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Alena Ventrallis
Osmon Surveillance Caldari State
51
|
Posted - 2013.08.09 01:38:00 -
[1] - Quote
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 |
TheEnd762
SVER True Blood
166
|
Posted - 2013.08.09 02:06:00 -
[2] - Quote
Cut the range and they'll be useless against dropships, and with the crawl that swarms travel at, they'd be borderline untouchable. |
Arc-08
Horizons' Edge Orion Empire
26
|
Posted - 2013.08.09 02:12:00 -
[3] - Quote
jeez nobody is even scared of dropships, cuz their to easy to kill, so why you want to destroy them sooo bad. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
1381
|
Posted - 2013.08.09 02:22:00 -
[4] - Quote
Rail guns are supposed to have massive range. This isn't a ball of electricity - It's a physical slug.
Besides, you didn't establish WHY this is problem, instead of just being something that you don't like.
Rail guns are supposed to deal massive amounts of damage per shot at the cost of ROF at high ranges. The FG is supposed to be a heavy sniper platform.
|
CLONE117
Planetary Response Organization Test Friends Please Ignore
65
|
Posted - 2013.08.09 02:23:00 -
[5] - Quote
all that needs to be down is to have some stair cases or ladders added to those rooftop that derpships can only reach...
that way any1 with ars can crawl up those ladders and take out eh forgesniper and stuff....
its becoming a pain in the ass to lose an objective just because the enemy team put an uplink on the building right above u.. |
Colonel Killar
The Corporate Raiders
185
|
Posted - 2013.08.09 02:25:00 -
[6] - Quote
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 Meh I'd say switch AFG and FG damage boost blast radius and keep the range the same. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
194
|
Posted - 2013.08.09 02:30:00 -
[7] - Quote
Honestly reducing the range sounds fine and dandy but what you're forgetting is that it's on the slowest thing in the game. I do agree tower forging is annoying. I'm one of the few that use it on the ground but at a distance. Nerfing the range would just give tanks and lavs a advantage. Lavs are already hard to hit unless moving straight ahead. Tanks can move fast vs the speed of a heavy so all the forge can do is sit and wait until a red takes him out before he takes out the tank. And you're a little wrong about the forge gun. It's not an anti vehicle. The weapon description says it's a anti matter weapon meaning its for anything from infantry to installations and vehicle's. Nerfing the range would really make it hard to use due to the fact that a tank can take you faster and easier. You try using a assault forge gun near a tank. It's dangerous because it doesn't hold a charge so you have to hide behind cover and time your charge before it fires. You face two problems there, tank takes you out while you shoot or you misjudged the timing due to being blasted away by a tank and you could kill yourself by your gun splash damage. |
Alena Ventrallis
Osmon Surveillance Caldari State
51
|
Posted - 2013.08.09 02:34:00 -
[8] - Quote
Talos Alomar wrote:Rail guns are supposed to have massive range. This isn't a ball of electricity - It's a physical slug.Besides, you didn't establish WHY this is problem, instead of just being something that you don't like. Rail guns are supposed to deal massive amounts of damage per shot at the cost of ROF at high ranges. The FG is supposed to be a heavy sniper platform. If that's the case, increase the speed of the projectile, reduce splash to .5m to be in line with the small splash of railguns, and increase the charge rate by a significant degree, to bring it in line with the damage it puts out. Personally, I think it being a physical projectile is an error in the description (look at the size of the projectile) plus, as everything wrecks armor, being a ball of electricity would make it good against shields. Of course, vehicle shields are UP right now, but that's a whole separate issue
The problem is there is no counter to forge guns. since they can kill both infantry and vehicles. The problem is simply exacerbated if a forge gunner gets on the roof. He is nigh untouchable, for the reasons I described above (he can move out of sight of snipers and keep on shooting, and he downs dropships before they can get to him) Thus I think reducing range to force them off of roofs (rooves, someone please tell me which is right) would at least give someone the ability to counter them. Or, if being a projectile is preferable, either cut the damage they do by half (a handheld weapon out damaging a large turret is ridiculous), or double the charge time (as I can understand it doing more damage than a vehicle turret if it spent more time than a vehicle turret charging up, and charging longer by a significant margin), as accelerating a projectile on a handheld platform would require tremendous amounts of energy to cause the damage it currently does. |
XV1
Ninth Legion Freelance Top Men.
53
|
Posted - 2013.08.09 02:49:00 -
[9] - Quote
Another idea, reduce splash radius down at longer ranges. Also reducing damage instead of it just disappearing would be nice at longer ranges too. The splash radius will lower much faster than the damage though.
Reducing damage before the slug dissipates makes sense.
Reducing splash radius at longer ranges due to the energy around the slug dissipating also makes sense.
This would make them able to combat infantry at long ranges, but would need considerably more accuracy and would also take more than one shot to wipe out a guy before he gets a chance to look for cover.
This would also allow Forge Gunners to still threaten vehicles as they could still deal some damage at a range, although not quite as much. The damage reduction would have to be very gradual to ensure long range AV is possible(rail tank snipers =P) |
Slen Kaleth
XCOM ENEMY UNKNOWN
18
|
Posted - 2013.08.09 03:26:00 -
[10] - Quote
FLAYLOCK Steve wrote: It's not an anti vehicle. The weapon description says it's a anti matter weapon meaning its for anything from infantry to installations and vehicle's.
Anti-material are designed to take out equipment. That's the modern day definition. The Barrett .5 cal is good example. Made to take out explsives, comms gear, even trip wire for traps. Now that dosen't mean that it will not be effective against infantry.
On the topic at hand, if the community truly believes FG sniping is a problem and CCP thinks it is detracting from the spirit of what it should be then I believe adding a slight dispersion and slightly reduced splash. Or just the dispersion. Nothing sever, just enough so they can not pin point an infantry at long distances, but can still easily hit a tank at long range (it is a big target). Me personally, I am still undecided if it is a problem or not. |
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LMAO U DIED
Proto-G3NIUS3S
0
|
Posted - 2013.08.09 03:30:00 -
[11] - Quote
U can't hit anything from across the map so ur argument is unvalid |
KING CHECKMATE
Bragian Order Amarr Empire
464
|
Posted - 2013.08.09 03:48:00 -
[12] - Quote
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
-CUT THE RANGE ON AN AV WEAPON? How am i supposed to hit a VEHICLE with my 4.8 sprinting speed and a weapon with no range? I already struggle with LAVs a lot and some dropship pilots who just fly out of my range... -NO YOU GOT IT WRONG. Our Mission IS to destroy vehicles. LOL. Who is supposed to destroy vehicles then? Logis With Proximity mines? Assaults with Pitiful Swarm launchers that cant even drop a tanks shield? NO. -You talk like if using a forge gun has a sniper scope and you can just shoot everything in a map. You are forgetting the forge gun DOES NOT have a sight, so in order to hit an enemy at 350 mts you have to manually ''aim'' and calculate the speed of your blast , while trying to follow a small black pixel.Yeah, i go 25+ 5- K-D ratio per game. No its not easy. I can go 30+ 2- K-D with a Militia AR... -HEAVIES ARE NOT assault Suits. They are NOT designed to be Frontline soldiers. Their lack of speed and high HP makes them OBVIOUS stationary soldiers. HMG for infantry defense and FG for AV defense.You are expecting a slow behemoth to go around chasing vehicles, where he will obviously will be Run over by LAV's , Sniped, Engaged by Assaults and their Ez mode Ar's? LOL bro, just LOL. -ANOTHER Thing, i dont even give a flying f*** if you COMPLETELY remove splash damagefrom the FG, I only score direct hits with it anyways. But if you do, i want a Splash damage reduction on the MD as well.
In any case, im gonna do a post requesting a Range buff. Because im f**** tired of dropships leaving my shooting range and i can OBVIOUSLY not follow them XD.
Plus the real problem dust has nowadays is Murder taxis and AFks, someone gets killed by a FGunner and needs to post a rant? grow a pair broski.
Nice try BUT NO.
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Harpyja
DUST University Ivy League
473
|
Posted - 2013.08.09 03:54:00 -
[13] - Quote
Something needs to be done about rooftop forges. The only way to effectively remove them is with an orbital. These are the other possible methods, but not as effective.
- Snipers are good and all, but in order for a sniper to take out a rooftop forge, the sniper needs to be at an equal or higher elevation than the forge gunner. This is to prevent the forge gunner from stepping away from the edge and out of sight. But the problem is that forge gunners occupy the tallest buildings. All other buildings of equal or taller height are accessible by dropship only, but a skilled forge gunner cane take out a dropship before it places a sniper on top of a building.
- Railgun HAVs. Typically on the ground, and limited view of a forge gunner. The forge gunner can step back from the edge and is out of sight. A skilled forge gunner uses the assault forge gun and moves around randomly as he shoots. It takes a highly skilled and lucky railgun shot to get a direct hit on such a target while the forge gunner is shooting lethal projectiles back at the HAV. There's no way to get splash damage because the rooftop is at a higher elevation. But even if the lucky shot is placed, chances are that there is an uplink and the forge gunner will simply spawn there again.
- Dropship boarding party. The method is simple. You take a cheap dropship, gather some people in it and fly to the building where the forge gunner has set up camp, where everyone will then drop and ambush the forge gunner. The problem is that a skilled forge gunner will blow up the dropship before it reaches the destination. I do this all the time with my railgun HAV: I prevent dropships from reaching rooftops, except for any that don't render for me. This is for my own concern because I don't want a rooftop forge gunner shooting at me.
Now why are orbitals the most effective? They will destroy everything on that rooftop, such as uplinks, nanohives, and your friend the forge gunner. Every other method only takes care of the forge gunner while the uplink stays intact for the forge gunner to respawn back up there. |
SponkSponkSponk
The Southern Legion
171
|
Posted - 2013.08.09 04:40:00 -
[14] - Quote
LMAO U DIED wrote:U can't hit anything from across the map so ur argument is unvalid
I regularly get forge-sniped at ranges of 130m+, especially this one guy from nyain san. |
Summ Dude
Militaires-Sans-Frontieres
4
|
Posted - 2013.08.09 07:52:00 -
[15] - Quote
SponkSponkSponk wrote:I regularly get forge-sniped at ranges of 130m+, especially this one guy from nyain san.
I think that maybe you (and anyone else thinking this) should try and think back to how many times you've actually been forge fun sniped. Like, does it actually happen all the time, or is it more like every now and then you get that one match where that one guy seems to just keep doing it to you. Because if so, that's not the weapon being OP, that's that one guy being a really good shot.
See everyone almost immediately noticed that the TAR was OP because it had crazy range and crazy rate of fire, and then everyone was using flaylocks because they had crazy high direct and splash damage for a sidearm. But with forge guns, are they really super crazy good and (perhaps more importantly) super easy for anyone to use? Or do you just get mad when someone you didn't even see one-shots you? Which is understandable, it is annoying. But as has been said, snipers can already do that way way better anyway.
I'll say this though, my splash damage may be a bit too high, so I could totally understand lowering that a bit. That would also help drive it ask towards being a primarily AV weapon. |
ladwar
Dead Six Initiative Lokun Listamenn
1087
|
Posted - 2013.08.09 08:01:00 -
[16] - Quote
SponkSponkSponk wrote:LMAO U DIED wrote:U can't hit anything from across the map so ur argument is unvalid I regularly get forge-sniped at ranges of 130m+, especially this one guy from nyain san. i think i know him.. i FG sniped him at 280m then he respawned and counter FG sniped me back, he never died the rest of the match or before that. |
NoxMort3m
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
12
|
Posted - 2013.08.09 08:12:00 -
[17] - Quote
i agree its lame how often ppl forge snipe but heavy's only have 2 weapons to choose from illy cry if one gets nerfed |
ladwar
Dead Six Initiative Lokun Listamenn
1087
|
Posted - 2013.08.09 08:25:00 -
[18] - Quote
Talos Alomar wrote:Rail guns are supposed to have massive range. This isn't a ball of electricity - It's a physical slug.Besides, you didn't establish WHY this is problem, instead of just being something that you don't like. Rail guns are supposed to deal massive amounts of damage per shot at the cost of ROF at high ranges. The FG is supposed to be a heavy sniper platform. actually im pretty it is close to a ball of electricity btw nice bring up a topic on rails and not forge guns so here is a topic on forge guns and what i would like to point out is this Quote:....the forge gun utilises a stored electric charge to fire kinetic slugs at speeds.... with the underline word in question meaning
2.caused by motion. source
a slug made by motion or air if you would have it. these weapons actually have very short ranges but are powerful at those short ranges. its not meant to be the "heavy sniper platform" is meant to be the heavy anti-vehicle platform. |
Kekklian Noobatronic
Goonfeet Top Men.
295
|
Posted - 2013.08.09 09:03:00 -
[19] - Quote
Alena Ventrallis wrote:...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.
This statement right here show's how much of an idiot you are. It's so full of full ****** that I literally can not even begin telling you how stupid it is. It's that stupid.
Please uninstall DUST. |
Alena Ventrallis
Osmon Surveillance Caldari State
51
|
Posted - 2013.08.09 13:40:00 -
[20] - Quote
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. |
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CommanderBolt
A.N.O.N.Y.M.O.U.S.
154
|
Posted - 2013.08.09 13:44:00 -
[21] - Quote
CLONE117 wrote:all that needs to be down is to have some stair cases or ladders added to those rooftop that derpships can only reach...
that way any1 with ars can crawl up those ladders and take out eh forgesniper and stuff....
its becoming a pain in the ass to lose an objective just because the enemy team put an uplink on the building right above u..
Yea leave forge guns as they are. I too expect to be swatted like a fly when that beast of a weapon hits me. Just please CCP give me access, even a treacherous staircase or something. An objective front we can establish and push! |
Tebu Gan
CrimeWave Syndicate
10
|
Posted - 2013.08.09 14:43:00 -
[22] - Quote
I say reduce the damage at ranges greater then 200 meters. |
Tosh Tearg
Amplitude. Reverberation Project
71
|
Posted - 2013.08.09 14:55:00 -
[23] - 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.
While I agree with what you're saying here.. sadly people seem to think the objective is to get the most kills. Winning/objectives are secondary. (I've stopped counting how many times I get killed hacking an objective while the guy on the roof above me is just busy sniping away in the other direction instead of covering the guy hacking) |
Tosh Tearg
Amplitude. Reverberation Project
71
|
Posted - 2013.08.09 14:57:00 -
[24] - Quote
Tebu Gan wrote:I say reduce the damage at ranges greater then 200 meters.
another solution could be to remove the little target readout from the display when aiming with forge weapons.. that way it really is an AV/close in weapon since you won't be able to just snipe with it. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
1384
|
Posted - 2013.08.09 16:59:00 -
[25] - Quote
CommanderBolt wrote:CLONE117 wrote:all that needs to be down is to have some stair cases or ladders added to those rooftop that derpships can only reach...
that way any1 with ars can crawl up those ladders and take out eh forgesniper and stuff....
its becoming a pain in the ass to lose an objective just because the enemy team put an uplink on the building right above u.. Yea leave forge guns as they are. I too expect to be swatted like a fly when that beast of a weapon hits me. Just please CCP give me access, even a treacherous staircase or something. An objective front we can establish and push!
Better level design would be much better than a nerf - let us be able to fight over the high ground easier.
In any case, if having artillery on the high ground doesn't control and dominate the flow of a match I'd be pissed. It's tactics 101. |
Medical Crash
Vacuum Cleaner. LLC RUST415
59
|
Posted - 2013.08.09 17:14:00 -
[26] - Quote
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 They've ALREADY had their range nerfed once. The FG can't shoot as far as you think. If you lower it any more, using this will be very difficult. To kill vehicles the FGunner has to put a good distance between himself and the vehicle, otherwise he will get killed. How can he dodge? He's in a Heavy suit! Cowardly alt posting cowardly nerfs. Leave the damn guns alone people! |
Talos Alomar
Subdreddit Test Alliance Please Ignore
1384
|
Posted - 2013.08.09 17:16:00 -
[27] - Quote
ladwar wrote: 2.caused by motion. sourcea slug made by motion or air if you would have it. these weapons actually have very short ranges but are powerful at those short ranges. its not meant to be the "heavy sniper platform" is meant to be the heavy anti-vehicle platform so there should be damage drop(start) at around ~100m-150m
of or relating to the motion of material bodies and the forces and energy associated therewith
Caldari hybrid tech is based around railguns shooting material bodies.
The effect you are referring to is Gallente blaster tech, and if you look athe the weapon profiles you'll see that that the FG is indeed a railgun that shoots slugs. The FG is basically just a giant sniper rifle. |
The Attorney General
ZionTCD
689
|
Posted - 2013.08.09 18:06:00 -
[28] - 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. |
ladwar
Dead Six Initiative Lokun Listamenn
1098
|
Posted - 2013.08.09 20:23:00 -
[29] - Quote
Talos Alomar wrote:ladwar wrote: 2.caused by motion. sourcea slug made by motion or air if you would have it. these weapons actually have very short ranges but are powerful at those short ranges. its not meant to be the "heavy sniper platform" is meant to be the heavy anti-vehicle platform so there should be damage drop(start) at around ~100m-150m of or relating to the motion of material bodies and the forces and energy associated therewithCaldari hybrid tech is based around railguns shooting material bodies. The effect you are referring to is Gallente blaster tech, and if you look athe the weapon profiles you'll see that that the FG is indeed a railgun that shoots slugs. The FG is basically just a giant sniper rifle. the way it fires is the same as rails would fire. just because it fit under that group does not make it that, nice try on word play but you are wrong, btw air is a material body. why the clip even looks like a large battery. |
Alena Ventrallis
Osmon Surveillance Caldari State
53
|
Posted - 2013.08.09 20:37:00 -
[30] - Quote
The Attorney General wrote: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 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. And its simply a race to get the forge gunner up there. 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.
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. |
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