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Exionous
Abandoned Privilege General Tso's Alliance
19
|
Posted - 2013.08.24 21:51:00 -
[1] - Quote
The assault forge gun is overpowered. Yeah, I said it.
Now before you kids start whining at me "BOOO NO ITS NOT F**K YOU" and all your worthless crap I hear every day on here, grab your panties and a lemonade, because its time for a little logic put in your head. I'm going to go through all 5 reasons why the assault forge gun is overpowered, and should be nerfed--or removed--in the next patch, if not sooner.
1. Let's start with the name itself. "Assault." Hmm... aren't those the weapons that do less/the same damage, with a higher rate of fire?
Scrambler Pistol: Damage: 80.0 Rate of Fire: 400.0 RPM Clip Size: 6
Assault Scrambler Pistol: Damage: 80.0 Rate of Fire: 422.5 RPM Clip size: 6
You have the idea now. Lets go to something that has a closer... "personality" to the FG.
EXO-5 Mass Driver: Direct Damage: 254.1 Splash Damage: 121.8 Blast Radius: 4.2m Clip Size: 6 Rate of Fire: 60.0 RPM
EC-3 Assault Mass Driver: Direct Damage: 152.5 Splash Damage: 73.1 Blast Radius: 6.3m Clip Size: 8 Rate of Fire: 75.0 RPM
Seems normal, right? An assault variant of a weapon does less damage, but can fire faster and with a higher blast radius. Now, take a look at your beloved forge gun's stats when it's compared in the same way...
9K330 Forge Gun: Direct Damage: 1452.0 Splash Damage: 254.1 Blash Radius: 2.8m Charge-Up Time: 3.5s
DAU-2/A Assault Forge Gun: Direct Damage: 1524.6 Splash Damage: 254.1 Blast Radius: 2.8m Charge-Up Time: 2.5s
Wait, what's the deal? It's an assault variant; why is it doing more damage than the counterpart normal advanced FG? Because it's overpowered.
2. Now, I know that the main defense against the AFG is the fact it cannot store a charge (this has been proven by people I know... it was the first fact they turned to when I brought the topic up). Well, let me give you the science behind that one as well. Whenever I use a forge gun--for its intended purpose as an anti-vehicle weapon--I almost never store the charge. I find my target, charge, and let go as soon as it's finished. Not to mention that the charge-up time is so quick for the payload it gives out, that it's almost 100% irrelevant that the charge cannot be stored. You can, 99% of the time, get the shot out before anyone can blow enough bullets out to get rid of the 700+ health you have. "Just get close to them dumbass" Let me counter you now.
3. Since 99.6565476537% of people whom use this player-dubbed anti-infantry weapon are above their target, either on a building, or on an elevated mountain/hill, they have two advantages on the average player already: -- Unable to be hit by the mass driver/flaylock, since they are trajectory weapons that have serious trouble hitting targets above them -- The ability to get away from a target by using the enemy's POV to have the building block their view. The forge gunner can then charge, step back out, and fire, all within 1 second; a time that is literally impossible for ANYONE, save a very lucky counter FG, to kill him in time.
So, it's extremely powerful, and almost impossible to counter? The defenses on this gun are dwindling further and further down. But oh, I still have over 2800 characters left. I ain't done with you kids yet!
Now, to defend the above fact even more...
4. Even at a range where a forge gunner cannot move out of the way (or if we were to assume that they are on an unprotected mountain side), the assault rifle--the most common soldier's weapon on the battlefield--against a target any further than 100 meters away is less than 50%, meaning they'd be lucky to tickle off half of the forge gunner's shields before being blown up. If you had as many damage mods as you could possibly fit, plus a Duvolle AR, plus proficiency level 5, PLUS sharpshooter level 5... you'd still probably get blown up. Snipers aren't really at that much better of a position. 3 successive shots from the TSR (tactical sniper rifle) will deal about 600 damage (3 successive headshots are virtually impossible; after the first shot the target panics, flailing wildly, making landing a shot on the head, which is already difficult against a heavy, a fat chance). This is about 60% of an average heavy's health, or 80%-90% of a MLT heavy (but if you're using a militia heavy suit with a DAU-2/A, you're even more of a noob). A very weak one may be killed if they got a headshot initially. The CSR (charge sniper rifle) doesn't have it all that much better, all matters considered (charge time, delay between shots, etc.). You'd probably kill their shields, but the second shot would have to be luck of the draw with their surroundings, hoping they don't have a hill or other covering device to hide behind until they get their shields back. But, I'm getting off topic; heavies are supposed to be difficult to snipe anyway.
So, let's review: Can't be killed by assault rifles Can't be killed by snipers Can't be killed by mass drivers/flaylocks Can't be killed by laser rifles (what can?) Can't be killed by really any sidearm
There's only three ways I've found to kill them: 1. Waste a 75,000 dropship, fly to where they are with a few others, pile him from behind and hope he didn't see your dropship take off and shoot it down in 5 seconds anyway. 2. Counterforge from another building (which requires a dropship which they may shoot down anyway) or from an elevated position 3. A very lucky plasma cannon shot when they peek out
... 3 ways to kill someone, two of which require losing 40% of your match's earnings (and could fail anyway), and one requiring luck (which I have 0% of)? No. Just no.
Oh, and I haven't even touched on its power against vehicles. Yeah, I've used an entire post and I haven't even said every problem with it. Long story short: Madrugars are dead in 10 seconds. Yeah, OP.
Now review what I've said with an open mind. And we'll put a stop to it.
Exio out. |
Smooth Assassin
Condotta Rouvenor Gallente Federation
62
|
Posted - 2013.08.24 22:00:00 -
[2] - Quote
Damn right you said it and shut up don't nerf scrambler assault pistol they are meant to be heavier as in CPU and PG |
Exionous
Abandoned Privilege General Tso's Alliance
19
|
Posted - 2013.08.24 22:01:00 -
[3] - Quote
Smooth Assassin wrote:Damn right you said it and shut up don't nerf scrambler assault pistol they are meant to be heavier as in CPU and PG
Oh, I'm not hating on scrambler pistols. They're balanced and effective when in the right hands. That was just one of the examples. |
ladwar
Dead Six Initiative Lokun Listamenn
1248
|
Posted - 2013.08.24 22:14:00 -
[4] - Quote
well yea this is true. |
Thurak1
Psygod9
66
|
Posted - 2013.08.24 22:21:00 -
[5] - Quote
If there is such a problem with forge sniping why dont people complain more about snipers in general? Forge gunners dont get the nice zoom scope and are very slow moving unlike a sniper. A good sniper changes positions. Forge gunners are unlikely to change positions till killed. Also your experiance with charge and shoot does not speak for everyone. I myself have never really gotten used to it and find it much harder to aim if the weapon shoots as soon as its charged unless i am shooting a tank those things are pretty easy to hit especially from above. But if i am tank hunting i am using my breach proto forge ( starts with a w ) to shoot those with a damage mod. Given all th disadvanteges a forge gun user has i think its very silly to call them OP. Lets list the disadvantages of a forge gunner. at best 1.5 seconds between shots 1 shot is only likely to take out 1 person IF you hit 4 shots per reload 16 shots normal carry slow as hell because they are a heavy no scope to snipe with you rely greatly on a combination of skill and luck to snipe with
The forge gun snipers that are REALLY effective pair up with a logi so really forge guns are not OP but more like very effective in the right circumstances. If i go it alone and fly a dropship up to a hi spot I have at most 16 shots to use before i have to reload. Snipers can operate much more effectivly from the same spot a forge gunner might use because they get to carry nanohives if they wish and might be able to stay in that same spot all match. |
Exionous
Abandoned Privilege General Tso's Alliance
19
|
Posted - 2013.08.24 22:25:00 -
[6] - Quote
Thurak1 wrote: Given all th disadvanteges a forge gun user has i think its very silly to call them OP. Lets list the disadvantages of a forge gunner. at best 1.5 seconds between shots 1 shot is only likely to take out 1 person IF you hit 4 shots per reload 16 shots normal carry slow as hell because they are a heavy no scope to snipe with you rely greatly on a combination of skill and luck to snipe with
- A forge gun can be fired almost immediately after the first shot - Yet 2 shots will kill pretty much anyone because it's not hard to aim with something that's a massive ball of energy that blows up - That's enough to kill 2-4 people - So? - Again, so? They'll hide behind walls and the ground below them - The reticule turns red any time you have a shot, meaning all you need to do is get that giant ass reticule on the speck in the distance to do the splash damage... we're not even discussing direct hits. |
Thurak1
Psygod9
66
|
Posted - 2013.08.24 22:35:00 -
[7] - Quote
Exionous wrote:Thurak1 wrote: Given all th disadvanteges a forge gun user has i think its very silly to call them OP. Lets list the disadvantages of a forge gunner. at best 1.5 seconds between shots 1 shot is only likely to take out 1 person IF you hit 4 shots per reload 16 shots normal carry slow as hell because they are a heavy no scope to snipe with you rely greatly on a combination of skill and luck to snipe with
- A forge gun can be fired almost immediately after the first shot - Yet 2 shots will kill pretty much anyone because it's not hard to aim with something that's a massive ball of energy that blows up - That's enough to kill 2-4 people - So? - Again, so? They'll hide behind walls and the ground below them - The reticule turns red any time you have a shot, meaning all you need to do is get that giant ass reticule on the speck in the distance to do the splash damage... we're not even discussing direct hits.
first point totally incorrect. Unless by immediate you mean 1.5 seconds. Charge time NEVER changes. 2 also incorrect the actual size of the ball plays nearly no part in hit detection. How is that different from a good sniper. Totally situational. splash damadge almost never means instant kill. Have you ever even used a forge gun or are you bent over and trying to talk using gas and movement of your hands? |
ladwar
Dead Six Initiative Lokun Listamenn
1250
|
Posted - 2013.08.24 22:44:00 -
[8] - Quote
Thurak1 wrote:If there is such a problem with forge sniping why dont people complain more about snipers in general? Forge gunners dont get the nice zoom scope and are very slow moving unlike a sniper. A good sniper changes positions. Forge gunners are unlikely to change positions till killed. Also your experiance with charge and shoot does not speak for everyone. I myself have never really gotten used to it and find it much harder to aim if the weapon shoots as soon as its charged unless i am shooting a tank those things are pretty easy to hit especially from above. But if i am tank hunting i am using my breach proto forge ( starts with a w ) to shoot those with a damage mod. Given all th disadvanteges a forge gun user has i think its very silly to call them OP. Lets list the disadvantages of a forge gunner. at best 1.5 seconds between shots 1 shot is only likely to take out 1 person IF you hit 4 shots per reload 16 shots normal carry slow as hell because they are a heavy no scope to snipe with you rely greatly on a combination of skill and luck to snipe with
The forge gun snipers that are REALLY effective pair up with a logi so really forge guns are not OP but more like very effective in the right circumstances. If i go it alone and fly a dropship up to a hi spot I have at most 16 shots to use before i have to reload. Snipers can operate much more effectivly from the same spot a forge gunner might use because they get to carry nanohives if they wish and might be able to stay in that same spot all match. snipers rarely change spots until the realize they have been spotted or need ammo. snipers also have to hit their target to do damage and do less damage then FG splash unless they get a headshot which is harder then getting a splash hit on the FG by a massive amount on moving targets. btw the FG isn't a hard weapon to no scope with and get direct hits with even at near max ranges. |
Exionous
Abandoned Privilege General Tso's Alliance
20
|
Posted - 2013.08.24 22:44:00 -
[9] - Quote
I have used a forge gun before, thats how I know so much about it. After firing, I am able to immediately charge the second shot. And come to think of it, I think I've seen you up on the top of a building using an assault forge gun before. Sooo what you're saying is just the ignorant bullsh**t coming out of your mouth to try to protect your precious gun, which is probably the only thing you can get a kill with? So, you know, the next time you want to try to counter, you had might as well try to get some better evidence. Your half a page of lies versus my entire post worth of copious amounts of evidence, 99% of which is true, some may be by chance or faltered, since every merc and every shot is different. Now, I'm not going to rack up 2 pages worth of going back and forth with you, because that's just stupid and not worth my time. You'll get your last word, but no one will listen to it. Except your friends on the roof. |
Exionous
Abandoned Privilege General Tso's Alliance
20
|
Posted - 2013.08.24 22:46:00 -
[10] - Quote
ladwar wrote: Snipers can operate much more effectivly from the same spot a forge gunner might use because they get to carry nanohives if they wish and might be able to stay in that same spot all match. snipers rarely change spots until the realize they have been spotted or need ammo. snipers also have to hit their target to do damage and do less damage then FG splash unless they get a headshot which is harder then getting a splash hit on the FG by a massive amount on moving targets. btw the FG isn't a hard weapon to no scope with and get direct hits with even at near max ranges.
Thank you! |
|
Lightning Bolt2
DUST University Ivy League
124
|
Posted - 2013.08.24 22:52:00 -
[11] - Quote
now first off I'm pointing this to FG vrs Vehicles because this is where I see its supposed to be used.
the Assault Forge gun DOES need nerfed because its damage stat alone with charge time. The damage needs nerfed to be weaker than the normal variant to have a real reason to not just use the assault FG. the AFG DMG needs nerfed to be 200 dmg weaker than the normal variant to have the three choices of - Speed - Dmg-or mix. Right now its - Speed AND dmg - dmg - or mix, witch would you choose? yes, unless you have no idea what a FG is you choose the AFG because theres plenty of dmg without any real downs. |
Exionous
Abandoned Privilege General Tso's Alliance
21
|
Posted - 2013.08.24 22:57:00 -
[12] - Quote
Lightning Bolt2 wrote:now first off I'm pointing this to FG vrs Vehicles because this is where I see its supposed to be used.
the Assault Forge gun DOES need nerfed because its damage stat alone with charge time. The damage needs nerfed to be weaker than the normal variant to have a real reason to not just use the assault FG. the AFG DMG needs nerfed to be 200 dmg weaker than the normal variant to have the three choices of - Speed - Dmg-or mix. Right now its - Speed AND dmg - dmg - or mix, witch would you choose? yes, unless you have no idea what a FG is you choose the AFG because theres plenty of dmg without any real downs.
Thank you, logical person. |
shady merc
RisingSuns
18
|
Posted - 2013.08.24 23:16:00 -
[13] - Quote
I am not going to argue if the afg is op or not. However I think a big concern with it is that the maps aren't balanced enough. Typically a good forge gunner gets up to a high Roof. Smart tactic I am not mad. The issue is the 2 ways to counter him are simply defeated. You can fly a dropship up to him and drop some friends of. This is a fine tatic against say a sniper but against a primary a/v weapon its a sucks. The other counter a sniper will have troubles killing him why. The heavy can just back up to regen. I think to balance elevation we need to look at how much cover and view they area has.
For dropship only location You should have either very little cover so you need to contend with people shooting at you or at a view limited view of the battlefield. So for the 2 extremes you could have a small rooftop where you can always be shot at with a huge view of the map or enough to room to back up but very limited few of the battle view say a view area looking over a major path to an objective.
If the location has a ladder you should receive more cover/view area. If there are steps leading to your rooftop you should get the most view/cover.
I think changes like these means we could nerf the afg less as well a keep the tatical advantage of rooftop. This will also lead to more small squad fighting to gain the tactical advantages to increase their chances of taking objectives
|
Thurak1
Psygod9
66
|
Posted - 2013.08.24 23:21:00 -
[14] - Quote
Lightning Bolt2 wrote:now first off I'm pointing this to FG vrs Vehicles because this is where I see its supposed to be used.
the Assault Forge gun DOES need nerfed because its damage stat alone with charge time. The damage needs nerfed to be weaker than the normal variant to have a real reason to not just use the assault FG. the AFG DMG needs nerfed to be 200 dmg weaker than the normal variant to have the three choices of - Speed - Dmg-or mix. Right now its - Speed AND dmg - dmg - or mix, witch would you choose? yes, unless you have no idea what a FG is you choose the AFG because theres plenty of dmg without any real downs. It does have a much lower damage output compaired to its alternate the proto breach gun. But you cant move when charging the proto and it has a longer charge up time. |
Exionous
Abandoned Privilege General Tso's Alliance
23
|
Posted - 2013.08.24 23:22:00 -
[15] - Quote
shady merc wrote:I am not going to argue if the afg is op or not. However I think a big concern with it is that the maps aren't balanced enough. Typically a good forge gunner gets up to a high Roof. Smart tactic I am not mad. The issue is the 2 ways to counter him are simply defeated. You can fly a dropship up to him and drop some friends off. This is a fine tatic against say a sniper but against a primary a/v weapon it sucks. The other counter a sniper will have troubles killing him why. The heavy can just back up to regen. I think to balance elevation we need to look at how much cover and view they area has.
For dropship only location You should have either very little cover so you need to contend with people shooting at you or at a view limited view of the battlefield. So for the 2 extremes you could have a small rooftop where you can always be shot at with a huge view of the map or enough to room to back up but very limited few of the battle view say a view area looking over a major path to an objective.
If the location has a ladder you should receive more cover/view area. If there are steps leading to your rooftop you should get the most view/cover.
I think changes like these means we could nerf the afg less as well a keep the tatical advantage of rooftop. This will also lead to more small squad fighting to gain the tactical advantages to increase their chances of taking objectives
I really can't understand a word you're saying, and it's a little off-topic, but hell at least you're trying. |
Rusty Shallows
Black Jackals
298
|
Posted - 2013.08.24 23:26:00 -
[16] - Quote
Just three points to point out about openly saying one is about to troll.
- Dev's are less likely to take you seriously
- Please don't post in Feedback/Suggestions.
- CCP has already stated the topic is currently a dead horse, they will continue to monitor the data.
We still haven't even seen 1.5 yet so you never know what may happen. |
Fire of Prometheus
DUST University Ivy League
184
|
Posted - 2013.08.24 23:29:00 -
[17] - Quote
The OP is a genius!!!!! I have used forge guns and I believe they are completely OP, especially if they do more damage than a flipping rail cannon from a tank or installation.
A very satisfied +1 to the OP |
Thurak1
Psygod9
66
|
Posted - 2013.08.24 23:29:00 -
[18] - Quote
Exionous wrote:I have used a forge gun before, thats how I know so much about it. After firing, I am able to immediately charge the second shot. And come to think of it, I think I've seen you up on the top of a building using an assault forge gun before. Sooo what you're saying is just the ignorant bullsh**t coming out of your mouth to try to protect your precious gun, which is probably the only thing you can get a kill with? So, you know, the next time you want to try to counter, you had might as well try to get some better evidence. Your half a page of lies versus my entire post worth of copious amounts of evidence, 99% of which is true, some may be by chance or faltered, since every merc and every shot is different. Now, I'm not going to rack up 2 pages worth of going back and forth with you, because that's just stupid and not worth my time. You'll get your last word, but no one will listen to it. Except your friends on the roof. I would like to know how you are able to immediatly charge your forge gun. So far you are the only player i have heard of being able to do it. So who is spewing bullshit here? So far i have not said anything that is not true yet you keep insisting there is some magic instant charge up after firing. Neith me nor anyone i have squaded with playing a heavy has ever even once had an instant shot ready after firing. If everything i say is true then heavys move fast. ( LOL! ) carry tons of ammo and can carry nanohives.
I would suggest actually proving points then spewing crap.
And yes i like to forge gun snipe because my beloved HMG is now a paperweight since i cant hit anything reliabally much past 15 meters. Also you have a funny definition of evidence. Let me know when you have some "evidance" or at least some truth to your posts. |
KING CHECKMATE
Bragian Order Amarr Empire
624
|
Posted - 2013.08.24 23:41:00 -
[19] - Quote
@ Exionous=
You know how many ways we have to counter LLAVs? NONE ATM.
You are just salty but the fact is, its not entirely the FG's fault. Is BAD MAP DESIGN.What makes the Forge gun ''OP'' is the fact that they abuse terrain, but thats the way to use them, thats the way they were meant to be. If you cant effectively get to that point then thats not the Forge gunners fault.
im a Forge gunner and i agree in 2 things.
a)The A Forge gun IS the most powerful variant b)They need a tweak
The weapon is not OP is just way more powerful than the other Forge guns.
I would: -Regular Forge guns: Leave them as they are -Assault Forge guns: Nerf their damage under regular FG's OR INCREASE their damage to around 1800 at ADV level but GREATLY reduce the splash damage AREA so that only DIRECT hits are worth. (and i would probably use the assault variant more if the last was the case XD) -Breach Forge guns: AFTER the shot is CHARGED, the player is able to move. 6 seconds standing still and then not even being able to move is WAY too much penalty for the damage increase when: 1st you already have to wear a heavy dropsuit to use the FG and 2nd, The speed of the Assault FG is proven to be better than the extra damage of the Breach (6 seconds for 2700 dm or 3000+ dm in 5 secs of the assault forgegun?).
my 2 cents |
ladwar
Dead Six Initiative Lokun Listamenn
1252
|
Posted - 2013.08.24 23:44:00 -
[20] - Quote
KING CHECKMATE wrote:@ Exionous=
You know how many ways we have to counter LLAVs? NONE ATM.
You are just salty but the fact is, its not entirely the FG's fault. Is BAD MAP DESIGN.What makes the Forge gun ''OP'' is the fact that they abuse terrain, but thats the way to use them, thats the way they were meant to be. If you cant effectively get to that point then thats not the Forge gunners fault.
im a Forge gunner and i agree in 2 things.
a)The A Forge gun IS the most powerful variant b)They need a tweak
The weapon is not OP is just way more powerful than the other Forge guns.
I would: -Regular Forge guns: Leave them as they are -Assault Forge guns: Nerf their damage under regular FG's OR INCREASE their damage to around 1800 at ADV level but GREATLY reduce the splash damage AREA so that only DIRECT hits are worth. (and i would probably use the assault variant more if the last was the case XD) -Breach Forge guns: AFTER the shot is CHARGED, the player is able to move. 6 seconds standing still and then not even being able to move is WAY too much penalty for the damage increase when: 1st you already have to wear a heavy dropsuit to use the FG and 2nd, The speed of the Assault FG is proven to be better than the extra damage of the Breach (6 seconds for 2700 dm or 3000+ dm in 5 secs of the assault forgegun?).
my 2 cents you want to know how to counter LLAVs...
tanks. there are counters to LLAV thus you point is made invalid. |
|
Exionous
Abandoned Privilege General Tso's Alliance
23
|
Posted - 2013.08.24 23:58:00 -
[21] - Quote
ladwar wrote:KING CHECKMATE wrote:@ Exionous=
You know how many ways we have to counter LLAVs? NONE ATM.
You are just salty but the fact is, its not entirely the FG's fault. Is BAD MAP DESIGN.What makes the Forge gun ''OP'' is the fact that they abuse terrain, but thats the way to use them, thats the way they were meant to be. If you cant effectively get to that point then thats not the Forge gunners fault.
im a Forge gunner and i agree in 2 things.
a)The A Forge gun IS the most powerful variant b)They need a tweak
The weapon is not OP is just way more powerful than the other Forge guns.
I would: -Regular Forge guns: Leave them as they are -Assault Forge guns: Nerf their damage under regular FG's OR INCREASE their damage to around 1800 at ADV level but GREATLY reduce the splash damage AREA so that only DIRECT hits are worth. (and i would probably use the assault variant more if the last was the case XD) -Breach Forge guns: AFTER the shot is CHARGED, the player is able to move. 6 seconds standing still and then not even being able to move is WAY too much penalty for the damage increase when: 1st you already have to wear a heavy dropsuit to use the FG and 2nd, The speed of the Assault FG is proven to be better than the extra damage of the Breach (6 seconds for 2700 dm or 3000+ dm in 5 secs of the assault forgegun?).
my 2 cents you want to know how to counter LLAVs... tanks. there are counters to LLAV thus you point is made invalid.
Tanks, AV grenades, plasma cannons, swarm launchers, not to mention that doing that would still make the AFG overpowered, because the assault variant of weapons is supposed to do considerably less damage (both direct and splash) with a faster ROF and sometimes a larger clip. |
Summ Dude
Militaires-Sans-Frontieres
11
|
Posted - 2013.08.25 00:19:00 -
[22] - Quote
Yea these complaints always seem to come back to the same thing: "Forge gunners are above me so they're splash damage is more effective." But as has already been stated, that's a map issue, not a weapon issue. You shouldn't be so mad that players are effectively using the terrain; but you may be mad the terrain is poorly designed.
In regards to forge guns being easy to no-scope with, that's just blatantly untrue, especially at the ranges you seem to be complaining about. Unless your target is standing perfectly still, the best you can hope for is splash damage. And even if your target is standing perfectly still (say a sniper), you'll still only hit if your reticle doesn't happen to be lying to you. If you don't know what I mean, currently with forge guns sometimes you'll line up your shot and get the reticle red...only to miss, won't even get splash damage.
On the subject of altering the assualt variant, I can see some merit there. It does make sense that the higher RoF version would do less damage, and would keep it in like with other weapons. Although if this was done, shouldn't that also mean the inability to hold a charge should be removed? Then it would be balanced in exactly the same way as other weapons.
So I noticed the OP complained about his AR being unable to take out a forge gunner.....which is a long range weapon....at long range... Hopefully just that sentence will demonstrate the silliness of that argument.
As a specific side note to the OP, it's kind of counter-intuitive to claim that you're giving logical assertions and evidence based facts while simultaneously spouting obscenities and causing people of "whining" in the first few lines of your post. You can have your grievances and whatnot, but I don't see any reason for the immaturity. |
KING CHECKMATE
Bragian Order Amarr Empire
625
|
Posted - 2013.08.25 00:27:00 -
[23] - Quote
@ Exionous
I've shot LLAvs with 3 shots of an assault FG and they LIVED and then Hide, plus they are so fast that hitting them more than once is pure luck.
I've seen LLAvs take on TANKS, nad guess what? AND WIN.
What you are talking, plasma cannons? LOOOL , swarms? LOOL bro they have no counters . If you EVEN HIT an LLAV twice with the same weapon is because the driver sucks, and by these standards a Forgunner that sucks can be killed: by a Scrambler Pistol,Scrambler Rifle,Grenade,Assault rifle of any kind,HMG,another FG, sNiper rifle,Plasma cannon, Mass driver, LLAv, Tank, Dropship, Stationary turret; all 3 types,SMG,Nova knifes,shotguns,flux grenades to the face,Melee,Flaylock pistol,R/E, Proximity mines with a proper trigger, and basically anything that does at least 1HP of damage.
THere by making your whole Original Post invalid >..> |
CLONE117
Planetary Response Organization Test Friends Please Ignore
183
|
Posted - 2013.08.25 00:38:00 -
[24] - Quote
do u have to be so active against hating on the assault fg...
only way to take out those maddys or gunlogis...
fg is fine where its at and of course u r going to get hated on ...i may have been using that gun in cqc but its not op...
and an anti material gun...just be happy it doesnt pierce through multiple objects...
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SILVERBACK 02
SVER True Blood Public Disorder.
153
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Posted - 2013.08.25 02:33:00 -
[25] - Quote
its a hard decision to make... if the FORGE GUN was removed or nerfed the...
TANKERS will be over powered..
DROPSHIPS will be balanced...
LAVs will be overpowered...
INFANTRY will be buffed....
SNIPERS will be nerfed (no stationary targets i.e forge gunners)...
the only viable answer i can see is to
BUFF THE DROPSHIP.
reason;-
drop ship wont get shot down when attacking forge gunner on roof
drop ships will finally be balanced
it doesnt impact any of the other roles as much as a nerf to the forge gun would.
and finally...
THE COUNTER TO THE FORGE GUN.
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KING CHECKMATE
Bragian Order Amarr Empire
627
|
Posted - 2013.08.25 02:34:00 -
[26] - Quote
SILVERBACK 02 wrote:its a hard decision to make... if the FORGE GUN was removed or nerfed the...
TANKERS will be over powered..
DROPSHIPS will be balanced...
LAVs will be overpowered...
INFANTRY will be buffed....
SNIPERS will be nerfed (no stationary targets i.e forge gunners)...
the only viable answer i can see is to
BUFF THE DROPSHIP.
reason;-
drop ship wont get shot down when attacking forge gunner on roof
drop ships will finally be balanced
it doesnt impact any of the other roles as much as a nerf to the forge gun would.
and finally...
THE COUNTER TO THE FORGE GUN.
This and a reduction in tanks price would be more than enough i say. +1 |
CLONE117
Planetary Response Organization Test Friends Please Ignore
186
|
Posted - 2013.08.25 02:40:00 -
[27] - Quote
i kinda think the mlt tanks need a price reduction as they die so easily...
its not funny.. |
KING CHECKMATE
Bragian Order Amarr Empire
627
|
Posted - 2013.08.25 02:53:00 -
[28] - Quote
CLONE117 wrote:i kinda think the mlt tanks need a price reduction as they die so easily...
its not funny..
They are pretty useless. I have some MLT in my main account (THe AV one) and they are utter crap TBQH. Cost like 170k total with fittings and die from 2 Forge guns or 2 anything XD I dont mind but its pretty expensive considering they are pretty crappy. Still go 25- 2 with them but...hmm... Depends on what the other team throws at me. |
Phantom Vaxer
The Generals EoN.
80
|
Posted - 2013.08.25 03:28:00 -
[29] - Quote
The assault variant should deal a lil less damage than the standard variant. But here's the thing. You know what would really help with forge gun sniping? Make the thing have a small blast radius. The thing is meant to take out vehicles which Im pretty sure are larger than any dropsuit. So why must it need blast radius to do direct damage to a LAV or HAV. Skill shooters can still OHK with forge gunners but not make it annoyance by spamming forge rounds. The gun keeps it damage, keeps its effectiveness against vehicles, and can still OHK infantry but more difficult to do. Seems pretty fair to me. |
KING CHECKMATE
Bragian Order Amarr Empire
629
|
Posted - 2013.08.25 04:16:00 -
[30] - Quote
Phantom Vaxer wrote:The assault variant should deal a lil less damage than the standard variant. But here's the thing. You know what would really help with forge gun sniping? Make the thing have a small blast radius. The thing is meant to take out vehicles which Im pretty sure are larger than any dropsuit. So why must it need blast radius to do direct damage to a LAV or HAV. Skill shooters can still OHK with forge gunners but not make it annoyance by spamming forge rounds. The gun keeps it damage, keeps its effectiveness against vehicles, and can still OHK infantry but more difficult to do. Seems pretty fair to me.
Agreed BUT YOU CANT NERF BOTH the splash area AND the Damage becuse then the weapon becomes UNDERPOWERED. -Either great reduction on splash damage area -Or reduction to overall damage.
The gun would still be pretty good. (me myself i would go with the splash damage area reduction leaving the damage the same or buffing it) |
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