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Rusty Shallows
Black Jackals
402
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Posted - 2013.09.23 12:08:00 -
[1] - Quote
Funkmaster Whale wrote:I'll still splat you with splash damage. Making something difficult to use isn't good balance. Once people learn to use it despite the "difficulty" it just goes back to being broken.
Reduce the splash damage if you want it less effective vs infantry. It should take 3-4 shots of splash to kill, not 1-2. There are medium frame fits that can take three splash hits from a prototype FG with one complex damage mod and Proff at 4.
No Nerfs. Especially while this game remains AR 514. |
Rusty Shallows
Black Jackals
402
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Posted - 2013.09.23 12:28:00 -
[2] - Quote
gbghg wrote:My only problem with forge guns is the assault forge gun, either increase the charge or reduce the damage, nothing should be doing that much damage that fast. Assault FGs are the only variant that is working properly. They are also pretty much the only reason to use those crappy heavy suites. |
Rusty Shallows
Black Jackals
405
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Posted - 2013.09.24 06:44:00 -
[3] - Quote
gbghg wrote:Rusty Shallows wrote:gbghg wrote:My only problem with forge guns is the assault forge gun, either increase the charge or reduce the damage, nothing should be doing that much damage that fast. Assault FGs are the only variant that is working properly. They are also pretty much the only reason to use those crappy heavy suites. Listen, from my viewpoint (quite literally here) when I see an AFG start shooting at me or another vehicle I see two bright streaks cutting through the sky, it has a double tap that is very tricky to dodge and is more than capable of almost killing you if not killing you outright depending on your tank. I have no problem with the assault forge gun existing and I believe the current drawback is the right one, however that thing does way too much damage for its rate of fire, if an AFG blindsides a tank he can kill it before it's modules even activate, on a dropship doubly so. Rail tanks are balanced by the fact that unless they have an active sink they have to hold on the third shot or risk overheating, a forge gun doesn't have that, they can just go pop pop pop and destroy a well fitted and expensive vehicle. From where I am sitting here's a few ways I lose clones:
- On semi-open ground to Sniper Rifles, Lasers, or Large Rails.
- Close in to Assault Rifles faster than even the iFG can charge or the three Shotgun hit death. Small Blaster Turrets from Dropships or LAVs.
- Grenades. If some people think proto AV spam is bad try running a slow fatty against a single Core Locus.
Never would I then go on the forums and request those weapons be nerfed.
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Since we're sharing game experience here's a few of mine in relation to your points.
The weapon is slow. Before the speed boost on LAVs the base FG skill had to be at a 4 or 5 for the Standard variants to have a chance of firing before getting roadkilled. Now with zippy rides the Standard FG is junk. The two seconds plus follow up shot is glacial in game combat. Compared to the other slow weapons Swarms Launchers and Large Rail Turrets it is the only one not to see the trigger-to-fire time reduced. Personally I'm fine with that as a balance.
Having flanked HAVs on some encounters they've ended up killing me or getting away. There is no guarantee. Which is in part one of the reasons to pair up for AV work.
On flat ground entire four round clips have been emptied into some HAVs without destroying them. I've lost suits even with the element of surprise. Blindsiding a HAV is an unknown since not all have the same tank whereas a Large Turret kills Heavy DSs with the same consistence.
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Also regarding the whole expansive HAVs issue. Having gone negative in Forge Fits it does suck throwing ISK away in some games with no benefit so I'm trying to not be insensitive since even my worst game day case was about a six match payout to recoup and guys in properly fitted vehicles can easily have a far higher number of matches.
That being said someone in a prototype dropsuit will die faster to a Large Hybrid Turret than a HAV to a FG. If the DS is more expensive than the Turret does that mean they are entitled to better survivability?
ISK values are probably better kept to balancing out resource management. Ideally the value should be set to the usefulness of the gear, not the gear balanced to the price. |
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