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Author |
Thread Statistics | Show CCP posts - 3 post(s) |
Burntface man112
Onikanabo Brigade Caldari State
11
|
Posted - 2013.07.30 17:55:00 -
[1] - Quote
CCP Mintchip wrote:Really enjoying seeing the feedback from both sides on this. I am hopeful that this does allow the flaylock to still be used but not so much as a primary as was mentioned above. The fact that you're still able to use the weapon for the purpose it was intended while not feeling like it's a completely useless side is pretty good news.
While there are a lot of differing opinions, they are all appreciated! Thanks!
Good job fixing the sidearm, its still effective while not rivaling primaries. Hats off to you guys for making a game feel more appropriate and Logistics Flaylockers are now diminished to allow more actual combat ready roles. |
Burntface man112
Onikanabo Brigade Caldari State
12
|
Posted - 2013.07.31 04:51:00 -
[2] - Quote
Doshneil Antaro wrote:Hey Mintchip, you all at ccp still realize this sidearm still out dps most every weapon, and is easier to fit than most other sidearms? The weapon is OK balanced now though (would have rather seen a fire rate fix instead of damage) minus being easy to fit, so everyone will still use them over most any other sidearm. 3 shots is still enough to destroy my Gallente armor suit, just takes slightly more skill. oh Bud, the reason why is because the Flaylock specializes in armor damage. So Gallente is Armor focused in Armor health than shield strength making them ideal for Flaylock kills. Run a Militia or Standard Caldari and you will see a major difference in the Flaylock effectiveness. it is still a strong weapon as a sidearm but if your shield is strong the Flaylock is much less a threat. That my tip for you.. Run more shields when you see Flaylockers roaming the fields but run Armor when you see Scrambler rifles or laser rifles and even ARs too |
Burntface man112
Onikanabo Brigade Caldari State
12
|
Posted - 2013.07.31 04:54:00 -
[3] - Quote
Chunky Munkey wrote:Konohamaru Sarutobi wrote:CCP Mintchip wrote:Konohamaru Sarutobi wrote:CCP Mintchip wrote:Really enjoying seeing the feedback from both sides on this. I am hopeful that this does allow the flaylock to still be used but not so much as a primary as was mentioned above. The fact that you're still able to use the weapon for the purpose it was intended while not feeling like it's a completely useless side is pretty good news.
While there are a lot of differing opinions, they are all appreciated! Thanks!
Shame you just listen to the bad players like the CPMs, the CCP members, and the silly guys. Good players will still kill bad players even with scramble pistols in the 2 weapons slots. The only thing you get with this is kick out more players because you just make their time wasted. But meh, it's a good plan too, because players that suck so much will buy all those "amazing" packs that make you a better and very good soldier. Lol. Time isn't wasted, if you are playing and training into a weapon/playstyle and are having fun then that time was well-spent. If you continue to find things in the game that you enjoy doing and improve upon them that's exactly what we want. If something changes within the game because of balancing, it will, ideally, become balanced to the game. So while not as powerful as before should still be something that you enjoy playing. If it was only chosen because it was over-powered and not a style that you particularly cared for - chances are there's not much that will satiate you. As for good players still killing bad players. Absolutely, skill can determine a battle that is not something we want to balance against. Our data showed the weapon may need tweaking, along with the player feedback a choice was made to do some adjustments. We will see how this goes. :) So, basically you're saying that you make something, people like it, they get fun with it and spend their time, so then you screw it, so they didn't waste their time but they need to find another way to get fun. That's your plan? Keep players ******* all the content just to change the other? Nice one CCP Mintchip. Very friendly You just ignored everything that was said. The weapon was nerfed in a way that did not change its standard behaviour. This means that those who used it will still be able to use it in the exact same scenarios. It just won't be as devastatingly effective as it used to be. If you have a complaint with how it behaves now, then it's clear that you were using this weapon not because you liked the playstyle it excelled in, but precisely because it was OP. My advice to you.
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Burntface man112
Onikanabo Brigade Caldari State
12
|
Posted - 2013.07.31 04:55:00 -
[4] - Quote
Chunky Munkey wrote:Konohamaru Sarutobi wrote:CCP Mintchip wrote:Konohamaru Sarutobi wrote:CCP Mintchip wrote:Really enjoying seeing the feedback from both sides on this. I am hopeful that this does allow the flaylock to still be used but not so much as a primary as was mentioned above. The fact that you're still able to use the weapon for the purpose it was intended while not feeling like it's a completely useless side is pretty good news.
While there are a lot of differing opinions, they are all appreciated! Thanks!
Shame you just listen to the bad players like the CPMs, the CCP members, and the silly guys. Good players will still kill bad players even with scramble pistols in the 2 weapons slots. The only thing you get with this is kick out more players because you just make their time wasted. But meh, it's a good plan too, because players that suck so much will buy all those "amazing" packs that make you a better and very good soldier. Lol. Time isn't wasted, if you are playing and training into a weapon/playstyle and are having fun then that time was well-spent. If you continue to find things in the game that you enjoy doing and improve upon them that's exactly what we want. If something changes within the game because of balancing, it will, ideally, become balanced to the game. So while not as powerful as before should still be something that you enjoy playing. If it was only chosen because it was over-powered and not a style that you particularly cared for - chances are there's not much that will satiate you. As for good players still killing bad players. Absolutely, skill can determine a battle that is not something we want to balance against. Our data showed the weapon may need tweaking, along with the player feedback a choice was made to do some adjustments. We will see how this goes. :) So, basically you're saying that you make something, people like it, they get fun with it and spend their time, so then you screw it, so they didn't waste their time but they need to find another way to get fun. That's your plan? Keep players ******* all the content just to change the other? Nice one CCP Mintchip. Very friendly You just ignored everything that was said. The weapon was nerfed in a way that did not change its standard behaviour. This means that those who used it will still be able to use it in the exact same scenarios. It just won't be as devastatingly effective as it used to be. If you have a complaint with how it behaves now, then it's clear that you were using this weapon not because you liked the playstyle it excelled in, but precisely because it was OP. My advice to you. Exactly it was OP |
Burntface man112
Onikanabo Brigade Caldari State
12
|
Posted - 2013.07.31 04:58:00 -
[5] - Quote
Chunky Munkey wrote:Daxxis KANNAH wrote:Chunky Munkey wrote:Daxxis KANNAH wrote:Chunky Munkey wrote: It's an explanation whether you like it or not. You're assuming the company that put contact nades on sale before nerfing them days later, made rational decisions with the flaylock.
I wasnt assuming anything. I disregarded it because it was fluff and double talk. Thats why I asked in this thread for at least a statement as to why they made the nerfs where they did instead of other areas and how they see weapons in general. I have no issue with the mechanic of using weapons in concert but when you have an SP system that treats all of them near identical in terms of "learning them" I think it is poor to shortchange some very much. You missed my point. They gave the explanation that you asked for. You just aren't happy with it. If you don't think the SP cost is worthwhile for sidearms, then don't spend it there. Everybody understands that you get diminishing returns from your sp. Apply that to sidearms and you'll see that they're there to compliment you main, not to replace it. LOL - fail The explanation they gave was not substantive. It could have been because daddy says so. Is that acceptable??? Did I check the box? Yes - anyway moving on. Also round and round you go - I just argued how the SMG can function perfectly on its own. Its obvious you dont want to see the other side. I try to and have spoken with many who just wanted to keep the flaylock OP and I argued against that. I argued with Cal Logis who saw no issue their suit and weapon but wanted other stuff nerfed to keep their cushy life. I also questioned some of the suggestions some scouts are putting forward because it would give the class too much of an edge and I'm a scout. You are just spouting not actually trying to converse. WOFT At the risk of making this sound like a schoolground yeling match: I'm not the one avoiding conversation, you are. You asked for the reason, they gave it. You just aren't happy with the reason. You say it contradicts itself. It does. That doesn't stop it being the reason. Sidearms aren't meant to function as a main. Just because a few Eastwoods out there can make use of the scrambler pistol, and just because a few smartypants have figured out how to get the most from their Minny assault bonuses, doesn't put flaylocks on the buff list. The issue isn't that I don't want to see the other side, the issue is that I've seen it, and it is inadequate. Skill into the SMG and show us all how it's just as good as the pre-nerf flaylock. Go ahead. I'm sure the massive surge in its use was just a chance occurrance. FlayLock OP simple as that. Now its the way it should be still deadly but not a monster of a sidearm the surpasses other sidearms in every regards regardless if you master skilled into other sidearms it still shows monster results. NOW its the way it should have been. |
Burntface man112
Onikanabo Brigade Caldari State
12
|
Posted - 2013.07.31 05:02:00 -
[6] - Quote
Daxxis KANNAH wrote:Chunky Munkey wrote:Daxxis KANNAH wrote:I think any weapon should be able to kill given its in its niche. That shouldnt include having to use flux to drop shields.
They could have reduced RoF, range of projectile and still streamlined the radius and reduced some splash but left the direct hits with higher damage.
Most other weapons dont have to be used in conjunction with another weapon, you just need to get into the right range / situation.
Anyway - I only use it about 20% of the time or less and I use it mostly how it must be used now or if I surprised someone at an objective. I just disagree mostly on principle. The SMG is no different. Taking on a shield-tank with it is a fool's errand without a flux. Not entirely true - it does more damage v shields (iirc) and if you put your shots on the target you do hella lot of dmg. Now you can escape the optimal range kind of easy if you have the speed and they havent skilled sharpshooter but the same can be said now for the flaylock because you cant really kill anymore with 1 clip so you will have to reload giving the enemy chance to engage you or retreat. EDIT: Looked around on here and I see it stated (cant confirm) the SMG does 94% damage to shields where the flaylock does 70% -> 24 x .94 x 40 (thats half of your clip missing) = 902.4 -> 174 x .7 x 3 = 365.4 Just saying Okay this math is qrong.... Check the ingame status information and the details section. The SMG does more damage to armor than shields and same with the Flaylock. If your a strong shield dropsuit than the damage used against you with this weapons is less than its optimal damage. |
Burntface man112
Onikanabo Brigade Caldari State
12
|
Posted - 2013.07.31 05:10:00 -
[7] - Quote
D legendary hero wrote:CCP Mintchip wrote:Doshneil Antaro wrote:Hey Mintchip, you all at ccp still realize this sidearm still out dps most every weapon, and is easier to fit than most other sidearms? The weapon is OK balanced now though (would have rather seen a fire rate fix instead of damage) minus being easy to fit, so everyone will still use them over most any other sidearm. 3 shots is still enough to destroy my Gallente armor suit, just takes slightly more skill. We don't want to over-correct, so we are definitely watching for feedback like this. We'll, and you'll, know more as things progress. To truly see what the trends are! :) thats the point. it requires skill.A. in 1 second a militia SMG does 459 damage. with a clip of 80, that does a total of 2000 damage in that one clip, thats 20 bullets. so, 20 bullets from a militia SMG does that much damage. it takes a flaylock a full clip with aim and timing to do that DPS. (even with direct hits it takes 1.5 seconds to unload a flaylocks clip without taking time to aim. even at that its dps is only in the mid 300s) B. now factor in that a SMG is a spray to win, weapon and you have your self a deadly bullet hose. with this DPS a milita SMG can tear through 3 std gallente suits in the time it takews a flaylock to harm 1, especially after this nerf. the flaylocks now are perfectly balanced. i haven't seen anyone but myself, and perhaps 4-5 people using them all day even in PC (i played in the afternoon a bit, went to class, and played a PC, then some more pubs) many people specced into scrambler pistols, and i saw quite a few ADV SMGs. flaylocks are no where near as deadly as an AR ever was, is, and will be. i speced into them, i got them proto, and i still use the standard and get great results because you can't nerf my skills, and thats what AR noobs are scared of. and be very scared because now i am going to stomp with the breach flaylock! nobody doubts your skill im sure but the flaylock is not skillful. Its a blast radius weapon. But good to see the Flaylock is no running over primary weapons anymore thank god. |
Burntface man112
Onikanabo Brigade Caldari State
12
|
Posted - 2013.07.31 05:16:00 -
[8] - Quote
D legendary hero wrote:CCP Mintchip wrote:Doshneil Antaro wrote:Hey Mintchip, you all at ccp still realize this sidearm still out dps most every weapon, and is easier to fit than most other sidearms? The weapon is OK balanced now though (would have rather seen a fire rate fix instead of damage) minus being easy to fit, so everyone will still use them over most any other sidearm. 3 shots is still enough to destroy my Gallente armor suit, just takes slightly more skill. We don't want to over-correct, so we are definitely watching for feedback like this. We'll, and you'll, know more as things progress. To truly see what the trends are! :) thats the point. it requires skill.A. in 1 second a militia SMG does 459 damage. with a clip of 80, that does a total of 2000 damage in that one clip, thats 20 bullets. so, 20 bullets from a militia SMG does that much damage. it takes a flaylock a full clip with aim and timing to do that DPS. (even with direct hits it takes 1.5 seconds to unload a flaylocks clip without taking time to aim. even at that its dps is only in the mid 300s) B. now factor in that a SMG is a spray to win, weapon and you have your self a deadly bullet hose. with this DPS a milita SMG can tear through 3 std gallente suits in the time it takews a flaylock to harm 1, especially after this nerf. the flaylocks now are perfectly balanced. i haven't seen anyone but myself, and perhaps 4-5 people using them all day even in PC (i played in the afternoon a bit, went to class, and played a PC, then some more pubs) many people specced into scrambler pistols, and i saw quite a few ADV SMGs. flaylocks are no where near as deadly as an AR ever was, is, and will be. i speced into them, i got them proto, and i still use the standard and get great results because you can't nerf my skills, and thats what AR noobs are scared of. and be very scared because now i am going to stomp with the breach flaylock! it does not do that much damage with the smg i have kill heavies with the smg where their stationary with no shields and it takes well over 2 seconds to kill someone with over 500 armor. |
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