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Thread Statistics | Show CCP posts - 3 post(s) |
D legendary hero
THE WARRIORS OF LEGEND
475
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Posted - 2013.07.30 21:06:00 -
[1] - Quote
mollerz wrote:I use flaylocks on my minja scout, and after a few games this morning... I don't notice too much of a difference.
I love hitting people long range with it. It must be quite the surprise when they see GN-20 on the feed.
i love flaylocks, and even after the nerf, i am still pwning people with the standard flaylock like i did before. nice try AR noobs, you can nerf my gun, but not my skill.
its also in part because i use it as intended a CQC side arm, a trick shot that deals massive damage. i can still pwn proto suits like before.
basically anyone who trained on the standard flaylock is good now with them. |
D legendary hero
THE WARRIORS OF LEGEND
475
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Posted - 2013.07.30 21:08:00 -
[2] - Quote
all in all mint chip you had me scared for a seconded when you said "damage nerf and other significant changes"...haha but in the end my locks still feel good, and people can't complain.
now people will can't yell OP, and they will fear my dreadlocks!!!!! harrrr |
D legendary hero
THE WARRIORS OF LEGEND
476
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Posted - 2013.07.31 04:19:00 -
[3] - Quote
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!
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D legendary hero
THE WARRIORS OF LEGEND
476
|
Posted - 2013.07.31 04:28:00 -
[4] - Quote
Bones McGavins wrote:I love the posts about "Ive been owned by a scrambler pistol, how come they arent considered OP?"
Cause they require actual skill to use and even then poor hit detection makes them a bit of a crapshoot. Yes, a SCP can 1-2 shot almost everyone and can do so in the blink of an eye, but it requires head shots to do so, not "shoot within 2.5 meters."
That being said, used correctly, SCP is the best gun in the game in close ranges.
yeah, you need the 2.5m because flaylock rockets go through people without doing damage, even if i wanted to spam my entire clip like a scrambler pistol, my rockets will go right through people. plus flaylocks have only 3 shots, or omg 4 shots with minmintar suit big whoop. i have to lead my shots, and time people.
people get killed because they are so predictable... "oh an enemy let me strafe back and forth in the same exact spot...what he killed me? his gun must be op."
Or these guys "oh an enemy im going to jump and reach for thesky, what i can't change direction mid air while jumping, and he killed me? his gun must be OP"
... no no no these guys are a riot "even though i run at 5+m/s adn can dodge his rock pistol, that has only three shots, im going to stand completely still and fire my AR because....wtfi died? his gun must be OP"
these noobs are the best "hey, this guy is clearly using a CQC weapon, and i have a mid range weapon. sure if i engage him i will win in close range. i should definately close the gap... what he beat my AR in CQC? his gun must be OP. because my AR should beat everything"
flaylocks require just as much skill as a scrambler. scrambler are tough, but the pay off is two shot kills with head shots. flaylcocks have limited ammo and use. their clip is small and the chance of missing is high, the pay off is the high damage.
if you have skill, why should things be made even harder for you to compensate for your skill? |
D legendary hero
THE WARRIORS OF LEGEND
476
|
Posted - 2013.07.31 04:36:00 -
[5] - Quote
Poplo Furuya wrote:Wait, is the fitting still crazy low? While not nerfing every aspect of a thing simultaneously is good I had thought the lack of fitting costs was a mistake, not by design. Had kinda assumed there might be a correction on that score at some point.
Not lobbying for it, just surprised.
the flaylock is a real minmintar style wepon, low in cost, easy to make and pretty dang effective. its also versity like the winmintar. but it does have draw backs, most minmintar problems are technical as their materials arent the best quality.
i.e. outside CQC, and trick shots, the flaylock is useless. its a high risk high reward gun, you miss n the other guy has got u.
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D legendary hero
THE WARRIORS OF LEGEND
476
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Posted - 2013.07.31 04:41:00 -
[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
^^math don't lie |
D legendary hero
THE WARRIORS OF LEGEND
477
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Posted - 2013.07.31 04:45:00 -
[7] - Quote
xLTShinySidesx 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!
You know what grinds my gears? I've been slaughtered by people using the SMG and the scram pistol as main weapons, the pro versions are crazy and yet not a ******* word on them being abused as a main when it should be a sidearm, I'm not one to usually get mad (go read my posts) but this is the kind of crap that gets me. Was the nerf due to it being a sidearm used as a main or because it really was op? You guys contradict too much. I haven't played with the flaylock since it's adjustments so I can't give any feedback on it yet, I've saved 600k sp just incase it's unusable though.
my point exactly. but do not fret.... the dreadlocks are still useable. not as devastating but you can still take out std suits with low ehp with one clip. direct hits are still good. if you can open with it or close with it its still good. (openingis not new to locks... ppl still open with scrambler pistols and then follow up with AR or same with SMG)
ppl were really made cuz its not chip damage it has some minor splash |
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