The Attorney General
ZionTCD
689
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Posted - 2013.08.09 18:06:00 -
[1] - Quote
Alena Ventrallis wrote:Evidently we need a lesson in warfare.
Everything in warfare is about mission accomplishment. Looking at skirmish, that mission is to capture and hold objectives. The AR gunner is the main effort to accomplish this. He captures the objective, and repels the enemy assault. Everyone else is to make his job easier to do. Vehicles provide infantry suppression, AV denies enemy vehicles the chance to kill him, etc. But the goal of every weapon outside of the AR is to support the assault done by the assault rifle (clever how they named it that way, isn't it?)
Forge guns are to make sure that enemy tanks are unable to attack friendlies as they assault the objective. It doesn't matter if the tank lives or dies. As long as it is unable to shoot at your team.
Now, for gameplay purposes, the forge gun should be balanced so that you can't get to an area where no one can stop you, and you can fire with impunity. Thus, my suggestions.
Try being less of a **** next time.
Although I could support a lowering of splash damage, or radius, the rest of your ideas are without merit.
First, any place that a FG can shoot at a tank from, the tank, if equipped with either a rail or stabilized blaster can shoot right back at them. With a rail gun, a tank has DOUBLE the range of a Forge Gun. That of course discounts the obvious issues the game engine is having with rendering, but to say that nothing can hit the forge gunner is a complete falsehood.
Next, if your team is so foolhardy as to allow a FG to get up top with a logi for ammo and reps, and an uplink in the event he gets popped, then it is partly your own fault. Bases have those railguns for a reason, use them. Also, if eager beaver infantry were not so focused on getting their murder taxis spawned in, maybe the tankers on your team could get their railguns in play soon enough to prevent the enemy from getting up high. Not to mention that getting a properly skilled sniper in a position to keep a heavy away from a ledge is quite simple. The statement that no one can stop a FG up high is baseless provided you are willing to actually think about the problem, instead of just wanting it changed to better suit your playstyle.
All of the preceding ignores the fact that there are in fact many ways to attack a heavy up high, not the least of which is to get their first an prevent them from getting a foothold. |
The Attorney General
ZionTCD
691
|
Posted - 2013.08.10 00:51:00 -
[2] - Quote
Alena Ventrallis wrote: The railguns and stabilized blasters have the range to hit roof forgers, but the problem is one of tracking; they can't aim that high unless they're in the redline.
I disagree. Apart from Line Harvest, and parts of Ashland, there is almost no place where a FG can hide and not be hit back. Not that I recommend trying to trade shots with one though, but if he is popping out to shoot, then it is at least possible to return fire. There is enough surface variation to get a rail turret up to hit anything you can see, most often within a very short distance from the tank. Snipers have it much easier, as they can either dropship to an exposed flank, or have access from the bowl edges to any other roof in the game. Tanks could theoretically use these perches as well, but tank fire generally makes this a poor choice.
Alena Ventrallis wrote: And its simply a race to get the forge gunner up there.
This would seem to be a question of the tactical game. Having the fight for the high ground in the opening stages of a battle makes sense to me.
Alena Ventrallis wrote: I've had forge guns on rooftops on my team and the enemy's, and almost every time (A few times two snipers hit the forge from different vantage points, killing him) he was up there the entire match.
Yes, you should always try and keep your own forge and sniper up high, they are most effective up there. If you mean you could not clear his roof, then try harder. Ceding the high ground to the enemy is a tactical folly, so you and your squad better put together a plan to make sure it doesn't happen again.
Alena Ventrallis wrote: I'd say leave it alone if there was a way up there that wasn't a dropship. At least then he either risks being flanked or has to have someone cover him. But as it is, there's nothing but hoping you get lucky enough to get to him.
Even though there are other ways to get rid of that pesky FG, having some sort of ladder would alleviate the worst of the situation in pub matches. I don't know how difficult it would be for CCP to implement, but I wouldn't hold my breath. For now, the best thing to do is learn to fight from the top down, rather than from the flags out. |