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D legendary hero
THE WARRIORS OF LEGEND
723
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Posted - 2013.08.25 06:48:00 -
[1] - 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.
by your very same logic ARs are OP. because:
1. there is no other weapon that can challenge them (except forge guns and thats a 50/50 chance) from 5meters to 75meters.
2. the dps on a milita AR without damage mods proficiency, or headshots can kill a full proto heavy sentinel or proto basic with 1591 ehp in 3.7 seconds. (assault forgun charges in 4 seconds). so AR > forgun.
3. has enough ammo to kill 23 people (48 in clip +300 max). if they dnt miss a single shot. if they miss on averge they can get 12 kills per life.
4. people complain about heavies hiding behind walls how about your Caldari logistics suit gaining back its 500 shields in 2 seconds after jumping behind a wall?
5. splash damage is only 2m and is 233 damage. remember every 4 seconds my assualt forge gun is doing 233 damage of splash. Your milita AR does 467 dps.
6. Forge gun dps. 1533 hp damage /4 seconds = 383.25 milita AR = 467 dps
so milita AR dps > forgun dps.
difference is milita does only 10% damage to vehicles, and forguns do the complete damage to vehicles.
Finall point. if TL;DR the forgunis the only heavy weapon that works right now do you really want to nerf that too? |
D legendary hero
THE WARRIORS OF LEGEND
723
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Posted - 2013.08.25 06:55:00 -
[2] - Quote
how could forguns ever be OP?
there are so many ways to counter them. and they are only effective in certain situations.
For example, OP you spoke of the Forgunner on the roof. If he has to be on a roof with it for it to work, then its actually UP, because it needs such specific circunstances then there is no point to using it.
Even if it being on the roof made it really good. now you have plenty of tactics availible to you:
1. counter snipers on your team aimming at him. 2. dropships 3. ARs firing from below (if 3 of you use milita ARs at the same time. your dps is 1500) 4. scrambler rifles (chrage shots) the list goes on.
but remember an assault forgun gets only 16 shots. if you take effective cover, you can depreive him of kills.
Dont try to change the dynamic of the game. becuase tactics are too difficult for you.
at first glance forges seem powerful, but they are just snipers for vehicles. sniper rifles are OP they can OHK most suits accross the map without threat. nerf them (i dnt actually want to nerf snipers but if your nerfing forge everything gotta be nerfed) |
D legendary hero
THE WARRIORS OF LEGEND
725
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Posted - 2013.08.25 20:56:00 -
[3] - Quote
Frogun does NOT equal OP.
AR is OP.
ask and ill prove it. with MATH |
D legendary hero
THE WARRIORS OF LEGEND
725
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Posted - 2013.08.25 21:01:00 -
[4] - Quote
Also, snipers can not be countered by any means. nothing can hit a sniper at 599m other than other snipers.
nothing can out dps an AR from 5 meters to 75 meters.
so if oyu want to talk about non-counterable, then nerf snipers and ARs too.
Caldari suits are uncounterable aswell. they have netter ehp than heavies, better movement speed than every other suit save minmintar, and shields themselves are OP. So, those need to be nerfed.
You are just mad that your caldari suit and AR got killed by a forgun. |
D legendary hero
THE WARRIORS OF LEGEND
726
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Posted - 2013.08.25 21:38:00 -
[5] - Quote
Tebu Gan wrote:Summ Dude wrote:Tebu Gan wrote:What they need to do with forge guns is reduce the range by 50%. Oh, now you have to get too close to my tank. Aww I feel sorry for you, really I do. But you know, you have been shooting my tanks from hidden places and your FG does more damage then my rail gun. So you know taking a range nerf will force you to start playing tactically to reduce tanks to piles of ruin and rubble. Sniper no sniping. I can somewhat see your point from a balance perspective, but it doesn't really make any sense thematically. Forge guns are railguns, just like sniper rifles. They're supposed to be long range weapons, because all they do is super charge a chunk of metal with kinetic energy and fire it out at crazy high speeds. Would be a tad strange if my railgun slug barely left the barrel. I'm more in favor of nerfing either the splash radius or damage. And as always, better designed maps. Well consider this, your railgun out performs the small rail turrets on my tank. By freakin 3 or 4 times more. And yet it is the same size as your forge gun, and being both "Rail Guns" you would expect them to operate in much the same way. Why should the forge gun operate beyond my large actual RAILGUN turret. Though Heavies need a bit of lovin. I say reduce the optimal range on forge guns and make them less accurate at extreme ranges. Forcing the FG to engage a bit closer, say 250 to 300M optimal. So why is the forge gun so much more powerful. I need that ***** strapped on my tanks low turret slots.
you need to tack some ARs on your tank turrets because they out DPS them, and out range them, and do more damage to sshields and armor than them. ARs never overheat, and have no recoil... so you might as well tack those on as blasters...lol |
D legendary hero
THE WARRIORS OF LEGEND
727
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Posted - 2013.08.25 21:48:00 -
[6] - Quote
if forguns are so powerful vs infantry can people explain to me why a GEK out dps an AFG?
compare: AFG needs 4 seconds to charge to do 1538 damage. so it does 1538 every 4 seconds A milita AR w/ proficiency* does 537 damage per second#. so in 4 seconds It does 2148.2 damage. (technically since a milita AR has 48 bullets in the clip its max damage per clip is 2040. it takes 3.8 seconds to unload its clip.)
A heavy with max skills in tanking has 1591 ehp. which as you can see a miita AR using the dps above can kill in 2.97 or circa 3 seconds.
so, an AFG needs 4 seconds to kill a heavy in proto gear with proto plates and extenders, and a milita AR can do it in 3 seconds.
mind you the militia AR can do this from 0m up to 75 meters effectively. (with fall off the dps decreases but it stays within a 3-4 second time to kill).
imagine a GEK or duvolle! imagine headshots! imagine damage mods! and AFG is OP?!
no. AR = OP
*with all the SP it requires to even get an Assault forgun you can get proficiency on ARs. # 10% buff they gave after chromosome to all light weapons,, and 15% proficiency. |
D legendary hero
THE WARRIORS OF LEGEND
771
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Posted - 2013.08.30 02:34:00 -
[7] - Quote
I have yet to here anyone complaining about forguns explain to me how ARs are NOT OP... OR are infact balanced. why? because i think its certified fact now that ARs are the only usable weapon other than ADV forguns, snipes and shotguns.
If I try to charge my AFG at the same time you start shooting your milita AR, and I have max ehp of 1591 you can kill me everytime before I get off a single shot with my AFG.
from 5 meters to 75 meters nothing can beat an AR!
why is this^^ not considered OP? |
D legendary hero
THE WARRIORS OF LEGEND
809
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Posted - 2013.09.04 06:34:00 -
[8] - Quote
number dont lie.. ARs out dps AFGs and do more damage than forguns. the only advantage to the forgun is its range (which was nerfed) and its damage vs vehicles |
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