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DS 10
Pure Innocence. EoN.
754
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Posted - 2013.08.20 22:50:00 -
[1] - Quote
A lot of the complaints I see on the forums are about the militia/standard FG. This FG is able to hold a charge which makes one shot kills a lot easier than assault variants. My proposed "nerf" is as follows.
1) Have heat feedback damage after an allotted time of holding the charge.
Or 2) Have gradual heat feedback damage dealt after an allotted time that increases over time. (e.g. 5 HP/s damage after 3 seconds of holding the charge, damage increases every three seconds)
This would discourage chargewalkers. Also, reticule sway/shake could increase once feedback damage begins and continue to increase as damage increase. |
Medical Crash
Vacuum Cleaner. LLC RUST415
99
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Posted - 2013.08.20 22:57:00 -
[2] - Quote
How bout NO. No nerf needed, stop suggesting unnecessary actions. The Forge Gun is fine as is. |
Knight Soiaire
Better Hide R Die
1907
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Posted - 2013.08.20 22:58:00 -
[3] - Quote
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. |
Roy Ventus
Foxhound Corporation General Tso's Alliance
364
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Posted - 2013.08.20 22:59:00 -
[4] - Quote
I get merc'd more by ARs than I do by Forge Guns so I think ARs should be nerfed. |
JETSTORM1090
Against All Oddz
155
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Posted - 2013.08.20 23:00:00 -
[5] - Quote
I say just get rid of the stupid militia FG and replace it with a militia HMG, and I use the assault FG's so, do what you want with the standard FG's. |
Coleman Gray
GunFall Mobilization Covert Intervention
483
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Posted - 2013.08.20 23:01:00 -
[6] - Quote
With all the BS like MD's broken AR's, "OP" grenades, your complaining about the one weapon that makes being a heavy worth while? |
Cy Clone1
Intara Direct Action Caldari State
214
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Posted - 2013.08.20 23:01:00 -
[7] - Quote
the assault forgegun is the only one that needs a fix, more damage, higher fire rate. with such a large charge decrease acquired from the skills the need to hold a charge is less important. Proposed fix wold be to lower the damage to charge holding variant. |
Princeps Marcellus
Expert Intervention Caldari State
159
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Posted - 2013.08.20 23:03:00 -
[8] - Quote
What? So do you want to make AFGs as the only viable FGs? |
Poplo Furuya
Condotta Rouvenor Gallente Federation
682
|
Posted - 2013.08.20 23:05:00 -
[9] - Quote
It sure is a fix all us Assault Forge Gunners could live with... it doesn't even affect us. Would mostly hurt one of the Breach's functions, making it even more situational. |
Medical Crash
Vacuum Cleaner. LLC RUST415
101
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Posted - 2013.08.20 23:11:00 -
[10] - 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. He has to AIM with no zoom to kill you, and splash will only OHK the weakest of suits. The FG Heavy needs ammo, and support to use this effectively. There is NOTHING wrong with it. There are MANY negatives associated to using the FG right now, you have not thought out your complaint enough. |
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Knight Soiaire
Better Hide R Die
1908
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Posted - 2013.08.20 23:18:00 -
[11] - Quote
Medical Crash 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. He has to AIM with no zoom to kill you, and splash will only OHK the weakest of suits. The FG Heavy needs ammo, and support to use this effectively. There is NOTHING wrong with it. There are MANY negatives associated to using the FG right now, you have not thought out your complaint enough.
I'm a Scout.
I have 289eHP.
A Heavy can one shot me with just about any Forge.
And dont tell me that the FG is hard to aim, its got pinpoint accuracy, barely any travel time, and a 2.5m splash. (Pre-nerf Core Flaylock Radius)
I've got no problem with its direct damage, its the radius and splash damage thats ridiculous. |
Poplo Furuya
Condotta Rouvenor Gallente Federation
684
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Posted - 2013.08.20 23:18:00 -
[12] - Quote
Medical Crash 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. He has to AIM with no zoom to kill you, and splash will only OHK the weakest of suits. The FG Heavy needs ammo, and support to use this effectively. There is NOTHING wrong with it. There are MANY negatives associated to using the FG right now, you have not thought out your complaint enough. Forge Gunner here.
Lack of zoom is a moderate disadvantage.
Perfect accuracy without needing to zoom is an incredibly huge advantage.
It's just that everyone seems to overlook that. |
Thor McStrut
Reckoners
139
|
Posted - 2013.08.20 23:25:00 -
[13] - Quote
DS 10 wrote:A lot of the complaints I see on the forums are about the militia/standard FG. This FG is able to hold a charge which makes one shot kills a lot easier than assault variants. My proposed "nerf" is as follows.
1) Have heat feedback damage after an allotted time of holding the charge.
Or 2) Have gradual heat feedback damage dealt after an allotted time that increases over time. (e.g. 5 HP/s damage after 3 seconds of holding the charge, damage increases every three seconds)
This would discourage chargewalkers. Also, reticule sway/shake could increase once feedback damage begins and continue to increase as damage increase.
Considering you are a well known FG/Heavy, I could live with these changes you propose. Thanks for a well thought, easily implemented "nerf", unlike most of the nerf threads these days.
+1
PS... no, I'm not a heavy, and I have no prior experience with anything heavy. And my death count from FG are significantly lower then HMG. |
Henchmen21
Planet Express LLC
127
|
Posted - 2013.08.20 23:25:00 -
[14] - Quote
Medical Crash 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. He has to AIM with no zoom to kill you, and splash will only OHK the weakest of suits. The FG Heavy needs ammo, and support to use this effectively. There is NOTHING wrong with it. There are MANY negatives associated to using the FG right now, you have not thought out your complaint enough.
Aside from the fact that it takes proto rail turrets to match their damage. You have a lot of drawbacks, you can render everything on the map huge draw back there. Your suit has a finite about of fitting space yet can generate enough energy to not only create a ridiculously high damage charge but send it across the map nearly instantly. So you need ammo damn do I feel bad for you. |
DUST Fiend
OSG Planetary Operations Covert Intervention
5819
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Posted - 2013.08.20 23:44:00 -
[15] - Quote
I dont think its needed, just remove the militia fg all together. Give standard the damage of assault and vice versa. Remove splash on standard and assault forges, replacing it with a tight concussive blast radius that will shunt targets backward just a bit, allowing for forge guns to still be able to cover objectives without needing direct hits, trading lethality for utility
Damage decay at long range to help vehicles out a bit, particularly Dropships. Slight crosshair shake added to discourage long range infantry sniping, but not effecting AV too much.
Possibly drop clip size on all to 3
Give Standard and Assault a way to zoom a little
Ive used forge guns on and off at the advanced and prototype levels for at least six months throughout the betas and since release, along with having tested standard LAVs and HAVs reasonably, and all levels of dropships extensively, except ADS because rage ensued before I could really get too much time in with them. |
Nguruthos IX
Hellstorm Inc League of Infamy
1103
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Posted - 2013.08.20 23:48:00 -
[16] - Quote
Roy Ventus wrote:I get merc'd more by ARs than I do by Forge Guns so I think ARs should be nerfed.
Right, its impossible for a gun to be OP unless the majority of players for some reasons use it.
huuuu |
Rynoceros
Rise Of Old Dudes
525
|
Posted - 2013.08.20 23:55:00 -
[17] - Quote
Not totally unreasonable, but if this proposed nerf (or any other) takes place, it would only be fair to reduce or remove the movement penalty. |
Cody Sietz
Bullet Cluster
741
|
Posted - 2013.08.20 23:57:00 -
[18] - Quote
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? |
Jastad
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
122
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Posted - 2013.08.21 00:03:00 -
[19] - Quote
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 |
8213
Grade No.2
173
|
Posted - 2013.08.21 00:06:00 -
[20] - Quote
DS is suggesting a nerf to his own weapon of choice???
It would make little sense, but maybe cut down its damage to infantry? Or just limit the shots/minute. 5-6 shots per minutes sounds fair.
To be honest, Forges are powerful as all h*ll, and that's why they are in the Heavy category, but quite frankly, I haven't seen many people dominate the battlefield with them on a consistent basis. I see it more as a practical anti-vehicle weapon over any else. |
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Medical Crash
Vacuum Cleaner. LLC RUST415
104
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Posted - 2013.08.21 00:07:00 -
[21] - 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 Good solution, reduce the ceiling cap, but then pilots would complain, so CCP won't do that. FG should not be touched, that's my main concern. Have all these "pros" coming out of the woodwork trying to justify nerfs that aren't needed in the first place. |
Jastad
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
122
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Posted - 2013.08.21 00:11:00 -
[22] - Quote
No i don't want ceiling cap, i simply do not want cruppy people can camp on towers. Hell it feel like cheating to kill a tank or infantry from up there.
I search the high ground in a fight, but i can kill with the Ass.FORGE at X0 so why i must be punished cause camper? |
FATPrincess - XOXO
Shining Flame Amarr Empire
440
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Posted - 2013.08.21 00:15:00 -
[23] - Quote
Basic Forge Gun is fine. The assault variant is the one that's so OP.
-XOXO |
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
465
|
Posted - 2013.08.21 00:27:00 -
[24] - 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.
Same on the PROTO end for vehicles. |
Cy Clone1
Intara Direct Action Caldari State
215
|
Posted - 2013.08.21 00:28:00 -
[25] - Quote
Quote:[quote=8213]DS is suggesting a nerf to his own weapon of choice???
im sure he uses the assault forge. The fix he proposes is for a non issue DUST Fiends idea of having the assaults damage swapped with the charge holding variant is a much better fix |
Heimdallr69
Imperfects Negative-Feedback
601
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Posted - 2013.08.21 00:32:00 -
[26] - Quote
Roy Ventus wrote:I get merc'd more by ARs than I do by Forge Guns so I think ARs should be nerfed. Can an AR one shoot you from a tower? Have the range of a sniper? Your logic sucks |
Cosgar
ParagonX
4455
|
Posted - 2013.08.21 00:35:00 -
[27] - Quote
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. |
DUST Fiend
OSG Planetary Operations Covert Intervention
5822
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Posted - 2013.08.21 00:49:00 -
[28] - Quote
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 |
Big miku
Nation of Miku
263
|
Posted - 2013.08.21 01:12:00 -
[29] - Quote
People who say the splash is OP are just the guys running glass suits. Takes 4 rounds to splash kill a tanked suit at times for me. Maybe ya'll should just use cover better. |
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
661
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Posted - 2013.08.21 01:20:00 -
[30] - Quote
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. |
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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
|
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
|
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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