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DUST Fiend
OSG Planetary Operations Covert Intervention
5822
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Posted - 2013.08.21 01:31:00 -
[31] - Quote
I-Shayz-I wrote:Change the size of the ball, or at least the part that hits things.
It would make infantry harder to hit, while not changing anything to vehicles. This would leave forge gunners to dealing splash damage more often than direct damage to players. Only lucky shots would be direct hits and result in OHKOs
There's a proper fix.
The reason why Forges are so easy to kill with is because the size of the "bullet" is gigantic. It's like shooting gigantic cannonballs at players. This could certainly be valid, as I've never once really found it hard to land direct hits with even the tiniest bit of high ground. |
castba
Penguin's March
83
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Posted - 2013.08.21 01:50:00 -
[32] - Quote
Jastad wrote:Why nerf that don't need a weapon when the problem is elsewhere? Back in Cromo the Forge has the same stat as it's now, but that wasn't a problem, so what is changed? When CCP lift the sky limit camper start to jump from joy First make the skyscraper impossible to camp on. I dont know Make it red line, make their roof electric.
Leave Us Ground Forgegunners, we don't need a nerf 'cause camper
EDIT: this also solve the sniper-camper playstile
EDIT^2 : Get rid of the militia forge and replace it with militia hmg. And add a feedback dmg when holding charge on STD
Leave ASS and Breach as they are now Mostly agree, but I see no issue with splash damage being 10% of the direct damage. Yes I am a forge gunner (ground/ladder). Have been since chrome.
Personally would like to see the "hold charge and walk" version removed altogether. |
ladwar
Dead Six Initiative Lokun Listamenn
1197
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Posted - 2013.08.21 01:52:00 -
[33] - 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. |
Cosgar
ParagonX
4458
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Posted - 2013.08.21 01:58:00 -
[34] - Quote
DUST Fiend wrote:Cosgar wrote:First and foremost, fix draw distance. After that, make FG charging more obvious from 60-100m, make the lightening brighter, the charging louder, whatever, but it has to be something that puts up a big flare to your location. Being on the business end of one of these things and having no idea where the hell the shots are coming from isn't fair. It would be cool if your signature radius spiked as you charged it up Scanning would have to be legit for that to happen, but unnecessary. Lasers and Mass Drivers draw tons of attention that the FG needs to. |
castba
Penguin's March
83
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Posted - 2013.08.21 02:00:00 -
[35] - Quote
FATPrincess - XOXO wrote:Basic Forge Gun is fine. The assault variant is the one that's so OP.
-XOXO Yeah, because being able to hold a ohk shot for as long as you want while waiting for that red to walk into your target requires so much skill to use.
Only time the afg can be considered op is when on a dropship only accessed building, but that is more map design and team tactics than the gun itself. |
SIRAJKNIGHT
Dakusuri Assassins
184
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Posted - 2013.08.21 02:02:00 -
[36] - Quote
I think a new forge gun is gonna, be released
This new forge gun doesn't need a charge and has 10 clip size with 1500 DMG. Reload time is 1 sec
Oh yeah and its 755 shots per minute |
nakaya indigene
0uter.Heaven
63
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Posted - 2013.08.21 02:06:00 -
[37] - Quote
Knight Soiaire wrote:Medical Crash wrote:How bout NO. No nerf needed, stop suggesting unnecessary actions. The Forge Gun is fine as is. Not really. Its anti-infantry capabilities are ridiculous.
agreed. it is AV not AI |
DS 10
Pure Innocence. EoN.
757
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Posted - 2013.08.21 02:29:00 -
[38] - Quote
nakaya indigene wrote:Knight Soiaire wrote:Medical Crash wrote:How bout NO. No nerf needed, stop suggesting unnecessary actions. The Forge Gun is fine as is. Not really. Its anti-infantry capabilities are ridiculous. agreed. it is AV not AI
It's actually anti-material. Read the description. |
Xender17
Ahrendee Mercenaries EoN.
477
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Posted - 2013.08.21 02:30:00 -
[39] - Quote
3 hit to kill an HAV. |
Telleth
DUST University Ivy League
115
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Posted - 2013.08.21 03:03:00 -
[40] - Quote
Cody Sietz wrote:Medical Crash wrote:How bout NO. No nerf needed, stop suggesting unnecessary actions. The Forge Gun is fine as is. Hmmm, DS 10 is one pretty damn good FGer...so maybe if he has a suggestion about a weapon he k ows about...we should not dismiss him...hmmm?
lol, DS 10 is a damn good Assault FGer... and this downside does what exactly to an Assault FGer? From another side, I actually do think this is a decent train of thought. What about if it wasn't necessarily while the charge is held, but when the charge is released.
The issue most people seem to have is with the assault FG, and what it does more than other FG's is release it's charge. Call it a backblast from the weapon, this keeps FG spamming down on the infantry. Skills to reduce the amount of damage received. Beside, feedback from overheat is an Amarr trait, the FG is railgun/Caldari tech. |
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