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Author |
Thread Statistics | Show CCP posts - 3 post(s) |
Chunky Munkey
Amarr Templars Amarr Empire
981
|
Posted - 2013.07.30 14:43:00 -
[1] - Quote
Can't one shot my scout's ankles anymore can you Mr Flaylock?
*sigh* Today I am a happy minja again. |
Chunky Munkey
Amarr Templars Amarr Empire
982
|
Posted - 2013.07.30 14:51:00 -
[2] - Quote
LT SHANKS wrote:*waits for plasma canon to reign supreme*
Mother Nature (old age) LT SHANKS |
Chunky Munkey
Amarr Templars Amarr Empire
982
|
Posted - 2013.07.30 15:04:00 -
[3] - Quote
King Kobrah wrote:I just got three kills with it last game.
i'm glad it was nerfed, now people have to use it as a sidearm to finish off the last chunk of health rather than a primary weapon to deplete ALL their health
Yup, I can now kill the AR tryhards who panic fire it when their shields are down. |
Chunky Munkey
Amarr Templars Amarr Empire
983
|
Posted - 2013.07.30 15:09:00 -
[4] - Quote
FLAYLOCK Steve wrote:King Kobrah wrote:I just got three kills with it last game.
i'm glad it was nerfed, now people have to use it as a sidearm to finish off the last chunk of health rather than a primary weapon to deplete ALL their health All side arms can kill you with one clip. Just saying so your statement is invalid
That doesn't make it invalid. You can kill a heavy with one clip from an smg, but good luck trying. |
Chunky Munkey
Amarr Templars Amarr Empire
984
|
Posted - 2013.07.30 15:27:00 -
[5] - Quote
FLAYLOCK Steve wrote:Chunky Munkey wrote:FLAYLOCK Steve wrote:King Kobrah wrote:I just got three kills with it last. ame.
i'm glad it was , now people have to use it as a sidearm to finish off the last chunk of health rather than a primary weapon to deplete ALL their health All side arms can kill you with one clip. Just saying so your statement is invalid That doesn't make it invalid. You can kill a heavy with one clip from an smg, but good luck trying. You can't kill a heavy with one clip of a flay lock. I use them so I know it takes almost 4-5 shots. so 2 clips, you were saying?
You just directly contradicted your own post. Go home Steve. |
Chunky Munkey
Amarr Templars Amarr Empire
988
|
Posted - 2013.07.30 17:39:00 -
[6] - Quote
FLAYLOCK STEVE wrote: Not really, maybe to an idiot like you it may seem so. I wasn't talking about a heavy prior to that comment until someone mentioned you can't kill a heavy with a smg in one clip which is common sense. If you had common sense you probably would realize that when I said all side arms can kill you in one clip excluded the heavy suit or people with epic tank. So you sir go home, i am home btw ^_^
That is what's called "moving the goalposts". You made a statement, and when it was proven wrong you tried retroactively adding caveats to qualify it. |
Chunky Munkey
Amarr Templars Amarr Empire
988
|
Posted - 2013.07.30 17:41:00 -
[7] - Quote
Daxxis KANNAH wrote:King Kobrah wrote:I just got three kills with it last game.
i'm glad it was nerfed, now people have to use it as a sidearm to finish off the last chunk of health rather than a primary weapon to deplete ALL their health Sigh - hate this argument - When a player jumps you with an advanced or higher SMG and kills you what is the rationale for them not needing a primary weapon or using a flux. It took me three shots today to kill a scout at an objective - that is crazy. I had no problem with them reigning it in but now its super niche. At least the requirements are ridiculously low, its the only thing that kind of justifies its new damage. Shame you have to spend that amount of SP for a weapon that has to depend on another weapon to become effective. If you run in a squad it can still be mean though. Hope they buff it back slightly or actually listen to better proposals put forward in the forum.
It was always meant to be a niche weapon, it's a rocket pistol after all. |
Chunky Munkey
Amarr Templars Amarr Empire
988
|
Posted - 2013.07.30 17:42:00 -
[8] - Quote
Scheneighnay McBob wrote:Rynoceros wrote:When Knife hit detection gets fixed, you're all ******. Fixed that for you. Btw, I made a really fun sidearm-focused suit last night. Mainly using the SMG, but the flaylock for direct hits. It was a standard flaylock, yet still 2-shotted most targets it got direct hits on (mostly snipers and people hacking)
That was last night. Doesn't count lol. |
Chunky Munkey
Amarr Templars Amarr Empire
989
|
Posted - 2013.07.30 17:51:00 -
[9] - Quote
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.
Your complaint is counter intuitive. CCP based their nerf off of stats like increased KDRs for those who picked up a Flaylock. In other words; it was nerfed because it wasn't a skilled weapon like the scrambler pistol, and because it was a crutch for the very players you're complaining about.
Methinks you got your OP weapon nerfed and now you're upset that you can't pwn like you used to. |
Chunky Munkey
Amarr Templars Amarr Empire
989
|
Posted - 2013.07.30 17:53:00 -
[10] - Quote
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. |
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Chunky Munkey
Amarr Templars Amarr Empire
989
|
Posted - 2013.07.30 17:55:00 -
[11] - Quote
Daxxis KANNAH 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!
What would be nice in a few weeks would be a post from Wolfman or whomever on why these changes were made and not others suggested. Also a broad statement on how you see weapons. Should they all stand on their own or are some "better" than others.
There was a dev blog that covered this and other nerfs in great detail. |
Chunky Munkey
Amarr Templars Amarr Empire
991
|
Posted - 2013.07.30 18:05:00 -
[12] - Quote
Daxxis KANNAH wrote:Chunky Munkey wrote:Daxxis KANNAH 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!
What would be nice in a few weeks would be a post from Wolfman or whomever on why these changes were made and not others suggested. Also a broad statement on how you see weapons. Should they all stand on their own or are some "better" than others. There was a dev blog that covered this and other nerfs in great detail. Sorry - that was garbage with contradictions.
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. |
Chunky Munkey
Amarr Templars Amarr Empire
994
|
Posted - 2013.07.30 18:58:00 -
[13] - Quote
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. |
Chunky Munkey
Amarr Templars Amarr Empire
995
|
Posted - 2013.07.30 19:09:00 -
[14] - Quote
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. |
Chunky Munkey
Amarr Templars Amarr Empire
995
|
Posted - 2013.07.30 19:48:00 -
[15] - Quote
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. |
Chunky Munkey
Amarr Templars Amarr Empire
996
|
Posted - 2013.07.30 20:11:00 -
[16] - Quote
Daxxis KANNAH wrote:@Chunky Munkey - I never said the SMG was as good a pre-nerfed Flaylock and I never said the flaylock didnt need nerfing.
Then your only complaint is that the flaylock isn't the smg. |
Chunky Munkey
Amarr Templars Amarr Empire
1000
|
Posted - 2013.07.30 21:11:00 -
[17] - Quote
I'd like to take this moment to say:
1000 LIKES B*TCHES WOOOOOOOOOOO
Carry on. |
Chunky Munkey
Amarr Templars Amarr Empire
1030
|
Posted - 2013.07.31 14:21:00 -
[18] - Quote
Minor Treat wrote:Daxxis KANNAH wrote:Chunky Munkey wrote:Daxxis KANNAH 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!
What would be nice in a few weeks would be a post from Wolfman or whomever on why these changes were made and not others suggested. Also a broad statement on how you see weapons. Should they all stand on their own or are some "better" than others. There was a dev blog that covered this and other nerfs in great detail. Sorry - that was garbage with contradictions. What was contradictions? your being just as vague bud.
To be fair to Daxxis, the nerf blog did contradict itself. It was claimed that the flaylock was intended to be a skillshot weapon, hence it having blast radius (!?!?). It was also claimed that players should rely on the weapon's direct damage more than its splash. To that end; they reduced the difference between the direct & splash damages (!?!?).
Daxxis' error was in thinking that a person's reason for their actions has to make sense to anyone other than themselves. |
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