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RIP M-37 Falcon Grenade Launcher


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#151
squidney2k1

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You couldn't stun-lock everyone, all of the time. But why call that too powerful?

Drone's attack stuns. Throw spamming can stun-lock. Overload spamming can stun-lock. Warp spamming can stun-lock. Energy drain can stun-lock. And those are powers without consumable ammunition. Point is invalid.

#152
Kastrenzo

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I've had it for ages, never actually used it though, I don't like Using OP weapons because it just makes it boring.

I have the Falcon VII or something, it's ridiculous,

#153
Kronner

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About time they did this.

#154
Sinapus

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Hm. I'll have to test it when I have a chance. Had some fun over the weekend before this change, though I noticed the "shots disappearing" problem. I avoided it by firing and waiting for the explosion. Could get a steady stream of explosions on clusters of enemies or a lone phantom that would eventually kill them. I'll have to see if that's still possible.

#155
Talikurppa

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Sad to see so big change to weapon i learned to love (assuming theres no lag). It filled its special niche when used with special ammos. Personally enjoy playing meaty Krogan with big guns this sure was blow. Guess now have to adjust to more power spamming. Since only assault rifle i had high in levels was Falcon-37. ;(

At least they have not touched our shotguns.

#156
Exodus2000

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Peeeblo wrote...

Indeed.

I know how Zaeed feels about Jessie now, RIP. :{


Who's Jessie? His rifle?

#157
koopani

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90% sure its still viable in silver...

www.youtube.com/watch

#158
Amila

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Just tried it out and wow, they nerfed the firerate to the ground. I probably won't be using it on my Krogan anymore. Before the nerf it already did quite low damage on Gold and you needed more than one clip for most enemies but the good thing was that the gun could stagger whole groups and deal with phantoms easily, but now with the super slow firing rate you can't "stunlock" them anymore. I rather stick to a gun with a higher dps now.

#159
SmokemJags

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I tried it post nerf, just can't bring myself to use it anymore.
It just sits in my inventory collecting dust.

There are simply too many better weapons/class builds and its not worth the struggle to work with the now broken Falcon, especially on Silver and Gold.

The more 'balanced' this game is, the more it seems like we have less and less viable builds and they just want us to go Adept Bionic Spam/Infiltrator Sniper.

Modifié par SmokemJags, 21 mars 2012 - 08:36 .


#160
ComradeChin

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I just got it today and oh my it is terrible.You cant kill anythign with that fire rate.The damage isnt that high at all.EVen a damn phalanx could outperform it.

#161
ComradeChin

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Pre-nerf wasnt all that powerful.One could easily outperform a soldier with a falcon.Ive done it so many times even on Silver difficulty.Soldiers with Flacon couldnt kill things that fast.

#162
Kloreep

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SmokemJags wrote...

With the Falcon in its current state, to be a balanced and viable weapon it could:

Gain extra damage.
Lose a LOT of weapon weight, making this gun much more feasible as a secondary/back up weapon.
Increase rate of fire back to pre-nerf, but leave ammo capacity at its low level.


Yes, pretty much.

I'd been using it as a second weapon on a weapons/survivability-focused Sentinel and discovered it to be incredible, ammo being the only real limitation. So I can certainly agree with the MP team that it needed a nerf.

But the changes went a bit too far. With its current damage and fire rate, it's simply an inferior option compared to other mid-to-long-range guns. I think I'll be trading it in for a Raptor.

I'm guessing one reason they felt the need to nerf the fire rate is that, with its stagger effect, you could keep a target incapacitated with a stream of grenades. Even Phantoms. So, I'm guessing increased damage would probably be a preferable un-nerf, instead of giving it some of its old rate of fire back. Increased damage would also help compensate for the loss of ammo capacity.

Modifié par Kloreep, 21 mars 2012 - 08:59 .


#163
Nocturnalfox

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 What is good about the Falcom GL anyway? The sabre beats it in just about all stats, only slightly beaten in damage and pulls even on weight.

#164
B10h4z4rd1990

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I tested this gun this morning, and it is totally ruined. The fire rate is so freaking slow they should really fix this because the gun was not that good to be nerved that much. I see people barely use this gun and if they suck with it. BW probably forgot that this gun was RARE GOLD so ofcourse its one of the best assault rifles and is propably used the most. Galaxy at war is a co-op game and no pvp so there is really no point in nerving everything this much.

I barely (3-5 times) use this gun so i'm a total natural party.

#165
jacob92883

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Those of us who loved the Falcon, yes I'm one of them, are upset at the degree of the nerf. I used it on my QI and focused on hacking the geth and stunning the others it was attacking. In it's current state it is only good at medium to long range engagements. And it's weight should have been decreased and it's damage or aoe increased to help balance this nerf a little. The blanks it fires can get you killed in a short amount of time if a pyro gets in on you.

#166
firepixiedarien

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Even though Mass Effect's multiplayer component isn't an MMORPG, it's underlying mechanics are extremely similar.

Therefore I will state this here and now:

Is there any other commercial MMORPG besides World of Warcraft that is still widely popular despite developers "nerfing" certain aspects of the game?

#167
Stardusk

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Claymore is better now though....

#168
Faceless Minion

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SmokemJags wrote...

In a COOP game, it's hard to fathom why anyone would be happy with someone else's play style getting destroyed.

You realize that the better your teammates are, the better your chances for success?

If you think getting a higher personal score after 9 rounds is more important than successfully completing a full match, well that's just silly.


But -my- score should be higher than -their- score!
Why should they get to enjoy things?

*whines*

But seriously, WTF Bioware.  Can't you actually spend all that time on the huge, disgusting backlog of bugs in the game instead of doing a terrible job with 'balance' in a game in which balance isn't critical to begin with?

#169
SmileyJeff

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RIP falcon ]: i just notice this nerf. The firerate is so slow now ]:

#170
Roninraver

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Reposted from my thread on the issue.




This post will be written in three sections; the Falcon as it was, the Falcon as it stands today and the Falcon as I envision it could be.
This post is also written from the perspective of the weapon's viability on Gold level difficulty, as I believe attempts to balance weapons based on Bronze/Silver performance is misguided when it is entirely possible for a group of four Asari adepts to melee all enemies but Heavies to death on those difficulty levels.

I'm serious, try it.  It's good times.  :D




The Falcon as a Hammer:  Before the Nerf

Prior to today, the Falcon was used to great effect as a blunt instrument against the enemies encountered in ME3's co-op multiplayer.
Due to most enemy units tendency to mass in groups of three or more while moving and assaulting the players, the Falcon's area of effect (AoE) crowd control (CC) through staggering on-hit combined with its respectable level of AoE damage allowed a single player to stun-lock (potentially multiple) groups of enemies until their death without any assistance from another player.


In a game designed to require cooperation and teamwork from four individuals in order to be successful, the level of self-sufficiency the Falcon provided in terms of damage mitigation through AoE CC and its lethality while maintaining said CC was far out of balance.

This perfect combination of decent AoE damage combined with exceptional CC made the Falcon the beast it was, and as a Falcon user myself (and more importantly an honest Falcon user) I am in no way surprised that it was selected for adjustment. 


I feel however, that the adjustments were handled in a way that has led to...




The Falcon as a Wet Noodle:  After the Nerf

Using the Falcon today is ill-advised.

Due to the manner in which the Falcon was adjusted via its rate of fire (RoF) being lowered substantially, the Falcon is no longer able to effectively CC a group of enemies (to say nothing of multiple groups of enemies) and prevent them from mounting an assault against the Falcon user or his team.

In testing the Falcon today, many times myself or my squadmates were shot by the enemies under fire from my Falcon, due to the stagger effect wearing off before another round could be delivered to get them under control again.
Other times a new group of enemies would round a corner just after I had fired a shot to control a group, and where before I would have simply fired another shot to stagger them together with the first group, they now slip through the gap in my fire time.  I now have a choice to stagger the first group OR the second, but I can't get them both.

This lowered RoF becomes especially punishing in light of the fact that the "disappearing shots" bug has yet to be corrected or addressed when the Falcon user experiences lag; whereby the trigger is pulled, a round removed from the Falcon's clip, but no grenade leaves the barrel of the weapon. 

All of this means that the Falcon is no longer an effective means of crowd control.  I mean, if enemies are able to take action, you can't very well call them "controlled" now, can you?  Delayed maybe, but certainly not controlled.



Crowd control wasn't all that made the Falcon shine though, it was CC plus respectable AoE damage that made it beautiful, so how's that angle look today?


It looks like I would rather gun down a group of enemies with a Predator I (no mods even!), than with the Falcon.

In terms of time-to-kill or DPS, the Falcon is now among the lowest tier of weapons, due again to the reduction in RoF.  Nearly any assault rifle, SMG, heavy pistol, shotgun, or sniper platform will take any given target from full health to dead faster than a Falcon.
This extends to groups as well!  I wasn't kidding when I said the Predator I would be better suited even with its substantially lower damage, given its ability to make headshots and its very respectable RoF coupled with a lightning-fast reload.

In terms of alpha damage or one-shot ability, it doesn't even appear on the scale (and it never has).  Unless the target is a group of Swarmers, in which case it is king!  So there's something, I suppose...


I won't even bother to comment on the fact that coupled with this absolutely crippling reduction in the Falcon's RoF, Bioware somehow saw fit to reduce the spare ammo count on the Falcon.  So you can not CC or kill things even FEWER times before heading to an ammo box!

I will also not mention the fact that coupled with the RoF decrease that has rendered the Falcon useless by any metric, and the reduction in ammo count; the back-breaking weight of the weapon remains unchanged.
So you can not CC or kill things even FEWER times before heading to an ammo box, all while waiting forever for your powers to recharge.

Yay!  :o


This leads me finally to what I hope to see come to pass...




The Falcon as an Anvil:  Potential Re-Adjustment

As was said in the first section, no weapon or ability should allow a single player to be completely self-sufficient in a game balanced around cooperation and teamwork between four individuals.

No man should be able to stand as an island, and the Falcon allowed this for this possibility with its excellent damage mitigation through CC and enough firepower to drop swathes of enemies in short order.

Here is my suggested re-balance:
  • Restore the Falcon's RoF to pre-adjustment levels
  • Reduce the Falcon's damage substantially (why can't the Falcon just fire concussion grenades?)
  • Restore the Falcon's reserve ammunition count to pre-adjustment levels
  • Reduce the Falcon's weight to compensate for the lack of damage, allowing the Falcon user to carry a more lethal weapon for personal defense
  • Increase the Falcon's stagger ability maybe (very maybe, it was pretty sweet as it was!)
  • For the love of Mike fix the disappearing ammo bug!
I suggest the above adjustments with the aim of turning the Falcon into a dedicated CC weapon.

By enacting all of the above, the Falcon will become a valuable asset in the hands of a real team player, while ensuring that no-one can ever use it like Rambo, taking out hordes of enemies solo.

The Falcon user will become the controller of his squad, unable to do much on his own due to exceedingly low damage, but able to blunt the attack of groups of enemies and hold them stationary for their team to bash to pieces.


The Falcon becomes the anvil, the team is the hammer.


I feel an adjustment like this would give the Falcon a place in support-minded player's hands.

A place which, as it stands today, would be better filled by any other weapon regardless of situation or circumstance.



TL;DR:  Read it or don't, I'm not here to make your ADHD life easier.  :)

Modifié par Roninraver, 21 mars 2012 - 10:37 .


#171
ForkInSocket

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I agree it needed a nerf, but they went overboard. It is now a situational, heavy, slow, low ammo, low DPS weapon that will be consistently outshined by anybody with a mid-level Avenger.

It only needed a minor ROF downgrade. It's too bad, because bouncing grenades around corners and over ledges was a heck of a lot of fun. Nobody will bother now, as the Falcon has become an assist-only weapon.

#172
Agulion

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Nocturnalfox wrote...

 What is good about the Falcom GL anyway? The sabre beats it in just about all stats, only slightly beaten in damage and pulls even on weight.


The falcon was good because of its AE effect. Yes the saber can kill single targets better but in silver/gold their are a ton of enemies and that is were the falcon shines. The current nerf to the falcon has decreased its dps by 65%. For a rare item it is worthless just like the geth pulse rilfe. Also, the saber is a ultra rare item, so you have a small chance to see one of them every 100 lvl or so from all of the posts I have read.

Modifié par Agulion, 21 mars 2012 - 11:13 .


#173
Lambda Diamond

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No reason to nerf guns.

#174
perablenta

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Lambda Diamond wrote...

No reason to nerf guns.


Yes, there is. It was a great weapon which means that it made games easier = more credits for player= faster unlocks = faster MP progresion = people don't have to use bioware points = bioware donesn't earn money.

Cause and effect my friend.

#175
Rifneno

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perablenta wrote...

Lambda Diamond wrote...

No reason to nerf guns.


Yes, there is. It was a great weapon which means that it made games easier = more credits for player= faster unlocks = faster MP progresion = people don't have to use bioware points = bioware donesn't earn money.

Cause and effect my friend.


On the contrary.  I was strongly considering dropping another $20 for BWP so I could get another stack of spectre packs.  Now I'm not going to.  Not out of spite because they nerfed something I really liked, but because I just really doubt it'll be worth it.  Guns are already kind of meh compared to biotics, and I wouldn't use most of even the N7 guns that I'm missing.  So why waste the money?

It really depresses me how bad assault rifles are nowadays.  I guess it's a side effect of making it so they aren't restricted to soldiers.  Makes me wonder what the point is in a soldier now, but that's another story.