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Protocake JR
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Posted - 2013.08.07 15:13:00 -
[1] - Quote
Forge guns need to vibrate more when charging up. This makes it so that the farther away from your target that you are, the more likely you will miss. You can still one shot infantry with a forge gun if you are close enough, but if you are sitting on top of a tower, you should not be able to reliably hit your intended target.
The amount the forge gun shakes should be enough that it causes trouble acquiring small infantry targets, but not cause any excess problems when aiming at larger targets like vehicles and installations.
I'm sick and tired of being one shotted by some militia forge. (It's not hard, just center the target until your reticle is red) The only drawback to a forge gun is that you have to wear a heavy suit to do it. If medium and light suits could use this weapon, it would be the FOTM. (although one could argue that it is already the FOTM for Heavies) |
Protocake JR
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431
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Posted - 2013.08.07 16:37:00 -
[2] - Quote
Kam Elto wrote:why don't you QQers just get a militia heavy suit and a militia forge gun. then you can forge gun the forge gunners. if it's so easy to use then you should have no problems ridding the battlefield of the enemy forge gunners.
Yes! Put out the fire with MOAR FIRRRRREEEE!!!!!!!!
LOVE IT |
Protocake JR
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433
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Posted - 2013.08.07 17:08:00 -
[3] - Quote
I mean, the issue is pretty simple.
Heavies lack content. You guys have one anti infantry weapon and one anti vehicle weapon. Yet, somehow, the anti-vehicle weapon is more effective and harder to counter than the actual anti-infantry weapon.
I'm not saying that you shouldn't be able to get infantry kills with the Forge gun. But it should be harder to do so because One hit kills are not fun. There is no counterplay involved in this exchange.
One hit killing someone with a forge gun should be awesome and full of lols. But now, multiple people will spawn in a match, with the sole purpose of racking up infantry kills with the forge gun.
Something needs to be changed, and as it's already been stated several times in this thread: Just give it more shake/vibration when charging. |
Protocake JR
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434
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Posted - 2013.08.07 17:23:00 -
[4] - Quote
FLAYLOCK Steve wrote:Protocake JR wrote:I mean, the issue is pretty simple.
Heavies lack content. You guys have one anti infantry weapon and one anti vehicle weapon. Yet, somehow, the anti-vehicle weapon is more effective and harder to counter than the actual anti-infantry weapon.
I'm not saying that you shouldn't be able to get infantry kills with the Forge gun. But it should be harder to do so because One hit kills are not fun. There is no counterplay involved in this exchange.
One hit killing someone with a forge gun should be awesome and full of lols. But now, multiple people will spawn in a match, with the sole purpose of racking up infantry kills with the forge gun.
Something needs to be changed, and as it's already been stated several times in this thread: Just give it more shake/vibration when charging. Sigh stop there. The forge gun IS NOT A ANTI VEHICLE WEAPON. ITS A ANTI MATTER WEAPON. READ THE DESCRIPTION PLEASE. ITS ANTI MATTER MEANING INSTALLATIONS, VEHICLES AND INFANTRY. BASICALLY ANYTHING THAT GETS IN ITS SIGHT.
Okaaaayy.... Semantics aside.....
My point still stands. From a gameplay perspective (not lore) the frequency of one shot kills the Forges are able to achieve are still subject to debate.
The with an increase in shakiness when charging, you can still get off "BASICALLY ANYTHING THAT GETS IN ITS SIGHT". It just won't be as easy to do so against infantry targets. If you want to kill infantry, get an HMG. If the HMG is subpar, then you need to provide feedback for the devs (I have not played with hmgs in uprising yet) |
Protocake JR
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434
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Posted - 2013.08.07 17:34:00 -
[5] - Quote
ZDub 303 wrote:Protocake JR wrote:Okaaaayy.... Semantics aside.....
My point still stands. From a gameplay perspective (not lore) the frequency of one shot kills the Forges are able to achieve are still subject to debate.
The with an increase in shakiness when charging, you can still get off "BASICALLY ANYTHING THAT GETS IN ITS SIGHT". It just won't be as easy to do so against infantry targets. If you want to kill infantry, get an HMG. If the HMG is subpar, then you need to provide feedback for the devs (I have not played with hmgs in uprising yet) My mouse doesn't have vibration built in...
lel
On screen shaking/vibration/distortion/whateverfuckyou
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Protocake JR
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434
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Posted - 2013.08.07 17:35:00 -
[6] - Quote
ZDub 303 wrote:Shattered Mirage wrote:ZDub 303 wrote:The forge gun is HALF of the heavy weapons in this game. Can't blame heavy weapon users of getting tired of the HMG for a little bit.
As much as I hate the instagib nature of the FG you can't really nerf its anti infantry capabilties, its pretty much all they have. We really need more types of heavy weapons... Hardcore need more. In fact... as sad this is going to sound. I think heavies should have a dedicated AI Forge gun, and it should be the assault forge gun. Increased clip size to 6 or 8, lower damage to around 300 and reduce charge time to ~1.5s after passives. Splash radius 4m(ish?), optimal range 80m or so, effective range out to 140m(ish?) It'll be the Heavy Sniper Rifle. heavies aren't going to ever get many heavy weapons, so the ones they have should perform as well as possible. This would help with how powerful the AFG is against vehicles, OP imho.
This is actually an interesting idea. That way, if a heavy wants to be able to one shot anything more than a scout suit, it will have to land a headshot. This is a good idea. |
Protocake JR
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436
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Posted - 2013.08.07 18:17:00 -
[7] - Quote
Kirin Dark wrote:Glad to see So many people BITCHING about the one weapon in my arsenal that CCP hasn't Nerf Hammered yet. They got My Suit, My Sidearm, and My Grenades.
Lets just go ahead and make the heavies an infantry class instead of a mobile artillery class. Because that would make sense, apparently.
As for Shaking? It does Scope? None Iron Sights? None Annoying Glow during charge? Yup Low Clip size? Yup
As an accomplished Forge Gunner I out live my ammo capacity for all my weapons in most matches, how many FoTM AR activists can say the same? I am still forced to rely on Logies (not a bad thing, but solo play is out) For ammo because heavies can't have heavy weaps and equip slots on the same build (everyone has Equip Slots)
If you want to change an aspect of the game, how 'bout making the MD a heavy weapon so you don't have Douches sitting on Hives spamming nades into a crowd? Talk about being "Splashed to death."
This game isn't about being totally and evenly matched in a firefight, CCP has proven that. It's about making your mark, and if you can't, you can't.
But don't QQ and ask for all you enemies to be nerfed, Like praying to the Gods for victory in battle 'cos your too weak.
Ammo capacity does not balance DPS, or in this case, insta kills.
Heavies ARE an infantry class. Mobile artillery wtf....
You are overreacting, we just want to at least prevent scrubs from sitting high on towers and insta killing the ants below them. |
Protocake JR
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436
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Posted - 2013.08.07 18:27:00 -
[8] - Quote
Kirin Dark wrote:Protocake JR wrote:
Ammo capacity does not balance DPS, or in this case, insta kills.
Heavies ARE an infantry class. Mobile artillery wtf....
You are overreacting, we just want to at least prevent scrubs from sitting high on towers and insta killing the ants below them.
No, it doesn't But Forge guns are designed for AV, and we get A LOT more points for going that route, if N00bs wanna sit up high and snipe the whole match, call me, I'll take care of it. Don't like Forge gunners? Put one in your squad- Problem solved
Remember TAC ARs before the range hotfix?
The only way to counter a TAC AR is with a TAC AR.
How much sense does that make?
That is not how counterplay works. |
Protocake JR
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441
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Posted - 2013.08.07 21:26:00 -
[9] - Quote
FLAYLOCK Steve wrote:Congressman Rex wrote:Lets nerf anything that isnt an AR and give ARs infinate range!
Get over yourselfs guys, seriously. MD's Flaylocks, Yeah, lets nerf em because EVERYONE uses them, and you dont need to skill into them much to be lethal. Forge guns take skill. not like the MD's that spray and pray. Evidently you guys misunderstand the point of "point defense" in the Heavy classes description. you want to whine about anything, give the HMG a dmg boost to be able to withstand proto AR users.
Quit whining because your duvolle got beat by another weapon. Flay locks suck. Mass drivers isn't spray and pray. Assault rifle is.
I am almost certain now that you are actually performing satire right now.
You are portraying a textbook example of a scrub who can't aim.
Bravo. |
Protocake JR
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441
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Posted - 2013.08.07 21:28:00 -
[10] - Quote
I-Shayz-I wrote:Okay...so Forges are OP because why again? Because they instant kill you? Because they can hit you from a distance and you have no idea where they are?
Like snipers are any different... -_-
Let me explain something. With a forge, you have to get within AR range of players to aim the thing properly. With a forge, you have to constantly retreat back to ammo. With a forge, you have to be smart. With a forge, you have no other ways of getting points besides kills and vehicle/installation destruction (unless you decide to go hack something)
Forges are basically snipers that you can still shoot at, oh and they have lots of health.
The problem with forges is that instead of snipers who have a small "shot" that misses easily, forges have a large "shot" that does 1200++ damage. The size of the actual projectile is what needs to be changed. I still like the "ball" that they shoot now, but it makes the gun way too easy to get direct hits with.
This is the primary difference between the plasma cannon, mass driver, and forge. Direct hits should be hard to get unless you're lucky, not easy because you're shooting a giant ball at someone.
EXACTLY!!!!
SOMEONE WHO FINALLY GETS IT! |
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Protocake JR
Internal Error. Negative-Feedback
445
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Posted - 2013.08.07 22:01:00 -
[11] - Quote
FLAYLOCK Steve wrote:Galvan Nized wrote:I don't think there's really anything wrong with the FGs.
But FGs have changed, remember the Christmas tree charging? Removal of this was a huge buff to forge guns. Rendering changes also helped the Forge guns because they tied it so awkwardly to different weapons.
Forge guns are just too easy to take advantage of. While they can be difficult to aim and hit it's very easy to get on a tall roof that is unscalable. One cannot get on top of the roof to face them in any practical manner and is very much the equivalent to redline sniping... extremely cheap.
Why do we have unscalable buildings at all? At least make them destructable. But this is more of a poor map design issue than a FG issue. You just admitted its easy to get up there so what's stopping the other team from doing so lol
Are you serious? Are you completely oblivious to the fact that the forge gunner is going to two shot the dropship? If a forge gunner gets up to a tower first, the only counter to that is synchronized headshot sniping(lol), Precision Strike or another forge gun (which we already established was not a sufficient counter).
Also, lol at your wall of text earlier. |
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