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zzZaXxx
The Exemplars Top Men.
135
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Posted - 2013.07.28 23:31:00 -
[1] - Quote
It just has a more limited role now, but it will excel in that role, which is finishing close range enemies who are down to armor and doing so quickly.
Now we can switch to a sidearm almost instantly, so doing so to finish an opponent is very viable. The flaylock can still do more damage faster to armor than literally any light weapon or sidearm in the game in that situation, even the shotgun-excepting breach-as the flaylock has better range (through requires more accuracy at range now). You can get two shots off on someone very quickly. Let's see how much damage those two shots will do.
The new base damage of the basic Flaylock Pistol will be 140. Currently the base damage of the Core Flaylock is 10% more than the basic one, so assuming that will hold true the base damage of the new Core Flaylock will be 154.
So 154 x 1.32 (Flaylock Pistol Proficieny 4 and +20% dmg vs armor) = 203 hp of damage to armor with one shot. Two shots will inflict 406 hp of damage to armor. The blast radius is 1.87 meters.
So in a situation in which you've depleted your opponent's shields (or close enough) and circumstances dictate that closing in to finish him is more advisable than engaging from range, it should be no great feat (for those who are not prohibitively slow) to close in and very quickly deal 406 hp of damage, which will finish the vast majority of opponents. |
zzZaXxx
The Exemplars Top Men.
138
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Posted - 2013.07.29 01:01:00 -
[2] - Quote
Also there are a lot of times when just the 203 dmg from one well placed shot is plenty to take someone out before they can react. If you're close enough to not need elite accuracy to hit the mark, the Core Flaylock will still be the best option in that situation. |
zzZaXxx
The Exemplars Top Men.
138
|
Posted - 2013.07.29 01:58:00 -
[3] - Quote
aden slayer wrote:What about them shield tankers? Flaylocks will be useless against them.
That's why you've got your light weapon. Flaylock will not be good vs shields. It will be very good when you've depleted someone's shields and have a chance to engage them in CQC. It will be a sidearm. Also its restriction to this role will make it a lot harder to spam with. 0.67m less splash radius and 28% less damage will limit its use as a primary weapon. |
zzZaXxx
The Exemplars Top Men.
138
|
Posted - 2013.07.29 02:34:00 -
[4] - Quote
Doc Noah wrote:I still dont know why CCP wants an indirect fire weapon to do more damage than a direct fire weapon. Do they support explosive no aim spam so much?
I don't know about you but for me doing damage with the advanced flaylock is no cakewalk and it has the same splash radius as the prototype will. If I'm very close and they're not moving very fast I can usually track their feet and land a hit but I miss a lot, and a miss = 0 dmg. So it's hit or miss unlike the SMG which is more spray and pray.
I think they have different roles:
Flaylock = shields depleted CQC finisher / high alpha dmg or no dmg
SMG = all around CQC / less alpha, easier to do some dmg to fast moving targets or shields
Scrambler Pistol = CQC against shields / high alpha dmg or no dmg/ no projectile drop |
zzZaXxx
The Exemplars Top Men.
142
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Posted - 2013.07.29 16:53:00 -
[5] - Quote
bump |
zzZaXxx
The Exemplars Top Men.
144
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Posted - 2013.07.29 19:48:00 -
[6] - Quote
Daxxis KANNAH wrote:You wouldnt see the knife so no need to run, a skilled pistol user will finish you off quickly.
A high SP SMG will destroy you in its range so you need to "run" or keep your distance so it isnt effective.
All of that is independent of your amount of shield.
The OP is now couching the super nerf in context of it being just a finisher when the other sidearms dont need that situation to be useful. It seems he is trying to sell comfort instead of looking at the reality.
I don't have much experience with the other sidearms so I'm not sure. FP proto does seem to have a lower ceiling than the other protos, though it also has lower fitting cost. If the target has only 200hp or less of armor remaining I still say flaylock finishes them faster than anything. With the second shot the other two start catching up. If after the second shot he's not done then you might be better off with another sidearm at this point. After the third shot you have to reload and you want an SMG.
But if the first two shots finished the job before he knew what was comin you're glad you have a flaylock. That 2 shot finish is a likely scenario for someone who engages at mid range with AR/SR and makes an effort to keep range until the target is down to armor. Also AR/SR are actually very effective against shields in CQC so if you don't waste too many bullets/have good reload discipline the chance to deprive a target of 400 hp of armor in 1.5 seconds should present itself a fair amount. |
zzZaXxx
The Exemplars Top Men.
144
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Posted - 2013.07.29 21:53:00 -
[7] - Quote
Karazantor wrote:Chunky Munkey wrote:It's still going to be a spam weapon, which was the problem in the first place. Only now it will require about 25% more spamming to achieve the desired effect. Nono, its a SKILLSHOT weapon right CCP even said so, so it must be true. Not at all the kind of weapon panicked amateurs would spam 3 shots at the feet of enemies they can't kill so as to keep their KDR in the green, like less 'skilled' noobs would with inferior skill-less weapons.
Another way of saying "skillshot" would be "hit or miss". With flaylock you either score a hit or you miss whereas with the SMG you're trying to keep the crosshairs as close to their center of mass as possible while spraying. The skill required for flaylock is lining up that one shot, whereas with SMG it's holding the crosshairs in the right place.
For example, say two players are in sidearm range after wearing each other down. Both have 200 hp of armor remaining. One has a nerfed Core Flaylock and the other an Ishukone Assault SMG. If the flaylock user has the skill to connect with his first shot he wins. If not, then the SMG user has longer to spray and probably takes the flaylock user down before he get his second shot off. Holding the crosshairs close to center of mass requires a little less skill than lining up a single life or death shot with only 1.87m splash radius.
If the flaylock user misses then the opponent with the superior weapon prevails...but if he hits it doesn't matter what weapon the opponent has. He's in pieces. The problem with the old Core Flaylock is that it didn't require enough skill to get that hit and did too much damage to armor. Now it will require the same accuracy as the advanced version which, I can tell you, requires accuracy and touch to use successfully. |
zzZaXxx
The Exemplars Top Men.
145
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Posted - 2013.07.29 23:12:00 -
[8] - Quote
Bones McGavins wrote:zzZaXxx wrote:[quote=Karazantor]Holding the crosshairs close to center of mass requires a little less skill than lining up a single life or death shot with only 1.87m splash radius. Maybe in some games, but not in DUST. Lack of aim assist and relatively poor hit detection and relatively high strafe speeds means it is pretty tough to maintain SMG fire on your opponent if they are moving defensively. Doubley so if you are as well. Since the flaylock user will likely be jumping in addition to his movements, it becomes even harder. Flaylock is still easiest for that "finish him" scenario. Its just not quite a gimmee anymore. With the auto aim return in 1.4, Scrambler Pistol will be king of CQ, not just side arms. And SMG will get a buff too. Flaylock will be pretty much useless at that point.
Well I'm KB/M so it won't help me. But it will be interesting to see how much the game changes for controller users. |
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