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Cosgar
ParagonX
3232
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Posted - 2013.07.27 06:56:00 -
[1] - Quote
The flaylock is way easier to fit since it only requires 2 PG at proto level. Even after it gets nerfed, we're still going to see a large number of them on the field. |
Cosgar
ParagonX
3232
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Posted - 2013.07.27 07:04:00 -
[2] - Quote
ladwar wrote:Cosgar wrote:The flaylock is way easier to fit since it only requires 2 PG at proto level. Even after it gets nerfed, we're still going to see a large number of them on the field. true... just less kills since its range(splash) is getting a nerfing so better players can still use it effectively. I'm not going to claim to be psychic, but I'm pretty sure we'll be seeing a lot of flaylock spam and forum QQ about it after 1.3 |
Cosgar
ParagonX
3267
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Posted - 2013.07.27 17:25:00 -
[3] - Quote
Eno Raef wrote:Psychotic Shooter wrote:Eno Raef wrote:Is the flaylock replacing the scrambler pistol since the flaylock greatly outdamages the scrambler pistol?
It seems that both take about the same amount of aim to get a direct hit but the proto scramblers takes 4 rounds to kill a Caldari militia drop suit, the Advanced TY Breach scrambler takes 3 rounds to kill a Caldari militia drop suit. That is if you can actually hit the target. The Standard flay lock only takes 2 rounds to kill a Caldari militia suit no matter if it's a direct hit or not.
Any proto suit with 600 plus HP only takes 3 rounds of the standard flaylock while every proto scrambler pistol will require your entire clip and then some.
To me, it seems the scrambler pistol is underpowered.
Dude the scrambler pistol is designed for head shots as it has a massive bonus for getting them btw the flaylock is getting nerfed This isn't mentioned in the description of the weapon so I don't know if it's true. If the scrambler is truly only for headshots, then it's not a very viable weapon since other weapons are much easier to use, making them much more effective and leaving the scrambler seemingly underpowered compared to those weapons. That's the point- Player skill > weapon effectiveness. The more skill it takes to use something, the less effective the weapon is. ARs are the most effective weapon, but require the least amount of skill to use. Other weapons are harder to use based on difficulty to use or the niche situations they require. |
Cosgar
ParagonX
3268
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Posted - 2013.07.27 17:41:00 -
[4] - Quote
Eno Raef wrote:This information is also not mentioned in the description and making any weapon less effective is not balance. Is CCP trying to balance the weapons or convince players into using the AR? When the most skilled players are using the easiest weapons to handle then the other more difficult to use weapons are underpowered and everyone might as well just use an AR. The weapons are more difficult to use because they are underpowered. This is actually a common way of balancing thing in multilayer games, not just in a FPS. Take unblockable attacks in the Tekken series for example. They require the easiest button input and deal the highest damage. But they're not always the best thing to use because harder to use moves, chain links, parries, and reversals are way more effective in their given situation. Back to FPS, full auto or spread weapons are the usual go to for new players, but aren't the best tactics when someone with a higher skill based weapon like a bolt action rifle can out perform them, despite giving up something. The standard AR variant is meant to be easy mode, but ti's too easy while the breach, burst under perform and the TAC AR is ignored though it's finally rebalanced. Other weapons are more fun to use, but a lot of them under perform in their given niche. That's the issue that needs to be addressed. The scrambler pistol is actually good as is. It could probably use a higher headshot modifier since the buff to EHP in Uprising, but I haven't used it outside of the academy. |
Cosgar
ParagonX
3268
|
Posted - 2013.07.27 17:45:00 -
[5] - Quote
Alaika Arbosa wrote:Stefan Stahl wrote:The Scrambler Pistol is fine, hit detection isn't however.
Just wait for a few more patches to fix some more performance and aiming issues and the Scrambler Pistol will be perfect. Hit detection borked or not, I know I pissed someone off the other night. Spawned in with my crosshair on a reddots face, R1, he dies, I decloak, it was epic. Even with hit detection and aiming screwed up, the SMG and SP seem to be the most consistent weapons. The breach SMG is especially nasty this time around. |
Cosgar
ParagonX
3273
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Posted - 2013.07.27 19:47:00 -
[6] - Quote
Eno Raef wrote:
I see what your saying. I would compare Dust to other FPS and how they design pistols. Pistols are generally not as powerful as other weapons but with one clip, a pistol can kill other players without headshots. The pistol can even be run as a primary weapon in other FPS games. In Dust, due to the ability of dropsuits to amass large amounts of HP, the scrambler pistol is not at all a good choice as a primary weapon. Even with the militia suits, the pistol user still has a difficult time killing with one clip while other weapons have well more than enough bullets to kill numerous militia suits. However, CCP may have designed the scrambler pistol to be vastly underpowered to other weapons to reduce it's ability to function as a primary weapon since it is a sidearm. If that was the case, the SMG would be as underpowered as the scrambler pistol.
Making any weapon harder to use only lessens it's use. Players of all skills will generally gravitate to the weapons that allow them to get the most kills. Weapons should be balanced to other weapons, not to player skill.
If this were true, why aren't we all running around with ARs then? Some people want to have more fun than be effective. |
Cosgar
ParagonX
3274
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Posted - 2013.07.27 20:11:00 -
[7] - Quote
Django Quik wrote:I use the scrambler pistol as my primary and have done for at least the last 6 months. You get a 450% bonus to headshot damage, making it a high skill high reward weapon. If it takes you an entire clip to kill anything less than a highly tanked proto or heavy suit, you're not getting headshots and need to aim up and aim better.
I one shot most suits with a headshot and at least take out all the shields on anything I can't OHK. You NEED to get that headshot though and that is tough (but not impossible) when they're dancing around. But the most important point is that nothing is wrong with them - they just require more skill than you apparently have. Which one do you use? Back when I did play assault, I usually rocked the TY-5 breach. Kind of clumsy at first, but the RoF is low enough to limit panic firing. The breaches were always my favorite because you could pop someone by getting the drop on them. I tried the CAR-9 on a breach SG assault too. Great for when you get caught reloading or when hit detection liked to be mean. |
Cosgar
ParagonX
3282
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Posted - 2013.07.27 20:55:00 -
[8] - Quote
Talos Alomar wrote:Cosgar wrote:Django Quik wrote:I use the scrambler pistol as my primary and have done for at least the last 6 months. You get a 450% bonus to headshot damage, making it a high skill high reward weapon. If it takes you an entire clip to kill anything less than a highly tanked proto or heavy suit, you're not getting headshots and need to aim up and aim better.
I one shot most suits with a headshot and at least take out all the shields on anything I can't OHK. You NEED to get that headshot though and that is tough (but not impossible) when they're dancing around. But the most important point is that nothing is wrong with them - they just require more skill than you apparently have. Which one do you use? Back when I did play assault, I usually rocked the TY-5 breach. Kind of clumsy at first, but the RoF is low enough to limit panic firing. The breaches were always my favorite because you could pop someone by getting the drop on them. I tried the CAR-9 on a breach SG assault too. Great for when you get caught reloading or when hit detection liked to be mean. Hows the range on the breach variant? Its seemed way too short when I tried it out a couple times. was that tweaked or was I just not using it right? Haven't really used it since Chrome. Even then with SA SS at prof 2, (did it for Ishukone SMG) you could cover 25m pretty easily. Since the range/dropoff I'd imagine the range is better but without hard numbers on how dropoff calculated, it could be a "why bother" situation. |
Cosgar
ParagonX
3284
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Posted - 2013.07.27 21:14:00 -
[9] - Quote
Alaika Arbosa wrote: Used to be exclusively the assault but I recently switched over to the breach and am loving it, even just the standard variant. The reduced ROF really makes me use my shots more precisely instead of the spam in the head-area that I used to do.
I've made the same change in the past week or so, it takes a little getting used to, though it is nice.
I now understand what Cosger is saying about slightly increasing the RoF in the Breaches. The cadence for the Breach Scrambler Pistols could be just a hair faster.[/quote] I was talking about the breach AR lol. |
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