Alena Ventrallis wrote:I, for one, do not believe the forge guns are the next FOTM. It takes a LOT of sp to get anywhere with them, and it does take accuracy in order to hit anything properly. I'll leave in the splash damage it has, because you know what, I'd expect a giant ball of electricity to mess up a big group of people close together. The problem, I find, is with the range.
Being hit from building tops makes it near impossible to escape, and damn impossible to counter, save having a sniper finding a good angle. Now if an enemy sniper gets on a roof and starts popping people, I'm okay with this. He has to have skill to aim, there are ways to hide from him, and more to the point, he can't wreck everything he looks at, just infantry.
Forge guns need to have their range toned down. I personally wouldn't touch the damage. Frankly, a standard forge gun doing more damage than a standard compressed rail turret is insane, but I'm willing to compromise with forge gunners on a few points. But being able to hit anything from across the map?
And before someone starts going on about how the sight makes it hard to aim, two things. For one, apparently it isn't that bad, because enough forge gunners are spending the match on rooftops sniping infantry with it. Two, considering how the sight is, doesn't that mean it was intended to be a short range weapon? Like on the order of 150m max? Plus I have physics on my side, Electricity cannot remain in a ball for that long anyway, it would dissipate insanely fast.
But I know how much the nerf-bat sucks to hit your favorite toy. I have an alt that ran cal logi (used it for actual logi, not wtfpwnmobile) I can understand investing sp in something only to have it gimped. So I'm willing to concede that 150m max range would be a slap in the face for forge gunners. So here's what I propose.
1. Keep the damage as is. Again, I think it's retardedly high, but compromise is give and take.
2. Keep the splash damage and radius. Hell, give one of them a slight buff (not both) for all I care, I would expect a projectile of that size to cause some damage wherever it lands.
3. Reduce range to 250m. This forces forge gunners to engage vehicles where we can fight back, or at the very least escape your fire.
Yeah, you will lose out on some kills. But your mission is not to destroy vehicles, but to deny the enemy vehicle assets (although destruction of enemy vehicles is a perfectly valid way to do this.) Your mission is to deny tanks the ability to engage your fellow blueberries, whether that's by blowing them to hell, or forcing them to retreat. Either way, your job has been done; the enemy can no longer rely on that tank as an asset. This range nerf will force you to be in the battle proper to accomplish your mission. Everyone bar snipers has to brave the enemy fire in order to get their kills, you should be no different. The reason snipers deserve a pass at this is a. their weapons can only hurt infantry, not both as yours do. b. they don't have the protections of a heavy suit (regardless of the fact that heavies are gimped by speed, that doesn't matter if your sitting still sniping) and c. they also have the mission of relaying enemy positions to friendlies, something you can't do as forge gunners because you have no zoom.
Plus, even if you can't hit everything from the rooftops like you are now, there is still no vehicle that can enage you where you cannot. Sure, a redline tank can outrange you, but you have the opportunity to close the distance and still hit him. As it stands, The only two counters to forge guns on rooves (roofs? Can't remember which is grammatically accurate.) are snipers, which you can siply move back a little to avoid, and dropships, which you can swat down without breaking a sweat. This should not be the case. Get down in the dirt with the rest of us.
TL;DR Forge guns keep the massive damage, take a splash radius damage buff or radius buff for all I care (not both, I care a little :P) and reduce the range to stop rooftop forge gunning