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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 |
Takahiro Kashuken
Red Star. EoN.
939
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Posted - 2013.08.20 15:33:00 -
[2] - Quote
Nearly fine
My main problem is more damage than a vehicle mounted large railgun turret |
DUST Fiend
OSG Planetary Operations Covert Intervention
5806
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Posted - 2013.08.20 15:36:00 -
[3] - 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 :/ |
Exmaple Core
Ancient Exiles
845
|
Posted - 2013.08.20 15:38:00 -
[4] - 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 :) |
Halador Osiris
Dead Six Initiative Lokun Listamenn
593
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Posted - 2013.08.20 15:38:00 -
[5] - Quote
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. |
Brush Master
HavoK Core RISE of LEGION
719
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Posted - 2013.08.20 15:39:00 -
[6] - Quote
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. |
Exmaple Core
Ancient Exiles
850
|
Posted - 2013.08.20 15:40:00 -
[7] - 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
|
Posted - 2013.08.20 15:42:00 -
[8] - 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
|
Posted - 2013.08.20 15:43:00 -
[9] - 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! |
Shadow Archeus
OSG Planetary Operations Covert Intervention
116
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Posted - 2013.08.20 15:44:00 -
[10] - Quote
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 |
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Exmaple Core
Ancient Exiles
850
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Posted - 2013.08.20 15:46:00 -
[11] - 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
|
Posted - 2013.08.20 15:50:00 -
[12] - 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 |
Stefan Stahl
Seituoda Taskforce Command Caldari State
203
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Posted - 2013.08.20 15:52:00 -
[13] - Quote
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. |
Exmaple Core
Ancient Exiles
852
|
Posted - 2013.08.20 15:53:00 -
[14] - 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? |
Jake Bloodworth
DUST University Ivy League
79
|
Posted - 2013.08.20 16:13:00 -
[15] - Quote
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. |
Cosgar
ParagonX
4423
|
Posted - 2013.08.20 16:16:00 -
[16] - Quote
Fix the draw distance and damage indicator so people can see where the shots are coming from. Optimal range might need some tweaking but the above is a top priority. |
DUST Fiend
OSG Planetary Operations Covert Intervention
5806
|
Posted - 2013.08.20 16:18:00 -
[17] - 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. |
sixteensixty4
CAUSE 4 C0NCERN
56
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Posted - 2013.08.20 16:19:00 -
[18] - Quote
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
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Chris F2112
A.N.O.N.Y.M.O.U.S.
326
|
Posted - 2013.08.20 16:20:00 -
[19] - Quote
Removing some of the accuracy and making the forge gun have a high damage fall off at range would be ideal. Forge guns on roofs so far away you can barely see them is not a fun gameplay mechanic, especially when one lucky shot can take out any suit. |
martinofski
Rebelles A Quebec Orion Empire
295
|
Posted - 2013.08.20 16:22:00 -
[20] - Quote
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...
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Cosgar
ParagonX
4425
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Posted - 2013.08.20 16:24:00 -
[21] - Quote
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. |
DUST Fiend
OSG Planetary Operations Covert Intervention
5806
|
Posted - 2013.08.20 16:25:00 -
[22] - 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? |
Poplo Furuya
Condotta Rouvenor Gallente Federation
676
|
Posted - 2013.08.20 16:32:00 -
[23] - 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...
AV 'nades do full damage to infantry... if they trigger.
For a time they did on direct contact. |
HandOGod
Taints of Tartarus
72
|
Posted - 2013.08.20 16:37:00 -
[24] - Quote
I want it to shoot a Nyan cat with all the details. Rainbow out it's butt from the forge gun. Singing the nyan nyan nyan nyan song as it flies towards it's target.
When it lands a sea of glitter sprays out that permanently coats everything it lands on for the duration of the game.
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ZDub 303
TeamPlayers EoN.
1707
|
Posted - 2013.08.20 16:44:00 -
[25] - Quote
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. |
martinofski
Rebelles A Quebec Orion Empire
295
|
Posted - 2013.08.20 16:49:00 -
[26] - Quote
Poplo Furuya wrote: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...
AV 'nades do full damage to infantry... if they trigger. For a time they did on direct contact.
But they rarely do. |
jamstar saa187
Imperial Populicide Legion Alpha Wolf Pack
44
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Posted - 2013.08.20 17:00:00 -
[27] - Quote
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. |
MarasdF Loron
Ghost Wolf Industries Alpha Wolf Pack
52
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Posted - 2013.08.20 17:10:00 -
[28] - Quote
Some degree of damage lost over long distance shots to discourage tower camping and one shotting derbships. Maybe like 50% damage lost at max distance and the damage loss starts to happen once 50% of max distance has been reached, so at 75% of max distance it would do 75% damage and at 50% of max distance it would still do 100% damage. Just my 0.02 ISK.
EDIT: I personally wouldn't mind if they added ADS in exchange. |
martinofski
Rebelles A Quebec Orion Empire
295
|
Posted - 2013.08.20 17:22:00 -
[29] - 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.
Sorry but all I can say, being a Heavy using a forge gun :
1) is not so true. In my eye, it is pretty easy to hip fire and 1-shot kill with this. Even at 100m+. Skills?? lol, I am pretty bad at shooters. 2) ok, I agree with that. 3) Don't tell me you use a breach in CQC or for anything else...the Assault version can do better/faster 2.5 second base speed without the skills bonus... In CQC, I can come face to face with a AR user, charge my forge and blow him up before I have lost 70% my health. Yes you get the consequesnce if you don't hit...isn't that with all weapons?
I am probably one of the few heavy which think this gun is a bit of a joke. Everytime I play with it, I can stop laughing thinking how stupid that is. Pop+50, pop+50, pop+50, POP +150+50+50+50, Pop+75.
Anyway, CCP is already looking into it. Mainly it's pinpoint accuracy for proto forge.
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Cosgar
ParagonX
4428
|
Posted - 2013.08.20 17:25:00 -
[30] - Quote
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. |
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