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Jake Diesel
BIG BAD W0LVES
22
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Posted - 2013.09.16 19:04:00 -
[1] - Quote
Zero Harpuia wrote:IAmDuncanIdaho II wrote:I wasn't aware this was a problem to fix, maybe that's my slow a$$ not getting where that OHK shot came from :-p
Anyway. Why fix this? Isn't this a strategic play that is easily countered by the exact same play? I mean, doesn't this make dropship a winner in one area? That has to be good?
Don't see why you'd want to remove what appears to me a perfectly valid tactic. Maybe I've not understood what's broken properly? Imagine this. Playing Line Harvest, when all of a sudden BLAM, you get shelled by something you can't see. Didn't quite kill you, but it got close. BLAM, you're dead. Killfeed says it was a Forge Gun. While spawning in, you notice a red dot on one of the towers. You decide to countersnipe to kill the heavy, but you just can't finish him as he just dips back over the edge. You finally get him by some fluke... and then 10 seconds later you start the cycle all over again. Back in E3, the same thing happened but with Light Missile turrets or the occasional HAV getting called up there, and both in E3 and now there are snipers perched. The issue arises in that there is no counter. Fly up a DShip like he did? He'll shoot you down. Snipe him? He can't be dropped fast enough, so he'll just keep repping, peaking out, getting a kill/assist, repeat. Use a Forge Gun? Not accurate enough. OB? They spawn lower than the tower roof. Climb manually? No ladder. Nothing can dislodge him besides the fanciest of fliers, so maybe the problem could be addressed by the introduction of fighters or a DShip buff, but even if you do kill him he just respawns in a few moments.
The problem with your strategy and thinking is that you feel you need to "kill" the forge gunner in order to achieve your objective. Well let me advise you. You don't need to. You've already stated exactly what needs to be done and you've achieved it. You effectively pushed him back. If this was coordinated with your team, they'll have that brief moment of opportunity to take the objective which now makes the forge gunner useless. How do I know this? Because it's happened to me. When there's a powerful sniper shooting at me and I can't see him nor reach him with my forge, then I'm suppressed and useless up there. This forces me down to the ground where I'm better used.
The real problem is that domination is a game with randoms. When you're in a game of randoms, it's near impossible to have any strategy to work. Because you don't know who's on your team. The strategy above works everytime, but only if you have a sniper on your team of randoms that can do that. |
Jake Diesel
BIG BAD W0LVES
22
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Posted - 2013.09.16 19:22:00 -
[2] - Quote
I-Shayz-I wrote:Best solution? Make the forge round more likely to miss than it is right now. For some reason in uprising they changed the forge gun mechanic from "fires in random directions in a small cone" to "fires in a straight line where you point."
Because of this, players can simply line up their shot until it turns red and then fire to get a direct hit, resulting in an instant kill. If it missed more, then forge sniping would be done away with altogether because the farther away you are, the more likely the shot is to be WAY off.
However, large moving targets like tanks will still be easy to hit. It might make shooting at LAVs a bit harder but I can live with that.
Again people like yourself keep feeding false ideas that Forge Guns are easy one hit kill weapons. If you got one hit killed, you were either running in a straight line whether left or right of the forger and the forger got a good lead shot on you. You were running straight at the forger. Or you were standing still. Every other OHK is luck of the draw because it is difficult to actually do what you say. And believe it or not. The forge round had bullet travel and is not instantaneous the minute you release that trigger. Please get your facts straight before posting and making a weapon sound more effective than what it really is. |
Jake Diesel
BIG BAD W0LVES
23
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Posted - 2013.09.16 19:53:00 -
[3] - Quote
Zero Harpuia wrote:Jake Diesel wrote:Zero Harpuia wrote:IAmDuncanIdaho II wrote:I wasn't aware this was a problem to fix, maybe that's my slow a$$ not getting where that OHK shot came from :-p
Anyway. Why fix this? Isn't this a strategic play that is easily countered by the exact same play? I mean, doesn't this make dropship a winner in one area? That has to be good?
Don't see why you'd want to remove what appears to me a perfectly valid tactic. Maybe I've not understood what's broken properly? Imagine this. Playing Line Harvest, when all of a sudden BLAM, you get shelled by something you can't see. Didn't quite kill you, but it got close. BLAM, you're dead. Killfeed says it was a Forge Gun. While spawning in, you notice a red dot on one of the towers. You decide to countersnipe to kill the heavy, but you just can't finish him as he just dips back over the edge. You finally get him by some fluke... and then 10 seconds later you start the cycle all over again. Back in E3, the same thing happened but with Light Missile turrets or the occasional HAV getting called up there, and both in E3 and now there are snipers perched. The issue arises in that there is no counter. Fly up a DShip like he did? He'll shoot you down. Snipe him? He can't be dropped fast enough, so he'll just keep repping, peaking out, getting a kill/assist, repeat. Use a Forge Gun? Not accurate enough. OB? They spawn lower than the tower roof. Climb manually? No ladder. Nothing can dislodge him besides the fanciest of fliers, so maybe the problem could be addressed by the introduction of fighters or a DShip buff, but even if you do kill him he just respawns in a few moments. The problem with your strategy and thinking is that you feel you need to "kill" the forge gunner in order to achieve your objective. Well let me advise you. You don't need to. You've already stated exactly what needs to be done and you've achieved it. You effectively pushed him back. If this was coordinated with your team, they'll have that brief moment of opportunity to take the objective which now makes the forge gunner useless. How do I know this? Because it's happened to me. When there's a powerful sniper shooting at me and I can't see him nor reach him with my forge, then I'm suppressed and useless up there. This forces me down to the ground where I'm better used. The real problem is that domination is a game with randoms. When you're in a game of randoms, it's near impossible to have any strategy to work. Because you don't know who's on your team. The strategy above works everytime, but only if you have a sniper on your team of randoms that can do that. The problem with that line of thinking is that the Sniper can only suppress the one guy. He gets nothing for doing it, however, and if he lets his vision wander to try and secure kills, assists, deflect a push on an objective etc, the FG user will become unsuppressed. Furthermore, even if the FG decides to ditch the tower, once he dies he spawns back. It is very unlikely that the sniper will be watching and waiting, and rather unfair to ask someone to sacrifice the entire game just to suppress a guy for no ingame benefits. As a caveat, I'd like to state that I feel the AV users should get the damage points back so they get points for suppressing vehicles, in case you were going to being that up. Also, the threat of the FG at that range is not being an OHK weapon, I am not that deluded. The threat is that if he has that much height over his target, his splash damage is almost assured. I have no issue with the gun itself, like I stated in my previous posts, just that the terrain on certain maps can be abused in ways that the DEVs didn't intend when 'working as intended' becomes 'somewhat imbalanced.'
Well again this comes down to team play. With randoms. If that sniper is more concerned about getting his kill, then your team has lost that match. That's when you have to make the call yourself on whether or not you should sacrifice any further clones for a team who will not work together. Randoms will most assuredly result in random wins. And that's a fact.
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Jake Diesel
BIG BAD W0LVES
24
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Posted - 2013.09.16 22:26:00 -
[4] - Quote
CAELAN Andoril wrote:How about making those towers or high points traversable on foot? That way, while anyone can get up there to Forge Snipe, anyone can get up there to kill them.
That or CCP could just make the roof all slick-like and force players and equipment to fall off.
In all honesty, I wouldn't mind CCP removing the ability to be on top of those buildings period. Only upto a certain height. There are certain towers that do have ladders. But I just find it ridiculous that a tank can be called up onto the roof of those buildings.
I forge from those towers for one reason only, to defend the objective. Not to feed my kd/r. Every good forge gunner will seek the best high ground vantage point possible. Just as a sniper would seek the furthest vantage point possible for sniping. But when we need to, we'll support from the ground and on the objectives when necessary.
I'd say remove the high towers and that will be the end of it. |
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