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Logi Bro
Greatness Achieved Through Training EoN.
2107
|
Posted - 2013.08.26 04:27:00 -
[1] - Quote
And I realized that the ability of the forge gun to kill infantry actually hurts vehicles more than it hurts infantry, ironically enough.
That statement doesn't make much sense by itself, but think about it this way: when you join a match, you choose that weapon that will provide you the most use. For most people, this is the AR. But the FG actually provides MORE use than the AR, if you can believe it. So people choose to use the FG straight off the bat, they don't wait for a vehicle to be called in before they start using it, because they don't need a vehicle to be killers with it. So because FG'ers already have their FGs equipped when a tank is called onto the field, the life on that tank is dramatically reduced.
Frankly, I don't see the logic of the forge gun doing full damage to infantry. If anti-infantry weaponry does 10% damage or so to vehicles, shouldn't anti-vehicle weaponry do 10% damage or so to infantry? |
Tectonic Fusion
the unholy legion of darkstar DARKSTAR ARMY
166
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Posted - 2013.08.26 04:30:00 -
[2] - Quote
Assault FGs need a splash damage nerf /thread |
Jason Pearson
Seraphim Auxiliaries
2756
|
Posted - 2013.08.26 04:32:00 -
[3] - Quote
I still think they're fine.
AV Grenades are "fine" according to most people but this allows Infantry to kill Vehicles and Infantry.
If anything, the Forge should allow Heavies to do this, as they sacrifice equipment and speed for their heavy weapon, which should rival a Vehicles ability to kill Infantry and Tanks.
King of the Forums // Seraphim <3 Comment and like this thread about PvE, Here! Also, check out the Indirect Fire ability, Here!
gbghg wrote:CCP Rejavik CCP Shanghia
Same company different studios, one has near perfected the player feedback process, the other is still rolling on the floor after it fell over its first baby step. |
Chris F2112
A.N.O.N.Y.M.O.U.S.
349
|
Posted - 2013.08.26 04:41:00 -
[4] - Quote
[quote=Jason Pearson]I still think they're fine.
AV Grenades are "fine" according to most people but this allows Infantry to kill Vehicles and Infantry.
If anything, the Forge should allow Heavies to do this, as they sacrifice equipment and speed for their heavy weapon, which should rival a Vehicles ability to kill Infantry and Tanks./quote]
That logic breaks down very quickly. No other infantry weapon provides the dual capabilities that the forge gun does. In order for assaults to run AV grenades, they must forego using flux or locus grenades, losing one of the best anti-infantry tools they have. By having forge guns be good at both it takes away any downside of using the forge gun.
Not to mention the cheap feeling of getting one shot by a forge gun. It's just not fun. I honestly think the forge guns should be reworked to be useless against infantry. |
LUGMOS
YELLOW JESUS EXP FORCE
27
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Posted - 2013.08.26 04:49:00 -
[5] - Quote
Chris F2112 wrote:[quote=Jason Pearson]I still think they're fine.
AV Grenades are "fine" according to most people but this allows Infantry to kill Vehicles and Infantry.
If anything, the Forge should allow Heavies to do this, as they sacrifice equipment and speed for their heavy weapon, which should rival a Vehicles ability to kill Infantry and Tanks./quote]
That logic breaks down very quickly. No other infantry weapon provides the dual capabilities that the forge gun does. In order for assaults to run AV grenades, they must forego using flux or locus grenades, losing one of the best anti-infantry tools they have. By having forge guns be good at both it takes away any downside of using the forge gun.
Not to mention the cheap feeling of getting one shot by a forge gun. It's just not fun. I honestly think the forge guns should be reworked to be useless against infantry.
I think they should completely remove splash on it. If you can't hit a tank with a forge, why are you using a forge. Also, splash doesn't do squat against a tank or an LAV, only useful for infantry. |
Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
200
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Posted - 2013.08.26 04:53:00 -
[6] - Quote
proto forges need to cost 300k each, especially if it does as much damage as a large advanced rail turret |
Another Heavy SOB
Pure Innocence. EoN.
576
|
Posted - 2013.08.26 05:08:00 -
[7] - Quote
Alabastor 'TheBlaster' Alcar wrote:proto forges need to cost 300k each, especially if it does as much damage as a large advanced rail turret
Sure I'll pay that much as long as that comes with a 4000EHP Hull with wheels. |
Another Heavy SOB
Pure Innocence. EoN.
576
|
Posted - 2013.08.26 05:19:00 -
[8] - Quote
Logi Bro wrote:And I realized that the ability of the forge gun to kill infantry actually hurts vehicles more than it hurts infantry, ironically enough.
That statement doesn't make much sense by itself, but think about it this way: when you join a match, you choose that weapon that will provide you the most use. For most people, this is the AR. But the FG actually provides MORE use than the AR, if you can believe it. So people choose to use the FG straight off the bat, they don't wait for a vehicle to be called in before they start using it, because they don't need a vehicle to be killers with it. So because FG'ers already have their FGs equipped when a tank is called onto the field, the life on that tank is dramatically reduced.
Frankly, I don't see the logic of the forge gun doing full damage to infantry. If anti-infantry weaponry does 10% damage or so to vehicles, shouldn't anti-vehicle weaponry do 10% damage or so to infantry?
That forge gun is only more effective to infantry than an AR so long as the Forge has the high ground, and the same could be said for the mass driver.
As soon as that forge no longer has the high ground and is on a level ground you had better have immaculate aim or you won't be around long. As strafing assaults with AR's will eat you alive if you miss that first shot.
If forges are so much better at anti infantry than an AR then tell me why we don't see heavy's guarding hack point's with Forge guns in PC battles? When I am tasked with anti vehicle duties in a PC I am placed on a high point with my forge. When I am tasked with defending a hack point I am asked to stay close to the cannon with an HMG, with a few assaults/logi's with AR's.
Now tell me if your assessment is true why aren't we all rocking forge gun's to defend that point on level ground? |
Xender17
Ahrendee Mercenaries EoN.
488
|
Posted - 2013.08.26 06:42:00 -
[9] - Quote
Jason Pearson wrote:I still think they're fine. AV Grenades are "fine" according to most people but this allows Infantry to kill Vehicles and Infantry. If anything, the Forge should allow Heavies to do this, as they sacrifice equipment and speed for their heavy weapon, which should rival a Vehicles ability to kill Infantry and Gunnlogis.
King of the Forums // Seraphim <3 Comment and like this thread about PvE, Here!Also, check out the Indirect Fire ability, Here!gbghg wrote:CCP Rejavik CCP Shanghia
Same company different studios, one has near perfected the player feedback process, the other is still rolling on the floor after it fell over its first baby step. fixed |
Spkr4theDead
International-Fleet
482
|
Posted - 2013.08.26 06:48:00 -
[10] - Quote
Chris F2112 wrote:
Not to mention the cheap feeling of getting one shot by a forge gun. It's just not fun. I honestly think the forge guns should be reworked to be useless against infantry.
LOL no
There's multiple tankers that believe forge guns are fine. I'm one of them. |
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Spkr4theDead
International-Fleet
482
|
Posted - 2013.08.26 06:50:00 -
[11] - Quote
Chris F2112 wrote:[quote=Jason Pearson]I still think they're fine.
AV Grenades are "fine" according to most people but this allows Infantry to kill Vehicles and Infantry.
If anything, the Forge should allow Heavies to do this, as they sacrifice equipment and speed for their heavy weapon, which should rival a Vehicles ability to kill Infantry and Tanks./quote]
That logic breaks down very quickly. No other infantry weapon provides the dual capabilities that the forge gun does. In order for assaults to run AV grenades, they must forego using flux or locus grenades, losing one of the best anti-infantry tools they have. By having forge guns be good at both it takes away any downside of using the forge gun.
Not to mention the cheap feeling of getting one shot by a forge gun. It's just not fun. I honestly think the forge guns should be reworked to be useless against infantry. And cheap shot... you know how hard it is to use a weapon that has no zoom at all? Even using the auto rifles on here, you're provided with a little bit of zoom. And, that zoom slows down your turn speed a bit to help with fine aiming. There's nothing of the sort with the forge gun. Using a forge for anti infantry work is no cakewalk.
And that one hit kill? You were standing still too long. Or the heavy got lucky. |
Medical Crash
Vacuum Cleaner. LLC RUST415
124
|
Posted - 2013.08.26 08:08:00 -
[12] - Quote
WHAT issue with the Forge Gun? There is no issue, just whining people. |
BLKDG
RoyalSquad514
64
|
Posted - 2013.08.26 08:20:00 -
[13] - Quote
Fg are fine. Reduce splash then reduce the splash on the railgun tanks. Like one of the above posters on level ground fg stink and dont have comparable range or zoom of a rail.
Why dont we see more threads on nerfing railgun range and splash?
Fg are okay
Dont stand still If they are around snipe them They need support and dont carry ammo. If the fg is going nuts its because there is a logi there supporting them.
So what nerf squads next? |
Himiko Kuronaga
SyNergy Gaming EoN.
1324
|
Posted - 2013.08.26 09:05:00 -
[14] - Quote
Logi Bro wrote:And I realized that the ability of the forge gun to kill infantry actually hurts vehicles more than it hurts infantry, ironically enough.
That statement doesn't make much sense by itself, but think about it this way: when you join a match, you choose that weapon that will provide you the most use. For most people, this is the AR. But the FG actually provides MORE use than the AR, if you can believe it. So people choose to use the FG straight off the bat, they don't wait for a vehicle to be called in before they start using it, because they don't need a vehicle to be killers with it. So because FG'ers already have their FGs equipped when a tank is called onto the field, the life on that tank is dramatically reduced.
Frankly, I don't see the logic of the forge gun doing full damage to infantry. If anti-infantry weaponry does 10% damage or so to vehicles, shouldn't anti-vehicle weaponry do 10% damage or so to infantry?
It's not an anti-vehicle weapon, and it is not called that anywhere in the game. |
BL4CKST4R
WarRavens League of Infamy
1235
|
Posted - 2013.08.26 10:51:00 -
[15] - Quote
Logi Bro wrote:And I realized that the ability of the forge gun to kill infantry actually hurts vehicles more than it hurts infantry, ironically enough.
That statement doesn't make much sense by itself, but think about it this way: when you join a match, you choose that weapon that will provide you the most use. For most people, this is the AR. But the FG actually provides MORE use than the AR, if you can believe it. So people choose to use the FG straight off the bat, they don't wait for a vehicle to be called in before they start using it, because they don't need a vehicle to be killers with it. So because FG'ers already have their FGs equipped when a tank is called onto the field, the life on that tank is dramatically reduced.
Frankly, I don't see the logic of the forge gun doing full damage to infantry. If anti-infantry weaponry does 10% damage or so to vehicles, shouldn't anti-vehicle weaponry do 10% damage or so to infantry?
From a realistic stand point it makes sense for the FG to do damage to infantry, from a balance standpoint not so much. What if the forge gun had a huge splash radius (mass driver sized) and the projectile itself had its damage nerfed against infantry. So basically it would be similar to a mass driver in function (crowd control) , but terrible at killing infantry and great at killing vehicles. |
Racro 01 Arifistan
The Surrogates Of War
28
|
Posted - 2013.08.26 11:19:00 -
[16] - Quote
Alabastor 'TheBlaster' Alcar wrote:proto forges need to cost 300k each, especially if it does as much damage as a large advanced rail turret
make that more damage than a proto railgun |
Mortedeamor
Wraith Shadow Guards
162
|
Posted - 2013.08.26 11:25:00 -
[17] - Quote
Tectonic Fusion wrote:Assault FGs need a splash damage nerf /thread if ccp's falloff idea apples to forge gun splash it will be irrelevant as that alone will fix this issue |
Mortedeamor
Wraith Shadow Guards
162
|
Posted - 2013.08.26 11:26:00 -
[18] - Quote
i should add what i am refering to isnt distance from weapon falloff but radial fall off from A.O.E weapons |
Mortedeamor
Wraith Shadow Guards
162
|
Posted - 2013.08.26 11:30:00 -
[19] - Quote
also while i can see where you got the assumption forge gun users spawn forge prior to vehicles being summoned because of their effectiveness vs infantry. it is far more likely that they do that just to blow up the installations on the map for wp first. thats what i do tech i could spawn drive around fora sec have 1000 wp be done and afk without ever supporting the team and get paid. hell if they are really bad i may even be on top of the boards just for that. |
Acturus Galaxy
Horizons' Edge Orion Empire
99
|
Posted - 2013.08.26 11:49:00 -
[20] - Quote
Mortedeamor wrote:also while i can see where you got the assumption forge gun users spawn forge prior to vehicles being summoned because of their effectiveness vs infantry. it is far more likely that they do that just to blow up the installations on the map for wp first. thats what i do tech i could spawn drive around fora sec have 1000 wp be done and afk without ever supporting the team and get paid. hell if they are really bad i may even be on top of the boards just for that.
How I hate team mates destroying all the turrets, they are actually useful as support for the team. It is selfish to destroy them just for the war points. I have seen some teammates get lots of kills with the turret installations. |
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NPA SAMAR
the jamahiriya
13
|
Posted - 2013.08.26 12:27:00 -
[21] - Quote
I think the one of the main problems is the speed of the projectile in forge/rail.slower projectiles= having to learn how to aim/lead the target its almost as easy as sniping point click win, give vehicles, a chance to react if they know were the hit is coming from, Also infantry should not be ohk by a av weapon, I was here in the private trials when swarms mullerd infantry they got nerfed for a good reason,so should forges, against infantry, |
Takahiro Kashuken
Red Star. EoN.
1072
|
Posted - 2013.08.26 12:33:00 -
[22] - Quote
FG gonna get nerfed at this rate
When i cant be arsed to tank lolmilitia FG comes out from above, 1 shotting your protosuit |
Scheneighnay McBob
Bojo's School of the Trades
3148
|
Posted - 2013.08.26 12:37:00 -
[23] - Quote
Forge guns, like plasma cannons, are AV-AI hybrids. They aren't as effective at AV as AV only weapons (swarms) and aren't as effective AI as AI only weapons (AR)
Seems fine to me. Low RoF, and the inability to hold locks on the assault forge balance their damage. |
Anmol Singh
the unholy legion of darkstar DARKSTAR ARMY
293
|
Posted - 2013.08.26 12:55:00 -
[24] - Quote
Logi Bro wrote:And I realized that the ability of the forge gun to kill infantry actually hurts vehicles more than it hurts infantry, ironically enough.
That statement doesn't make much sense by itself, but think about it this way: when you join a match, you choose that weapon that will provide you the most use. For most people, this is the AR. But the FG actually provides MORE use than the AR, if you can believe it. So people choose to use the FG straight off the bat, they don't wait for a vehicle to be called in before they start using it, because they don't need a vehicle to be killers with it. So because FG'ers already have their FGs equipped when a tank is called onto the field, the life on that tank is dramatically reduced.
Frankly, I don't see the logic of the forge gun doing full damage to infantry. If anti-infantry weaponry does 10% damage or so to vehicles, shouldn't anti-vehicle weaponry do 10% damage or so to infantry?
Assault FG needs a charge time nerf.... its charges at 1.8 seconds at proto level |
Anmol Singh
the unholy legion of darkstar DARKSTAR ARMY
293
|
Posted - 2013.08.26 12:57:00 -
[25] - Quote
Scheneighnay McBob wrote:Forge guns, like plasma cannons, are AV-AI hybrids. They aren't as effective at AV as AV only weapons (swarms) and aren't as effective AI as AI only weapons (AR)
Seems fine to me. Low RoF, and the inability to hold locks on the assault forge balance their damage.
the inability to hold locks is actually a plus because then u can spam the shots in 1.8 seconds... the Fg and AFG damage needs to be switched. |
Logi Bro
Greatness Achieved Through Training EoN.
2114
|
Posted - 2013.08.26 13:22:00 -
[26] - Quote
Medical Crash wrote:WHAT issue with the Forge Gun? There is no issue, just whining people.
3 shots my tanker alt
1 shots my infantry main
If my AR hurt tanks with 100% damage, people would whine and ***** all day long, but apparently its OK as long as it has a slight charge time. |
Logi Bro
Greatness Achieved Through Training EoN.
2114
|
Posted - 2013.08.26 13:23:00 -
[27] - Quote
Himiko Kuronaga wrote:Logi Bro wrote:And I realized that the ability of the forge gun to kill infantry actually hurts vehicles more than it hurts infantry, ironically enough.
That statement doesn't make much sense by itself, but think about it this way: when you join a match, you choose that weapon that will provide you the most use. For most people, this is the AR. But the FG actually provides MORE use than the AR, if you can believe it. So people choose to use the FG straight off the bat, they don't wait for a vehicle to be called in before they start using it, because they don't need a vehicle to be killers with it. So because FG'ers already have their FGs equipped when a tank is called onto the field, the life on that tank is dramatically reduced.
Frankly, I don't see the logic of the forge gun doing full damage to infantry. If anti-infantry weaponry does 10% damage or so to vehicles, shouldn't anti-vehicle weaponry do 10% damage or so to infantry? It's not an anti-vehicle weapon, and it is not called that anywhere in the game.
I don't remember any other weapon specifically called anti-infantry, but those still do reduced damage to vehicles. |
Logi Bro
Greatness Achieved Through Training EoN.
2114
|
Posted - 2013.08.26 13:28:00 -
[28] - Quote
Scheneighnay McBob wrote:Forge guns, like plasma cannons, are AV-AI hybrids. They aren't as effective at AV as AV only weapons (swarms) and aren't as effective AI as AI only weapons (AR)
Seems fine to me. Low RoF, and the inability to hold locks on the assault forge balance their damage.
.....I'm not so sure about that. Where are you getting this information from, because my shield tank has been destroyed about 100x more often from forge guns than it has swarm launchers.
By your logic, it is OK for the FG to do what it does to infantry, but then it is still far too effective at AV, so it would need a damage nerf. |
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