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Exmaple Core
Ancient Exiles
845
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Posted - 2013.08.20 15:29:00 -
[1] - Quote
As we should all know by now, AV and vehicals are going to be changed in 1.5 and most likely 1.6 and will be changed completly. as evident in this post:
CCP Wolfman wrote:We'll be taking a look at the plasma cannon along with all AV weapons as part of the vehicle work we are doing in 1.5.
So, im going to go through the whole list of AV weapons in different threads and try to collect a non biased collection of feedback the Devs can use to change vehicals and AV. So remember, what we post here is what they may listen to. Ive started a discussion on Plasma Cannons in this thread: https://forums.dust514.com/default.aspx?g=posts&m=1145262#post1145262 Also, this link is the AV nade discussion: https://forums.dust514.com/default.aspx?g=posts&find=unread&t=99452 and finally, the swarm launcher discussion https://forums.dust514.com/default.aspx?g=posts&t=101971 Feel free to throw in your thoughtful and reasonable ideas in ethire.
What are your ideas for Forge Gun rebalance? Remember to ALWAYS give reasons on your ideas, we dont want to give the DEVs crap to read. Put up a convincing argument!!
Personally, i think the Forgegun is mostly balanced considering we only have standard HAVs vs proto AV. With my experience with the end Chromosome Sagaris (ADV level tank) the Forge has not changed by much and is fairly balanced, the damage output is almost fair, tho it does most likely do a tad too much damage, only by maby 300 points, very minor. However, we do not have anything past standard tanks, tho the weapon in scale is not OP, it is currently OP to standard tanks, standard tanks do not stand up well to proto forge guns, they eat them up within a single clip. This is exactly what should happen, it shouldent take much more than a single clip for a proto forge to kill a standard tank. Sadly we are most deffenetly not getting the additional tanks needed to fix the balance issiue, the proto forge will annihilate our standard level tanks for many months to come untill additional, more powerful vehicals are released. Unless the tanks are getting a monsterious buff, we should temporarily remove the proto forge unitll tanks are strong enough to require proto forge monsters.
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 |
Exmaple Core
Ancient Exiles
845
|
Posted - 2013.08.20 15:38:00 -
[2] - Quote
Takahiro Kashuken wrote:Nearly fine
My main problem is more damage than a vehicle mounted large railgun turret
Very true, with any luck rails get a better buff. This will be brought up in my railgun thread later :) |
Exmaple Core
Ancient Exiles
850
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Posted - 2013.08.20 15:40:00 -
[3] - Quote
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 |
Exmaple Core
Ancient Exiles
850
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Posted - 2013.08.20 15:42:00 -
[4] - Quote
Halador Osiris wrote:I hate you guys. I see thread after thread of saying, "Let's talk over how to balance vehicles," but what they really are is, "How can we balance AV against HAVs?" Yeah, let's make forge guns balanced to a vehicle that is able to utilize cover and has 2-3x the health of a dropship. Let's just forget about those poor bastards in the sky, because they don't matter.
well get in here and make some points!! you are a vehical user as well, talk about how it is for dropships. Sadly i never flew i cant confidently speak for you guys :/ i would if i could |
Exmaple Core
Ancient Exiles
850
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Posted - 2013.08.20 15:43:00 -
[5] - Quote
Brush Master wrote:How about leave the blast radius but make the effect of the radius only effect shielding aka flux type effect, thus only a direct hit can kill infantry but it can still do damage to shielding.
why? its an AV weapon, it doesent need to penitalise infaintry, it shouldent be good at everything like the flaylock was. Give a reason why it should! |
Exmaple Core
Ancient Exiles
850
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Posted - 2013.08.20 15:46:00 -
[6] - 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 because of its ammo count. Or we could give more ammo for a noticeable accuracy decrease? whatchya think?
ops. this was an eddit |
Exmaple Core
Ancient Exiles
852
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Posted - 2013.08.20 15:50:00 -
[7] - Quote
Shadow Archeus wrote:I'm only OK with nerfing the forge gun once more heavy weapons are released.......right now its a choice between close range or long range.....there is no medium range heavy weapon........and even if it does get nerfed people will just use mass drivers or grenades to camp objectives.....they might even use plasma cannons......you won't stop people from camping objectives just by nerfing one weapon.....in fact IMHO the only useful heavy weapon
If they want to camp objecitves with otther weapons then cool, let them the other weapons cant do it as well as FGs. No matter what way you look at it the FGs are waaay to versitle, its not a balanced weapon as it is. You say "nerf" like its a bad thing, and heavys are getting more love in 1.4 with patch. This is about AV and vehicals, your heavy can GTFO. Btw, im a heavy and a tanker. js |
Exmaple Core
Ancient Exiles
852
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Posted - 2013.08.20 15:53:00 -
[8] - Quote
Stefan Stahl wrote:I'm perfectly fine with how the forgegun works. I'm not fine with how HAVs and Dropships work.
Personally, I've never been mad at getting killed by a forgegun.
what are you happy about and what arnt you happy about tanks and DS? |
Exmaple Core
Ancient Exiles
858
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Posted - 2013.08.21 01:18:00 -
[9] - Quote
martinofski wrote:I am in for a reduced accuracy I would keep the Splash and radius.
I would most probably give AV weapon a different damage output to vehicle than to infantry. So a forge doing 2000dmg to a vehicle, would do 10%-20% of that to infantry, 200-400. AV nades do zero damage to infantry, it would be logical AV guns don't do full dmg against them.
Against dropship and tanks I would prefer they release proto vehicles and modules, then we can talk balance of that forge gun against them...
it is an AV weapon. Why should it have splash to allow it to pin down objective panels? a Tank cant hack an objective. Give a reason |
Exmaple Core
Ancient Exiles
858
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Posted - 2013.08.21 01:18:00 -
[10] - Quote
Jake Bloodworth wrote:I would like the forge gun to remain exactly as it is. Good, high sp tankers are very difficult to kill. Nerf llav's, buff drop ships. why keep it the way it is? and should the forge have splash at all? be honest, its an AV weapon |
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Exmaple Core
Ancient Exiles
858
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Posted - 2013.08.21 01:21:00 -
[11] - Quote
DUST Fiend wrote: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.
very interesting idea, it would deffenetly make sence i agree this would help balance the weapon without hurting it |
Exmaple Core
Ancient Exiles
858
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Posted - 2013.08.21 01:22:00 -
[12] - Quote
sixteensixty4 wrote:I dont think the FG should be able to hold a charge like a couple of them do, they should all have to time and lead there shots a little like the rail turrets
Cant do that, then they would all be assualt forge variants and everyone would use the same gun |
Exmaple Core
Ancient Exiles
858
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Posted - 2013.08.21 01:26:00 -
[13] - Quote
ZDub 303 wrote:I know people are probably gonna flame me for saying this but I think AV needs to have damage degradation over travel time.
Something like: (just for example)
100% of damage until optimal smooth dropoff from optimal until effective at around 40% of damage at max effective. smooth dropoff from effective to around 5% at the edge of max range.
Railgun turrets should do the exact same damage as std forge guns but have ~40% more range.
In this way, yes you can camp on a high tower and forge snipe all day, but you pay for it in less damage.
This creates a dynamic where if AV can get in closer they can deal massive damage to tanks. Also, dropships can fly out of effective range as well, but if they get close and they arent careful they get pwned hard.
What this does is make it so tanks can get in close with their infantry team mates and AV will need to get into the fray as well to effectively take down a tank. It also gives tankers a chance to retreat if things get dicey.
In terms of variants, I think we need to normalize it a little. (these are just examples, tear me apart if you like, just tossing out an example/idea... its not like these are final numbers)
Breach should have lower range and slightly higher damage.
+40% damage vs std variant 4s charge time 4 round clip - max ammo 16 Splash radius 0.5m Optimal Range: 80m Effective Range: 140m Maximum Range: 280m
Std should remain fairly similar to how it is but slightly faster and more rounds due to range nerf 3s base charge 6 round clip, max ammo 24 Splash radius 1.5m Optimal Range: 120m Effective Range: 180m Maximum Range: 320m
Assault should be a lower DD high splash anti personelle variant. I know we all hate it but it makes sense, esp given that heavies only have two weapons.
It should do something like (at proto) 800 Direct Damage 350 Splash Damage 2s base charge 3.5m blast radius. 8 round clip, max ammo 32 Optimal Range: 100m Effective Range: 160m Maximum Range: 300m
Now the range nerf would give a place for a 'Tactical' variant.
Tactical Forge Gun: Similar damage to std 4s base charge 4 round clip, max ammo 16 Splash radius 0.5m Optimal Range: 180m Effective Range: 240m Maximum Range: 360m
I don't know, just my thoughts from being on both ends. the forge gun is mostly okay, its just that you can sit there and snipe tanks from places even your fellow infantry can't get to. I think there should be a penalty for forge sniping, and the ability to snipe a dropship from 100s of meters away makes them practically worthless.
Decreasing the effective range on AV while making their up close damage very high would create a risk vs reward scenario. Yes you can whittle a tank from a place he can never touch you but you shouldn't be able to sit up there like a god and be untouchable.
On the other hand, if you can get up close and the tanker doesn't see you or can't kill you in time, you should be able to deal a massive amount of damage to a tank.
Most people will probably hate this idea im sure, this is just what i've thought of after being on both ends of AV.
i agree with your thoughts, except about the railgun. The Rail shouldent loose damage over distance because its meant to snipe vehicals from great range, and we know they cant kill armor tanks if their loosing damage. Besides, do we really want the tiny forgeun to lead the HAV anti tank cannon even more in damage? |
Exmaple Core
Ancient Exiles
858
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Posted - 2013.08.21 01:32:00 -
[14] - Quote
jamstar saa187 wrote:for the life of me i cant understand why any changes would need to be made to this weapon. IMHO, if a player can snipe you with this gun, then they are a superior player and deserve the kill. Just remember this: 1) there is no ADS with this weapon, so sniping MUST be done from hip-fire (which is definitely not easy with the size of the crosshairs) 2) you have to be a Heavy to wield the weapon, hence forcing the user to deal with permanent, unavoidable shortcomings of the suit (slow speed, large hit box, no equipment, etc) 3) the weapon take at least 5 seconds to charge up. not so much a problem when you are fighting at a distance, but in CQC that is 5 seconds you cant afford to waste, thus forcing the player to try and get a direct hit with the first shot or suffer the consequences (usually a volley of AR fire which depending on the weapon, can kill you before you get off the second shot)
i'm sure there are other compelling reasons, but i just chose the 3 that came to me off the top. if i want to kill a Forge gunner, i don't run up to his face and say 'Hi', i attack him from the side/back and make sure he doesn't get the time to shoot me first.i know a lot of guys that use the forums are good players, hence i dont understand why a simple tactic cant be applied to overcome any advantage that this play style has over your fitting builds.
I agree with the OP, Advance/Proto forge should be able to easily take out a standard Hav/dropship, but I don't agree that the weapon is strictly AV, it is 'anti material' as stated in the weapon description (the same description that stated it can be used against infantry) the fact that is is being used so effectively by a small percentage of the already small percentage of players that play Heavy should not lead to a 're balancing' of the weapon. it should lead other players to be cautious if you see one, and have a game plan for how to take it out.
The weapon descriptions count for nothing, its all about the game mechanics. In fact, most of the weapon, dropsuits and deffenetly NO VEHICAL descriptions support the item as it says, its just lore, its almost as valuable as real life in video games. also, you are wrong only the breach takes 6 seconds to charge and max operation brings it down to 4, and the assualt forges fires every 2 seconds, big difference buddy. Also, you have 100% perfect accuracy it doesent matter if you hip fire. Additionally, there is only 2 counters to forge snipers and one is to fly a dropship up there and kill him. Uh, he has a forge gun? lololol |
Exmaple Core
Ancient Exiles
858
|
Posted - 2013.08.21 01:32:00 -
[15] - 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.
why should it have splash at all? do you need splash to kill a vehical? its an AV weapon |
Exmaple Core
Ancient Exiles
858
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Posted - 2013.08.21 01:33:00 -
[16] - Quote
Vulpes Dolosus wrote:I'm for damage reduction and longer charge times, but what I really want is some crazy recoil. Like looking up 20 degrees and being pushed back +5m. I mean, come one, this weapon is the equilivent of a rail tank turret and can be handled like a leafblower.
recoil is a really good idea that no one ever thought of |
Exmaple Core
Ancient Exiles
859
|
Posted - 2013.08.21 02:03:00 -
[17] - Quote
Turtle Hermit Roshi wrote:FG's are not solely AV or A-HAV they are ment to be a powerful anti infantry as well and if a user is skilled enough to hold down abjective then kudos to him and dont cry ... improvise / adapt/ overcome and the FG's dificulty to aim is the only balance needed and if you were going to decrease the power i ask that we gain a small zoom capability with it ...cus curently there is no zoom period and that would copensate for the damage increase
There is no skill in camping 200m above an objective were no one can hit you and aiming at an objective and holding it due to an AV weapon having splash damage |
Exmaple Core
Ancient Exiles
859
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Posted - 2013.08.21 02:06:00 -
[18] - Quote
Halador Osiris wrote:Exmaple Core wrote:Halador Osiris wrote:I hate you guys. I see thread after thread of saying, "Let's talk over how to balance vehicles," but what they really are is, "How can we balance AV against HAVs?" Yeah, let's make forge guns balanced to a vehicle that is able to utilize cover and has 2-3x the health of a dropship. Let's just forget about those poor bastards in the sky, because they don't matter. well get in here and make some points!! you are a vehical user as well, talk about how it is for dropships. Sadly i never flew i cant confidently speak for you guys :/ i would if i could Sorry for my brash reply and late response.. I'm at work and haven't really had time to type anything up. Dropships currently have the health of an LAV (although not an LLAV) and the mobility, however they lack the cover. If dropships are intended to be a medium vehicle, they need the shields or armor of a medium vehicle. As stands, they are the LAVs of the sky. As mentioned a second ago, the sky provides no cover, leaving dropships hanging out free to be shot at by forge guns and railguns (I fly a Python, so swarm launchers aren't really a problem for me). What would be most useful is larger maps, allowing dropships to avoid a hot portion (a railgun can cover over half the map), but that takes a lot more than simple rebalancing. For a simple numbers tweak, allowing dropships to take an extra shot would be a great start. Well geared dropships are two shotted when hit by well geared opponents. I'd love to see that increase to 3, as this would increase the time I have to get away, as that's about my only defense. So, I'd like either a resistance boost with skills that is effective or I'd like health to increase from 1075 to 1700, which would then call for the Eryx to be boosted up as well to compensate. Lastly, I'd like to note that I find myself having ZERO powergrid issues with the Python. PG does not need a buff, it does not need a nerf. Leave it be.
very fair argument i agree they are too weak to be useful |
Exmaple Core
Ancient Exiles
859
|
Posted - 2013.08.21 02:09:00 -
[19] - 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.
everything you said is very wise |
Exmaple Core
Ancient Exiles
861
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Posted - 2013.08.21 02:44:00 -
[20] - Quote
Nemo Bluntz wrote:Exmaple Core wrote:because it really doesent require much skill to use. There's that sentence again.
it... does i geuss. But not really, i used it before. It does require a tad of skill but not much. Its just an easy and effecitve weapon, it is a very simple weapon |
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Exmaple Core
Ancient Exiles
861
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Posted - 2013.08.21 02:55:00 -
[21] - Quote
Nemo Bluntz wrote:Exmaple Core wrote:Nemo Bluntz wrote:Exmaple Core wrote:because it really doesent require much skill to use. There's that sentence again. it... does i geuss. But not really, i used it before. It does require a tad of skill but not much. Its just an easy and effecitve weapon, it is a very simple weapon Most of the weapons are simple. Hell, really all of the weapons are pretty simple. You point, you shoot. This one shoots fast, this one shoots slow. Oh, real skill weapon! Watch that over heat bar. SO MUCH SKILL. That one just uses the "point and click" mechanic of a first person shooter in a different way. I don't disagree that its a little too good at all things (and I absolutely hate 1 hit kill anything ever, but that's just me), but its not a matter of "if you use it, you have no skill." If its that easy to use, then you use it.
yeah, i have nothing against the weapon for being easy mode, its still a respectable weapon and i deffenetly dont think ppl are bad at dust for using them, their obviously doing something right for using it. Jus tryna fix the weapon |
Exmaple Core
Ancient Exiles
868
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Posted - 2013.08.21 20:40:00 -
[22] - Quote
Operative 1171 Aajli wrote:Forge gun should be a close range weapon with a big powerful blast that can take a tank down in one shot at point blank. The trade off will be that you still have to charge it up so you are vulnerable. Make it so that it only targets vehicles. We have anti infantry weapons already.
For what the forge gun can do it is too versatile as is and is becoming a FOTM. Make it a one trick pony and make it damn good for that one trick.
no |
Exmaple Core
Ancient Exiles
868
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Posted - 2013.08.21 20:41:00 -
[23] - Quote
Big Popa Smurff wrote:Excellent post maple, I would agree with you 100%. I could easily live without the splash damage, as most of my kills are direct hits. Iv recently started tanking myself and can now see the huge disadvantage of going up against proto AV in my advanced tank.
I could also live without the proto AV cause its too easy to blow up stuff anymore, where's the challenge gone? In the older build's it used to take some effort to take out a tank or dropship. It required a team effort and was more fun.
ty sir, its grand when the AV and tank players agree and come to the same conclusions. Things start getting done |
Exmaple Core
Ancient Exiles
868
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Posted - 2013.08.22 01:04:00 -
[24] - Quote
mini rehak wrote:This topic just needs to die. There is nothing wrong with the forge gun. It hardly changed since Codex and now all of you are complaining about it. Before someone brings up forge sniping calm down it's no big deal. Someone found a good way to kill/ protect a point with a gun that was used for mainly AV, how is that op? It has its drawbacks (can't do solo, no ads, heavy suit) It has its counters ( snipers, dropship full of heavies, railgun, counter forge gunner, orbitals). I think for something to be OP it needs to have little to no counters and forge guns DO have counters. For a well coordinated team I don't see how a forge gunner is a problem, if you or your team can't kill him then you deserve to be killed by it.
Forge guns v.s tanks can seem a bit unbalanced IF someone does something wrong. If your tank sucks yeah it's going to die to a proto forge, if the tank gets stuck he will die, If there is multiple AV player targeting you odds are you will die. On the forge gun side of things you are this big ass heavy with a big ass gun, you can be seen and hit from a mile away. You have to be accurate, conserve your little amount of ammo, watch out for infantry support, watch out for that tank you are tying to kill and allot of other things I don't feel like listing. The forge gun is not the one in need of a nerf, the tanks/dropships need a buff. I do have an alt who is speced into nothing but vehicles and I can say that they are too weak and not worth the isk. Tanks need to come back to where they where, not the POS glass cannons we have now. If you nerf the forge gun now later on down the line when tanks are good again forges will be under powerd.
Did you even read the OP or anything said so far? were not calling for a massive nerf or anything that would change the AV potential of the weapon, and if we do hint at it we dont want a crazy nerf, were trying to balance it and give it a definite roll. Yes, we agree the forges are mostly balanced and it is the poor excuse for the current tanks that are the promblem. Yep, we got that.
However, your making it sound like its hard to cope with the disadvantages of the forge, all you have to do is get up high on the map and YES, IT MAKES AN IMPACT!! One forge gunner can hold down an objecitve by himself, with no support other than someones uplinks. The only way to get him is to use a dropship, which duh wont wonk bcuz he has a forge gun or to snipe him wich is not always possible in citys and impossible when they have multiple armor reping hives. If you get rid of the splash it would fix the promblem, its hardly a nerf to an AV weapon |
Exmaple Core
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870
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Posted - 2013.08.22 01:30:00 -
[25] - Quote
Alena Ventrallis wrote:As a dropship pilot and tanker, I will agree to leave forge guns alone, if I get my advanced/proto vehicles, and get my powergrid skill to give +% pg again. Until then, it's too OP.
I say leave the damage and splash how it is. Make it have a 10 sec charge up time. That much power coming out of so small a weapon should take a long time to generate.
10 seconds and leave the splash on it? i liked your post up till that |
Exmaple Core
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871
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Posted - 2013.08.22 03:25:00 -
[26] - Quote
Alena Ventrallis wrote:Exmaple Core wrote:Alena Ventrallis wrote:As a dropship pilot and tanker, I will agree to leave forge guns alone, if I get my advanced/proto vehicles, and get my powergrid skill to give +% pg again. Until then, it's too OP.
I say leave the damage and splash how it is. Make it have a 10 sec charge up time. That much power coming out of so small a weapon should take a long time to generate. 10 seconds and leave the splash on it? i liked your post up till that I want it to be effective as anti-materiel, which it should be good at. But not at such a fast firing rate. What would you have done? not make it a 1 shot weapon thats for sure, it would tottally change the world of tanking and forge gunning. Besides, how can you make tiers of that? Jus remove the splash and the proto forge to balance things out |
Exmaple Core
Ancient Exiles
876
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Posted - 2013.08.22 04:03:00 -
[27] - Quote
mini rehak wrote:Exmaple Core wrote:
Did you even read the OP or anything said so far? were not calling for a massive nerf or anything that would change the AV potential of the weapon, and if we do hint at it we dont want a crazy nerf, were trying to balance it and give it a definite roll. Yes, we agree the forges are mostly balanced and it is the poor excuse for the current tanks that are the promblem. Yep, we got that.
However, your making it sound like its hard to cope with the disadvantages of the forge, all you have to do is get up high on the map and YES, IT MAKES AN IMPACT!! One forge gunner can hold down an objecitve by himself, with no support other than someones uplinks. The only way to get him is to use a dropship, which duh wont wonk bcuz he has a forge gun or to snipe him wich is not always possible in citys and impossible when they have multiple armor reping hives. If you get rid of the splash it would fix the promblem, its hardly a nerf to an AV weapon
I don't see how removing the splash would do anything. Compared to the plasma cannon the forges splash is **** but do you see anyone using the plasma, no. The splash is not the problem. Removing the splash will do nothing but hurt any forge gunners chance of living a fight against anything. Even if you do remove splash people would still ***** about it if you manage to get a direct hit. If you say remove the splash on the forge because it can blow up a tank then take the splash off ANYTHING that can kill a vehicle just to make it even. So that's Mass drivers, railguns, missiles, orbitals, flaylocks, and locus grenades.
Your being absurd and exagerating, your tottally wrong. PPl dont use plasma cannons to camp objectives because the shots are too hard to direct hit a hacking panel 200+m below them, forge guns often do not direct hit the panels its the splash, ask anyone who plays PC thats how it works, the forge is simply perfect for camping the objective because it is long range, direct fire with splash.
And how would "Removing the splash will do nothing but hurt any forge gunners chance of living a fight against anything."? You use Forge Guns to kill tanks, dropships, RVDs and LAVS. Does splash save you against any of these? Its not meant to kill infaintry so easliy, you should be screwed if someone catches you point blank unless you switch to your sidearm, its an AV weapon man it sholdent be the best at everything, YES you should be screwed against an ar at point blank it doesent need splash
About your weird point to remove splash off of OBs and grenades and shiet, they are splash specific weapons only, they only do slpash damage. Forges do direct damage wich is exactly what they need for AV, and splash. Remove splash and its still AV? duh? lol? |
Exmaple Core
Ancient Exiles
876
|
Posted - 2013.08.22 04:19:00 -
[28] - Quote
Master Jaraiya wrote:The Forge Gun is fine just the way it is! Don't believe me just ask CCP. Better yet go try it for yourself! If you really think using the FG in any way, shape, or form is easy go do it! I'm gonna tell you right now you are in for a big surprise!
LOL you think CCPs opinion matters? look at their opinion on vehicals, the explosive weapons of this build and all their rewards are, their garbage. Forge is easy mode and any vet knows it. Its okay for the forge to be easy mode, it really is theres nothing wrong with that its simply too versitile. You cant sit and say its okay for ome person to stop an entire team from hacking an objective and kill all tanks on the map at the same time. What if there were 2 of such ppl...? there is in PC! sometimes 1 per objective if that team is really gay about it. Srly, its too good at everything |
Exmaple Core
Ancient Exiles
876
|
Posted - 2013.08.22 04:24:00 -
[29] - Quote
FATPrincess - XOXO wrote:Kill the assault variant. Just delete it from the game. The other FGs are fine, breach is the most balanced imo.
-XOXO
whats wrong with the assualt? |
Exmaple Core
Ancient Exiles
970
|
Posted - 2013.08.27 00:44:00 -
[30] - Quote
Bullets2yaface wrote:Exmaple Core wrote:As we should all know by now, AV and vehicals are going to be changed in 1.5 and most likely 1.6 and will be changed completly. as evident in this post: CCP Wolfman wrote:We'll be taking a look at the plasma cannon along with all AV weapons as part of the vehicle work we are doing in 1.5. So, im going to go through the whole list of AV weapons in different threads and try to collect a non biased collection of feedback the Devs can use to change vehicals and AV. So remember, what we post here is what they may listen to. Ive started a discussion on Plasma Cannons in this thread: https://forums.dust514.com/default.aspx?g=posts&m=1145262#post1145262Also, this link is the AV nade discussion: https://forums.dust514.com/default.aspx?g=posts&find=unread&t=99452and finally, the swarm launcher discussion https://forums.dust514.com/default.aspx?g=posts&t=101971 Feel free to throw in your thoughtful and reasonable ideas in ethire. What are your ideas for Forge Gun rebalance? Remember to ALWAYS give reasons on your ideas, we dont want to give the DEVs crap to read. Put up a convincing argument!! Personally, i think the Forgegun is mostly balanced considering we only have standard HAVs vs proto AV. With my experience with the end Chromosome Sagaris (ADV level tank) the Forge has not changed by much and is fairly balanced, the damage output is almost fair, tho it does most likely do a tad too much damage, only by maby 300 points, very minor. However, we do not have anything past standard tanks, tho the weapon in scale is not OP, it is currently OP to standard tanks, standard tanks do not stand up well to proto forge guns, they eat them up within a single clip. This is exactly what should happen, it shouldent take much more than a single clip for a proto forge to kill a standard tank. Sadly we are most deffenetly not getting the additional tanks needed to fix the balance issiue, the proto forge will annihilate our standard level tanks for many months to come untill additional, more powerful vehicals are released. Unless the tanks are getting a monsterious buff, we should temporarily remove the proto forge unitll tanks are strong enough to require proto forge monsters. 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 So from your point of you the splash of an exploding ball of charged plasma should be removed? Yea buddy real logical right there Logic has no place in dust, look at all the weapons. ARs fire further and hurt more than HMGs, forge guns arre stronger AV than tank mounted railguns, smaller railgun sniper rounds have no bullet time (insta hit) but you can see the rounds of more powerfull tank railguns move throught the air, LAVS, little jeeps are more durable than tanks ect how much more do i need to list? i have more ilogical aspects about dust. It doesent need to make sence, it just needs to work. It only has to be balanced |
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