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CLONE117
Planetary Response Organization Test Friends Please Ignore
194
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Posted - 2013.08.26 00:44:00 -
[61] - Quote
i thought it was 2.5?
in any case id really rather see a nerf to av nades..
and anerf to those higher tiered tanks that dominate the entire match with out worry.. and while we r at it lets nerf all sniping weapon make the blaster the only thing thats usefull... nerf the hell out of the rail gun so it cant go snipe from the redzone...
and while were at it lets nerf all proto equipment....
and make mlt and std gear the only stuff worth using in a pubmatch...
yeah lets make this game even more worse than it all ready is...
lets also remove kbm because thats what most snipers use...
lets make it to where we all must use a controller for this game not a keyboard..
does this sound horrible to you...
i think it sound horrible..
of course i dont care about the kbm part because i dont use it...
oh lets also nerf the core locus and m1 locus nades as they ohk ppl too...
lets just remove everything and make it to where the only weapon we have is a repair tool...
does this sound fun to u?
most battles are pubstomps a gear restriction would.. remove the assualt fg...
then we have to worry about all the glitches and exploits in this game..
nerfing blast raduis on all fgs wont change a thing it will still be killing...
the splash damage is just a nice side effect of a near miss..
lets nerf high places...
lets get rid of hiding spots...
lets give every1 a free default dropship and see if ppl try to fly around landing on ppl...
forge guns ohk ppl remote explosive ohk ppl..
the adv and proto locus nades ohk ppl..
snipers will ohk ppl..
plasma cannons can ohk ppl...
lavs will ohk ppl..
tanks can ohk ppl..
all guns have the potential of instantly killing ppl.. ..
so why shouldnt a heavy have the ability to ohk ppl?
why shouldnt a heavy equal the firepower of a tank?
we sure know they cant kill effectively with an hmg there suits r to slow and weak...
scouts can out run heavies..
quite easily.. ...hell i dont think a logi suit in general should be able to tank that easily...
i think the only suit that should be able to tank bullets and shrug it off should be a heavy suit but that isnt going to happen..
the only thing able to withstand non av proto av weaponry is a mlt tank..
and if they have proto av with them good luck try to kill....
so lets nerf all hiding spots and roofs..
add a ladder to every rooftop heck why not add an elevator of safety?...
lets make the heavy shrug off ar rounds as thats what it should do...
lets take damage mods out of game lets takes some of those shield extenders and armor plates out of game...
or limit it to 2 of each per suit...
or 1..
armor should keep there armor repper mods as they would be doomed with out them any ways...
nerf the accuracy for kbm...
and lets change the name to noobville....
or noob 514...
maybe no lifer 514?
i just dont really care anymore... |
Exionous
Abandoned Privilege General Tso's Alliance
34
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Posted - 2013.08.26 02:39:00 -
[62] - Quote
Fizzer94 wrote: The forge Gun just does too many things too well. It is the only weapon besides the Plasma Cannon that can kill both infantry and vehicles effectively. It actually outclasses the Plasma Cannon in every way other than splash damage and radius. not only that, it make Charged Sniper Rifles fairly useless as well, as the only thing it has better than a forge gun is its scope. As of right now the splash damage on a FG actually out damages most SRs. As most can agree that the FG was intended to be an AV weapon, i suggest the removal or extreme reduction of its splash damage (and/or) radius. This is because the splash doesn't even really pose a threat to vehicles, but poses a huge threat to infantry, which (is not/ shouldn't be) their intended targets. I feel that this would do little to no damage to the AV aspect of the weapon, but would make it actually require a much larger amount of player skill to use as an anti-infantry weapon. That is all.
YES. |
Exionous
Abandoned Privilege General Tso's Alliance
34
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Posted - 2013.08.26 02:41:00 -
[63] - Quote
CLONE117 wrote: Plz dont nerf my gun...
its the only thing i get kills with...
we should nerf everything else so i can be the dominant soldier on the battlefield...
also lets make this game stupid...
Off topic, already discussed, bring this up anywhere else and I will take bigger, more extreme measures. |
Sky Dovahkiin
WAR LIONS
16
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Posted - 2013.08.26 02:52:00 -
[64] - Quote
I agree and i think the MD is OP as well. |
KING CHECKMATE
Bragian Order Amarr Empire
644
|
Posted - 2013.08.26 02:59:00 -
[65] - Quote
Again as a forge gunner, i wouldn't mine a reduction in splash damage OR splash damage AREA.
But i insist its not needed. |
Vitharr Foebane
Blood Money Mercenaries
39
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Posted - 2013.08.26 03:33:00 -
[66] - Quote
Exionous wrote:Fizzer94 wrote:The forge Gun just does too many things too well. It is the only weapon besides the Plasma Cannon that can kill both infantry and vehicles effectively. It actually outclasses the Plasma Cannon in every way other than splash damage and radius. not only that, it make Charged Sniper Rifles fairly useless as well, as the only thing it has better than a forge gun is its scope. As of right now the splash damage on a FG actually out damages most SRs. As most can agree that the FG was intended to be an AV weapon, i suggest the removal or extreme reduction of its splash damage (and/or) radius. This is because the splash doesn't even really pose a threat to vehicles, but poses a huge threat to infantry, which (is not/ shouldn't be) their intended targets. I feel that this would do little to no damage to the AV aspect of the weapon, but would make it actually require a much larger amount of player skill to use as an anti-infantry weapon. That is all.
YES. You mean like an AR right so Exionous where is your nerf AR thread eh? Thats right you are a Cal Logi AR scrub who cant beat a tactical use of the FG. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
404
|
Posted - 2013.08.26 03:47:00 -
[67] - Quote
What a load of crap lol. You can't counter a forge gunner? I takes 20 seconds to make a milita forge gun suit. Or snip them, not that hard. They're using the terrain to their advantage, it's called tactics. Btw forge gun is a skill shot weapon, you hardly kill by splash damage alone. Most of its kills are direct hits. Yes this assault variant does more damage but doesn't hold charge so. It takes a greater risk in using due to you have to be either time your shots or be exposed longer than the others. I can go on about the forge gun but if you quote me I won't stop. |
Summ Dude
Militaires-Sans-Frontieres
17
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Posted - 2013.08.26 04:42:00 -
[68] - Quote
Exionous, you are once again completely ignoring my post and the points I made. I notice you responded to some other less....let's say eloquent posts. Which again leads me to believe your original arguments possess little to no merit. And so once more I invite you to counter what I've said logically. |
zibathy numbertwo
Nox Aeterna Security
28
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Posted - 2013.08.26 06:16:00 -
[69] - Quote
D legendary hero wrote: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?
Okay, cool, right, because ARs have 100% accuracy like the forge gun, right? ARs do 1% damage to vehicles you ******* brainless gnat. You actually killed some of my brain cells. ARs do damage over time, forge guns have "alpha". They do that damage all at once. Jesus Christ, I need an aspirin.
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CLONE117
Planetary Response Organization Test Friends Please Ignore
197
|
Posted - 2013.08.26 18:44:00 -
[70] - Quote
its not the only gun i can get kills with its the only gun i can actually use effectively to kill proto bears....
i wouldnt care about fg if a gear restriction was added..
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Exionous
Abandoned Privilege General Tso's Alliance
41
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Posted - 2013.08.27 02:06:00 -
[71] - Quote
Vitharr Foebane wrote:Exionous wrote:Fizzer94 wrote:The forge Gun just does too many things too well. It is the only weapon besides the Plasma Cannon that can kill both infantry and vehicles effectively. It actually outclasses the Plasma Cannon in every way other than splash damage and radius. not only that, it make Charged Sniper Rifles fairly useless as well, as the only thing it has better than a forge gun is its scope. As of right now the splash damage on a FG actually out damages most SRs. As most can agree that the FG was intended to be an AV weapon, i suggest the removal or extreme reduction of its splash damage (and/or) radius. This is because the splash doesn't even really pose a threat to vehicles, but poses a huge threat to infantry, which (is not/ shouldn't be) their intended targets. I feel that this would do little to no damage to the AV aspect of the weapon, but would make it actually require a much larger amount of player skill to use as an anti-infantry weapon. That is all.
YES. You mean like an AR right so Exionous where is your nerf AR thread eh? Thats right you are a Cal Logi AR scrub who cant beat a tactical use of the FG.
LOLOLOLOLOLOLOL
Kid, I have level 1 in Caldari logistics, and I use that as a support suit. Gonna take a little more than a common proto belittlement to stop me. |
Summ Dude
Militaires-Sans-Frontieres
17
|
Posted - 2013.08.27 03:13:00 -
[72] - Quote
Oh Exionous....still no reply....what little faith I have in the validity of your complaints is diminishing rapidly.... |
Meeko Fent
Seituoda Taskforce Command Caldari State
726
|
Posted - 2013.08.27 04:41:00 -
[73] - Quote
I will agree with you on the point number one.
Give it 1200-1300 damage, 1 meter splash radius, and slightly higher splash damage.
However, being unable to reach isn't really a good point. I can have a sniper up there with AV nades and a high quality SMG, and get similar AI results. Only that the suit I would be more inclined to fit it on would have MUCH lower HP, and therefore can be counter sniped. While fat suits can't get CSsed as easily as a lighter frame, you technically could, through perserverence and good aim. And a charge sniper.
Now you pointed that out in point #1, that should be changed. However, the othe forges I think are fine. |
West Warder
Death in Two Strikes
1
|
Posted - 2013.08.27 05:03:00 -
[74] - Quote
Thurak1 wrote: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? I totally agree with the last guy here. Assault Forge Guns are pretty balanced and they need no nerfing. They are one of the slowest weapons; FG sniping from afar is extremely difficult, since they have no scope; the fact they can't store the charge only makes them even harder to land a hit, although perhaps it could help a bit in mid ranges. It doesn't shoot grenades, it shoots narrow slugs, so that blue ball can't hit enemies, but it makes easier for you to spot where those shots are coming from. Splash damage seldom kills enemies: you get most kills by direct-hitting enemies. Of course you cannot match FG snipers with flaylocks or mass drivers at distance, you have to counter them with FGs too or Sniper Rifles! Sometimes the best solution is to give enemies a spoonful of their own medicine. Go and learn the perks and issues of every weapon instead of complaining. |
Exionous
Abandoned Privilege General Tso's Alliance
44
|
Posted - 2013.08.28 21:59:00 -
[75] - Quote
Meeko Fent wrote:I will agree with you on the point number one.
Give it 1200-1300 damage, 1 meter splash radius, and slightly higher splash damage.
However, being unable to reach isn't really a good point. I can have a sniper up there with AV nades and a high quality SMG, and get similar AI results. Only that the suit I would be more inclined to fit it on would have MUCH lower HP, and therefore can be counter sniped. While fat suits can't get CSsed as easily as a lighter frame, you technically could, through perserverence and good aim. And a charge sniper.
Now you pointed that out in point #1, that should be changed. However, the othe forges I think are fine.
Yes, yes, very much so. I mean seriously, who snipes with any other FG? There will be a second thread coming very soon in which I will compile all the positive requests and what you guys think should be done to them. This is pretty much the final bump I will be giving this thread, except for briefly pointing it out in the second one. It's pretty obvious that I'm not the only one that wants this, judging by the high amount of approval, likes on the OP, and field experience with other people (of course people are angry and countering, but hey, I would be too if the only gun I use is being fought... and losing). If you believe we may actually get somewhere with this, and could possibly have this implemented in 1.5 (or 1.4.2. or some other subvariant of those weird version numbers that I never understand ), then you should really check it out. The name will be similar to this post, so you shouldn't have trouble finding it if you are one of the people with the same amount of dedication that I do. I'll be putting more detail in the main thread, instead of a reply to a positive thread--and a very intelligent mercenary, seriously Meeko, you are one of the most logical people I've ever seen on this game. Keep it up.
This is happening soon, folks! Stay tuned, stay with us, stay ever-supporting, and we might... just maybe... get there one day. |
CLONE117
Planetary Response Organization Test Friends Please Ignore
219
|
Posted - 2013.08.28 22:13:00 -
[76] - Quote
should the assault forge base charge up time be changed to 2.75 or 3 secs?
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Jathniel
G I A N T EoN.
803
|
Posted - 2013.08.29 04:19:00 -
[77] - Quote
lol the OP is so combative with his opening post, I doubt he'll find the consensus he seeks. |
KING CHECKMATE
Bragian Order Amarr Empire
678
|
Posted - 2013.08.29 04:58:00 -
[78] - Quote
CLONE117 wrote:should the assault forge base charge up time be changed to 2.75 or 3 secs?
Nah i think damage swap with regular FG would be more than enough. |
NoxMort3m
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
59
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Posted - 2013.08.29 06:34:00 -
[79] - Quote
the forge gun in general is overpowered, it should not do the same damage to drop suits that it does to vehicles , its crazy ,the first forge gun to the highest point wins, make it single shot like the poor plasma cannon and make it 75 percent less effective against drop suits,which would still be hundreds of damage, justify it logically with the fact that the projectile is larger than the dropsuit target, like 75 percent larger, so that damage misses, bam , op forge problem solved for vehicles and dropsuits |
excillon
united we stand x
45
|
Posted - 2013.08.29 08:09:00 -
[80] - Quote
Yup. Nerf them and MD's, bring back the LR and I'm happy. |
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ChromeBreaker
SVER True Blood Public Disorder.
1057
|
Posted - 2013.08.29 08:22:00 -
[81] - Quote
-_- theyre all getting a rebalance soon in turn with the vehicles...
What you seem to be really moaning about is FG sniping from on top buildings... which i can agree with, very annoying and almost impossible to shift, however that takes team work and planning to pull off... and is no easy thing to do anyway (needs uplinks, dropships, nanos etc not to mention actually trying to hit any little ants running around bellow you)
If a FG is on the ground... theyre just as vunerable as any other infantry |
nakaya indigene
0uter.Heaven
63
|
Posted - 2013.08.29 08:48:00 -
[82] - Quote
+1 for balancing the assault forge. the numbers don't add up or make sense for a specialized weapon. tactics during PC matches, put 3 assault forge gunners and a sniper on a high point and bombard the battle field. have the sniper deploy nanohives 1 forge watch for DS and 2 Forge to deny access to capture points below. there is no counter to this, unless the forge misses or the DS gets lucky. |
martinofski
Rebelles A Quebec Orion Empire
312
|
Posted - 2013.08.29 15:01:00 -
[83] - Quote
I do use it as well, since closed beta and All I could say that it is just too easy now. When there is no point to use a basic or breach variant, it means the Assault is well above them.
Saying AFG charge in 4sec so DPS number look good? It charge in 2.5s, not counting the %reduction from skills. Everyone with a proto forge got lvl5 in that skill...pretty close to 2 seconds. Saying FG aren't OP right now because they can't kill the unkillable LLAV is kinda lame.
Forge shouldn't hit infantry that easy from that far...tell me how I can aim at something when I only see the red chevron and make a direct hit, while that guy is moving, without ADS. That's the main issue.
Anyway, I have seen on twitter CCP would look into that "pinpoint accuracy" + They will "balance" the AV stuff pretty soon. I'll just wait.
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Doshneil Antaro
Dem Durrty Boyz Public Disorder.
115
|
Posted - 2013.08.29 17:27:00 -
[84] - Quote
I have an alt heavy hmg less than 1mill sp. I can easily go 18-3 with a std non racial heavy suit and std HMG. 18-0 with a miltia forge. The difference between me and most heavy forges is I am on the ground pushing objectives, and am actually in harms way. I have lost a lot of respect for many heavies that have resorted to rooftop camping to pad their kdr, even though they can easily get great numbers on the ground. |
darkiller240
K-A-O-S theory
149
|
Posted - 2013.08.29 18:05:00 -
[85] - Quote
Finally thank you for making this thread |
Master Jaraiya
Ultramarine Corp
573
|
Posted - 2013.08.29 19:17:00 -
[86] - Quote
Reasons why the Forge Guns are NOT overpowered |
Master Jaraiya
Ultramarine Corp
573
|
Posted - 2013.08.29 19:23:00 -
[87] - Quote
KING CHECKMATE wrote:Again as a forge gunner, i wouldn't mind a reduction in splash damage OR splash damage AREA.
But i insist its not needed.
No way.
As I explained in another thread, the Splash Damage on the FG is there to scatter Vehicle's infantry support. It is very negligible at best about 140 Splash DPS. 277/2 sec charge time.
The FG is perfect where it is at.
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Master Jaraiya
Ultramarine Corp
573
|
Posted - 2013.08.29 19:28:00 -
[88] - Quote
NoxMort3m wrote:the forge gun in general is overpowered, it should not do the same damage to drop suits that it does to vehicles , its crazy ,the first forge gun to the highest point wins, make it single shot like the poor plasma cannon and make it 75 percent less effective against drop suits,which would still be hundreds of damage, justify it logically with the fact that the projectile is larger than the dropsuit target, like 75 percent larger, so that damage misses, bam , op forge problem solved for vehicles and dropsuits You have obviously never used the FG! |
Doshneil Antaro
Dem Durrty Boyz Public Disorder.
115
|
Posted - 2013.08.29 19:44:00 -
[89] - Quote
Master Jaraiya wrote:KING CHECKMATE wrote:Again as a forge gunner, i wouldn't mind a reduction in splash damage OR splash damage AREA.
But i insist its not needed. No way. As I explained in another thread, the Splash Damage on the FG is there to scatter Vehicle's infantry support. It is very negligible at best about 140 Splash DPS. 277/2 sec charge time. The FG is perfect where it is at. Sorry the infantry support should be scattered by your squad infantry players. As you describe it, forge should be able solo tank and his support. I'm not for a forge splash nerf but logic like yours , Jaraiya, just gives it a good point to get one, lol. Perhaps a shield damage only splash is the best of both worlds. You can heavily cripple tanks and infantry, but must hit directly to get the kill. Don't even say hip fire direct hits are hard with a forge, I've used since pre-chrome, and am amazed it took so long to be utilized. |
Master Jaraiya
Ultramarine Corp
573
|
Posted - 2013.08.29 19:51:00 -
[90] - Quote
Doshneil Antaro wrote:Master Jaraiya wrote:KING CHECKMATE wrote:Again as a forge gunner, i wouldn't mind a reduction in splash damage OR splash damage AREA.
But i insist its not needed. No way. As I explained in another thread, the Splash Damage on the FG is there to scatter Vehicle's infantry support. It is very negligible at best about 140 Splash DPS. 277/2 sec charge time. The FG is perfect where it is at. Sorry the infantry support should be scattered by your squad infantry players. As you describe it, forge should be able solo tank and his support. I'm not for a forge splash nerf but logic like yours , Jaraiya, just gives it a good point to get one, lol. Perhaps a shield damage only splash is the best of both worlds. You can heavily cripple tanks and infantry, but must hit directly to get the kill. Don't even say hip fire direct hits are hard with a forge, I've used since pre-chrome, and am amazed it took so long to be utilized.
It's a railgun. Making the splash only effect shields makes no sense. It only does 277 splash damage anyway. If you get hit with FG splash, you have more than enough time to get out of the way to avoid getting hit a second time.
I never said it should be able to 1vHAV+support infantry. It makes the infantry scatter so that my team can more easily engage them.
Direct hits are not necessarily "hard", but do require a great deal of skill to pull off with the Assault FG.
The FG is perfect how it is. |
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