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Exmaple Core
Ancient Exiles
845
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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.
|
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
|
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
|
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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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. |
|
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... |
|
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. |
|
Exmaple Core
Ancient Exiles
858
|
Posted - 2013.08.21 01:32:00 -
[61] - 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 -
[62] - 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
|
Posted - 2013.08.21 01:33:00 -
[63] - 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 |
Vitharr Foebane
Blood Money Mercenaries
24
|
Posted - 2013.08.21 01:41:00 -
[64] - Quote
Exmaple Core wrote: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 It shoots a metal slug at 7km/sec, do you think it's just gonna hit the ground and bounce off like a beach ball. Bad news, physics work. |
Turtle Hermit Roshi
Famous.OTF Only The Famous
8
|
Posted - 2013.08.21 01:47:00 -
[65] - Quote
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 |
Faquira Bleuetta
Pure Innocence. EoN.
68
|
Posted - 2013.08.21 01:48:00 -
[66] - Quote
shotgun |
Exmaple Core
Ancient Exiles
859
|
Posted - 2013.08.21 02:03:00 -
[67] - 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
|
Posted - 2013.08.21 02:06:00 -
[68] - 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 -
[69] - 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 |
ladwar
Dead Six Initiative Lokun Listamenn
1197
|
Posted - 2013.08.21 02:11:00 -
[70] - Quote
if it had fall off it would make sense since its round travels at about 900m/s. now you mean say oh its 7000m/s. bull, that is not true and that needs to be removed. snipers rifles 2500m/s instanta hit, forges you can see the round travel.
the way i would have it is assaults is 250 range 1-1.5m splash range,150-180 splash damage, damage fall off starts 150m,
standard same range (300m), splash range 1.5-2m, same splash damage, damage falls off starts at 200m
breach 450m~range, 2.5-3m splash range, 252-290 splash damage, damage falls off starts at 300m. all other stats remain the same. i know this might get a lot flak for this idea but w/e give purpose back to breach and reduces assault forge snipers. |
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Nemo Bluntz
TeamPlayers EoN.
392
|
Posted - 2013.08.21 02:28:00 -
[71] - Quote
Exmaple Core wrote:because it really doesent require much skill to use.
There's that sentence again. |
Xender17
Ahrendee Mercenaries EoN.
477
|
Posted - 2013.08.21 02:33:00 -
[72] - Quote
Less ammo... |
Exmaple Core
Ancient Exiles
861
|
Posted - 2013.08.21 02:44:00 -
[73] - 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 |
Nemo Bluntz
TeamPlayers EoN.
392
|
Posted - 2013.08.21 02:48:00 -
[74] - Quote
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. |
Exmaple Core
Ancient Exiles
861
|
Posted - 2013.08.21 02:55:00 -
[75] - 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 |
BLKDG
RoyalSquad514
60
|
Posted - 2013.08.21 03:07:00 -
[76] - Quote
You know,
If the frigin mario dust 514 never happened you wouldn't have to worry about most AV or my forging
Lets see AV nades suck against rampaging lavs Shooting them sucks with FG Missles miss proximines are pie tins and LAvs still run people down
Aiming a FG is a Pain
Go ahead and see how many people are killed with a FG. Go ahead and try if the FG is that easy. See how many heavys get taken down even when they have a sh** ton armour and a crapy HMG.
FG are fine, DS need love I've had some tanks take 8 shots to kill. Thats with a reload. Good tank, bad driver.
So nerf what next?
|
Breakin Stuff
Goonfeet Top Men.
1178
|
Posted - 2013.08.21 07:30:00 -
[77] - Quote
sure take the splash. remove the reticle shake and make it an actual crosshair.
I'm down.
Sissies. |
Rusty Shallows
Black Jackals
276
|
Posted - 2013.08.21 08:00:00 -
[78] - Quote
Henchmen21 wrote:Slower projectile, that much power from a infantry weapon should not be near instant hits. As opposed to even faster hits by the Large Rails vehicle counterparts.
Personally I'm fine with nerfing all long range weapons. Let's slash the optimal on FGs, Large Rails, Sniper Rifles, and pre-nerf those godless Rail Rifles while we're at it. If vehicle rails are taking a hit then blasters will need a range nerf to balance them out.
Isn't nerfing fun? |
Breakin Stuff
Goonfeet Top Men.
1178
|
Posted - 2013.08.21 08:02:00 -
[79] - Quote
Rusty Shallows wrote:Henchmen21 wrote:Slower projectile, that much power from a infantry weapon should not be near instant hits. As opposed to even faster hits by the Large Rails vehicle counterparts. Personally I'm fine with nerfing all long range weapons. Let's slash the optimal on FGs, Large Rails, Sniper Rifles, and pre-nerf those godless Rail Rifles while we're at it. If vehicle rails are taking a hit then blasters will need a range nerf to balance them out. Isn't nerfing fun?
Oh sweet Jesus someone gets it.
QUICK! HIDE BEFORE THEY KILL YOU FOR YOUR BLOOD-CANDIES! |
Jastad
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
122
|
Posted - 2013.08.21 12:23:00 -
[80] - Quote
Why all people want to nerf a weapon when the problem is elsewhere? you know the forge was as it's now from cromo but her infantry skill were not a problem. I'm a groud forger and i dont camp above towers or skycraper. When i have the high groud you can send people to kill me, cause im in LR or Duvalle range. If i shot a tank he can shot me back.
Complain start when CCP lift the ceiling cap so the answer is easy, simply make the roof of every tall buildings electric. Let's kick Forge and sniper camper from the game |
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Big Popa Smurff
Seraphim Initiative..
657
|
Posted - 2013.08.21 12:39:00 -
[81] - Quote
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. |
Operative 1171 Aajli
Bragian Order Amarr Empire
161
|
Posted - 2013.08.21 12:43:00 -
[82] - Quote
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. |
Breakin Stuff
Goonfeet Top Men.
1191
|
Posted - 2013.08.21 18:50:00 -
[83] - Quote
you guys are whining about one or two forges on a map.Whoop-dee-effing-doo.
figure out how to kill them.
And no, I hate to break it to you but here's a hint:
Caldari weapons are all about long range.
The forge gun is a caldari weapon.
Are we noticing a pattern yet? |
xSir Campsalotx
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
73
|
Posted - 2013.08.21 19:19:00 -
[84] - Quote
It's not an AV weapon it's an anitmaterial weapon, you know like the Barrett .50 cal can take out engine blocks and infantry alike. Do you honestly need a .50 to kill someone no. Can you do it, yes. |
Exmaple Core
Ancient Exiles
868
|
Posted - 2013.08.21 20:40:00 -
[85] - 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
|
Posted - 2013.08.21 20:41:00 -
[86] - 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 |
mini rehak
The Southern Legion
62
|
Posted - 2013.08.21 21:27:00 -
[87] - Quote
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.
|
Exmaple Core
Ancient Exiles
868
|
Posted - 2013.08.22 01:04:00 -
[88] - 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 |
Alena Ventrallis
Osmon Surveillance Caldari State
96
|
Posted - 2013.08.22 01:23:00 -
[89] - Quote
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. |
0bi wan-jacobi
Ancient Exi1es
16
|
Posted - 2013.08.22 01:24:00 -
[90] - 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 Im just going to like this and avoid the headache of reading noobs. |
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Exmaple Core
Ancient Exiles
870
|
Posted - 2013.08.22 01:30:00 -
[91] - 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 |
Alena Ventrallis
Osmon Surveillance Caldari State
98
|
Posted - 2013.08.22 03:22:00 -
[92] - Quote
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? |
Exmaple Core
Ancient Exiles
871
|
Posted - 2013.08.22 03:25:00 -
[93] - 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 |
Rusty Shallows
Black Jackals
277
|
Posted - 2013.08.22 03:26:00 -
[94] - 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. Actually parts of the topic are already dead. CCP Frame already posted the splash & anti-infantry aren't an issue at this time. We might see minor tweaks when 1.4 drops but nothing nerf worthy.
Everything interesting with FGs will be in 1.5 anyways. If they were to nerf FGs AV abilities there then we'd probably see a nerfing on HAVs to prevent higher end tanking. That or maybe the Dev team are looking at a different dynamic to vehicle warfare and its counters. Who knows... |
mini rehak
The Southern Legion
65
|
Posted - 2013.08.22 03:36:00 -
[95] - Quote
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. |
Exmaple Core
Ancient Exiles
876
|
Posted - 2013.08.22 04:03:00 -
[96] - 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? |
Master Jaraiya
Ultramarine Corp
532
|
Posted - 2013.08.22 04:10:00 -
[97] - Quote
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! |
Exmaple Core
Ancient Exiles
876
|
Posted - 2013.08.22 04:19:00 -
[98] - 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 |
FATPrincess - XOXO
Shining Flame Amarr Empire
447
|
Posted - 2013.08.22 04:23:00 -
[99] - Quote
Kill the assault variant. Just delete it from the game. The other FGs are fine, breach is the most balanced imo.
-XOXO |
Exmaple Core
Ancient Exiles
876
|
Posted - 2013.08.22 04:24:00 -
[100] - 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? |
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Rusty Shallows
Black Jackals
278
|
Posted - 2013.08.22 04:26:00 -
[101] - 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 There are some dropship pilots who would disagree with you over the Breach.
Actually remove the other variants and keep the assault. Nothing high powered should be able to hold a charge. Including the Charged Sniper Rifle. |
Nguruthos IX
Hellstorm Inc League of Infamy
1119
|
Posted - 2013.08.22 04:33:00 -
[102] - Quote
militia AV should totally be a match for 20 million SP and 2 mil ISk worth of vehicles.
trollolol not. |
FATPrincess - XOXO
Shining Flame Amarr Empire
447
|
Posted - 2013.08.22 04:46:00 -
[103] - Quote
Exmaple Core wrote: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?
Very low charge time makes it have higher DPS than breach, and vanilla FG obsolete. You must have seen it getting ridiculous kills. With high splash radius you can spam shots every 2 seconds for easy kills. No holding charge isn't really a concern or a way to balance the gun as most people say. Being a heavy either. Actually being a heavy is awesome because snipers can't kill you, and ypu can OHKO them so easily. And lol running for cover tanks.
-XOXO |
Operative 1171 Aajli
Bragian Order Amarr Empire
163
|
Posted - 2013.08.22 05:40:00 -
[104] - Quote
Exmaple Core wrote: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
Yes |
Lurchasaurus
SVER True Blood Public Disorder.
989
|
Posted - 2013.08.24 05:32:00 -
[105] - 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.
its a problem that tanks use cover when swarms go around that cover anyway and forges and swarms are invisible.
yeah.... |
Musta Tornius
Cannonfodder PMC
556
|
Posted - 2013.08.24 08:51:00 -
[106] - Quote
Tell you what I'd rather want to see, tanks having a driver and a gunner. Let's start balancing av weapons when the tank fucks have to have a gunner to actually get kills. Until then, I hope you all burn. |
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
692
|
Posted - 2013.08.24 09:51:00 -
[107] - Quote
FOR THE LAST TIME
CCP just need to change the size of the projectile so it's harder to land direct hits, THEREFORE decreasing its effectiveness against infantry.
GOOD DAY
(okay basically, the reason there's so much QQ about the Forge Gun is because direct hits with the thing do more than enough damage to OHKO any dropsuit, if it can't get direct hits and has to rely on splash damage, then the gun will be much harder to kill with.
Right now, you're shooting giant cannonballs out of the thing. Of course it's easy to get direct hits with because the ____________________
As a side note, the Assault variant should do less damage, but should have a higher splash damage/radius and more ammo. This would balance it for the fact that it can fire so rapidly.
i.e. make it like the assault mass driver. |
J0hlss0n
Molon Labe. League of Infamy
27
|
Posted - 2013.08.25 12:08:00 -
[108] - Quote
Exmaple Core wrote:Personally, i think the Forgegun is mostly balanced considering we only have standard HAVs vs proto AV.
Exactly, CCP needs to bring out the higher tier tanks as the proto Av today is pretty much balanced against more powerful veichles. I dont think the Proto/Higher Tier Forges need any change (maybe a price change at most, make them more expensive?), maybe the lower/miltia needs some power/splash changes, but the Proto Forge is pretty much well balanced if you ask me, it should be good as its a proto.
And being a forge gunner when it comes to "hunting" foot soldiers, youre pretty much only safe when being far away from them, if a assault or similar comes up on you, you pretty much only got a submachinegun or similar to fend them off with (Ive hunted down forge gunners in high places using my skinweave dopuplinks suits, they are for the most part not prepared to have someone up on the same roof with them), and if that assault is a proto user, well, lets say me as a Forge gunner will be having a hard time defending myself. I dont see forge gunners running around on the battlefield as HMG users, the forge is more of a sniper situation, keep away and keep safe while taking targets out.
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Adiran Zanzalin
DUST University Ivy League
3
|
Posted - 2013.08.25 12:23:00 -
[109] - Quote
((Lets look at this from a real life perspective. I know it's sic-fi but they do try to keep real physics in the game for realism ( not in every respect but still).
A 50 caliber bullet fired from a sniper rifle will take your arm off if it hits you in the shoulder. Now that is a lot smaller than the slug the forge gun ( I say slug because its a rail gun magnetically propelling a slug ) fires. However missing by an inch or two with a 50 caliber causes fleash damage none the less from the shockwave of the bullet. Now unless CCP is gona keep track of atmosphere and add in traveling splash damage when there is one and removing it when there isn't...
But unless the slug throws dabrie on impact wich means it is destroying what it hits ( wich unless its hitting a destructible object and there currently are none but vehicles.) then the projectile will simply imbed into its target or pass right threw ( another thing that doesn't happen.)
But wait arnt gallente and caldari weapons hybrid? Yes they are! But unless the shell they use purposely explodes 1 meter before hitting the target showering antimatter (only shell they use I can see having area damage ) then there still would be no splash damage.
In game physics are different and whatever they at CCP want to make it. But there is my logical argument as to why forge guns don't need/should not have splash damage unless they make it atmospheric splash and add in destructible terrain/buildings. Only then would it make seance to me. Otherwise ill just continue to play the game taking advantage of this splash that should not be there. ))
Gallente and Caldari weapons are primitive as the Minmatar's but they have their uses. |
Yokal Bob
Gravity Prone EoN.
162
|
Posted - 2013.08.25 12:36:00 -
[110] - 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.
Im also on both ends of the AV field and your ideas are balanced +1
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Charlotte O'Dell
0uter.Heaven
1104
|
Posted - 2013.08.25 15:28:00 -
[111] - Quote
Fine the way it is |
Vrain Matari
ZionTCD
753
|
Posted - 2013.08.25 18:55:00 -
[112] - 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. I like this a lot. The core charge does full shield & armor damage but the splash only does shields - it's got immersion and plausibility written all over it, most importantly though, it is a damn fine game mechanic.
My take on the forge gun is that it's almost exactly where it needs to be, and I like the fact that it can infantry snipe.
With Brush Master's tweak it'll be perfect because if a forge gunner guts you from across the map you'll know it was a damn fine shot.
I think a lot of the complaints we see on the forums today re the forge gun are actually due to the changes in rendering distance for different weapons and vehicles. We had the same forge guns before and peeps were mostly ok with them. |
Vrain Matari
ZionTCD
753
|
Posted - 2013.08.25 19:08:00 -
[113] - Quote
Exmaple Core wrote: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! Ok let me try. Because it's an unguided ball of tank-melting plasma. Just like the plasma cannon. Unlike swarms which are lock-on and hence AV only, although infantry can still get caught in the splash.
And just like railguns on tanks - which are AV weapons but get employed as often as not as anti-infantry. It's gigajoules worth of contained plasma dude - don't get in the way. I'm only saying that 'cause i care.
And it think it makes for much more interesting gameplay, especially with BM's proposed modification.
|
BLKDG
RoyalSquad514
63
|
Posted - 2013.08.25 19:13:00 -
[114] - Quote
If a rail gun on a tank is pretty much the same as a large forge gun will the proposed BM mod to the FG then be applied to the Rail turret/? Only splash with shield damage? Because isn't the rail tank supposed to be AV?
|
Vrain Matari
ZionTCD
753
|
Posted - 2013.08.25 19:17:00 -
[115] - Quote
BLKDG wrote:If a rail gun on a tank is pretty much the same as a large forge gun will the proposed BM mod to the FG then be applied to the Rail turret/? Only splash with shield damage? Because isn't the rail tank supposed to be AV?
+1 I like it. |
hooc order
Deep Space Republic Top Men.
898
|
Posted - 2013.08.25 19:30:00 -
[116] - Quote
Quote:What do we want forge guns to be like?
Pretty much like they are now but the lower level forge guns should be a little bit easier to aim.
As it stands the low level forge guns are worthless. You may as well never use the low level forges and just save your SP until you can max one out.
ie there is no progression with the forge gun. You either have the best or you are worthless.
|
THUNDERGROOVE
ZionTCD
154
|
Posted - 2013.08.25 19:57:00 -
[117] - Quote
FATPrincess - XOXO wrote: Very low charge time makes it have higher DPS than breach, and vanilla FG obsolete. You must have seen it getting ridiculous kills. With high splash radius you can spam shots every 2 seconds for easy kills. No holding charge isn't really a concern or a way to balance the gun as most people say. Being a heavy either. Actually being a heavy is awesome because snipers can't kill you, and ypu can OHKO them so easily. And lol running for cover tanks.
-XOXO
Why does that matter when they back up into the redline after the first shot.
I'll keep saying it, the breach forge gun is only good for coordinating between more than one forge gunner's shots to eliminate redline tankers. |
DeathwindRising
ROGUE SPADES EoN.
41
|
Posted - 2013.08.26 12:47:00 -
[118] - Quote
can they just increase the cost of forge guns like they did to vehicle turrets? make them cost between 300k and 500k isk. |
Gelan Corbaine
Sebiestor Field Sappers Minmatar Republic
176
|
Posted - 2013.08.26 13:04:00 -
[119] - Quote
DeathwindRising wrote:can they just increase the cost of forge guns like they did to vehicle turrets? make them cost between 300k and 500k isk.
and get rid of holding charges
A dedicated AVer would go broke after the first day . AV survivability rate is much MUCH lower than a tank ( minus rendering expliots of course) . Many AVers were deep in red in Chrom back when AV was 150K . |
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CCP Logibro
C C P C C P Alliance
774
|
Posted - 2013.08.26 13:04:00 -
[120] - Quote
Moved to Feedback/Requests CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
@CCP_Logibro |
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Combat Clinic
Swamp Marines Kleenex Inc.
1
|
Posted - 2013.08.26 13:58:00 -
[121] - Quote
Well as a gallente armour assault/logi dropship pilot with the strongest mods on my ship, i do not understand how a FG which has NO buff on armour can hit me with 4K dmg in one hit even with my hardeners active, i find it sad that i am getting one shotted by guys that i cannot kill even with proto turrent in my assault dropship before they take me out, as it takes me 6 shots to kill a forge using heavy (which can take like 45secs due to the messed up ADS aiming) when the FGer can kill me in two shots....
In addition FG has to be the most versatile weapon as it can easily destroy vehicle and if skilled enough (well the skill cap isnt that much because nearly every weapon in game is usable) can kill infantry aswell......
EDIT: oh yeah and the skill cap on a assault dropship is as high as it can get, a shame that it is made of paper..... |
CommanderBolt
A.N.O.N.Y.M.O.U.S.
212
|
Posted - 2013.08.26 15:01:00 -
[122] - Quote
Well I was in a match yesterday, I was using my '9k what ever' forge gun [the advanced one]. I put 4 rounds into one of the armor dropships in the sky, his health went down to 0, I could see it flaming and falling through the sky, yet somehow he managed to reapir and pull back and get away.
What type of bollocks is this?
He even managed to come up to me later that game, I put another forge round into him, but he was too close and he just landed on top of me and squashed me. You want to talk about balance? How about when anything reaches 0 hit points it blows up. Stuff that can resurrect itself from death is bull crap. |
Combat Clinic
Swamp Marines Kleenex Inc.
1
|
Posted - 2013.08.26 15:17:00 -
[123] - Quote
CommanderBolt wrote:Well I was in a match yesterday, I was using my '9k what ever' forge gun [the advanced one]. I put 4 rounds into one of the armor dropships in the sky, his health went down to 0, I could see it flaming and falling through the sky, yet somehow he managed to reapir and pull back and get away.
What type of bollocks is this?
He even managed to come up to me later that game, I put another forge round into him, but he was too close and he just landed on top of me and squashed me. You want to talk about balance? How about when anything reaches 0 hit points it blows up. Stuff that can resurrect itself from death is bull crap.
Thats rare m8 its happend to me but only once and that was yesterday , it also works both ways a FG hit me and took my health down to 500hp but i still went to flames and fell to the ground as if i was at 0 HP it works both ways im afraid |
Yeeeuuuupppp
DUST CORE DARKSTAR ARMY
1
|
Posted - 2013.08.26 15:30:00 -
[124] - 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 Have you ever used a forge gun? It is a very fun weapon. What are video games for? Fun. And considering most people don't bring out vehicles every match makes forge gunners go to plan B which is kill infantry. Most if not all forge gunners worry about vehicles before infantry. I think the forge gun should be kept as it is and not turn into a nerfed piece of **** like the flaylock because of tankers not having very good tanks. Not everyone uses proto level forge guns. For example, I only use the standard forge gun and i prove pretty deadly on a building. If you want to fix your little tank issue get an armor tank. |
DRASTYCK MEAXUREZ
Unorganized Ninja Infantry Tactics League of Infamy
5
|
Posted - 2013.08.26 16:36:00 -
[125] - Quote
Stop crying already. All you do is cry. If you suck, and 99% of the complainers do ... go to another game. I don't play everyday and spec into these weapons for you little girls to come here crying about period cramps. GET OFF IT ALREADY! Every week you pick another weapon " to nerf" and these lames at CCp just keep sucking it up .. and killing the game by nerfing it. OP is the player behind the gun .. not the gun .. yall just suck terribly.
From the flaylock to the scrambler rifle, to the swarm launcher to the contact grenades... now the forge? I understand you started late... and you are a garbage player... so everything that kills you is OP ... too bad. Why CCP keeps penalizing the players who have played the longest .. and have the most sp .. by nerfing guns they have been using .. because all the noobs that try to play get killed quick. IT MAKES NO SENSE> I have 20 mill sp .. and been playing since b4 open beta ... I have proto forge lvl 3 .. I've been using a forge gun.. as I am a heavy... n there are only 2 heavy guns... im a dedicated player ... I should not be constantly penalized because new guys can last on the field. Fact of the matter is... at one point ... as a noob / new player - every gun was op .. if we were going against it... so time goes on.. u get more armor n shield n u get quicker n better & stronger weapons.. n then u will 1 day be "op" too ..or at least equal to those who been playing. so relax your complaining woman-like feedback in these forums ... and go kill something. You afk trash bags complain more than anyone else. You want to do $hit match after match .. n then when u finally get caught n killed... u come to the forums to shed tears.. GET A GIRL FRIEND ... and u old guys .. GET A WIFE ... how long has it been since u bust a nut? All that crying must be a reflection of how backed up yall are. Get a chic n let 1 off... yall need it..
CCP leave these forge along... if its able to take out a tank .. then a ground merc .. should be easily taken out as it is now ... if u have no aim .. the forge sux... close range .. the forge sux.. mid range if your aim isn't golden.. the forge sux... the ones crying nerf ... check there sp & wp .. im sure they are very low... they need more time playing n less time crying.. n the weapons in dust wont seem op.... because they aren't.
1.4 is a heavies dream update... I feel sorry for you women crying op now.... after 1.4 don't let me see you on the battle field ..
|
Combat Clinic
Swamp Marines Kleenex Inc.
1
|
Posted - 2013.08.26 17:49:00 -
[126] - Quote
DRASTYCK MEAXUREZ wrote:Stop crying already. All you do is cry. If you suck, and 99% of the complainers do ... go to another game. I don't play everyday and spec into these weapons for you little girls to come here crying about period cramps. GET OFF IT ALREADY! Every week you pick another weapon " to nerf" and these lames at CCp just keep sucking it up .. and killing the game by nerfing it. OP is the player behind the gun .. not the gun .. yall just suck terribly. From the flaylock to the scrambler rifle, to the swarm launcher to the contact grenades... now the forge? I understand you started late... and you are a garbage player... so everything that kills you is OP ... too bad. Why CCP keeps penalizing the players who have played the longest .. and have the most sp .. by nerfing guns they have been using .. because all the noobs that try to play get killed quick. IT MAKES NO SENSE> I have 20 mill sp .. and been playing since b4 open beta ... I have proto forge lvl 3 .. I've been using a forge gun.. as I am a heavy... n there are only 2 heavy guns... im a dedicated player ... I should not be constantly penalized because new guys can last on the field. Fact of the matter is... at one point ... as a noob / new player - every gun was op .. if we were going against it... so time goes on.. u get more armor n shield n u get quicker n better & stronger weapons.. n then u will 1 day be "op" too ..or at least equal to those who been playing. so relax your complaining woman-like feedback in these forums ... and go kill something. You afk trash bags complain more than anyone else. You want to do $hit match after match .. n then when u finally get caught n killed... u come to the forums to shed tears.. GET A GIRL FRIEND ... and u old guys .. GET A WIFE ... how long has it been since u bust a nut? All that crying must be a reflection of how backed up yall are. Get a chic n let 1 off... yall need it.. CCP leave these forge along... if its able to take out a tank .. then a ground merc .. should be easily taken out as it is now ... if u have no aim .. the forge sux... close range .. the forge sux.. mid range if your aim isn't golden.. the forge sux... the ones crying nerf ... check there sp & wp .. im sure they are very low... they need more time playing n less time crying.. n the weapons in dust wont seem op.... because they aren't. 1.4 is a heavies dream update... I feel sorry for you women crying op now.... after 1.4 don't let me see you on the battle field ..
You dont make any sense? I bet your just mad because we vehicles have made a good point and you can see a nerf coming, the OP said he wanted evidence and you have given a shambles post with just opinons... I think you should calm down a little And try not to make a fool out of yourself |
DRASTYCK MEAXUREZ
Unorganized Ninja Infantry Tactics League of Infamy
5
|
Posted - 2013.08.26 18:30:00 -
[127] - Quote
Combat Clinic wrote:DRASTYCK MEAXUREZ wrote:Stop crying already. All you do is cry. If you suck, and 99% of the complainers do ... go to another game. I don't play everyday and spec into these weapons for you little girls to come here crying about period cramps. GET OFF IT ALREADY! Every week you pick another weapon " to nerf" and these lames at CCp just keep sucking it up .. and killing the game by nerfing it. OP is the player behind the gun .. not the gun .. yall just suck terribly. From the flaylock to the scrambler rifle, to the swarm launcher to the contact grenades... now the forge? I understand you started late... and you are a garbage player... so everything that kills you is OP ... too bad. Why CCP keeps penalizing the players who have played the longest .. and have the most sp .. by nerfing guns they have been using .. because all the noobs that try to play get killed quick. IT MAKES NO SENSE> I have 20 mill sp .. and been playing since b4 open beta ... I have proto forge lvl 3 .. I've been using a forge gun.. as I am a heavy... n there are only 2 heavy guns... im a dedicated player ... I should not be constantly penalized because new guys can last on the field. Fact of the matter is... at one point ... as a noob / new player - every gun was op .. if we were going against it... so time goes on.. u get more armor n shield n u get quicker n better & stronger weapons.. n then u will 1 day be "op" too ..or at least equal to those who been playing. so relax your complaining woman-like feedback in these forums ... and go kill something. You afk trash bags complain more than anyone else. You want to do $hit match after match .. n then when u finally get caught n killed... u come to the forums to shed tears.. GET A GIRL FRIEND ... and u old guys .. GET A WIFE ... how long has it been since u bust a nut? All that crying must be a reflection of how backed up yall are. Get a chic n let 1 off... yall need it.. CCP leave these forge along... if its able to take out a tank .. then a ground merc .. should be easily taken out as it is now ... if u have no aim .. the forge sux... close range .. the forge sux.. mid range if your aim isn't golden.. the forge sux... the ones crying nerf ... check there sp & wp .. im sure they are very low... they need more time playing n less time crying.. n the weapons in dust wont seem op.... because they aren't. 1.4 is a heavies dream update... I feel sorry for you women crying op now.... after 1.4 don't let me see you on the battle field .. You dont make any sense? I bet your just mad because we vehicles have made a good point and you can see a nerf coming, the OP said he wanted evidence and you have given a shambles post with just opinons... I think you should calm down a little And try not to make a fool out of yourself
Of all the bum corps to talk .. u really.. cmon .. talk after u beat us ... and use a Kleenex to wipe your tears... your mad cuz your are one of those girls whos period is just too strong... and u cant control your hormones... I understand.. I have daughters... its all good .. |
CLONE117
Planetary Response Organization Test Friends Please Ignore
197
|
Posted - 2013.08.26 18:40:00 -
[128] - Quote
how stupid r u ppl?
resorting to stupid comments about a single gun a raging like the average stupid idiot..
i may complain sometimes but do i call other ppl stupid names like an idiot..
no....
so just calm down alittle..
i would rathe see how well a small gear restriction would do for this game if the only difference is amount of sp its not gonna involve huge amounts of hp from mods..
its going to mean every1 will be easier to kill..
as every1 would basicly be running mlt suits...
of course we should keep the std weaponry for use because of the hmg, laser that sort of stuff... |
Smooth Assassin
Condotta Rouvenor Gallente Federation
86
|
Posted - 2013.08.26 21:12:00 -
[129] - 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 :/ Stop using mouse |
Severus Smith
Ikomari-Onu Enforcement Caldari State
274
|
Posted - 2013.08.26 21:23:00 -
[130] - Quote
Idea: The Forge Gun should do less damage to light targets (LAV, DS) and more damage to heavy targets (HAV).
Reasoning: When you fire a 50 cal at a tank it does a lot of damage due to the heavy amounts of armor on the tank. That big bullet has to punch through foot inch thick armor. As such, a lot of kinetic energy is released resulting in explosions and high damage. On the other end, if you fire a 50 cal at a jeep it doesn't do much because the armor is so thin that the bullet passes through effortlessly and keeps going. Unless you hit a certain spot (Engine block or fuel tank) the jeep will continue to run fine.
Result: Do the same in DUST. High damage against HAVs but if you hit a LAV or DS with a Forge Gun it does little damage because the hypersonic slug just punches a hole through the thin armor. You could add a "headshot" mechanic where if the Forge Gunner hits a special spot (Engine or Fuel Tank) on the LAV or DS it does a bunch more damage, but overall the Forge Gun is built to take out tanks.
Also: Make it so that AV Grenades and Swarms do more damage to light targets and less damage to heavy targets. There, this fixes all problems:
- AV Grenaders still counter LAVs - AV Grenaders can't solo HAVs
- Swarmers still counter Dropships - Swarmers can't 2 shot HAVs
- Forge Gunners don't completely **** Dropships - Forge Gunners counter HAVs
There. I have brought harmony to the AV / Vehicle world. Enjoy. |
|
Killar-12
The Corporate Raiders
666
|
Posted - 2013.08.26 21:38:00 -
[131] - 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 vehicles 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 either. What are your ideas for Forge Gun rebalanced? 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 Forge gun 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 maybe 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 shouldn't take much more than a single clip for a proto forge to kill a standard tank. Sadly we are most definitely not getting the additional tanks needed to fix the balance issue, the proto forge will annihilate our standard level tanks for many months to come until additional, more powerful vehicles are released. Unless the tanks are getting a monstrous buff, we should temporarily remove the proto forge until tanks are strong enough to require proto forge monsters. However, there is an aspect were the Forge Gun is absurd and too multipurpose. 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 assault FG kills all hackers. This makes this AV weapon an anti everything weapon, if you are able to kill infantry it should be a direct hit because it is an anti vehicle weapon, it does not need splash to kill vehicles and the idea that it ever did is laughable. This weapon is currently to versatile for an AV weapon, an extremely effective AV weapon at that. The splash should be removed to define its battlefield role, it is almost the ultimate tactical weapon when placed above ground, like the flaylock was as a sidearm Edited the OP.
Personally the normal and Breach variants are fine the Assault variant might need a nerf to it's damage the inability to hold a charge actually makes it easier to aim in my opinion if any thing the damage values need switched between normal 80 GJ Railgun turrets and Assault FG's or between STD FG's and Assault FG's. |
CLONE117
Planetary Response Organization Test Friends Please Ignore
198
|
Posted - 2013.08.26 21:40:00 -
[132] - Quote
about the assault fg inability to hold a charge actually gives less time for aiming the reason its preferred is because of its rather fast fire rate.. |
Bullets2yaface
Ancient Exiles
56
|
Posted - 2013.08.27 00:37:00 -
[133] - 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
So from your point of you the splash of an exploding ball of charged plasma should be removed? Yea buddy real logical right there |
Exmaple Core
Ancient Exiles
970
|
Posted - 2013.08.27 00:44:00 -
[134] - 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 |
LCB Holdings
Expert Intervention Caldari State
13
|
Posted - 2013.08.27 00:48:00 -
[135] - Quote
I would like them to be merely anti vehicle, thus have its damage decrease against players.
Instead of being used to snipe players in the ground, it must have a higher interval between shots and weaker than a prototype rail gun but I would like it to increase the movement and sprint speed of heavies call it a mini reactor that can also boost up the dropsuit.
|
Combat Clinic
Swamp Marines Kleenex Inc.
1
|
Posted - 2013.08.27 00:55:00 -
[136] - Quote
DRASTYCK MEAXUREZ wrote:Combat Clinic wrote:DRASTYCK MEAXUREZ wrote:Stop crying already. All you do is cry. If you suck, and 99% of the complainers do ... go to another game. I don't play everyday and spec into these weapons for you little girls to come here crying about period cramps. GET OFF IT ALREADY! Every week you pick another weapon " to nerf" and these lames at CCp just keep sucking it up .. and killing the game by nerfing it. OP is the player behind the gun .. not the gun .. yall just suck terribly. From the flaylock to the scrambler rifle, to the swarm launcher to the contact grenades... now the forge? I understand you started late... and you are a garbage player... so everything that kills you is OP ... too bad. Why CCP keeps penalizing the players who have played the longest .. and have the most sp .. by nerfing guns they have been using .. because all the noobs that try to play get killed quick. IT MAKES NO SENSE> I have 20 mill sp .. and been playing since b4 open beta ... I have proto forge lvl 3 .. I've been using a forge gun.. as I am a heavy... n there are only 2 heavy guns... im a dedicated player ... I should not be constantly penalized because new guys can last on the field. Fact of the matter is... at one point ... as a noob / new player - every gun was op .. if we were going against it... so time goes on.. u get more armor n shield n u get quicker n better & stronger weapons.. n then u will 1 day be "op" too ..or at least equal to those who been playing. so relax your complaining woman-like feedback in these forums ... and go kill something. You afk trash bags complain more than anyone else. You want to do $hit match after match .. n then when u finally get caught n killed... u come to the forums to shed tears.. GET A GIRL FRIEND ... and u old guys .. GET A WIFE ... how long has it been since u bust a nut? All that crying must be a reflection of how backed up yall are. Get a chic n let 1 off... yall need it.. CCP leave these forge along... if its able to take out a tank .. then a ground merc .. should be easily taken out as it is now ... if u have no aim .. the forge sux... close range .. the forge sux.. mid range if your aim isn't golden.. the forge sux... the ones crying nerf ... check there sp & wp .. im sure they are very low... they need more time playing n less time crying.. n the weapons in dust wont seem op.... because they aren't. 1.4 is a heavies dream update... I feel sorry for you women crying op now.... after 1.4 don't let me see you on the battle field .. You dont make any sense? I bet your just mad because we vehicles have made a good point and you can see a nerf coming, the OP said he wanted evidence and you have given a shambles post with just opinons... I think you should calm down a little And try not to make a fool out of yourself Of all the bum corps to talk .. u really.. cmon .. talk after u beat us ... and use a Kleenex to wipe your tears... your mad cuz your are one of those girls whos period is just too strong... and u cant control your hormones... I understand.. I have daughters... its all good ..
Keep on raging it makes me laugh, kleenex is our training corp and if stomping them gives you satisfaction it is a waste of time arguing with you as SM has never lost to you ninjas |
TechMechMeds
Swamp Marines Kleenex Inc.
225
|
Posted - 2013.08.28 00:49:00 -
[137] - Quote
Lol drastic measures, most swamp guys are 3 months old chars. Well done for throwing out some wild assumptions there, I feel sorry for your children as you clearly have the mental age of a teenybopper.
I'm pretty certain from what you have said that your either drunk or a kid. |
TechMechMeds
Swamp Marines Kleenex Inc.
225
|
Posted - 2013.08.28 01:02:00 -
[138] - Quote
And for the record drastic special, your a fresh scrub be quiet, |
Master Jaraiya
Ultramarine Corp
566
|
Posted - 2013.08.28 01:31:00 -
[139] - Quote
If anything at all were to be changed about the FG, I would make it so that the Variants which hold their charge experience more Reticule Instability the longer the charge is held up to a point of maxing out.
It currently takes 0 skill to use the Regular Forge Guns. You just Charge, Hold, Wait for a target to cross your path/go looking for target.
The Assault FG takes a significant amount of skill to use even if the qqers and trolls say it is easy mode. It autofires when charged, so you have to be extremely good at leading your target or extremely good at tracking your target. This makes skill a major factor especially if the vehicle is out in the open and moving. The Forge Gunner would put himself at quite a significant risk attempting to take out an HAV in this manner. You cannot simply sit in cover holding a charge, step out to fire, then duck back behind cover. You have to time it right. If you simply try to stand next to an HAV and charge it you will lose unless the pilot simply sucks at piloting HAVs. (I have encountered several of these scrubs, they don't even try to turn the turret to shoot, they just let you charge and fire. That doesn't make the FG OP that makes the HAV pilot a fukin reetard!)
The Breach FG is highly situational. You cannot move while it is charged, so the above suggestion would not really hurt it because you don't want to be immobile for long, so you won't hold the charge for long. It would prevent Breach users from simply camping with their Breach fully charged waiting vor a vehicle to cross their path.
Having said that, and slightly off topic, I do feel that the Large Rail Turret should do at least 1.5 x the damage of the breach, but have a 5 sec charge time. This would cause the Rail Turrets to have more of a Niche at taking out stationary targets such as installations or sniper tanks, which is mostly what they do anyhow. |
killian178
Omega Elite Mercs INC.
10
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Posted - 2013.08.28 01:49:00 -
[140] - 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.
THIS would be one of the best things to balance the FG |
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Ambiuris Zinum
EL Azteca Empire Amenaza Inminente
18
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Posted - 2013.09.04 20:18:00 -
[141] - Quote
A heavy dropsuit and the forge gun take up alot of SKILL POINTS to use. And to get those SP takes a lot of TIME to earn. The splash damage through distence needs to go back the wey it was befor uprising. We are in a futuristic game and it is a hybrid weapon. And it takes close to 10 million SP to have it at its best. That is how much SP I have lost to because of the Nerf to the forgegun not happy at all. Fix that CCP thank you. |
God Anpu TheImmortal
The Pyramid Order The Nova Foundry
61
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Posted - 2013.09.04 21:17:00 -
[142] - Quote
I swear you are op crybabies are always trying to get heavy weapons nerfed. Let's talk about the AR'S and how they are so versatile. God forbid that CCP nerfs the AR. You guys would try to boycott CCP. THE forge is not easy to use like the ar and just spray and pray half way across a map. Hell the ar is so op I use blue prints and with no skills on it and own so before you point fingers for the nerf remember three point back at you. Ohh and with aim assist just point and kill. |
Breakin Stuff
Goonfeet Top Men.
1279
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Posted - 2013.09.04 22:44:00 -
[143] - Quote
Severus Smith wrote:Idea: The Forge Gun should do less damage to light targets (LAV, DS) and more damage to heavy targets (HAV).
Reasoning: When you fire a 50 cal at a tank it does a lot of damage due to the heavy amounts of armor on the tank. That big bullet has to punch through foot inch thick armor. As such, a lot of kinetic energy is released resulting in explosions and high damage. On the other end, if you fire a 50 cal at a jeep it doesn't do much because the armor is so thin that the bullet passes through effortlessly and keeps going. Unless you hit a certain spot (Engine block or fuel tank) the jeep will continue to run fine.
this is the opposite of how AV weapons work. Don't quote weapon capabilities unless you actually know how the weapons work. They don't work in like in videogames were assault rifles can actually tick off health from a tank. In real life small arms bounce harmlessly off of tank armor. You can have an entire company of marines unload all of their ammo from rifles, light machineguns, grenade launchers, medium machineguns and .50's (all of the ammo, every bullet. assume none of it misses) and all you do to the tank is ding the paintjob.
.50 caliber bullets bounce off tanks harmlessly because they flat cannot penetrate the armor.
the best a .50 can kill is light vehicles.
a dragon antitank weapon kills tanks.
A dragon antitank weapon that hits a jeep or APC leaves pieces of it scattered across the landscape. the drivers remains are likely to be safely contained in a matchbox.
.50 calibers make chutney out of light vehicles and tanks ignore them. |
Thurak1
Psygod9
141
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Posted - 2013.09.05 02:52:00 -
[144] - Quote
People that really want to hunt vehicles use swarms. It takes nerly no skill to use thanks to weapon lock. You dont have to stay exposed. Your far more mobile you can carry a nanohive and the damadge is compairable. The only clear advantage is that a forge gun can be aimed at players. |
King Bolly
Hostile Acquisition Inc The Superpowers
3
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Posted - 2013.09.05 13:58:00 -
[145] - 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
how is it for dropships? forge guns and rail tanks are the scary things. you can become scraped before you can make an adjustment to fly away. i liked what one guy said, slow down the forge travel time. if its slaw as a plasma cannon than i dont care if it does 5k damage it will take skill to use. |
Ambiuris Zinum
EL Azteca Empire Amenaza Inminente
18
|
Posted - 2013.09.05 16:25:00 -
[146] - Quote
King Bolly 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 how is it for dropships? forge guns and rail tanks are the scary things. you can become scraped before you can make an adjustment to fly away. i liked what one guy said, slow down the forge travel time. if its slaw as a plasma cannon than i dont care if it does 5k damage it will take skill to use.
If you have used the forgegun you would know that to shoot at a dropship you need to aim in front wail it moves and we don't allways get the hit. It is already slow. Any more slower and all forgegunners will need skill respecs. You need to be a better pilet. :) no offence. |
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