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Author |
Thread Statistics | Show CCP posts - 3 post(s) |
Minor Treat
The Enclave Syndicate Dark Taboo
24
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Posted - 2013.07.31 05:25:00 -
[91] - Quote
D legendary hero wrote: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 This is really wrong... Its takes well over two seconds to kill someone running medium gear and more if your running heavy.... HERE IS THE FACTS... Check out this video and tell me how many seconds it takes for this guy to kill one person with his smg... also on the video of 46 seconds into it he shoots a stationary guy for 1 second who is medium assault class and does not kill him... the math is wrong.
https://www.youtube.com/watch?v=qIJkDmzRK_A |
Minor Treat
The Enclave Syndicate Dark Taboo
24
|
Posted - 2013.07.31 05:26:00 -
[92] - Quote
Sloth9230 wrote:THE TRAINSPOTTER wrote:Flaylock and mass drivers take no skill , just aim the ground and you win. No what else takes no skill? Dying Sloth takes no skill :) |
Minor Treat
The Enclave Syndicate Dark Taboo
24
|
Posted - 2013.07.31 05:29:00 -
[93] - Quote
Wowski wrote:Chunky Munkey 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. 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. Or maybe the reason their KDR went up was because they gained more skillpoints, got more skilled, and played a little more now that they were having some fun. You know sometimes things like that happen. Yeah well i think that major of players reaching that kind of KDRs compared to those who also invested their skills into other sidearms dont reach that kind of KDRs that quickly |
Minor Treat
The Enclave Syndicate Dark Taboo
24
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Posted - 2013.07.31 05:30:00 -
[94] - 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. What was contradictions? your being just as vague bud. |
Doshneil Antaro
SVER True Blood
106
|
Posted - 2013.07.31 05:54:00 -
[95] - Quote
Burntface man112 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. 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 Still dps should be in line with other weapons, and not be able to unload 3 rounds (with extra damage to my armor) and destroy my 550+ suit faster than I can turn and face my opponent. That is unless you actually give me an anti-shield aoe main and side that are in lines with the MD and gaylock. Don't even say Flux, as proto locus can one shot me when using a combo of shield and armor, or shield extensive. |
Chunky Munkey
Amarr Templars Amarr Empire
1030
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Posted - 2013.07.31 14:21:00 -
[96] - 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. |
Bob Teller
Red Star. EoN.
50
|
Posted - 2013.07.31 14:29:00 -
[97] - 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. This guy hope the flaylock gets buff,i love that guy |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
285
|
Posted - 2013.07.31 14:33:00 -
[98] - Quote
@ Chunky Munkey - Just trying to hold people to a higher standard than mud
This world nowadays - anything goes and any crap is acceptable. |
calisk galern
BurgezzE.T.F
599
|
Posted - 2013.07.31 14:37:00 -
[99] - Quote
wouldn't it of been better then to give the flaylock more ammo in the clip and far less damage.
if it took 5-6 hit instead of 3 to kill the target it would of resulted in more time to react and a less effective insta kill wepaon |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
285
|
Posted - 2013.07.31 14:54:00 -
[100] - Quote
Burntface man112 wrote:[ 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. also the time it takes for you to optimally land all 40 rounds compared to landing 3 shots with the flaylock is a major thing to consider. Once your land those three shots damage done could be overcome with another weapon. So i could Flaylock you and if you survived then i would swap weapons and finish you off instead of reloading. While the smg does wonders in Armor damage its pretty weak against shields.
The SMG does 94% to shields and 109% to armor - most people have a good shield buffer
The Flaylock does 70% to shields and 130% to armor
You have to get through the shields to get to the amror.
The SMG has 80 bullets in the clip so in my scenario I allowed a user to miss half while making the flaylock user have to land all three direct. The SMG blows through the shield and then will start to do its even higher damage on armor. The Flaylock gets through some players shield and may not with others but then has to be reloaded.
Now if my basis is off challenge that but I think my numbers were right and the whole point was that you should judge a weapon on its own merit and the fact that an SMG can handle a shielded weapon much easier than the flaylock which was put up by Monkey as being in the same boat....which it isnt.
The numbers were for adv level weapons.
My point was never to have the flaylock buffed back to its previous level. I would like to see it on a more level footing with the SMG. In therms or sidearms the Pistol and the Knife are the most deadly but you have to be skilled to use them. The SMG is easy to use but you have to pump in a fair amount of SP to make it deadly. I would hope that the Flaylock would fall in somewhere between those two camps making it harder to use (RoF recduction, splash and radius reduction ) but keeping direct damage high enough (does not have to go back to previous level) for the weapon to be able to stand on its own and not always have to be used in concert with another.
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Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
295
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Posted - 2013.07.31 14:57:00 -
[101] - Quote
calisk galern wrote:wouldn't it of been better then to give the flaylock more ammo in the clip and far less damage.
if it took 5-6 hit instead of 3 to kill the target it would of resulted in more time to react and a less effective insta kill wepaon
Many people complained about the spam - could you imagine 3-4 players firing off that many shots.
Also then some reloading at different times so the "rain" could continue - then you would have to up the reload time.... making it longer than the ScR. |
Sloth9230
Deepspace Digital
2590
|
Posted - 2013.08.02 20:18:00 -
[102] - Quote
Minor Treat wrote:Sloth9230 wrote:THE TRAINSPOTTER wrote:Flaylock and mass drivers take no skill , just aim the ground and you win. Know what else takes no skill? Dying Sloth takes no skill :) He doesn't |
Sloth9230
Deepspace Digital
2590
|
Posted - 2013.08.02 20:23:00 -
[103] - Quote
Doshneil Antaro wrote:Burntface man112 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. 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 Still dps should be in line with other weapons, and not be able to unload 3 rounds (with extra damage to my armor) and destroy my 550+ suit faster than I can turn and face my opponent. That is unless you actually give me an anti-shield aoe main and side that are in lines with the MD and gaylock. Don't even say Flux, as proto locus can one shot me when using a combo of shield and armor, or shield extensive. Do you guys actually know what your talking about, ffs, does CCP even know what they're talking about? The Flaylock always had a lower DPS than the other side-arms, it was only it's splash range that was a problem.
All other side arms have always been able to out-damage the flaylock, they we're just harder to use. |
Forlorn Destrier
Bullet Cluster
1279
|
Posted - 2013.08.02 20:39:00 -
[104] - Quote
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. :)
CCP Mintchip, you are awesome. Just an observation. Good job handling the disgruntled.
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Scheneighnay McBob
Bojo's School of the Trades
2609
|
Posted - 2013.08.02 20:54:00 -
[105] - 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 fitting cost is what makes it unique. It's supposed to be a last-resort weapon, unlike other sidearms. |
Dimitri Rascolovitch
The Immortal Knights
1
|
Posted - 2013.08.02 21:05:00 -
[106] - Quote
Kasote Denzara wrote:There was someone running one of the Flaylocks and was still killing with it. It wasn't the Core versions either. That guy actually made me feel a little better. I'm glad someone still successfully uses it. That's all.
hae, and still do use the flaylock as its intended purpose, a "skillshot" sidearm for finishing people when i run out of ammo with my hmg, i typically use the gn20 specialist |
Rusty Shallows
Black Jackals
208
|
Posted - 2013.08.02 22:27:00 -
[107] - Quote
Rynoceros wrote:When Shotgun hit detection gets fixed, you're all ******. The scout with shotgun who jumped out of a LAV, dodged my Toxin, took out the heavily wounded assault guy with me, and filled my face with buck says otherwise. Good times.
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. Looks more like the weapon underwent a redesign. Two of its skills were buffed and made inline with a skill shot weapon. All it needs now is a buff in muzzle velocity for this love child of scramblers & mass drivers will be on par with ARs. |
Zcynx Rivera
Famous.OTF Only The Famous
12
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Posted - 2013.08.02 22:44:00 -
[108] - Quote
Rynoceros wrote:When Shotgun hit detection gets fixed, you're all ******. Omg tell me about it! Point blank shots are a Lmfao sometimes. |
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