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Master Jaraiya
Ultramarine Corp
537
|
Posted - 2013.08.26 20:08:00 -
[1] - Quote
To use a FG you must use a Heavy Dropsuit. The Heavy Dropsuit is by far the Easiest dropsuit to counter in the game because of our very large hitbox and very slow Movement/Sprint Speed.
FG (and other) Heavies require intensive squad support in the form of nanohives, armor repair, and nanite injectors in order to be mildly effective in any battle situation.
Once in CQC the FG is useless. This limits the Heavy to a side arm, making him extremely vulnerable to enemy attack.
The Tower Forge Gunner complaint is the most common. People complain because "they are on a high tower and don't render" Seriously guys how many towers exist in this game that are only accessible with dropships? It is not that difficult to figure out where their perch is. Once located it is not difficult to use some elementary squad coordination to take them out.
Solo Tower FG heavies can easily be countered by a Medium or Light Suit team of two. One with an active scanner and shotgun or AR or nearly any other Handheld light weapon in the game another with a sniper rifle or *gasp* Heavy with a FG. If the Heavy is on a tower with no ladder Squad Coordination can be used to easily locate the Heavy for snipers to focus fire and nullify the threat. A dropship should be in position at flight ceiling over the tower to then land on the tower and remove any uplinks or nanohives. Even the Tac AR can easily take out a Tower FG Heavy from the ground.
Feel free to add more reasons why the FG is not Overpowered. |
Master Jaraiya
Ultramarine Corp
537
|
Posted - 2013.08.26 20:09:00 -
[2] - Quote
Reserved for constructive feedback/additions to original post! |
Master Jaraiya
Ultramarine Corp
538
|
Posted - 2013.08.26 20:19:00 -
[3] - Quote
Jenza's Pants wrote:Master Jaraiya wrote:To use a FG you must use a Heavy Dropsuit. The Heavy Dropsuit is by far the Easiest dropsuit to counter in the game because of our very large hitbox and very slow Movement/Sprint Speed.
FG (and other) Heavies require intensive squad support in the form of nanohives, armor repair, and nanite injectors in order to be mildly effective in any battle situation.
Once in CQC the FG is useless. This limits the Heavy to a side arm, making him extremely vulnerable to enemy attack.
The Tower Forge Gunner complaint is the most common. People complain because "they are on a high tower and don't render" Seriously guys how many towers exist in this game that are only accessible with dropships? It is not that difficult to figure out where their perch is. Once located it is not difficult to use some elementary squad coordination to take them out.
Solo Tower FG heavies can easily be countered by a Medium or Light Suit team of two. One with an active scanner and shotgun or AR or nearly any other Handheld light weapon in the game another with a sniper rifle or *gasp* Heavy with a FG. If the Heavy is on a tower with no ladder Squad Coordination can be used to easily locate the Heavy for snipers to focus fire and nullify the threat. A dropship should be in position at flight ceiling over the tower to then land on the tower and remove any uplinks or nanohives. Even the Tac AR can easily take out a Tower FG Heavy from the ground.
Feel free to add more reasons why the FG is not Overpowered. Provided you can get up there with a dropship.....oh wait you have a 2 hit instapop-dropship gun with range that is "LOLthewholemap"
It isn't that difficult to evade a FG long enough to get to the flight ceiling. Once you are there you just need to wait for your other squad mates to to coordinate their efforts to either distract the Forge Gunner or take him out. Then lower your DS to the tower. It is called "tactics" maybe you have heard of this? The FG range is not "LOLthewholemap" It is 299m. I can see tanks and installations in my LoS that are out of range of my FG and take no damage if I shoot from out of range. |
Master Jaraiya
Ultramarine Corp
538
|
Posted - 2013.08.26 20:23:00 -
[4] - Quote
Smooth Assassin wrote:Master Jaraiya wrote:To use a FG you must use a Heavy Dropsuit. The Heavy Dropsuit is by far the Easiest dropsuit to counter in the game because of our very large hitbox and very slow Movement/Sprint Speed.
FG (and other) Heavies require intensive squad support in the form of nanohives, armor repair, and nanite injectors in order to be mildly effective in any battle situation.
Once in CQC the FG is useless. This limits the Heavy to a side arm, making him extremely vulnerable to enemy attack.
The Tower Forge Gunner complaint is the most common. People complain because "they are on a high tower and don't render" Seriously guys how many towers exist in this game that are only accessible with dropships? It is not that difficult to figure out where their perch is. Once located it is not difficult to use some elementary squad coordination to take them out.
Solo Tower FG heavies can easily be countered by a Medium or Light Suit team of two. One with an active scanner and shotgun or AR or nearly any other Handheld light weapon in the game another with a sniper rifle or *gasp* Heavy with a FG. If the Heavy is on a tower with no ladder Squad Coordination can be used to easily locate the Heavy for snipers to focus fire and nullify the threat. A dropship should be in position at flight ceiling over the tower to then land on the tower and remove any uplinks or nanohives. Even the Tac AR can easily take out a Tower FG Heavy from the ground.
Feel free to add more reasons why the FG is not Overpowered. Reasons FG is OP: Have you ever wanted a weapon that has a powerful range and powerful against all types of entities even at close range or any range well the assault forge gun is your pick counter any infantry and vehicle.
LOL at FG in close range. If you get killed in CQC by a FG then you should find another game because this on obviously isn't for you. |
Master Jaraiya
Ultramarine Corp
538
|
Posted - 2013.08.26 20:28:00 -
[5] - Quote
ladwar wrote:easy to counter in CQC yea right now... with 1.4 not anymore. at range no not really, your just blowing smoking. btw in CQC the FG is a good first blow and if it doesn't kill you enemy they have lost over half is HP. it takes 3+ coordination to remove 1 heavy FG sniper and thats not OP? have you seen how high those towers are? TAC AR doesn't have that much range if the sat at the base and shot up. and LOL getting a DS above them it next to impossible and that is if you get the DS to the fight ceiling before getting shot down.
Ishukone AFG does 277 splash damage with a blast radius of what 3m. LOL! The standard Mass Driver can out DPS a Prototype FG with splash damage. |
Master Jaraiya
Ultramarine Corp
538
|
Posted - 2013.08.26 20:30:00 -
[6] - Quote
ladwar wrote:Master Jaraiya wrote:Smooth Assassin wrote:Master Jaraiya wrote:To use a FG you must use a Heavy Dropsuit. The Heavy Dropsuit is by far the Easiest dropsuit to counter in the game because of our very large hitbox and very slow Movement/Sprint Speed.
FG (and other) Heavies require intensive squad support in the form of nanohives, armor repair, and nanite injectors in order to be mildly effective in any battle situation.
Once in CQC the FG is useless. This limits the Heavy to a side arm, making him extremely vulnerable to enemy attack.
The Tower Forge Gunner complaint is the most common. People complain because "they are on a high tower and don't render" Seriously guys how many towers exist in this game that are only accessible with dropships? It is not that difficult to figure out where their perch is. Once located it is not difficult to use some elementary squad coordination to take them out.
Solo Tower FG heavies can easily be countered by a Medium or Light Suit team of two. One with an active scanner and shotgun or AR or nearly any other Handheld light weapon in the game another with a sniper rifle or *gasp* Heavy with a FG. If the Heavy is on a tower with no ladder Squad Coordination can be used to easily locate the Heavy for snipers to focus fire and nullify the threat. A dropship should be in position at flight ceiling over the tower to then land on the tower and remove any uplinks or nanohives. Even the Tac AR can easily take out a Tower FG Heavy from the ground.
Feel free to add more reasons why the FG is not Overpowered. Reasons FG is OP: Have you ever wanted a weapon that has a powerful range and powerful against all types of entities even at close range or any range well the assault forge gun is your pick counter any infantry and vehicle. I have, but it requires a direct hit, which is not easy at all with the Assault FG. LOL at FG in close range. If you get killed in CQC by a FG then you should find another game because this on obviously isn't for you. guess you have never used the FG to OHK in CQC then.
I have, but this requires a direct hit, which is very difficult with the Assault FG |
Master Jaraiya
Ultramarine Corp
538
|
Posted - 2013.08.26 20:33:00 -
[7] - Quote
Doc Noah wrote:FG needs some shake during charge to prevent it's ability to counter snipe with pinpoint accuracy Splash radius and splash damage needs to be reduced or removed altogether
It already shakes. I would concede that this should be increased on the variants which hold a charge, but not the AFG.
As for the splash, it is designed this way as a means of scattering Vehicle's infantry support, and should not be removed or reduced in any way. |
Master Jaraiya
Ultramarine Corp
538
|
Posted - 2013.08.26 20:37:00 -
[8] - Quote
Disturbingly Bored wrote:Smooth Assassin wrote: Reasons FG is OP:
Have you ever wanted a weapon that has a powerful range and powerful against all types of entities even at close range or any range well the assault forge gun is your pick counter any infantry and vehicle.
Even at close range, eh? I take it you're also good at no-scoping with a sniper rifle. Forge Gun on a tower without ladder access is OP against vehicles because you have to fly the Forge Gunner's favorite prey up to kill him. It's only a nuisance against infantry up there, however, and less effective than your average sniper. And it isn't just Forge Guns that are good way up thar. They're just the ideal weapon for defending the position. IMO, Forge Gun's OPness is and always has been a map design issue. There should be no remote, defendable positions with only one method of access anywhere on any map.
There is plenty of ways to counter the Forge Gunner on a tower. I detailed them in my original post. I will reiterate. Spawn a DS in your ground spawn then immediately take it to the flight ceiling. Both of these locations are out of FG range. While at flight ceiling hover over the tower, then wait for your squad to distract or kill the Forge Gunner, then drop down and take out his uplinks/nanohives. Done! |
Master Jaraiya
Ultramarine Corp
539
|
Posted - 2013.08.26 20:42:00 -
[9] - Quote
ladwar wrote:Master Jaraiya wrote:
I have, but this requires a direct hit, which is very difficult with the Assault FG
LOL no its not they even made it easier w/ better hit detection. i guess your horrible w/ the shotgun, plasma cannon and scambler pistol then as well and you need your bullet hoses *cough* HMG/smg *cough*
LOL no it is not very easy unless the target is a complete idiot and just stands perfectly still, watching me charge my FG. If the target is strafing at all, it requires you to have perfect aim at the exact millisecond in which the FG fires. If your target moves slightly to the left or right he can easily dodge the attack.
I don't use my FG on targets closer than 30m.
IF the engagement is extreme CQC yes I do use my HMG. Isn't that what the weapon is for! |
Master Jaraiya
Ultramarine Corp
539
|
Posted - 2013.08.26 20:46:00 -
[10] - Quote
ladwar wrote: pssss i kill RDVs and w/e vehicle ppl call in their red zones.. nice juicey 150 wp RDVs.
and sniping... with what rendering range?
This may be, but you don't do this from any tower on any map. The FG simply doesn't have the range to reach the enemy's ground spawn from any tower position on any map.
Anyone who says otherwise, show me pics or a video or you are a liar! |
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Master Jaraiya
Ultramarine Corp
539
|
Posted - 2013.08.26 20:50:00 -
[11] - Quote
Fire of Prometheus wrote:Master Jaraiya wrote:To use a FG you must use a Heavy Dropsuit. The Heavy Dropsuit is by far the Easiest dropsuit to counter in the game because of our very large hitbox and very slow Movement/Sprint Speed.
FG (and other) Heavies require intensive squad support in the form of nanohives, armor repair, and nanite injectors in order to be mildly effective in any battle situation.
Once in CQC the FG is useless. This limits the Heavy to a side arm, making him extremely vulnerable to enemy attack.
The Tower Forge Gunner complaint is the most common. People complain because "they are on a high tower and don't render" Seriously guys how many towers exist in this game that are only accessible with dropships? It is not that difficult to figure out where their perch is. Once located it is not difficult to use some elementary squad coordination to take them out.
Solo Tower FG heavies can easily be countered by a Medium or Light Suit team of two. One with an active scanner and shotgun or AR or nearly any other Handheld light weapon in the game another with a sniper rifle or *gasp* Heavy with a FG. If the Heavy is on a tower with no ladder Squad Coordination can be used to easily locate the Heavy for snipers to focus fire and nullify the threat. A dropship should be in position at flight ceiling over the tower to then land on the tower and remove any uplinks or nanohives. Even the Tac AR can easily take out a Tower FG Heavy from the ground.
Feel free to add more reasons why the FG is not Overpowered. 1. Heavies are not easily countered, it takes a minimum of 2 charge sniper shots to kill one (that's fully stacked with complex Dmg mods and level 5 proficiency). 2. Mostly true but put a advanced or complex armour repper and level up am capacity on your FG and your golden. 3.the forge gun is not 100% useless in CQC, besides any smart forge gunner would not go into CQC 4. Agreed, they can be taken out but not with a paper thin dropship. I'm a DS so I know how easy it is to wreck a DS 5. Same as 4.....what are you talking about "a TAC assault rifle can take out a tower forge gunner" no it can't!!!!! The TAC AR doesn't have that kind of range. All the towers that Forge gunners use require either a dropship or sniper, but neither can take out a heavy before he ducks back into cover.
For some of the towers yes the TAC can hit, so can the standard AR. Not the tallest towers, no, but most of the ones with ladders.
I didn't say take them out with a DS I said have your DS in position over the tower at the flight ceiling waiting for your team to take him out then land on the tower and take out the uplinks and nanohives.
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Master Jaraiya
Ultramarine Corp
539
|
Posted - 2013.08.26 20:52:00 -
[12] - Quote
Disturbingly Bored wrote:The only thing I've ever seen reliably killed in CQC with Forge Guns is HMG Heavies. Pour a 40 on the curb for fattie on fattie violence...
This |
Master Jaraiya
Ultramarine Corp
539
|
Posted - 2013.08.26 20:57:00 -
[13] - Quote
Anmol Singh wrote:[quote=Master Jaraiya]
compared to a heavy... how much bigger is the hitbox of a tank? how much does a properly fit tank cost? why are these 5 kilogram Fg doing more damage than 1 million isk 10 ton railguns? ever thought about that?
Unless the FG is on a tower tanks can easily evade Heavies. Nearly every tank I have killed with my FG (I stay on the ground) just sits perfectly still letting me continue to blast them.
If the tank is moving, I have to use team tactics and cover to get close enough to pop you with a couple AV nades and a FG shot. If you spot me with your blaster, I'm dead before I can charge my Assault FG. If you have Infantry support, I do not stand a chance at succeeding this way.
Should I not be rewarded for this type of effort? Of course I should!
|
Master Jaraiya
Ultramarine Corp
542
|
Posted - 2013.08.26 21:13:00 -
[14] - Quote
Boot Booter wrote:OK so I am going to try to reply to each of the points you made. Obviously you love the FG so I assume you are a bit biased in your original post.
1) you say heavies are easiest to kill. Well nobody runs around with a FG in normal assault range. They are almost always on a tower and in fact are the hardest to kill while they are up high because they can easily find cover from fire below. So this point you make is a bit irrelevant.
2) FGers require heavy squad support. This is true and also plays into a point I will make later which makes FGers extra hard to remove from towers.
3) CQC? I think I cover that in 1...
4) Tower FG. OK so this is where the FG dominates. You say, how many towers are in the game? I have news for you, there are a lot and most of them can cover and completely protect an objective with a FG. You can't just fly a derpship up there because, oh wait there's a forge gunner up there. Plus, the FGer has squad support which usually means at least one logi who has drop up links, nanohives, etc. So what your saying is, that it isn't hard to fly a dropship, that gets one hit by a forge gun, up to the tower, drop infantry and take down a heavy, a logi, probably a few other enemies, and the drop uplinks. Well again, I have news for you, it's pretty challenging.
5) solo FGers... Well again, obviously they won't be solo. This would be no problem.
I am not complaining about the FG just yet, just saying the points you make aren't that accurate or relevant to the true power of the FG.
The real issue with the forge gun is, once you have a well supported FGer on a tower it is near impossible to remove / takes a lot of effort while the rest of the blueberries are busy getting over run. Furthermore, this FGer can fully defend against vehicles and completely lock down one objective at the same time. This is OP, plain and simple. I like the FG, it's a lot of fun and I think it should be powerful, but it's splash damage and travel speed make it a beast at taking out infantry. To add more, the thing is extremely easy to aim. Anyone who says it isn't is either terrible or lying, period.
My solution is to reduce the splash and slightly decrease the projectile velocity. In other words increasing the skill needed to use it while keeping the same power.
Not biased, but I do love the FG.
1) I stay in AR range with my FG all the time. *shrugs* I don't play like a coward. The fact that "Forge Gunners are almost always on a tower" does not make the FG overpowered.
4) There are'nt so many towers that one cannot relatively quickly find a tower Forge Gunner. There are absolutely no towers in the game that have absolute FG range over the entire map and the DS flight ceiling so stop being lazy when you call in and fly your DS.
The FG has no problems, reducing the splash, decreasing the Projectile velocity or doing anything else to it would make it useless.
The splash is there to scatter Vehicle's infantry support like I state earlier in the thread. Reducing the projectile velocity would render it useless against vehicles by making it to easy to dodge.
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Master Jaraiya
Ultramarine Corp
542
|
Posted - 2013.08.26 21:17:00 -
[15] - Quote
ladwar wrote:Master Jaraiya wrote:Anmol Singh wrote:[quote=Master Jaraiya]
compared to a heavy... how much bigger is the hitbox of a tank? how much does a properly fit tank cost? why are these 5 kilogram Fg doing more damage than 1 million isk 10 ton railguns? ever thought about that? Unless the FG is on a tower tanks can easily evade Heavies. Nearly every tank I have killed with my FG (I stay on the ground) just sits perfectly still letting me continue to blast them. If the tank is moving, I have to use team tactics and cover to get close enough to pop you with a couple AV nades and a FG shot. If you spot me with your blaster, I'm dead before I can charge my Assault FG. If you have Infantry support, I do not stand a chance at succeeding this way. Should I not be rewarded for this type of effort? Of course I should! ah i see why you say the FG isn't OP. lack of tactical use. "I stay on the ground" its like saying free orbitals isn't OP because you limit yourself to one a game when the game doesn't. LMAO so now using team tactics and natural cover to move around and destroy vehicles and installations is "lack of tactical use." SMH! Here I thought tower sniping with a FG was "lack of tactical use." I guess I been doing it wrong all along! |
Master Jaraiya
Ultramarine Corp
544
|
Posted - 2013.08.26 21:32:00 -
[16] - Quote
Fire of Prometheus wrote: 1. Heavies are not easily countered, it takes a minimum of 2 charge sniper shots to kill one (that's fully stacked with complex Dmg mods and level 5 proficiency).
So...2 snipers...concentrating fire...on one target.
With all of the snipers you see in every single match on this game I don't see where this would be very hard to achieve. |
Master Jaraiya
Ultramarine Corp
544
|
Posted - 2013.08.26 21:36:00 -
[17] - Quote
Nemo Bluntz wrote:BLKDG wrote:Nemo Bluntz wrote:Master Jaraiya wrote:It isn't that difficult to evade a FG long enough to get to the flight ceiling. Once you are there you just need to wait for your other squad mates to to coordinate their efforts to either distract the Forge Gunner or take him out. Then lower your DS to the tower. It is called "tactics" maybe you have heard of this? The FG range is not "LOLthewholemap" It is 299m. I can see tanks and installations in my LoS that are out of range of my FG and take no damage if I shoot from out of range. Hear that, guys? Its super easy to take out a forge gunner. All you have to do is coordinate an entire squad, with a vehicle he can easily shoot down if you're not careful, to take down a single guy in a cheap heavy suit. There's nothing OP about that at all. Hey boss if it takes you a squad to take down a FG your doing it wrong. I was responding to that ridiculous post. I really dislike tower FG tactics. But I totally see why people do it. I'm also against OHK weapons, especially in a "high health" shooter.
What is so ridiculous about my post? I never said you should have to use an entire squad to counter a Tower FG Heavy, 2 guys could do it just fine.
I dislike tower anything tactics. I stay on the ground, and no I do not see why people do it. Those guys are cowards. I do just fine as a Forge Gunner from the ground, as a matter of fact, it seems more difficult using a FG on top of a 100-200m tower, but that's just mo opinion. |
Master Jaraiya
Ultramarine Corp
544
|
Posted - 2013.08.26 21:40:00 -
[18] - Quote
Henchmen21 wrote:Your 47K isk infantry weapon does 126 less damage than my 900K proto rail gun. while having the same ROF. This isn't a "railgun turrets are UP thread".
Seriously though, what would you be able to do with a damage buff that you can't do now besides take out installations a bit faster? You can OHK infantry just like we can, but you have a much farther range than the FG. |
Master Jaraiya
Ultramarine Corp
544
|
Posted - 2013.08.26 21:50:00 -
[19] - Quote
Django Quik wrote:Master Jaraiya wrote:The Tower Forge Gunner complaint is the most common. People complain because "they are on a high tower and don't render" Seriously guys how many towers exist in this game that are only accessible with dropships? It is not that difficult to figure out where their perch is. Once located it is not difficult to use some elementary squad coordination to take them out. Every single map in this game has at least one tower that is only accessible by dropships. At least one. A tower forge gunner should never get taken out by means of a dropship, as long as he is paying attention or has a mic with someone else who can tell him when a dropship is being brought in. And even if the dropship can somehow not get noticed by the forge gunner, he's still got to negotiate swarms and railgun tanks and installations to even get off the ground, let alone reach the flight ceiling. As you've said a few times now, you stay on the ground, so really, what do you know about tower forging? Have you ever taken out a tower forger? Have you ever been taken out as a tower forger? If it weren't for the tower forgers, there'd be many fewer complaints about forge guns. Granted the assault is OP compared to the other FG variants but there are better fixes to this than nerfing or even tweaking forge guns: Fix bloody rooftops! How many roofs are designed as wide flat surfaces? Shouldn't they be peaked? Ok not always but you need to have something to stop people being able to sit atop a roof and see pretty much the entire map unhindered. Add a chest height wall to the edges of every rooftop. Simple; it's already done on the interior of the biomass complex roof. TL:DR - redesign roofs so they're not such easy perches, don't provide easy cover or don't allow decent views of all or key areas of maps.
Yes every map may have these towers, but they aren't so many as to make it difficult to figure out where the tower campers are.
I have tried tower forging. It sucks! It is boring! Yes, I have been taken out on top of a tower as a Forge Gunner. By other Forge Gunners, Snipers, Tac AR users, AR users, Rail Tanks. Yes I have taken out Tower Forge Gunners with my FG from the ground. The Assault FG is in absolutely no way OP! The splash is LOL. You have to get direct hits to get kills which takes a great degree of skill. If you kill someone with FG Splash damage of 277HP with 3m radius that person is an idiot. |
Master Jaraiya
Ultramarine Corp
544
|
Posted - 2013.08.26 21:53:00 -
[20] - Quote
Pvt Numnutz wrote:Hahahaha I love forge gunners who talk about tank drivers being scrubs and only wanting to be an invincible killing machine and don't want to use team work. Forge gun is very much the same, especially up in high places. I've seen a guy kill 3 dropships and a tank in under a minute with an officer forge. Why should you be able to solo vehicles if you say vehicles shouldn't be able to solo infantry?
Are you in the right thread?
Who said vehicles shouldn't solo infantry? Of course they should!
Tower Forge Gunning is scrubbery at it's finest, but it does have counters. I don't want the FG nerfed to **** because of the actions of a handful of cowardly players.
Using a FG on the ground is a completely different ball game. It is in no way OP. |
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Master Jaraiya
Ultramarine Corp
545
|
Posted - 2013.08.26 21:59:00 -
[21] - Quote
Boot Booter wrote:Master Jaraiya wrote:Boot Booter wrote:OK so I am going to try to reply to each of the points you made. Obviously you love the FG so I assume you are a bit biased in your original post.
1) you say heavies are easiest to kill. Well nobody runs around with a FG in normal assault range. They are almost always on a tower and in fact are the hardest to kill while they are up high because they can easily find cover from fire below. So this point you make is a bit irrelevant.
2) FGers require heavy squad support. This is true and also plays into a point I will make later which makes FGers extra hard to remove from towers.
3) CQC? I think I cover that in 1...
4) Tower FG. OK so this is where the FG dominates. You say, how many towers are in the game? I have news for you, there are a lot and most of them can cover and completely protect an objective with a FG. You can't just fly a derpship up there because, oh wait there's a forge gunner up there. Plus, the FGer has squad support which usually means at least one logi who has drop up links, nanohives, etc. So what your saying is, that it isn't hard to fly a dropship, that gets one hit by a forge gun, up to the tower, drop infantry and take down a heavy, a logi, probably a few other enemies, and the drop uplinks. Well again, I have news for you, it's pretty challenging.
5) solo FGers... Well again, obviously they won't be solo. This would be no problem.
I am not complaining about the FG just yet, just saying the points you make aren't that accurate or relevant to the true power of the FG.
The real issue with the forge gun is, once you have a well supported FGer on a tower it is near impossible to remove / takes a lot of effort while the rest of the blueberries are busy getting over run. Furthermore, this FGer can fully defend against vehicles and completely lock down one objective at the same time. This is OP, plain and simple. I like the FG, it's a lot of fun and I think it should be powerful, but it's splash damage and travel speed make it a beast at taking out infantry. To add more, the thing is extremely easy to aim. Anyone who says it isn't is either terrible or lying, period.
My solution is to reduce the splash and slightly decrease the projectile velocity. In other words increasing the skill needed to use it while keeping the same power. Not biased, but I do love the FG. 1) I stay in AR range with my FG all the time. *shrugs* I don't play like a coward. The fact that "Forge Gunners are almost always on a tower" does not make the FG overpowered. 4) There are'nt so many towers that one cannot relatively quickly find a tower Forge Gunner. There are absolutely no towers in the game that have absolute FG range over the entire map and the DS flight ceiling so stop being lazy when you call in and fly your DS. The FG has no problems, reducing the splash, decreasing the Projectile velocity or doing anything else to it would make it useless. The splash is there to scatter Vehicle's infantry support like I state earlier in the thread. Reducing the projectile velocity would render it useless against vehicles by making it to easy to dodge. The main problem is they can defend an objective the entire game by themselves from out of assault range and are near impossible to remove. I don't have a problem with them otherwise. Yesterday for example I saw a guy go 22/0 with one on a tower. Smart players went around for other objectives and nearly won through cloning but essentially were at a ridiculous disadvantage. Now I know that is great strategy but don't say it was hard for the FGer or really fair (balanced). The FG isn't OP but tower FGing is, the splash is what makes defending the objective without actually having line of sight possible. You can keep some splash but why in the world should an AV weapon be able to splash two hit kill protos?
If you get hit by the splash from a tower FG sniper, why on earth would you stand there for 2 more seconds while he charges back up? That is not very smart. Medium and light suits have more than enough speed to evade splash damage from a tower Forge Gunner. It isn't his fault you just remain in the same place. If you get spammed with a mass driver do you not try to evade the splash damage? |
Master Jaraiya
Ultramarine Corp
545
|
Posted - 2013.08.26 22:02:00 -
[22] - Quote
TunRa wrote:Problem is you can't counter them when they are 50 stories above your head and all you have is a militia sniper rifle. There is more than one tower or other high altitude vantage point in every map so get up there, and yes you can take out a proto heavy with a MLT sniper rifle because I have done it. |
Master Jaraiya
Ultramarine Corp
545
|
Posted - 2013.08.26 22:08:00 -
[23] - Quote
Henchmen21 wrote:Master Jaraiya wrote:Henchmen21 wrote:Your 47K isk infantry weapon does 126 less damage than my 900K proto rail gun. while having the same ROF. This isn't a "railgun turrets are UP thread". Seriously though, what would you be able to do with a damage buff that you can't do now besides take out installations a bit faster? You can OHK infantry just like we can, but you have a much farther range than the FG. I take issue with it take a FG less shots to take out the same tank. Another tank should always be the best option to take out a tank. Installations are perhaps a better comparison, a FG takes em out in two I'd need a damage mod with maxed turret skills and a proto rail to do the same. Though I'd have to confirm that don't bring out the proto rail unless another tank requires it.
I would say that the Rail Turret should to about 1.5 times the damage of the Breach FG in each tier, but should take longer to charge as well.
I can confirm that with the ADV Assault FG, MLT and Comp Damage Mod, Pro lvl 2 it takes 3 shots to take out a turret. |
Master Jaraiya
Ultramarine Corp
545
|
Posted - 2013.08.26 22:21:00 -
[24] - Quote
Gelhad Thremyr wrote:Just witness a 50/6 Team Player guy with a forge gun in a domination. It cant be just skill, he camped on top of one of the 6 huge towers.
Say what you will but a score like that cant be only skills. Lets just say that in a sense I was happy he was on my side, but its a serious WTF moment...
Most forge gun I see now are campers making huge amount of kills, is that the real intended behaviour with this weapon ?
Was he the Squad leader calling in Orbital Strikes?
I was in a match earlier today using my HMG. I was also squad leader, and called in 2 Orbital Strikes. I went 41/10 about 15 were OS kills. Are you going to try to tell me that the HMG is OP now? |
Master Jaraiya
Ultramarine Corp
551
|
Posted - 2013.08.26 23:13:00 -
[25] - Quote
Henchmen21 wrote:Gelhad Thremyr wrote:Just witness a 50/6 Team Player guy with a forge gun in a domination. It cant be just skill, he camped on top of one of the 6 huge towers.
Say what you will but a score like that cant be only skills. Lets just say that in a sense I was happy he was on my side, but its a serious WTF moment...
Most forge gun I see now are campers making huge amount of kills, is that the real intended behaviour with this weapon ? If only one thing was changed on the FG I'd have it be projectile speed. As it stands now, reticule turns red and they're dead. There has to be a draw back for such a relatively small weapon putting out that much power and maintaining said power over such a distance and that would be how fast you can send the projectile at the target. Not even plasma cannon slow but someplace between the PC speed and the current speed. Would take more skill to hit a DS but a tank would still be reasonably easy to hit unless they hit the fuel injectors. Hitting moving infantry from a tower would be harder as well. That would just make the FG suck.
Remember it is a handheld Railgun. Just like the sniper rifle except larger. It doesn't fire an actual projectile.
Would you want this done to your rail turrets? What about the Railgun Installations? Sniper Rifles? What about the Caldari Rail Rifle? Should these weapons also have a slower traveling "projectile", of course not. |
Master Jaraiya
Ultramarine Corp
551
|
Posted - 2013.08.26 23:19:00 -
[26] - Quote
Xender17 wrote:Master Jaraiya wrote:Henchmen21 wrote:Gelhad Thremyr wrote:Just witness a 50/6 Team Player guy with a forge gun in a domination. It cant be just skill, he camped on top of one of the 6 huge towers.
Say what you will but a score like that cant be only skills. Lets just say that in a sense I was happy he was on my side, but its a serious WTF moment...
Most forge gun I see now are campers making huge amount of kills, is that the real intended behaviour with this weapon ? If only one thing was changed on the FG I'd have it be projectile speed. As it stands now, reticule turns red and they're dead. There has to be a draw back for such a relatively small weapon putting out that much power and maintaining said power over such a distance and that would be how fast you can send the projectile at the target. Not even plasma cannon slow but someplace between the PC speed and the current speed. Would take more skill to hit a DS but a tank would still be reasonably easy to hit unless they hit the fuel injectors. Hitting moving infantry from a tower would be harder as well. That would just make the FG suck. Remember it is a handheld Railgun. Just like the sniper rifle except larger. It doesn't fire an actual projectile. Would you want this done to your rail turrets? What about the Railgun Installations? Sniper Rifles? What about the Caldari Rail Rifle? Should these weapons also have a slower traveling "projectile", of course not. Well yeah... the fg 5 to 4 times smaller than a railgun turret. So yeah... I do expect it to be weaker in everyway.
Who said anything about damage output. This was about "projectile travel speed". No it should not fire slower rounds than other rail weapons that is ludicrous! |
Master Jaraiya
Ultramarine Corp
551
|
Posted - 2013.08.26 23:30:00 -
[27] - Quote
Henchmen21 wrote:Master Jaraiya wrote:Henchmen21 wrote:Gelhad Thremyr wrote:Just witness a 50/6 Team Player guy with a forge gun in a domination. It cant be just skill, he camped on top of one of the 6 huge towers.
Say what you will but a score like that cant be only skills. Lets just say that in a sense I was happy he was on my side, but its a serious WTF moment...
Most forge gun I see now are campers making huge amount of kills, is that the real intended behaviour with this weapon ? If only one thing was changed on the FG I'd have it be projectile speed. As it stands now, reticule turns red and they're dead. There has to be a draw back for such a relatively small weapon putting out that much power and maintaining said power over such a distance and that would be how fast you can send the projectile at the target. Not even plasma cannon slow but someplace between the PC speed and the current speed. Would take more skill to hit a DS but a tank would still be reasonably easy to hit unless they hit the fuel injectors. Hitting moving infantry from a tower would be harder as well. That would just make the FG suck. Remember it is a handheld Railgun. Just like the sniper rifle except larger. It doesn't fire an actual projectile. Would you want this done to your rail turrets? What about the Railgun Installations? Sniper Rifles? What about the Caldari Rail Rifle? Should these weapons also have a slower traveling "projectile", of course not. If its a rail gun it fires a projectile, if not it's not a rail gun. And if it's not a projectile its a ball of energy. Guess what unless contained in a magnetic field that energy would quickly dissipate. So how do you fire a charge that powerful while maintaining it's magnetic field at such high velocity over such a long distance?
According to this logic the sniper rifle should have crap range and crap "projectile" travel speed because the smaller "projectile" and smaller magnetic field could not be maintained over such long distance.
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Master Jaraiya
Ultramarine Corp
551
|
Posted - 2013.08.27 00:13:00 -
[28] - Quote
Henchmen21 wrote:A rail gun fires and actual factual projectile, it uses successive magnetic fields to launch said projectile therefore no magnetic field to maintain. You claim the FG doesn't fire an actual projectile, therefore its not a rail gun at least not in the traditional sense. Either way if its not firing an actual projectile its firing a ball of energy which would require a magnetic field to keep the energy from dissipating. This is a railgun
Your the one who claimed that it required "maintaining it's magnetic field at such high velocity over such a long distance" I was basing my statement off of your *fail logic as the same technology is used in both weapons, one is simply smaller than the other!
By your own description the FG is a rail gun. So is the Sniper Rifle as they actually have ammunition that gets used up as you fire. The "Railgun Installation Turrets" and HAV "Railgun Turrets" are not actual "railgun" weapons because they have no physical ammunition that is used up.
Also this is not real life. The Dust 514 "Railgun" did not originate in the U.S. Navy, and is hardly comparable!
In Dust 514, the FG is the same exact technology used in your HAV's Rail Turret, The Railgun Installations, Sniper Rifles, and soon to come Cal. Rail Rifle and Rail Pistol. So if the FG munition has a nerf to it's travel velocity so should every other railgun weapon!
I'm beginning to think you are simply arguing for the sake of arguing at this point in which case you double the fail! |
Master Jaraiya
Ultramarine Corp
551
|
Posted - 2013.08.27 00:37:00 -
[29] - Quote
Henchmen21 wrote: Here I bolded the key parts your reading comprehension fails to grasp. You are the only one that said rail guns don't fire projectiles. Yes its a game but a railgun is a railgun now and in the future. When I fire my rail turret I see an actual projectile leave the barrel. When you fire a FG I see a ball of energy. Because CCP didn't bother to define where the ammo comes from doesn't mean its not firing a physical projectile. The suspension of disbelief in this instances is where all the energy is coming from in both cases.
So now you resort to insulting my reading comprehension lol. GTFO man.
Let me explain it to you and bold the parts your reading comp fails to grasp.
The FG, Sniper Rifle, Rail Turret, Railgun Installation all use the exact same technology!
You are trying to claim that the FG fires a "ball of energy" lol if this is the case, then all Rail gun weapons fire a "ball of energy" If the rail turret fires a magnetically propelled projectile, then all Rail weapons fire a magnetically propelled projectile including the FG!
So the same physics should apply to all rail based weaponry!
I underlined it for you as well in case you missed the bold! |
Master Jaraiya
Ultramarine Corp
551
|
Posted - 2013.08.27 01:25:00 -
[30] - Quote
Henchmen21 wrote:Master Jaraiya wrote:Henchmen21 wrote: Here I bolded the key parts your reading comprehension fails to grasp. You are the only one that said rail guns don't fire projectiles. Yes its a game but a railgun is a railgun now and in the future. When I fire my rail turret I see an actual projectile leave the barrel. When you fire a FG I see a ball of energy. Because CCP didn't bother to define where the ammo comes from doesn't mean its not firing a physical projectile. The suspension of disbelief in this instances is where all the energy is coming from in both cases.
So now you resort to insulting my reading comprehension lol. GTFO man. Let me explain it to you and bold the parts your reading comp fails to grasp. The FG, Sniper Rifle, Rail Turret, Railgun Installation all use the exact same technology!
You are trying to claim that the FG fires a "ball of energy" lol if this is the case, then all Rail gun weapons fire a "ball of energy" If the rail turret fires a magnetically propelled projectile, then all Rail weapons fire a magnetically propelled projectile including the FG! So the same physics should apply to all rail based weaponry!I underlined it for you as well in case you missed the bold! I am not claiming anything, its clear as day they fire different projectiles. If its the same technology the visual effect would be the same.
The visual effect is the same on the FG as it is on the Railgun Installations, and the Sniper Rifle! |
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Master Jaraiya
Ultramarine Corp
551
|
Posted - 2013.08.27 01:26:00 -
[31] - Quote
Fire of Prometheus wrote:a RAIL GUN ON A TANK or installation!!!!!!
Has less charge time than a FG. |
Master Jaraiya
Ultramarine Corp
552
|
Posted - 2013.08.27 01:48:00 -
[32] - Quote
Henchmen21 wrote:Master Jaraiya wrote:Henchmen21 wrote: Here I bolded the key parts your reading comprehension fails to grasp. You are the only one that said rail guns don't fire projectiles. Yes its a game but a railgun is a railgun now and in the future. When I fire my rail turret I see an actual projectile leave the barrel. When you fire a FG I see a ball of energy. Because CCP didn't bother to define where the ammo comes from doesn't mean its not firing a physical projectile. The suspension of disbelief in this instances is where all the energy is coming from in both cases.
So now you resort to insulting my reading comprehension lol. GTFO man. Let me explain it to you and bold the parts your reading comp fails to grasp. The FG, Sniper Rifle, Rail Turret, Railgun Installation all use the exact same technology!
You are trying to claim that the FG fires a "ball of energy" lol if this is the case, then all Rail gun weapons fire a "ball of energy" If the rail turret fires a magnetically propelled projectile, then all Rail weapons fire a magnetically propelled projectile including the FG! So the same physics should apply to all rail based weaponry!I underlined it for you as well in case you missed the bold! I am not claiming anything, its clear as day they fire different projectiles. If its the same technology the visual effect would be the same.
"the forge gun utilizes a stored electric charge to fire kinetic slugs at speeds in excess of 7,000 m/s, enough to penetrate even augmented armor systems. During the pre-fire charge, the forward armature locks into position, stabilizing the magnetic field and helping to shield the user from backscatter and the excessive heat produced"
The magnetic field is what fires the "kinetic slug". Kinetic energy is defined as the energy an object (in this case the slug) has due to its motion! If there is no object, there is no kinetic energy!
This "kinetic slug" can be associated with this.
"The railgun weaponizes velocity by using magnetic fields to accelerate projectiles to hypersonic speeds."
Quotes taken from Dust 514 Wiki
They both fire a magnetically propelled projectile!!!!!! The FG is powered by a battery!!!
IT IS THE SAME TECHNOLOGY!!!!!!!!!
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Master Jaraiya
Ultramarine Corp
556
|
Posted - 2013.08.27 01:51:00 -
[33] - Quote
ladwar wrote: come on you know that is a bold face lie.
It looks pretty much the same to me. Th FG has some electricity around it, this is due to it being powered by an extremely high voltage electric battery! |
Master Jaraiya
Ultramarine Corp
556
|
Posted - 2013.08.27 02:31:00 -
[34] - Quote
ladwar wrote:Master Jaraiya wrote:Henchmen21 wrote:Master Jaraiya wrote:Henchmen21 wrote: Here I bolded the key parts your reading comprehension fails to grasp. You are the only one that said rail guns don't fire projectiles. Yes its a game but a railgun is a railgun now and in the future. When I fire my rail turret I see an actual projectile leave the barrel. When you fire a FG I see a ball of energy. Because CCP didn't bother to define where the ammo comes from doesn't mean its not firing a physical projectile. The suspension of disbelief in this instances is where all the energy is coming from in both cases.
So now you resort to insulting my reading comprehension lol. GTFO man. Let me explain it to you and bold the parts your reading comp fails to grasp. The FG, Sniper Rifle, Rail Turret, Railgun Installation all use the exact same technology!
You are trying to claim that the FG fires a "ball of energy" lol if this is the case, then all Rail gun weapons fire a "ball of energy" If the rail turret fires a magnetically propelled projectile, then all Rail weapons fire a magnetically propelled projectile including the FG! So the same physics should apply to all rail based weaponry!I underlined it for you as well in case you missed the bold! I am not claiming anything, its clear as day they fire different projectiles. If its the same technology the visual effect would be the same. "the forge gun utilizes a stored electric charge to fire kinetic slugs at speeds in excess of 7,000 m/s, enough to penetrate even augmented armor systems. During the pre-fire charge, the forward armature locks into position, stabilizing the magnetic field and helping to shield the user from backscatter and the excessive heat produced" The magnetic field is what fires the "kinetic slug". Kinetic energy is defined as the energy an object (in this case the slug) has due to its motion! If there is no object, there is no kinetic energy! This "kinetic slug" can be associated with this. "The railgun weaponizes velocity by using magnetic fields to accelerate projectiles to hypersonic speeds." Quotes taken from Dust 514 Wiki They both fire a magnetically propelled projectile!!!!!! The FG is powered by a battery!!! IT IS THE SAME TECHNOLOGY!!!!!!!!!
it is not the same technology, it is similar technology btw "This article needs additional citations for verification" that page has not been verified and its been up over 5 years.... that's a long while for it not to be verified... why because its wrong.
It is the same technology! I just irrefutably proved it! You say "it is similar technology" where is your evidence to support your claim?
Lol at your "btw" If you believe the Dust 514 Wiki to be wrong, then by all means, find a reliable source to prove it wrong.
If it is the wikipedia page you were referring to, EVERY wikipedia page says that! It doesn't mean it is false information! Go prove that it is wrong!
Oh, whats that?
You can't support your claims? |
Master Jaraiya
Ultramarine Corp
556
|
Posted - 2013.08.27 02:44:00 -
[35] - Quote
ladwar wrote:i would but i don't feel like talking to donkeys that once they are confronted go into a spasm yelling they are right when they can't see that everything they use just goes to prove them wrong. Confronted I was, "donkey" im surely not
No one is going into a spasm.
No one is yelling that they are right.
The things I used to prove my point indeed did exactly what they were intended to do.
If I emphasize my words it is because I am forced to in order to educate the dimwitted on the realities of the clearly defined game concepts which they seem to have such a very difficult time understanding.
You won't because you can't!
Now you resort to calling people names and pointing out my posting format because you have no argument to fall back on.
Thanks for the flaming. It just further proves that I am right! |
Master Jaraiya
Ultramarine Corp
556
|
Posted - 2013.08.27 02:53:00 -
[36] - Quote
dogmanpig wrote:Sgt Kirk wrote:"It's not overpowerd because I use it."[/thread] ^ Thank you both for your very meaningful and informative contribution to the discussion! |
Master Jaraiya
Ultramarine Corp
556
|
Posted - 2013.08.27 03:06:00 -
[37] - Quote
Billi Gene wrote:Rail Guns use Rails, in exactly the same manner as magnetically driven trains.
Sequential powering up of individual sections along the rail, driving the projectile along by magnetic force.
Real World Rail Guns have been used to fire projectiles incredible distances, accuracy and distance are both gained by increasing the length of the Rails.
EvE's rail guns are long distance weapons and iirc use containment fields: see below
from what i understand, EvE's blaster technology operates under similar conditions, but replaces the solid projectile with magnetically bound plasma, ejecting the plasma from the weapon at great speads, but due to the nature of the plasma and the methods used to give the round cohesion, this method is only good over shorter ranges.
The Blaster is a short range weapon.
no idea what this thread is about btw.. just thought i'd chime in with unwanted and probably erroneous factoids.
edit: oh wait i do know what this discussion is about : /...
hey erm arent forge guns based off of blasters? :P hence the short barrel size....
That is incorrect. FG is a handheld Railgun.
The Assault Rifle is a miniature handheld blaster.
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Master Jaraiya
Ultramarine Corp
556
|
Posted - 2013.08.27 03:16:00 -
[38] - Quote
FATPrincess - XOXO wrote:You sound a lot like the old TAR users saying the gun was fine.
Assault Forge Gun makes all your arguments invalid. I like the bad at CQC one, lol. The fast charge time is almost like using a mass driver. Spam those shots and I have the "balls" to tell you that this thing is better at CQC than the HMG.
Heavy dropsuit IS the hardest suit to kill at a distance, snipers don't do **** to them, that's why tower guy stays there whole match.
Stop saying Forge Gun is fine ffs, it's not.
-XOXO
Have you even tried to use a FG in CQC?
One Geck can kill a Heavy before he can charge the Assault FG 2 times. OMG that FG is so OP in CQC!
Like using a Mass Driver LMMFAO yea right! the Mass drive can out DPS a FG in splash damage twice over!
Snipers own a heavies all day long. We have to be by far the easiest suit to get a headshot on!
Snipers are my worst enemy! Any halfway decent sniper can rip through my Shields and at least 1/4 of my armor with one shot. Leaving the AR Jackals my bones to pick the meat off of!
Do you even dust bruh? |
Master Jaraiya
Ultramarine Corp
557
|
Posted - 2013.08.27 03:20:00 -
[39] - Quote
Megaman Trigger wrote:Wouldn't it be possible, in theory, that the Forge Gun uses solid rounds (or gas filled containers) for ammunition but the process of charging and firing 'plasmafies' the round i.e: turns a solid (or gas) object into a ball of magnetically bound plasma? That would account for the short range on FG rounds compared to other Rail tech weapins, since the plasma would dissipate as the field breaks down.
Either that or the glow is the magnetic field around the round, but that doesn't really explain why a much larger Rail weapon firing solid rounds has a much shorter range than a Sniper Rifle, when the description implies it would hit at least as far.
The glow is definitely electricity pulled into the magnetic field from the charging process.
The FG is a handheld Railgun.
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Master Jaraiya
Ultramarine Corp
557
|
Posted - 2013.08.27 04:04:00 -
[40] - Quote
Billi Gene wrote: they all appear to be different weapon systems to me. The PC and current AR are obviously blasters (to me), and the sniper is described as a rail. The heat discharge and "stabilizing the magnetic field" should be indicators that the FG is not a rail gun however... rail guns only have active magnetic fields during the firing sequence, and any heat is minimal compared to most weapon systems. I'm happy to be wrong as i have nothing invested outside of curiosity. TLDR: rail guns use rails. compressing a magnetic charge to fling a projectile is not rail technology.
A rail is a form of projectile.
Using a compressed magnetic charge to fire it is Railgun Technology
On the forge gun, because the magnetic field is in such close proximity to the powersource it pulls electricity into it. This is why you see electric arc around the FG when charging and around the rail after firing. It is also what causes the extreme heat.
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Master Jaraiya
Ultramarine Corp
562
|
Posted - 2013.08.27 06:50:00 -
[41] - Quote
Oswald Rehnquist wrote:Billi Gene wrote:yes yes yes Rusty.. but lets clear up whether Rail guns need actual RAILS, to be classified as a rail gun! I like to be positive about the DEVs and the game as much as needed, but lets be frank...(puts on fake moustache)... the Forge Gun doesnt have the physical attributes to accurately fire a rail projectile. It lacks epeen inducing Length. If indeed the FG does possess rails that is. If it doesnt, then it is a Blaster. Which would match the item description. Rail guns afaik dont build a magnetic charge as the rail operate off of a current. Sure the charge up is to generate the Electrical charge to power the rail, but in no way does that translate into the forward armature locks into position, stabilizing the magnetic fieldlinksounds like a blaster to meeeee Not a blaster, in the slightest, This is not the most difficult concept to grasp, the question is entirely based on the nature of the ammunition Blasters and Rails are hybrid weapons, now why are they both hybrid. 1) Blasters are hybrid because they have physical hallow shells which contain plasma, thus they primarily do thermal damage 2) Rails (which Eve also conflates with coil guns) are weapons that shoot solid slugs at really high speeds, hence rail weapons primarily do kinetic damage The Forge gun shoots solid shells, Also the devs shouldn't have to do double work because you guys can't do a little bit of researching, they already addressed the issue of classifying weapons based on weapon systems, just read the dev blogs http://dust514.com/news/blog/2013/07/weapon-ranges-in-uprising-1.2-and-beyond/Edit: I wanted to include this "The power supply must be able to deliver large currents, sustained and controlled over a useful amount of time. The most important gauge of power supply effectiveness is the energy it can deliver. As of December 2010, the greatest known energy used to propel a projectile from a railgun was 33 megajoules.[10] The most common forms of power supplies used in railguns are capacitors and compulsators which are slowly charged from other continuous energy sources. The rails need to withstand enormous repulsive forces during shooting, and these forces will tend to push them apart and away from the projectile. As rail/projectile clearances increase, arcing develops, which causes rapid vaporization and extensive damage to the rail surfaces and the insulator surfaces. This limited some early research railguns to one shot per service interval. The inductance and resistance of the rails and power supply limit the efficiency of a railgun design. Currently different rail shapes and railgun configurations are being tested, most notably by the United States Navy, the Institute for Advanced Technology, and BAE Systems."
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Master Jaraiya
Ultramarine Corp
562
|
Posted - 2013.08.27 07:02:00 -
[42] - Quote
How is that relevant? |
Master Jaraiya
Ultramarine Corp
562
|
Posted - 2013.08.27 07:08:00 -
[43] - Quote
Dovallis Martan JenusKoll wrote:Master Jaraiya wrote:Henchmen21 wrote:Gelhad Thremyr wrote:Just witness a 50/6 Team Player guy with a forge gun in a domination. It cant be just skill, he camped on top of one of the 6 huge towers.
Say what you will but a score like that cant be only skills. Lets just say that in a sense I was happy he was on my side, but its a serious WTF moment...
Most forge gun I see now are campers making huge amount of kills, is that the real intended behaviour with this weapon ? If only one thing was changed on the FG I'd have it be projectile speed. As it stands now, reticule turns red and they're dead. There has to be a draw back for such a relatively small weapon putting out that much power and maintaining said power over such a distance and that would be how fast you can send the projectile at the target. Not even plasma cannon slow but someplace between the PC speed and the current speed. Would take more skill to hit a DS but a tank would still be reasonably easy to hit unless they hit the fuel injectors. Hitting moving infantry from a tower would be harder as well. That would just make the FG suck. Remember it is a handheld Railgun. Just like the sniper rifle except larger. It doesn't fire an actual projectile. Would you want this done to your rail turrets? What about the Railgun Installations? Sniper Rifles? What about the Caldari Rail Rifle? Should these weapons also have a slower traveling "projectile", of course not. ...Railgun... Definition: Electromagnetic Projectile Launcher. Meaning: It has a projectile (aka an object it launches)
LOL thank you for pointing that typo out! Going to correct it right now!
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Master Jaraiya
Ultramarine Corp
564
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Posted - 2013.08.27 20:57:00 -
[44] - Quote
FATPrincess - XOXO wrote:Master Jaraiya wrote:FATPrincess - XOXO wrote:You sound a lot like the old TAR users saying the gun was fine.
Assault Forge Gun makes all your arguments invalid. I like the bad at CQC one, lol. The fast charge time is almost like using a mass driver. Spam those shots and I have the "balls" to tell you that this thing is better at CQC than the HMG.
Heavy dropsuit IS the hardest suit to kill at a distance, snipers don't do **** to them, that's why tower guy stays there whole match.
Stop saying Forge Gun is fine ffs, it's not.
-XOXO Have you even tried to use a FG in CQC? One Geck can kill a Heavy before he can charge the Assault FG 2 times. OMG that FG is so OP in CQC! Like using a Mass Driver? LMMFAO yea right! the Mass drive can out DPS a FG in splash damage twice over! Snipers own heavies all day long. We have to be by far the easiest suit to get a headshot on! Snipers are my worst enemy! Any halfway decent sniper can rip through my Shields and at least 1/4 of my armor with one shot. Leaving the AR Jackals my bones to pick the meat off of! Do you even dust bruh? A GEK can kill everything dude, lol. If snipers are your worst enemies then YOU are doing it wrong. -XOXO Nah, snipers seem to find me no matter where I am on the map. I could be inside a bunker and get hit by snipers.
Seriously though, I do generally try to avoid wide open spaces.
I would rather be n a match with a Forge Gunner on top of every tower than a sniper on top of every tower. |
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