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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. |
Beren Hurin
K-A-O-S theory
844
|
Posted - 2013.07.30 14:44:00 -
[2] - Quote
Chunky Munkey wrote:Can't one shot my scout's ankles anymore can you Mr Flaylock?
*sigh* Today I am a happy minja again.
Welcome to the New Age. I'm predicting the rise in laser weapons and the plateau of shield superiority. |
Kasote Denzara
A Vulture
46
|
Posted - 2013.07.30 14:47:00 -
[3] - Quote
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. |
calisk galern
BurgezzE.T.F
598
|
Posted - 2013.07.30 14:48:00 -
[4] - Quote
good idea, I shall spec into lasers next ^^ |
LT SHANKS
Amarr Templars Amarr Empire
313
|
Posted - 2013.07.30 14:48:00 -
[5] - Quote
*waits for plasma canon to reign supreme* |
Kasote Denzara
A Vulture
46
|
Posted - 2013.07.30 14:49:00 -
[6] - Quote
LT SHANKS wrote:*waits for plasma canon to reign supreme*
I've been purposely spamming it in the Academy today. Let them be swayed into the ways! |
DUST Player 5842684267
The Unholy Legion Of DarkStar DARKSTAR ARMY
91
|
Posted - 2013.07.30 14:50:00 -
[7] - Quote
Chunky Munkey wrote:Can't one shot my scout's ankles anymore can you Mr Flaylock?
*sigh* Today I am a happy minja again.
sigh* its why we have 3 shots, the third one is to send you to hell... 2nd one to kill, 1st one to scare the **** outta you |
Chunky Munkey
Amarr Templars Amarr Empire
982
|
Posted - 2013.07.30 14:51:00 -
[8] - Quote
LT SHANKS wrote:*waits for plasma canon to reign supreme*
Mother Nature (old age) LT SHANKS |
Rynoceros
Rise Of Old Dudes
404
|
Posted - 2013.07.30 14:52:00 -
[9] - Quote
When Shotgun hit detection gets fixed, you're all ******. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
14
|
Posted - 2013.07.30 14:52:00 -
[10] - Quote
Chunky Munkey wrote:Can't one shot my scout's ankles anymore can you Mr Flaylock?
*sigh* Today I am a happy minja again. I can still kill you, don't feel to happy sir. I don't only use the flay lock. I got a crazy set of weapons |
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FLAYLOCK Steve
Hellstorm Inc League of Infamy
14
|
Posted - 2013.07.30 14:54:00 -
[11] - Quote
Kasote Denzara wrote:LT SHANKS wrote:*waits for plasma canon to reign supreme* I've been purposely spamming it in the Academy today. Let them be swayed into the ways! I've never used it lol I should watch the game play of it. It sounds like a fun gun to use |
King Kobrah
SyNergy Gaming EoN.
889
|
Posted - 2013.07.30 14:55:00 -
[12] - Quote
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 |
Chunky Munkey
Amarr Templars Amarr Empire
982
|
Posted - 2013.07.30 15:04:00 -
[13] - 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. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
15
|
Posted - 2013.07.30 15:06:00 -
[14] - 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 All side arms can kill you with one clip. Just saying so your statement is invalid |
Chunky Munkey
Amarr Templars Amarr Empire
983
|
Posted - 2013.07.30 15:09:00 -
[15] - 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. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
17
|
Posted - 2013.07.30 15:13:00 -
[16] - Quote
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? |
RuckingFetard
Better Hide R Die D.E.F.I.A.N.C.E
466
|
Posted - 2013.07.30 15:13:00 -
[17] - Quote
Chunky Munkey wrote: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. Ahem, the Scrambler pistol |
Tech Ohm Eaven
L.O.T.I.S. RISE of LEGION
650
|
Posted - 2013.07.30 15:25:00 -
[18] - 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 have the POTENTIAL to kill with one clip.......asumeing the other guy/gal has the ID-o1T error
Fixed.
|
Sloth9230
Deepspace Digital
2582
|
Posted - 2013.07.30 15:27:00 -
[19] - 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 So you admit to having failed at killing them with your main weapon
|
Chunky Munkey
Amarr Templars Amarr Empire
984
|
Posted - 2013.07.30 15:27:00 -
[20] - 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. |
|
Tech Ohm Eaven
L.O.T.I.S. RISE of LEGION
651
|
Posted - 2013.07.30 15:29:00 -
[21] - Quote
RuckingFetard wrote:Chunky Munkey wrote: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. Ahem, the Scrambler pistol
And when the server God frowns on you.??
I have seen cloned men shoot a full scrambler pistol clip at scout Agents and hit nothing but air. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
17
|
Posted - 2013.07.30 15:35:00 -
[22] - Quote
Chunky Munkey wrote: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. 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 smg with 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 ^_^ |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
17
|
Posted - 2013.07.30 15:36:00 -
[23] - Quote
Oh btw I also own a heavy suit bpo but heavy nonetheless. |
Rynoceros
Rise Of Old Dudes
405
|
Posted - 2013.07.30 15:37:00 -
[24] - Quote
Still, all of the Caldari suits are 1 Flux and 1 toe missile away from biomass. Unless you skilled you armor. Then, 2. |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
273
|
Posted - 2013.07.30 17:33:00 -
[25] - 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
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. |
Scheneighnay McBob
Bojo's School of the Trades
2521
|
Posted - 2013.07.30 17:38:00 -
[26] - Quote
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) |
Chunky Munkey
Amarr Templars Amarr Empire
988
|
Posted - 2013.07.30 17:39:00 -
[27] - 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 -
[28] - 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. |
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CCP Mintchip
C C P C C P Alliance
885
|
Posted - 2013.07.30 17:42:00 -
[29] - Quote
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!
CCP Mintchip // Twitter - @CCP_Mintchip Dust 514 Community Rep |
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Chunky Munkey
Amarr Templars Amarr Empire
988
|
Posted - 2013.07.30 17:42:00 -
[30] - 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. |
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Konohamaru Sarutobi
Ahrendee Mercenaries EoN.
535
|
Posted - 2013.07.30 17:46:00 -
[31] - 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!
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. |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
273
|
Posted - 2013.07.30 17:50:00 -
[32] - Quote
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. |
Chunky Munkey
Amarr Templars Amarr Empire
989
|
Posted - 2013.07.30 17:51:00 -
[33] - 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. |
Wowski
KiLo.
14
|
Posted - 2013.07.30 17:52:00 -
[34] - 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.
I like my sidearm suit bonus when I use a sidearm as my primary. Is that not what I'm supposed to do with the Minmatar assault suit bonus? I guess I'm just supposed to run fast and pew pew with my light weapon. |
Chunky Munkey
Amarr Templars Amarr Empire
989
|
Posted - 2013.07.30 17:53:00 -
[35] - 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. |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
273
|
Posted - 2013.07.30 17:54:00 -
[36] - 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!
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. |
Burntface man112
Onikanabo Brigade Caldari State
11
|
Posted - 2013.07.30 17:55:00 -
[37] - 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. |
Chunky Munkey
Amarr Templars Amarr Empire
989
|
Posted - 2013.07.30 17:55:00 -
[38] - 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. |
copy left
SyNergy Gaming EoN.
248
|
Posted - 2013.07.30 17:57:00 -
[39] - Quote
Good thing I can hit moving targets with it. |
Shouper of BHD
Better Hide R Die D.E.F.I.A.N.C.E
251
|
Posted - 2013.07.30 17:57:00 -
[40] - 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!
1 thing to add, they still push DS more then swarms and FGs... |
|
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
273
|
Posted - 2013.07.30 17:58:00 -
[41] - Quote
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. |
Cyrius Li-Moody
The Unholy Legion Of DarkStar DARKSTAR ARMY
489
|
Posted - 2013.07.30 17:59:00 -
[42] - 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.
SMG does armor damage. (-5% shield, +10% armor.)
That being said, aim for the head. |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
273
|
Posted - 2013.07.30 18:00:00 -
[43] - Quote
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. |
xLTShinySidesx
Sardaukar Merc Guild General Tso's Alliance
551
|
Posted - 2013.07.30 18:00:00 -
[44] - 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!
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. |
Chris F2112
187.
260
|
Posted - 2013.07.30 18:01:00 -
[45] - Quote
I was using the flaylock this morning and it seemed to do well in it's intended purpose. I have been using a flaylock since it came out and I think it is definitely still strong up close against low shield enemies. Although instead of obliterating all armor in one shot it took two generally. |
Wowski
KiLo.
14
|
Posted - 2013.07.30 18:01:00 -
[46] - Quote
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. |
Chunky Munkey
Amarr Templars Amarr Empire
991
|
Posted - 2013.07.30 18:05:00 -
[47] - 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. |
IamI3rian
OSG Planetary Operations Covert Intervention
329
|
Posted - 2013.07.30 18:07:00 -
[48] - Quote
Chunky Munkey wrote:You're assuming the company that put contact nades on sale before nerfing them days later, made rational decisions with the flaylock.
Yeah. Kind of underhanded really.
I bought a few (and don't regret it), though I prefered the ISK variant (and for that matter Cores over all of them).
I'm glad they're gone/useless though. It's better for everyone that way. = )
--- Remember: IamI3rian told ya Do you get to the cloud district very often? |
xLTShinySidesx
Sardaukar Merc Guild General Tso's Alliance
551
|
Posted - 2013.07.30 18:07:00 -
[49] - 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.
I gotta know where you guys get this stuff, I read the dev blog about the flay nerf and it said nothing about people who are using it's kdr, what it said was that they watched the kill numbers of the weapon to determine if it was being overused and getting more kills than intended. |
Konohamaru Sarutobi
Ahrendee Mercenaries EoN.
536
|
Posted - 2013.07.30 18:09:00 -
[50] - Quote
Lol. I have not problem with all this. They changed the Assault Rifle so many times and every day good players kill more and more babies. With the flaylock won't be different.
Keep enjoying this game for 2 years old childrens.
I will kill babies with my flaylock now, see you. |
|
Scheneighnay McBob
Bojo's School of the Trades
2523
|
Posted - 2013.07.30 18:12:00 -
[51] - Quote
Video game logic- a bullet in the foot is just as lethal as one through the heart. |
Cyrius Li-Moody
The Unholy Legion Of DarkStar DARKSTAR ARMY
490
|
Posted - 2013.07.30 18:14:00 -
[52] - Quote
Scheneighnay McBob wrote:Video game logic- a bullet in the foot is just as lethal as one through the heart.
that.... that isn't where my heart is? |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
273
|
Posted - 2013.07.30 18:16:00 -
[53] - Quote
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. |
Poplo Furuya
Condotta Rouvenor Gallente Federation
504
|
Posted - 2013.07.30 18:23:00 -
[54] - 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. Thing with the SMG and Scrambler Pistol is their arena is limited. Light Weapons don't ratchet up the firepower in my eyes, they gain reach. ARs, Scrambler Rifles, LRs and Mass Drivers gain in range and versatility. Well, except the LR, that just gets range.
So maining a sidearm restricts your maximum combat effectiveness to short range but you're strong within it. Maining a light doesn't give you a power advantage over sidearms within their niche, it gives you combat effectiveness within a wider number of arenas.
Exception for Lights is shotgun which trades range for an actual power advantage but to such an extent that it actually has a range disadvantage again sidearms, reversing the typical sidearm <---> light relationship and allowing sidearms to engage them out of their element. |
mollerz
Minja Scouts
772
|
Posted - 2013.07.30 18:33:00 -
[55] - Quote
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. |
|
CCP Mintchip
C C P C C P Alliance
889
|
Posted - 2013.07.30 18:54:00 -
[56] - 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.
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 // Twitter - @CCP_Mintchip Dust 514 Community Rep |
|
Dust Project 514
Scrambler Pistol Maniac
216
|
Posted - 2013.07.30 18:55:00 -
[57] - Quote
xLTShinySidesx wrote: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.
The problem was not having it being usable as a primary. The problem was that it was too easy to kill with.
People don't complain about Scramblers and SMGs because they are harder to use, therefore less people will use them. You have to actually hit your targets with those weapons, unlike the Flaylock which you could kill others with in less than one clip by just shooting around them, which was TOO rewarding.
|
Chunky Munkey
Amarr Templars Amarr Empire
994
|
Posted - 2013.07.30 18:58:00 -
[58] - 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. |
Konohamaru Sarutobi
Ahrendee Mercenaries EoN.
536
|
Posted - 2013.07.30 19:01:00 -
[59] - 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. :)
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
Edited: "If it was chosen because it was over-powered"? Really? Did you even think that maybe the players are very good with them? Our data along with the player feedback? What feedbacks? CPM's feedback? They don't know even play. Do you even see how good are the players that cry?
If I start to use the sub machine gun and start to kill all the guys with them, then I cry a little on the forums, will you change it? Men, you have no power of decission over you game. Why don't you just give the game to the forums so they develop it for you.
Funny stuff. |
mr musturd
0uter.Heaven EoN.
49
|
Posted - 2013.07.30 19:04:00 -
[60] - Quote
I run a scrambler pistol as my primary weapon and its a skill shot weapon, definitely the strongest sidearm if your accurate. Accuracy over spray n pray |
|
Chunky Munkey
Amarr Templars Amarr Empire
995
|
Posted - 2013.07.30 19:09:00 -
[61] - 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. |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
274
|
Posted - 2013.07.30 19:28:00 -
[62] - Quote
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 |
Doshneil Antaro
SVER True Blood
106
|
Posted - 2013.07.30 19:33:00 -
[63] - Quote
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. |
|
CCP Mintchip
C C P C C P Alliance
890
|
Posted - 2013.07.30 19:39:00 -
[64] - 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.
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! :) CCP Mintchip // Twitter - @CCP_Mintchip Dust 514 Community Rep |
|
Poplo Furuya
Condotta Rouvenor Gallente Federation
507
|
Posted - 2013.07.30 19:43:00 -
[65] - Quote
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. |
Chunky Munkey
Amarr Templars Amarr Empire
995
|
Posted - 2013.07.30 19:48:00 -
[66] - 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. |
Sinboto Simmons
SVER True Blood
818
|
Posted - 2013.07.30 19:58:00 -
[67] - 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. In a scout suit so I doubt I'll see the difference lol come back in a bit with some info after playing for a bit |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
276
|
Posted - 2013.07.30 20:03:00 -
[68] - Quote
@Chunky Munkey - I never said the SMG was as good a pre-nerfed Flaylock and I never said the flaylock didnt need nerfing.
|
Chunky Munkey
Amarr Templars Amarr Empire
996
|
Posted - 2013.07.30 20:11:00 -
[69] - 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. |
D legendary hero
THE WARRIORS OF LEGEND
475
|
Posted - 2013.07.30 21:06:00 -
[70] - 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
|
Posted - 2013.07.30 21:08:00 -
[71] - 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 |
Chunky Munkey
Amarr Templars Amarr Empire
1000
|
Posted - 2013.07.30 21:11:00 -
[72] - Quote
I'd like to take this moment to say:
1000 LIKES B*TCHES WOOOOOOOOOOO
Carry on. |
Bones McGavins
TacoCat Industries
391
|
Posted - 2013.07.30 21:28:00 -
[73] - Quote
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. |
Jacqueline Duvolle
Expert Intervention Caldari State
5
|
Posted - 2013.07.30 21:41:00 -
[74] - 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.
You did not just disrespect my dual scrambler pistol build! I rock that thing because scrambler pistols are amazing! Not because my enemies are awful.
Yeah... to many whiners. It's like we're all suburban moms here. The more you complain the more gets done, but not much of it is good. |
Sloth9230
Deepspace Digital
2583
|
Posted - 2013.07.31 03:55:00 -
[75] - Quote
CCP Mintchip wrote: Time isn't wasted
I wholeheartedly agree with this. I have been having loads of fun playing Pokemon White 2 while I AFK in the MCC |
D legendary hero
THE WARRIORS OF LEGEND
476
|
Posted - 2013.07.31 04:19:00 -
[76] - 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!
|
thhrey eyuwayreyuwr
Super Smash Corp.
28
|
Posted - 2013.07.31 04:26:00 -
[77] - Quote
Rynoceros wrote:When Shotgun hit detection gets fixed, you're all ******.
try me bub Ill be at good distance with my sub machine will pick the flesh off your virtual bones |
D legendary hero
THE WARRIORS OF LEGEND
476
|
Posted - 2013.07.31 04:28:00 -
[78] - 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 -
[79] - 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.
|
D legendary hero
THE WARRIORS OF LEGEND
476
|
Posted - 2013.07.31 04:41:00 -
[80] - 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
|
Posted - 2013.07.31 04:45:00 -
[81] - 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 |
Burntface man112
Onikanabo Brigade Caldari State
12
|
Posted - 2013.07.31 04:51:00 -
[82] - 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 -
[83] - 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.
|
Burntface man112
Onikanabo Brigade Caldari State
12
|
Posted - 2013.07.31 04:55:00 -
[84] - 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 -
[85] - 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 -
[86] - 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 -
[87] - 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. |
THE TRAINSPOTTER
ROMANIA Renegades C0VEN
56
|
Posted - 2013.07.31 05:10:00 -
[88] - Quote
Flaylock and mass drivers take no skill , just aim the ground and you win. |
Burntface man112
Onikanabo Brigade Caldari State
12
|
Posted - 2013.07.31 05:16:00 -
[89] - 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. |
Sloth9230
Deepspace Digital
2584
|
Posted - 2013.07.31 05:24:00 -
[90] - Quote
THE TRAINSPOTTER wrote:Flaylock and mass drivers take no skill , just aim the ground and you win. No what else takes no skill? Dying |
|
Minor Treat
The Enclave Syndicate Dark Taboo
24
|
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
|
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
|
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
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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
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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
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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
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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
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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
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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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