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Thread Statistics | Show CCP posts - 1 post(s) |
DUST Fiend
OSG Planetary Operations Covert Intervention
5806
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Posted - 2013.08.20 15:36:00 -
[1] - Quote
I'm down with losing splash radius, **** I'm ok with losing all of it.
I also wish it were harder to score a direct hit, not much harder, but something, cuz I rarely miss :/ |
DUST Fiend
OSG Planetary Operations Covert Intervention
5806
|
Posted - 2013.08.20 16:18:00 -
[2] - Quote
Exmaple Core wrote:DUST Fiend wrote:I'm down with losing splash radius, **** I'm ok with losing all of it.
I also wish it were harder to score a direct hit, not much harder, but something, cuz I rarely miss :/ Is it 100% perfect accurate. i kind of agree, because it really doesent require much skill to use. Would you say a slight travel speed reduction would do the weapon well? The accuracy almost seems required imo I think travel speed is fine, it can already be tough tracking quick vehicles with the Assault at least. I've always felt the FG needs damage decay outside of its optimal to help dropships out a bit. If they get close, they're vulnerable to full damage, but put some distance between you and you can tank another shot or two.
Maybe adding the tiniest bit of shake to the crosshairs while charging / holding a charge could help make it difficult to use vs infantry, but it would have to be minor to avoid making it too difficult to use vs moving vehicles. |
DUST Fiend
OSG Planetary Operations Covert Intervention
5806
|
Posted - 2013.08.20 16:25:00 -
[3] - Quote
Cosgar wrote:I think people need to specify what forge gun they're talking about. It'd be a shame if one change specific to the assault variant gets pushed on all of them. The assault is the hardest to use, so why wouldn't it? |
DUST Fiend
OSG Planetary Operations Covert Intervention
5810
|
Posted - 2013.08.20 18:07:00 -
[4] - Quote
Tectonic Fusion wrote:DUST Fiend wrote:I'm down with losing splash radius, **** I'm ok with losing all of it.
I also wish it were harder to score a direct hit, not much harder, but something, cuz I rarely miss :/ Splash damage should only be reduced on the assault variant. It has a low charge up time, so it's pretty OP compared to the other FGs IMO. Yea but the other forge guns can have their charge held, so they have less of an excuse for not landing a direct hit in the first place. I think it would all come out in the wash. |
DUST Fiend
OSG Planetary Operations Covert Intervention
5810
|
Posted - 2013.08.20 18:10:00 -
[5] - Quote
Cosgar wrote:DUST Fiend wrote:Cosgar wrote:I think people need to specify what forge gun they're talking about. It'd be a shame if one change specific to the assault variant gets pushed on all of them. The assault is the hardest to use, so why wouldn't it? Judging by the kill feed you could've fooled me. It's the forge of choice because it has the highest DEEPS for vehicles.
The other forges can hold their charge, and are virtually impossible to NOT land direct hits at range on infantry or vehicles alike.
Sorry the majority of us heavies gravitate towards the weapon that actually makes us useful, we've been so floored by our staggering options it's amazing how many landed there.
**** double post my bad |
DUST Fiend
OSG Planetary Operations Covert Intervention
5812
|
Posted - 2013.08.20 18:21:00 -
[6] - Quote
Awry Barux wrote:Exmaple Core wrote: However, there is an aspect were the Forge Gun is absurd and too multi purposed. The splash on the forge is okay, it has a balanced strength and blast radius but this splash is abused for holding down objective hacking panels, especially PC. When there is a FG above an objective you simply can not capture the objective, as the splash on the assualt FG kills all hackers. This makes this AV weapon an anti everything weapon, if you are able to kill infaintry it should be a direct hit because it is an anti vehical weapon, it does not need splash to kill vehicals and the idea that it ever did is laughable. This weapon is currently to versatile for an AV weapon, an extreemly effective AV weapon at that. The splash should be removed to define its battlefeild role, it is almost the ultimate tactical weapon when placed above ground, like the flaylock was as a sidearm
Well reasoned commentary. I say, remove the splash entirely- it's just a big railgun, basically a huge sniper rifle, with no real reason to have splash damage. This would make it much harder to use vs infantry, while not gimping the gun for AV use. Additionally, I would be in favor of making all FGs have the assault's drawback- no stored charge, but instead requiring sufficiently excellent aim to time the charged shot. While we're at it, add a high-magnification ADS, because not having it makes working at the high end of the FG's optimal range (300M) impossible. Now you've got a proper long-range heavy AV weapon, devastating against tanks, but very hard to use against infantry. No stored shot will make life easier for dropships (as unpredictable flying will become much more valuable) and generally make the current FG's absurd accuracy/range less easy to abuse. I wouldn't mind seeing the standard variant lose the ability to hold its charge, but I think the breach should keep it. The breach is an area denial weapon through and through, and with such a long charge up, you can't use it re-actively. |
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