Arcturis Vanguard
Pure Innocence. EoN.
65
|
Posted - 2013.08.09 23:14:00 -
[1] - Quote
I'm getting tired of all these requests to nerf this weapon and that weapon. The HMG from chromosome was a straight killer. Very effective close range, as everyone would agree that it should be. We have all seen one fire in the movies, some in real life. I expect nothing to survive as one would be shredded. What made the HMG too good wass the sharp shooter skill that pushed the range WAY to far out. CCP even acknowledged this. So instead of doing the sensible thing and just removing the skill (remember baby steps is the best way to BALANCE), they decided to need the crap out of the weapon to the point where people literally laughed at anyone running an HMG and kill him with ease.
This game is about strategy and should always remain about strategy. Implementing good tactics to keep oneself alive. Putting a sniper on over watch, putting a forge gun up high to engage vehicles, sending a scout to hack enemies home point etc.
Now on to the forge gun. Is the gun OP? The simple answer is no. The gun is a situational weapon that belongs to ONLY one suit. Is the gun effective at killing both infantry and vehicles? Yes. The gun was designed to be used on both.
TANKS. First and foremost there are no current prototype tanks in uprising. The marauders from chromosome were tough s.o.b even for a lone FG. You actually needed a few guys to ambush one to finished it off, within a decent amount of ttime before they ran to red line. The other problem is the shortage of PG for tank builds, more directly the caldari tanks. The experienced tankers that know how to move and utilized the current repair bug can easily get away from an AFG. Situational awareness plays a huge part of survivability. Know where towers and high ground are in relation to your movements and a viable escape route with cover to put yourself between tank and FG.
DROP SHIPS. They have always been weak against FG, regardless of the teir used. They need something, like possible resistances, to increase survivability. BUT afterburners are very effective to elude FG shots and not to mention CCP has raised the flight ceiling for drop ships, which brings me to my next point.
I'm tired of people saying that if a heavy is on a roof with a forge gun, they are impossible to get to. For starters, STOP calling in drop ships within range of the heavy on the tower. I see this happen over and over again. The other thing I see is that people fly to the heavy level with him. You make yourself very easy to shoot down. The ceiling is high for a reason, use it your advantage. No FG can hit you up there. Once there, you have two options, nose dive down to the platform and jump (with a group) to take out the heavy (they only have an SMG for protection, unless he is very skilled with the forge, in which case you have no right to cry about them) or halo jump because you can control your decent and surprise the heavy.
CCP should not nerf the forge gun because of a few reasons. One, they are reworking the entire vehicle layout. There is no reason to pre-nerf before it's release until NEW data is collected in regards to the effectiveness of the variants in relation to the changes implemented. Two, you rarely see kill feed within PC battles where a forge is camping up high for kills to infantry. They are primarily used for vehicles, as intended. Three, you all are playing a damned public match. Public mean ****. You will always have people use anything (weapon combinations, tactics, etc) to pad their KDR to make themselves seem better then they truly are.
It's simple cause and effect. CCP runs heavy into the ground with suit availability, sever HMG nerf, and only gives two weapon choices for the suit to use. You work with the tools offered to you, and the heavy is extremely limited compared to other suits. |