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AfroSunshineY Consequence
Clan Choinnich
38
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Posted - 2013.07.23 16:43:00 -
[1] - Quote
Well it finally happened. CCP took the nerf bat to the Flaylock pistol. I mean, they hit it HARD. But I understand the changes and accept them. I'm a dedicated shotgunner but the flaylock is a really good alternative when I just can't hit someone who is strafing like a madman. I get why they reduced the blast radius and the blast radius damage - but even a direct hit? I think that step was a bit too much. Marksmen who hit someone directly with a flaylock (very difficult to do especially on a DS3) should get substantial damage in the vein of the scrambler pistol. The flaylock should be like a miniature version of the mass driver. Smaller clip with smaller blast radius and damage - but it is still a pistol and a marksman with a pistol should be deadly effective.
That being said, i think the changes are positive, but that the graph in the Dev Blog is a little misleading. You see a SPIKE in flaylock kills at the beginning of July, roughly a month and a half after the pistol is introduced. Interestingly enough, this is also, roughly around the time that players who chose to skill into this weapon would be reaching Prototype status with it. My point? the weapon itself might not have been overpowered (after all, how many people do you see running around with the standard flaylock pistol? I do, but that's because I'm a scout and can't fit anything else), but the prototype WAS overpowered - at least for public matches. let me explain
there were two issues at play then with the prototype flaylock 1. Part of the problem with the proto flaylock was that it was being used in pub matches by impossible to kill caldari logis (im generalizing here but you see my point). This was not a problem with the gun, but rather a problem with pub stomping and the matchmaking system in general - making it seem more effective than it really was especially against scrubs like myself running standard gear. 2. the prototype flaylock pistol was far better than its advanced and standard variants - good enough to be a primary weapon and better than lots of primary weapons (shotgun, Plasma cannon, and arguably the MD)
The solution to the flaylock problem I feel was to mildly nerf the prototype variant because the other variants were already less than prevalent, to fix the matchmaking system so that such a powerful weapon wouldn't be used against scrubs, and/or to increase the CPU/PG requirements to align its fitting challenges with its power (i.e - if someone wants to use this op weapon, fine. Let them. but they won't be able to fit other prototype modules --- they'd have to compromise on some level)
Lastly, if you're complaining about the contact nades - either saying they didn't go far enough or that they went too far - your wrong. Your opinion is bad and you should feel bad XD. No, but seriously, that was a good compromise they made. Perfect way to balance the weapon as sort of a last ditch attempt to kill an enemy in a situational way.
Let the tears rain. |
Billi Gene
The Southern Legion
172
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Posted - 2013.07.23 16:48:00 -
[2] - Quote
as said elsewhere the changes to ammo capacity thru skill, make it all more of an adjustment imho....
+5 clipsize thru skills....and if you rock a minnie medium Assault spec suit.. you can hit a 10 round clip size iirc... Flaylock is still a major weapon system. IIRC no nerf to firing rate.... |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
706
|
Posted - 2013.07.23 16:51:00 -
[3] - Quote
AfroSunshineY Consequence wrote:Well it finally happened. CCP took the nerf bat to the Flaylock pistol. I mean, they hit it HARD. But I understand the changes and accept them. I'm a dedicated shotgunner but the flaylock is a really good alternative when I just can't hit someone who is strafing like a madman. I get why they reduced the blast radius and the blast radius damage - but even a direct hit? I think that step was a bit too much. Marksmen who hit someone directly with a flaylock (very difficult to do especially on a DS3) should get substantial damage in the vein of the scrambler pistol. The flaylock should be like a miniature version of the mass driver. Smaller clip with smaller blast radius and damage - but it is still a pistol and a marksman with a pistol should be deadly effective.
That being said, i think the changes are positive, but that the graph in the Dev Blog is a little misleading. You see a SPIKE in flaylock kills at the beginning of July, roughly a month and a half after the pistol is introduced. Interestingly enough, this is also, roughly around the time that players who chose to skill into this weapon would be reaching Prototype status with it. My point? the weapon itself might not have been overpowered (after all, how many people do you see running around with the standard flaylock pistol? I do, but that's because I'm a scout and can't fit anything else), but the prototype WAS overpowered - at least for public matches. let me explain
there were two issues at play then with the prototype flaylock 1. Part of the problem with the proto flaylock was that it was being used in pub matches by impossible to kill caldari logis (im generalizing here but you see my point). This was not a problem with the gun, but rather a problem with pub stomping and the matchmaking system in general - making it seem more effective than it really was especially against scrubs like myself running standard gear. 2. the prototype flaylock pistol was far better than its advanced and standard variants - good enough to be a primary weapon and better than lots of primary weapons (shotgun, Plasma cannon, and arguably the MD)
The solution to the flaylock problem I feel was to mildly nerf the prototype variant because the other variants were already less than prevalent, to fix the matchmaking system so that such a powerful weapon wouldn't be used against scrubs, and/or to increase the CPU/PG requirements to align its fitting challenges with its power (i.e - if someone wants to use this op weapon, fine. Let them. but they won't be able to fit other prototype modules --- they'd have to compromise on some level)
Lastly, if you're complaining about the contact nades - either saying they didn't go far enough or that they went too far - your wrong. Your opinion is bad and you should feel bad XD. No, but seriously, that was a good compromise they made. Perfect way to balance the weapon as sort of a last ditch attempt to kill an enemy in a situational way.
Let the tears rain.
I need to get a headshot to get the "substantial damage" you speak of, as it stands, even with the nerf, flaylocks can still do more damage shooting at the ground in front of their target than I can with a direct hit body shot.
Are you suggesting that all pistol-type sidearms get a headshot bonus? |
Reav Hannari
Red Rock Outriders
863
|
Posted - 2013.07.23 16:52:00 -
[4] - Quote
Billi Gene wrote:as said elsewhere the changes to ammo capacity thru skill, make it all more of an adjustment imho....
+5 clipsize thru skills....and if you rock a minnie medium Assault spec suit.. you can hit a 10 round clip size iirc... Flaylock is still a major weapon system. IIRC no nerf to firing rate....
+5 to ammo pool size, not the clip, through the skill change. |
IamI3rian
OSG Planetary Operations Covert Intervention
312
|
Posted - 2013.07.23 17:01:00 -
[5] - Quote
I'm an avid user of the Flaylock. It compliments my assault scrambler well. I skilled into it when I spent the rest of my points (on this character).
I'm perfectly OK with the changes. I have something like 1.5m SP or so unspent right now for back up, in case the Flaylock was completely murdered. I could go back to my beloved scrambler pistol. = )
However, it seems like it's going to suit my purposes just fine. Now I simply need to save up enough to pick up that Amarr Logi suit. = D
--- Remember: IamI3rian told ya. The Drippings WILL pay. |
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