums?
Where is ccp Blam? |
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