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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. |
|
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. |
|
Talos Alomar
Subdreddit Test Alliance Please Ignore
1385
|
Posted - 2013.08.09 20:45:00 -
[31] - Quote
ladwar wrote: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.
From the source wrote: Powered by a Gemini microcapacitor, the Forge Gun utilizes a stored electric charge to fire kinetic slugs at speeds in excess of 7,000 m/s, enough to penetrate even augmented armor systems. During the pre-fire charge, the forward armature locks into position, stabilizing the magnetic field and helping to shield the user from backscatter and the excessive heat produced. Power generation remains the single largest drawback of the current design, the onboard capacitor requiring a significant amount of time to reach full power after each discharge. Specifications
Race: Caldari Designation: DCMA S-1 Variant: Standard Length: 135cm Weight (loaded): 58.4kg Weight (unloaded): 55.1kg Max. effective range: 1,200m Ammunition: Solid-state
nice try on word play but you are wrong |
ladwar
Dead Six Initiative Lokun Listamenn
1098
|
Posted - 2013.08.09 21:05:00 -
[32] - Quote
Talos Alomar wrote:ladwar wrote: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. From the source wrote: Powered by a Gemini microcapacitor, the Forge Gun utilizes a stored electric charge to fire kinetic slugs at speeds in excess of 7,000 m/s, enough to penetrate even augmented armor systems. During the pre-fire charge, the forward armature locks into position, stabilizing the magnetic field and helping to shield the user from backscatter and the excessive heat produced. Power generation remains the single largest drawback of the current design, the onboard capacitor requiring a significant amount of time to reach full power after each discharge. Specifications
Race: Caldari Designation: DCMA S-1 Variant: Standard Length: 135cm Weight (loaded): 58.4kg Weight (unloaded): 55.1kg Max. effective range: 1,200m Ammunition: Solid-state
nice try on word play but you are wrong lol it still doesn't proof your right. ice is the solid state of water, plasma is the solid state of air..... plus that site is the most incomplete junk i have ever seen. 6 weapons and 4 vehicles. no mass drivers, no scambler rifles, no armor tanks no MLT tanks, no enforcers, no snipers rifles. its so incomplete that is best to call it out dated and completely incorrect in everything is actually has on it and can not be used as source. it doesn't even have turrets, any of them! |
Jason Pearson
Seraphim Auxiliaries
2419
|
Posted - 2013.08.09 21:21:00 -
[33] - Quote
Forges don't need an adjustment, honestly. Bad players get messed up by GOOD Forge Gunners, yes it's a ***** when a Forge Gun is on a roof, TAKE YOUR SNIPER RIFLE/FORGE GUN and fire back.
Seriously, I'm one of the guys that should be crying as a vehicle specialist, but I'm not, people need to stop asking for any type of nerf to this weapon.
King of the Forums // Seraphim <3 Comment and like this thread about PvE, Here! Also, check out the Indirect Fire ability, Here! |
Talos Alomar
Subdreddit Test Alliance Please Ignore
1386
|
Posted - 2013.08.09 21:24:00 -
[34] - Quote
ladwar wrote: lol it still doesn't proof your right. ice is the solid state of water, plasma is the solid state of air..... plus that site is the most incomplete junk i have ever seen. 6 weapons and 4 vehicles. no mass drivers, no scambler rifles, no armor tanks no MLT tanks, no enforcers, no snipers rifles. its so incomplete that is best to call it out dated and completely incorrect in everything is actually has on it and can not be used as source. it doesn't even have turrets, any of them! effective range 1200m *looks at actual range* um yea no.....
It's damage profile is .9 to shields and 1.1 to armor. That means it fires the same sort of projectile as the other rail guns. If it fired solid-state air (plasma) it would be 1.1 to shields and .9 t armor. And this is taken from the 1.2 devbog, so it's as current as you can get. If it fired chunks of plasma, I think it'd be in the description as that is an awesome sci-fi weapon. they wouldn't leave people to assume it fires boring slugs. Which it totally does. |
KING CHECKMATE
Bragian Order Amarr Empire
464
|
Posted - 2013.08.09 21:41:00 -
[35] - Quote
Tebu Gan wrote:I say reduce the damage at ranges greater then 200 meters.
I say shut up. |
ladwar
Dead Six Initiative Lokun Listamenn
1099
|
Posted - 2013.08.09 21:42:00 -
[36] - Quote
Talos Alomar wrote:ladwar wrote: lol it still doesn't proof your right. ice is the solid state of water, plasma is the solid state of air..... plus that site is the most incomplete junk i have ever seen. 6 weapons and 4 vehicles. no mass drivers, no scambler rifles, no armor tanks no MLT tanks, no enforcers, no snipers rifles. its so incomplete that is best to call it out dated and completely incorrect in everything is actually has on it and can not be used as source. it doesn't even have turrets, any of them! effective range 1200m *looks at actual range* um yea no.....
It's damage profile is .9 to shields and 1.1 to armor. That means it fires the same sort of projectile as the other rail guns. If it fired solid-state air (plasma) it would be 1.1 to shields and .9 t armor. And this is taken from the 1.2 devbog, so it's as current as you can get. If it fired chunks of plasma, I think it'd be in the description as that is an awesome sci-fi weapon. they wouldn't leave people to assume it fires boring slugs. Which it totally does. i accept your surrender forum warrior. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
1386
|
Posted - 2013.08.09 21:47:00 -
[37] - Quote
ladwar wrote: i accept your surrender forum warrior.
Gotta clone me out, I take Dust 51forum war seriously :p |
KING CHECKMATE
Bragian Order Amarr Empire
466
|
Posted - 2013.08.09 21:50:00 -
[38] - Quote
The real problem is not the Forge gun. Is the Maps, giving players access to roof tops and other really hard places to reach.
What CCP needs to do is NOT NERF the FG, but instead make EVERY roof accessible OR some roofs (if very high) taht simply wont let soldiers stand on them, (like some Pillars in maps that have a diagonal angle,let soldiers slide until they drop,so they cant f-gun snipe/snipe with impunity)
The mere fact you people want to nerf a weapon just because how its used is just wrong. As it is, the Forge gun barely works as an AV weapon ( vs Dropships is effective / Tanks depends on the Tank and Tanker/ Its impossible to kill an LAV) and if you nerf it it will be completely useless.
Remember that besides all the downsides this weapon has (Slow charge rate, slow reload rate,dependance on a good sidearm o survive, massive Skill Point sink,among others) ,The real downside of this weapon is having to run heavy.
DONT take away the only thing heavies have left.
The forgegun is NOT broken. Its just good. Learn the difference. |
Arcturis Vanguard
Pure Innocence. EoN.
65
|
Posted - 2013.08.09 23:14:00 -
[39] - 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. |
Canaan Knute
Conspiratus Immortalis Covert Intervention
94
|
Posted - 2013.08.09 23:32:00 -
[40] - Quote
The Attorney General wrote: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.
Jason Pearson wrote:Forges don't need an adjustment, honestly. Bad players get messed up by GOOD Forge Gunners, yes it's a ***** when a Forge Gun is on a roof, TAKE YOUR SNIPER RIFLE/FORGE GUN and fire back.
Seriously, I'm one of the guys that should be crying as a vehicle specialist, but I'm not, people need to stop asking for any type of nerf to this weapon. Pleaantly surprised to see two of the best tankers in Dust defending the forge gun. |
|
The Attorney General
ZionTCD
691
|
Posted - 2013.08.10 00:51:00 -
[41] - 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. |
Scheneighnay McBob
Bojo's School of the Trades
2878
|
Posted - 2013.08.10 02:24:00 -
[42] - Quote
I think the range makes sense for the weapon.
First and foremost, it's a railgun. It's also meant for AV, which you need range for. Finally, heavies are very slow, so they need long range weapons to make up for it. |
Alena Ventrallis
Osmon Surveillance Caldari State
57
|
Posted - 2013.08.12 10:04:00 -
[43] - Quote
Since it is a railgun, not a ball of electricity as I thought previously, I will retract my range nerf. In its place, increase the charge time significantly. Lore-wise, accelerating a projectile to those speeds on a handheld platform would take a real long time, say, 7-9 seconds. Vehicle railguns should remain the same, because they are using the power generated by the vehicle itself in order to accelerate the projectile. |
Vitharr Foebane
Blood Money Mercenaries
12
|
Posted - 2013.08.12 10:45:00 -
[44] - Quote
Alena Ventrallis wrote:Since it is a railgun, not a ball of electricity as I thought previously, I will retract my range nerf. In its place, increase the charge time significantly. Lore-wise, accelerating a projectile to those speeds on a handheld platform would take a real long time, say, 7-9 seconds. Vehicle railguns should remain the same, because they are using the power generated by the vehicle itself in order to accelerate the projectile. if you nerf the charge time on the forge gun i think it would be fair to give it a damage buff. other wise the tank will laugh at you while it drives a way or for s**ts and giggles runs you over while you are waiting for your next shot to charge. in other words there should be an appropriate compensation for a longer charge time as seen in the breach varient |
demonkiller 12
Seraphim Auxiliaries
93
|
Posted - 2013.08.12 11:13:00 -
[45] - Quote
XV1 wrote: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) Real it should be like this, you fire the weapon at this point within 10 metres or so it has its highest direct damage and minimal splash damage having almost no area effect, medium range 100 metres the projectile itself has lost 20-30% damage but the raidus has significantly expanded and damage is pretty good (at about the same it is now) at long range 200+ metres the slug is at about 50-60% damage and the splash radius is very large (10+ maybe) but at the same time the damage of splash is now at that of a MD |
demonkiller 12
Seraphim Auxiliaries
93
|
Posted - 2013.08.12 11:35:00 -
[46] - Quote
Harpyja wrote: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. everyone complains about rooftop forge gunners, but it takes 20 seconds to make a militia fit forge gun and then 5 seconds to charge spot and kill said forge gunner over and over, i hate seeing all these ******** forge gunners using advanced and proto forge guns ( unless its adv assault or proto breach ) on infantry,all forge guns can direct hit and they all have the same ammo capacity except for the breach, my 7k standard forge sentinel kills as many- usually more than adv and proto forgers since theyre so scared to take a shot. |
demonkiller 12
Seraphim Auxiliaries
93
|
Posted - 2013.08.12 11:44:00 -
[47] - Quote
Kekklian Noobatronic wrote: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. I havent laughed so much at a post since regnum said he was good |
Lazy Scumbag
The Unholy Legion Of DarkStar DARKSTAR ARMY
18
|
Posted - 2013.08.12 11:58:00 -
[48] - Quote
Arc-08 wrote:jeez nobody is even scared of dropships, cuz their to easy to kill, so why you want to destroy them sooo bad. Because dropships usually equate to untouchable snipers and uplinks. Maybe once a week I see a dropship actually carrying troops or firing at someone. As for the forge gun... gunners are using their weapons tactically to get kills. If they were OP everyone would be running them, I've yet to see an all forge gun match. Someone make it happen. |
Alena Ventrallis
Osmon Surveillance Caldari State
58
|
Posted - 2013.08.12 13:00:00 -
[49] - Quote
Vitharr Foebane wrote:Alena Ventrallis wrote:Since it is a railgun, not a ball of electricity as I thought previously, I will retract my range nerf. In its place, increase the charge time significantly. Lore-wise, accelerating a projectile to those speeds on a handheld platform would take a real long time, say, 7-9 seconds. Vehicle railguns should remain the same, because they are using the power generated by the vehicle itself in order to accelerate the projectile. if you nerf the charge time on the forge gun i think it would be fair to give it a damage buff. other wise the tank will laugh at you while it drives a way or for s**ts and giggles runs you over while you are waiting for your next shot to charge. in other words there should be an appropriate compensation for a longer charge time as seen in the breach varient A damage buff seems like too much, they already out damage a large rail turret. A small one, if any. Perhaps buff the splash radius, Since they'll be vulnerable longer in CQC. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
266
|
Posted - 2013.08.12 13:13:00 -
[50] - Quote
Scheneighnay McBob wrote:I think the range makes sense for the weapon.
First and foremost, it's a railgun. It's also meant for AV, which you need range for. Finally, heavies are very slow, so they need long range weapons to make up for it. It isn't AV, its for anything. Read the gun, says ANTI MATERIAL. The gun is balanced leave it be |
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X7 lion
Swamp Marines Kleenex Inc.
15
|
Posted - 2013.08.12 13:25:00 -
[51] - Quote
i would like to point out although there are people "mowing down" infantry with a forge gun if you could see how many hits they have over how many shots they took you would find most people are very inaccurate with it. |
Mobius Kaethis
Molon Labe. League of Infamy
466
|
Posted - 2013.08.12 13:54:00 -
[52] - 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.
Ladwar, I am sorry to report that your understanding of English must not be that good since Talos is actually right. The original description which you quote says the FG fires a kinetic slug. Yes, kinetic means motion but slug has and always will mean a chunk of metal. A bullet in a modern firearm is a kinetic slug.
FG are in fact rail guns. They fire a metalic slug at high velocities in order to produce damage. Modern (read RL) fire arms like the 45 APC have a muzzle velocity of around 850 ft/s producing on the order of 550j of muzzle energy. Modern rail guns, which are only really mounted to naval vessels because of their massive size and power consumption, fire slugs that have around 32 mega-joules of muzzle energy and travel at around mach 7.5, or 8,373 ft/s. Now because of the size of these rail guns it is easier to compare them to naval artillary. The 16" cannons on Iowa class battle ships fired slugs at 2,900ft/s with a muzzle energy of 20 mega-joules. This means that a rail guns slug which is a hell of a lot lighter than a one ton 16" gun slug, actually has a lot more muzzle energy. That gives rail guns huge amounts of range, on the order of 250 miles. source #1 source #2 source #3 source #4
Now in the case of Dust this means that a merc with a FG toting about a miniturized rail cannon, and given that it is in the future (an unknown distance in the future) we will give the FG a lot of "future tech." Even assuming that the FG slug is the size of .5 cal slug the relative speed of a rail slug is about three times higher than a modern fire arm equivalent. A .5 cal round has a muzzle velocity of 850 ft/sec and a max range around 1800 m. Considering how the modern rail fired with about 3 times the muzzle velocity of a modern powder based weapon we can assume that a FG size weapon should have an effective range far in excess of a modern .5 cal sniper rifle. Therefore it is rediculous to say that the range should be reduced or that it should have a damage falloff which starts at around 100m.
Realizing that this is a game CCP has smartly limited the range of the forge to less than 1800m . Lets just keep the FG as it is for now. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
266
|
Posted - 2013.08.12 14:17:00 -
[53] - Quote
Mobius Kaethis wrote: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. Ladwar, I am sorry to report that your understanding of English must not be that good since Talos is actually right. The original description which you quote says the FG fires a kinetic slug. Yes, kinetic means motion but slug has and always will mean a chunk of metal. A bullet in a modern firearm is a kinetic slug. FG are in fact rail guns. They fire a metalic slug at high velocities in order to produce damage. Modern (read RL) fire arms like the 45 APC have a muzzle velocity of around 850 ft/s producing on the order of 550j of muzzle energy. Modern rail guns, which are only really mounted to naval vessels because of their massive size and power consumption, fire slugs that have around 32 mega-joules of muzzle energy and travel at around mach 7.5, or 8,373 ft/s. Now because of the size of these rail guns it is easier to compare them to naval artillary. The 16" cannons on Iowa class battle ships fired slugs at 2,900ft/s with a muzzle energy of 20 mega-joules. This means that a rail guns slug which is a hell of a lot lighter than a one ton 16" gun slug, actually has a lot more muzzle energy. That gives rail guns huge amounts of range, on the order of 250 miles. source #1 source #2 source #3 source #4Now in the case of Dust this means that a merc with a FG toting about a miniturized rail cannon, and given that it is in the future (an unknown distance in the future) we will give the FG a lot of "future tech." Even assuming that the FG slug is the size of .5 cal slug the relative speed of a rail slug is about three times higher than a modern fire arm equivalent. A .5 cal round has a muzzle velocity of 850 ft/sec and a max range around 1800 m. Considering how the modern rail fired with about 3 times the muzzle velocity of a modern powder based weapon we can assume that a FG size weapon should have an effective range far in excess of a modern .5 cal sniper rifle. Therefore it is rediculous to say that the range should be reduced or that it should have a damage falloff which starts at around 100m. Realizing that this is a game CCP has smartly limited the range of the forge to less than 1800m . Lets just keep the FG as it is for now. /agreed |
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