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Halador Osiris
Dead Six Initiative Lokun Listamenn
596
|
Posted - 2013.08.20 17:54:00 -
[31] - Quote
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. |
Tectonic Fusion
The Unholy Legion Of DarkStar DARKSTAR ARMY
148
|
Posted - 2013.08.20 17:59:00 -
[32] - 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 :/ 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. |
hackerzilla
Defenders of the Helghast Dream
220
|
Posted - 2013.08.20 18:01:00 -
[33] - Quote
Core us still mad bout MDs? lol |
Nguruthos IX
Hellstorm Inc League of Infamy
1100
|
Posted - 2013.08.20 18:02:00 -
[34] - Quote
a bloody militia FG has enough presence to kill or deny the map to a DS with 3 players, 15 mil SP invested and 1.5 million ISK price tag.
The assault forge gun is silly when it comes to how fast and easily it can take down a DS. if CCP is too thick to see the balance problems here, and apparently never playtests their own games then I'm not sure anyone else can help them.
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broonfondle majikthies
P.O.N.A.G.S. D.E.F.I.A.N.C.E
174
|
Posted - 2013.08.20 18:05:00 -
[35] - Quote
The kid in me would love the Forge to be able to blast planets out of orbit!.. .. But the DS pilot I play would love for them to have the same range and power as a badly made disposable cigarette lighter |
Henchmen21
Planet Express LLC
122
|
Posted - 2013.08.20 18:06:00 -
[36] - Quote
Slower projectile, that much power from a infantry weapon should not be near instant hits. |
DUST Fiend
OSG Planetary Operations Covert Intervention
5810
|
Posted - 2013.08.20 18:07:00 -
[37] - 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 -
[38] - 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 |
Awry Barux
Shining Flame Amarr Empire
28
|
Posted - 2013.08.20 18:19:00 -
[39] - Quote
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. |
DUST Fiend
OSG Planetary Operations Covert Intervention
5812
|
Posted - 2013.08.20 18:21:00 -
[40] - 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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Breakin Stuff
Goonfeet Top Men.
1177
|
Posted - 2013.08.20 19:12:00 -
[41] - Quote
Forge should remain as-is. Once CCP puts the damned marauders back in the game the forge will feel less overpowered by idiotic margins.
Ishukone assault forges and breach forges were balanced against the surya and sagaris, both of which I was capable of solo killing IF I was smarter than the driver. And I've killed a lot of smart AND stupid drivers in chromosome.
I also hope the fitting interactions and hitpoints and AV damage capacities are reverted to chromosome style, when the vehicles were more durable. and the AV gunners had a challenge if they decided to solo a well-fit vehicle.
I think the plasma cannon should fly straighter, faster and cap out at 100m range at most. It's a blaster. you shouldn't be able to mortar the weapon (even though without a spotter that's pointless).
I want the HMG to be competitive on the open maps and Wolfman copped to a change to the HMG which will increase overall damage output and reduce the ability to hold the trigger down and unload a full belt with impunity. So that might help with the feeling most heavies have that the forge gun is more useful in antipersonnel work than the antipersonnel weapon.
But most of all, I want vehicle drivers to have their old chromosome machines back. Not these chunks of crap with artificially inflated HP.
Drop the HP back to chroomo levels, give you back your PG skills and let you fit proper tanks, and let's rock and roll. My forge gun wants a challenge. |
Serimos Haeraven
Deep Space Republic Top Men.
422
|
Posted - 2013.08.20 19:18:00 -
[42] - Quote
Here's the entire issue with this, and it's a big one. I am a proto dropship pilot and have been flying since chromosome, so i know what I'm talking about here. Dropships have had a lack of balance since the beginning, with many aspects of Logi dropships either completely left out or half-assed and practically useless. By this, i mean the fact that pilots get no war points for mobile CRU spawns, and the speed of the logi ship is un-reasonably low. Prices are also another issue that CCP should have looked back at, but after hardly reducing the real cost for a proto-ds, they decided to turn the other cheek and focus on "AV issues". Well, lets talk about that.
CCP Blam insisted that forge guns would be effected by this range reduction with "optimal & effective" ranges, so that if they are very far away and they shoot us, dropships don't take as much damage. Well, when that was released, i thought for a second that they made the game a better place for DS pilots. But that was quicky thrown to the ground when i figured out they never even made the range reduction count for forge guns. They said "all infantry weapons" would get this distance fix, but CCP lied, again. They still haven't fixed the WP issue, and have a long way to go on HP balancing for the dropship, being that it's so underpowered for the cost of SP and ISK for each assault dropship. So my point is that before CCP even thinks that AV balancing = vehicle balancing, they need to look back at their history and finally admit where they screwed up most from the start, dropships. And by doing that, start to actually fix the issues DROPSHIPS are having themselves. Not by "fixing" AV in some weird assumption that that will fix dropships, or any other vehicle as a whole. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
404
|
Posted - 2013.08.20 19:27:00 -
[43] - Quote
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 No offense but stop placing the forge gun under the anti vehicle section It is not a anti vehicle, it's anti material so yea you were right when you said anti everything. It kills installations, vehicles and infantry. And I hope you know the forge gun hardly kills with splash damage. Most of its kills are by direct damage. Only once in the while you kill infantry with splash and that's only if they are low on health. So again it's not an anti vehicle. The gun is fairly balanced, and if it takes you out in one clip it means that the tank stood still long enough for him to unload a whole clip which is pretty sad cause it takes a while to unload a clip lol. Try being at the end of a forge gun. We usually get help by other forgers. And swarms.
|
Serimos Haeraven
Deep Space Republic Top Men.
423
|
Posted - 2013.08.20 19:29:00 -
[44] - Quote
FLAYLOCK Steve 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 No offense but stop placing the forge gun under the anti vehicle section It is not a anti vehicle, it's anti material so yea you were right when you said anti everything. It kills installations, vehicles and infantry. And I hope you know the forge gun hardly kills with splash damage. Most of its kills are by direct damage. Only once in the while you kill infantry with splash and that's only if they are low on health. So again it's not an anti vehicle. The gun is fairly balanced, and if it takes you out in one clip it means that the tank stood still long enough for him to unload a whole clip which is pretty sad cause it takes a while to unload a clip lol. Try being at the end of a forge gun. We usually get help by other forgers. And swarms. Keep making that argument on how Forge Guns are balanced, there... "Flaylock" Steve... |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
404
|
Posted - 2013.08.20 19:36:00 -
[45] - Quote
Serimos Haeraven wrote:FLAYLOCK Steve 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 No offense but stop placing the forge gun under the anti vehicle section It is not a anti vehicle, it's anti material so yea you were right when you said anti everything. It kills installations, vehicles and infantry. And I hope you know the forge gun hardly kills with splash damage. Most of its kills are by direct damage. Only once in the while you kill infantry with splash and that's only if they are low on health. So again it's not an anti vehicle. The gun is fairly balanced, and if it takes you out in one clip it means that the tank stood still long enough for him to unload a whole clip which is pretty sad cause it takes a while to unload a clip lol. Try being at the end of a forge gun. We usually get help by other forgers. And swarms. Keep making that argument on how Forge Guns are balanced, there... "Flaylock" Steve... Oh please that was a valid joke before the nerf. Grow Up and try to have a valid argument. If not than don't quote me. Again try using on, infantry will easily take you out if you don't keep your distance. And lol that's the only response you got? Lol okay, can't wait for 1.4. So I can run my main set up, SG and minja scout. I bet you'll also say it's OP. Btw my main character is Shotgun Stevie let's see you use that joke against me lol. |
Breakin Stuff
Goonfeet Top Men.
1177
|
Posted - 2013.08.20 19:37:00 -
[46] - Quote
actually he's right. it's a rare situation when there's only one AV weapon pointing a tank or dropship.
Nine times out of ten there's also other dingbats spamming the enemy with militia swarms and forges, giving enough defensive suppression for assault forges and breach to seem like they're cutting through your vehicle like it's made out of tissue paper. Tank on field means everyone and their brother is hunting for the 200-300 WP that it's worth.
Dropships, I think should be able to take three DIRECT assault forge hits at the proto level.
However, Dropship pilots please bear a couple things in mind:
1: Hovering does not help you. Ever.
2: Flying low, and slow in a straight line means it is trivially easy for me to slap you out of the sky. Practice the maneuvering, and shifting directions fast because once the AV has a bead you need to escape.
3: Afterburners are for escaping the range of forges. I encounter vehicles I have to jump in a jeep to chase because they are, in fact, out of my absolute range. Once you get 1/3rd of the map away you are out of range. add some elevation or cover and you are untouchable. |
Himiko Kuronaga
SyNergy Gaming EoN.
1287
|
Posted - 2013.08.20 19:39:00 -
[47] - Quote
Keep them as they are.
Advanced tanks are nasty. True Proto tanks are missing currently, and will make the forge less effective. pilot dropsuits will make them even less effective.
If you nerf forge guns now, that's effectively a triple nerf to their AV end game. It does not need this. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
404
|
Posted - 2013.08.20 19:45:00 -
[48] - Quote
Breakin Stuff wrote:actually he's right. it's a rare situation when there's only one AV weapon pointing a tank or dropship.
Nine times out of ten there's also other dingbats spamming the enemy with militia swarms and forges, giving enough defensive suppression for assault forges and breach to seem like they're cutting through your vehicle like it's made out of tissue paper. Tank on field means everyone and their brother is hunting for the 200-300 WP that it's worth.
Dropships, I think should be able to take three DIRECT assault forge hits at the proto level.
However, Dropship pilots please bear a couple things in mind:
1: Hovering does not help you. Ever.
2: Flying low, and slow in a straight line means it is trivially easy for me to slap you out of the sky. Practice the maneuvering, and shifting directions fast because once the AV has a bead you need to escape.
3: Afterburners are for escaping the range of forges. I encounter vehicles I have to jump in a jeep to chase because they are, in fact, out of my absolute range. Once you get 1/3rd of the map away you are out of range. add some elevation or cover and you are untouchable. People have to stop crying. But drop ships do need a buff or at least lower the cost to make up for its low survivability |
Henchmen21
Planet Express LLC
125
|
Posted - 2013.08.20 19:45:00 -
[49] - Quote
Breakin Stuff wrote:actually he's right. it's a rare situation when there's only one AV weapon pointing a tank or dropship.
Nine times out of ten there's also other dingbats spamming the enemy with militia swarms and forges, giving enough defensive suppression for assault forges and breach to seem like they're cutting through your vehicle like it's made out of tissue paper. Tank on field means everyone and their brother is hunting for the 200-300 WP that it's worth.
Dropships, I think should be able to take three DIRECT assault forge hits at the proto level.
However, Dropship pilots please bear a couple things in mind:
1: Hovering does not help you. Ever.
2: Flying low, and slow in a straight line means it is trivially easy for me to slap you out of the sky. Practice the maneuvering, and shifting directions fast because once the AV has a bead you need to escape.
3: Afterburners are for escaping the range of forges. I encounter vehicles I have to jump in a jeep to chase because they are, in fact, out of my absolute range. Once you get 1/3rd of the map away you are out of range. add some elevation or cover and you are untouchable.
So be absolutely useless, got it. |
Nguruthos IX
Hellstorm Inc League of Infamy
1102
|
Posted - 2013.08.20 19:51:00 -
[50] - Quote
Breakin Stuff wrote:actually he's right. it's a rare situation when there's only one AV weapon pointing a tank or dropship.
Nine times out of ten there's also other dingbats spamming the enemy with militia swarms and forges, giving enough defensive suppression for assault forges and breach to seem like they're cutting through your vehicle like it's made out of tissue paper. Tank on field means everyone and their brother is hunting for the 200-300 WP that it's worth.
Dropships, I think should be able to take three DIRECT assault forge hits at the proto level.
However, Dropship pilots please bear a couple things in mind:
1: Hovering does not help you. Ever.
2: Flying low, and slow in a straight line means it is trivially easy for me to slap you out of the sky. Practice the maneuvering, and shifting directions fast because once the AV has a bead you need to escape.
3: Afterburners are for escaping the range of forges. I encounter vehicles I have to jump in a jeep to chase because they are, in fact, out of my absolute range. Once you get 1/3rd of the map away you are out of range. add some elevation or cover and you are untouchable.
Try preforming any useful function flying fast or high.
Dropoff. Pickup require landing. Support or gunning requires alowing down to near stop or flying straight. Air drop requires straight and slowing down a bit. Or hovering.
What do u expect us to do while flying 1000 miles an hour with this magical after burner u think everyship has and is always on. Need I mention its still easy to shoot down a ds thats fast or high. Sp those things barely help. Forges are stupid eqsy tp aim. As with rails and swarma require no aiming. Still deny whole area on penalty of death. And then theres the rdvs... |
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Blaze Ashra
Royal Uhlans Amarr Empire
0
|
Posted - 2013.08.20 19:52:00 -
[51] - Quote
I honestly believe that if dropships had a bit more tank and the cloaking modules we would be able to surivie forge guns and rail tanks. |
Charlotte O'Dell
0uter.Heaven EoN.
991
|
Posted - 2013.08.20 19:59:00 -
[52] - Quote
Exmaple Core wrote: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 :) Rails are fine. It is vehicle damage mods that need a buff. |
Gallente Mercenary 08551380
Carbon 7 CRONOS.
11
|
Posted - 2013.08.20 21:52:00 -
[53] - Quote
Hello, I have been a forge gunner since first respec and I would like to share my opinion.
I would like to start by saying that I love the forge gun. It feels very powerful, and its just a joy to use. An Ishukone Assault Forge Gun takes more SP to use than any other weapon in the game(need ds command and weaponry 5). It better dam well be worth it and it is.
While I felt the FG was balanced in Chromosome, the addition of the ever so popular game mode; Dominion, and the rise in murder taxis, has caused some speculation about its balance.
I do believe that Forge Guns should be classified as an AV weapon. They should be able to be used against infantry, but not as effectively as they are currently. I will now list changes that I feel will make Forge Guns balanced in this game, followed by reasons for the change.
1. Reduce damage on Assault variant forge guns. -The assault forge gun currently does more damage than a basic forge gun, with a smaller charge time. The "tradeoff" is that you cannot hold a charge. I do not believe that this is a valid tradeoff. It takes a bit to get the hang of, but "feathering" the trigger is not as much of a hassle as I believe was originally intended. I believe a fair trade off would be that you cannot hold a charge AND that is does reduced damage than a standard variant. All other assault variant weapons in the game do less damage than their standard variants and the forge gun should be no exception.
2. Objective in the dominion game mode should have a projectile bubble. -New idea of mine, but I believe would be effective non the less. Currently in the dominion game mode, who wins is largely decided by who first captured the point, and who put down the most uplinks. Taking back the point is extremely difficult, as you must essentially kill the entire opposing teams defenses and uplinks before hacking, or you will just get interrupted. I think this we can all agree on. My proposition is that the objected have a small-medium size bubble around them that stops incoming projectiles, like a shield. This would prevent forge gunners and snipers from single handily defending a point with a good angle from halfway across the map, AND would allow for hacks to be completed easier to retake the objective, resulting in more intense, less stale play. The bubble would be small enough so that a large force could not hide inside it, just enough to protect 2 or 3 people hacking.
3. Make shots from forge guns more visible. -This one is simple. If I am going to deal 2000+ damage to a vehicle from and considerable distance away, I want them to EASILY be able to know where it came from. This introduces more counter play to the game. Counter play is good, if you play League of Legends and read forum posts by Morello or the the other game designers you know this. I am a hulking mass of metal firing a giant ball of charged plasma that does more damage than rail turrets. I should be visible.
This is what I believe will will put my forge gun in the proper place, and quell a lot of the popular QQ about forge guns as of now, WITHOUT compromising on the forge guns effectiveness or its fun to use. What I do not want to see is a flat damage nerf across the board. That would just be a band-aid against the much larger issues. -Gmerc |
Exmaple Core
Ancient Exiles
858
|
Posted - 2013.08.21 01:18:00 -
[54] - 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
|
Posted - 2013.08.21 01:18:00 -
[55] - 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 |
Exmaple Core
Ancient Exiles
858
|
Posted - 2013.08.21 01:21:00 -
[56] - 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 |
Fire of Prometheus
DUST University Ivy League
147
|
Posted - 2013.08.21 01:22:00 -
[57] - Quote
It definitely needs to be fixed in terms of anti infantry weapon, I'm tired of being forge gun sniped by splash damage. Yes it takes some skill to do this but it should be a mainly AV weapon not anti infantry. |
Exmaple Core
Ancient Exiles
858
|
Posted - 2013.08.21 01:22:00 -
[58] - 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
|
Posted - 2013.08.21 01:26:00 -
[59] - 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? |
Vulpes Dolosus
Neanderthal Nation
31
|
Posted - 2013.08.21 01:28:00 -
[60] - Quote
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. |
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