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SERPENT-Adamapple
Royal Uhlans Amarr Empire
199
|
Posted - 2013.09.23 11:36:00 -
[1] - Quote
Shaky Cam when charging.
It would make it difficult to hit infantry and tanks/dropships at a distance.
Thoughts? |
Funkmaster Whale
0uter.Heaven
655
|
Posted - 2013.09.23 11:47:00 -
[2] - Quote
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. |
Chibi Andy
Forsaken Immortals Top Men.
535
|
Posted - 2013.09.23 11:51:00 -
[3] - Quote
can the rail tanks also have shaky cams? i don't want them rail sniping in the red line with accurate hits as well |
Keri Starlight
Psygod9 D.E.F.I.A.N.C.E
378
|
Posted - 2013.09.23 11:53:00 -
[4] - Quote
I would go for damage fall off over distance.
Done. |
LudiKure ninda
Black Phoenix Mercenaries
17
|
Posted - 2013.09.23 11:53:00 -
[5] - Quote
Chibi Andy wrote:can the rail tanks also have shaky cams? i don't want them rail sniping in the red line with accurate hits as well
Hate those assholes more than CCP |
Chibi Andy
Forsaken Immortals Top Men.
535
|
Posted - 2013.09.23 11:56:00 -
[6] - Quote
LudiKure ninda wrote:Chibi Andy wrote:can the rail tanks also have shaky cams? i don't want them rail sniping in the red line with accurate hits as well Hate those assholes more than CCP
it's even worse when they don't render in the distance and leave you wondering where the shots are coming from |
Keri Starlight
Psygod9 D.E.F.I.A.N.C.E
378
|
Posted - 2013.09.23 11:57:00 -
[7] - Quote
Chibi Andy wrote:can the rail tanks also have shaky cams? i don't want them rail sniping in the red line with accurate hits as well
Sniper tankers put shame on tankers, but shaky cam would penalize rail gunners actually going into the battle such as myself. |
Chibi Andy
Forsaken Immortals Top Men.
535
|
Posted - 2013.09.23 12:08:00 -
[8] - Quote
Keri Starlight wrote:Chibi Andy wrote:can the rail tanks also have shaky cams? i don't want them rail sniping in the red line with accurate hits as well Sniper tankers put shame on tankers, but shaky cam would penalize rail gunners actually going into the battle such as myself.
and shaky cams would penalize us heavies as well so basically this idea from OP was stupid in the first place |
Rusty Shallows
Black Jackals
402
|
Posted - 2013.09.23 12:08:00 -
[9] - 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. |
gbghg
L.O.T.I.S.
3505
|
Posted - 2013.09.23 12:13:00 -
[10] - Quote
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. |
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Sgt Buttscratch
SLAPHAPPY BANDITS
799
|
Posted - 2013.09.23 12:15:00 -
[11] - Quote
Chibi Andy wrote:can the rail tanks also have shaky cams? i don't want them rail sniping in the red line with accurate hits as well
Theres literally only 1 map where redline rail sniping is doable btw. They reduced the render distance on infantry even more. We can see vehicles fine, installations are so so, you can see them, when you take a shot they disappear, infantry.... I've had a guy 37m from my rail tank not render.
As for FG, yes they do have some insane dmg, and accuracy versus infantry and vehicles alike. BUT I believe its an anti-matter cannon, design to basically evaporate what ever it hits. They are working as intended. Most forge gunners suck, There are some that don't kill you with splash tho, the hit direct.
I don't think weapon sway is right, they have huge heavy suits to counter it. IMO it would be more likely that a scout had a change to fall of balance when using a SG, or a medium loose control of his AR when shooting. |
Chibi Andy
Forsaken Immortals Top Men.
535
|
Posted - 2013.09.23 12:17:00 -
[12] - 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.
i've tried the assault variants before, hitting moving infantry can be tricky, a full clip of ammo (3-4 shots) only one of those shots would OHKO someone, the rest will have missed.
but using the assault FG on a tank is much better since the tank is a bigger target. |
Rusty Shallows
Black Jackals
402
|
Posted - 2013.09.23 12:28:00 -
[13] - 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. |
Harpyja
DUST University Ivy League
580
|
Posted - 2013.09.23 12:32:00 -
[14] - Quote
Add shot deviation. Problem fixed. |
gbghg
L.O.T.I.S.
3506
|
Posted - 2013.09.23 12:37:00 -
[15] - Quote
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. |
Sylwester Dziewiecki
Beyond Hypothetical Box
170
|
Posted - 2013.09.23 13:07:00 -
[16] - Quote
SERPENT-Adamapple wrote:Shaky Cam when charging.
It would make it difficult to hit infantry and tanks/dropships at a distance.
Thoughts? They have shaking cam and it is difficult to hit infantry at distance(without aim assist), and vehicles.
edit: I would reduce dps of AFG so it is below FG. |
Ryme Intrinseca
Seraphim Auxiliaries
44
|
Posted - 2013.09.23 13:12:00 -
[17] - Quote
Sylwester Dziewiecki wrote:SERPENT-Adamapple wrote:Shaky Cam when charging.
It would make it difficult to hit infantry and tanks/dropships at a distance.
Thoughts? They have shaking cam and it is difficult to hit infantry at distance(without aim assist), and vehicles. Yep, this is already the case. It's a terrible mechanic as it can be overcome by players with a gaming monitor that has a built in crosshair. Do we really want people to have a hardware advantage in a console FPS? It would be much better to get rid of the shakey cam and slightly nerf damage (splash and direct). |
Hexen Trickster
Industrial removal service
82
|
Posted - 2013.09.23 17:37:00 -
[18] - Quote
My forge gun opinion is taken from dreadnoughts
Have them 'deploy' and act just like they currently do with a setup and teardown time. That way guys on towers cant just charge up fire a shot over the edge with pinpoint accuracy and walk back, this makes them vulnerable However they can still shoot undeployed but suffer large accuracy loss like the sniper rifle so that at short ranges they can still be used effectively but cant be mega accurate
similar things could be done with rail tanks i think but i haven't given that much thought |
Jake Diesel
BIG BAD W0LVES
31
|
Posted - 2013.09.23 18:01:00 -
[19] - 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.
I'd like to reply to your comment, but before I do, I'd like to ask a few questions.
What dropsuit do you specifically use?
What weapon do you specifically use?
How many splashes from an assault forge gun kills you?
Which forge gun? DAU? Ishukone? |
Gallente Mercenary 08551380
The Vanguardians
27
|
Posted - 2013.09.23 18:01:00 -
[20] - Quote
Hexen Trickster wrote:My forge gun opinion is taken from dreadnoughts
Have them 'deploy' and act just like they currently do with a setup and teardown time. That way guys on towers cant just charge up fire a shot over the edge with pinpoint accuracy and walk back, this makes them vulnerable However they can still shoot undeployed but suffer large accuracy loss like the sniper rifle so that at short ranges they can still be used effectively but cant be mega accurate
similar things could be done with rail tanks i think but i haven't given that much thought
Thats actually a really cool idea, I've been forge gunning since chrome and I feel like this would certainly balance it out. Like you have to set up a turret stand to put the FG on or something. And they could make it so that rail tanks have to put down stabilizing legs like how firetrucks have.
Good idea
I like this idea
|
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Xocoyol Zaraoul
Superior Genetics
1092
|
Posted - 2013.09.23 18:04:00 -
[21] - Quote
The only thing I'd like to see changed about FGs is their direct damage lowered by 100 or so points across the board, and splash radius reduced by half.
*shrugs* |
Shattered Mirage
native warlords
311
|
Posted - 2013.09.23 18:35:00 -
[22] - 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.
Reduce the damage. It fits in with every other Assault weapon's trend of having a faster fire-rate but, less damage.
Leave everything else alone. |
Blaze Ashra
Bragian Order Amarr Empire
1
|
Posted - 2013.09.23 18:55:00 -
[23] - Quote
I was thinking about this earlier and decided forge guns should have direct damage reduced and splash damage and possibly radius increased. That way they can go back to what's really important, killing infantry in droves and leaving my dropship the hell alone. |
Jastad
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
146
|
Posted - 2013.09.23 19:17:00 -
[24] - Quote
Leave only the AFG and the Breach, the "i'm a noobletmeholdthechargetillitstime" need to go. Get rid of the militia variant and replace it with a militia HMG ( OMG cant really imagine how much can suck that weapon)
And cut the diameter of the explo from 6 to 4, still usable on ground (not all the Forgers are scrubbing campers ) |
Jastad
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
146
|
Posted - 2013.09.23 19:19:00 -
[25] - Quote
And for the sake of god, add barrier on tall building, so scrublord ( FG or Thale, don't matter) can't hide and put in a bad view my beloved AFG. or BFG |
Jake Diesel
BIG BAD W0LVES
32
|
Posted - 2013.09.23 19:23:00 -
[26] - Quote
Gallente Mercenary 08551380 wrote:Hexen Trickster wrote:My forge gun opinion is taken from dreadnoughts
Have them 'deploy' and act just like they currently do with a setup and teardown time. That way guys on towers cant just charge up fire a shot over the edge with pinpoint accuracy and walk back, this makes them vulnerable However they can still shoot undeployed but suffer large accuracy loss like the sniper rifle so that at short ranges they can still be used effectively but cant be mega accurate
similar things could be done with rail tanks i think but i haven't given that much thought Thats actually a really cool idea, I've been forge gunning since chrome and I feel like this would certainly balance it out. Like you have to set up a turret stand to put the FG on or something. And they could make it so that rail tanks have to put down stabilizing legs like how firetrucks have. Good idea I like this idea
Really? You've been forging that long? So exactly how often do you forge? Career forger? Casual? How many skill points have you invested in you total forge gun fit? 10 million? 15 million? |
Coleman Gray
GunFall Mobilization Covert Intervention
715
|
Posted - 2013.09.23 19:29:00 -
[27] - Quote
Forge guns are fine, this is from a tanker |
Jake Diesel
BIG BAD W0LVES
32
|
Posted - 2013.09.23 19:37:00 -
[28] - Quote
Coleman Gray wrote:Forge guns are fine, this is from a tanker
As a dedicated career forger. I thank you for your support. There are tankers out there that can survive 4 direct hits from an Ishukone and escape. And as to support you tankers. I believe that tanks survivability rate should be in this order (top to bottom):
HAV MAV Dropship LLAV LAV
Why oh why does an LLAV have a higher survivability rate than a tank or the others on top is beyond me. CCP clearly needs help to rebalance all vehicles. All LAV's should be the weakest of all, yet it has a better chance at surviving hotzones than tanks. |
crychon
xCosmic Voidx The Superpowers
38
|
Posted - 2013.09.23 20:25:00 -
[29] - Quote
if you look around in battle there are not that many forge gunners anymore or hmg users,,,, the maps are way too big you cant even make to an objective before getting slaughtered because there is no cover to recharge your shields or armor,,,,it is us forge gunners that make the vehicles give all of you a little break and time to recharge before infantry takes over,,,,,, it was us that kept popping the lavs when they were running over everyone,,,,,,,if all of us quit using them then stay out of the vehicles path because your precious ar wont help you
i think for one solid week every fg hmg and swarm launcher person should not use their weapon and call up a lav instead,,, i have a blood raider bp and don't mind sharing,,,,,every time i am killed in a match it is from an ar,,,,,i dont whine about it i just jump in another suit and come back for more,,,,,why not do the same,,,,people act like they are suppose to go 20/0 every match,,,,i am lucky if i go 6/15 ,,, so why not give it a rest and leave the fgers alone |
Gallente Mercenary 08551380
The Vanguardians
29
|
Posted - 2013.09.24 03:31:00 -
[30] - Quote
Jake Diesel wrote:Gallente Mercenary 08551380 wrote:Hexen Trickster wrote:My forge gun opinion is taken from dreadnoughts
Have them 'deploy' and act just like they currently do with a setup and teardown time. That way guys on towers cant just charge up fire a shot over the edge with pinpoint accuracy and walk back, this makes them vulnerable However they can still shoot undeployed but suffer large accuracy loss like the sniper rifle so that at short ranges they can still be used effectively but cant be mega accurate
similar things could be done with rail tanks i think but i haven't given that much thought Thats actually a really cool idea, I've been forge gunning since chrome and I feel like this would certainly balance it out. Like you have to set up a turret stand to put the FG on or something. And they could make it so that rail tanks have to put down stabilizing legs like how firetrucks have. Good idea I like this idea Really? You've been forging that long? So exactly how often do you forge? Career forger? Casual? How many skill points have you invested in you total forge gun fit? 10 million? 15 million?
Well I only have about 9 million SP, but forge is what i've always been in. When we got the respec I took it just so I could make my forge fits better. Anyways to answer your questions 1. I forge every day, 80% of my matches, been going into minmatar logi recently to switch it up a bit 2. Career forger? Well idk, I have forged and do forge alot but I dont always forge. Sometimes the situation or map just doesn't call for it. 3. Um... well, a majority of my sp is in heavy and forge so Proto heavy suits Proto forge guns with prof 3 and reload 2 Level 5 in armor plating, armor repair, and handheld weapon upgrades
My go to fit after a long time forging is the following in case you wish to steal it 1 complex repair, 1 complex plate, 1 basic range extender 2 complex heavy damage mods Ishukone Assault Forge Gun Submachine Gun Flux nade
each one costs about 150k isk
But yeah, even I, a dedicated forge gunner feel that forge guns are overpowered right now. I admit it, and I exploit it daily because I can and i'm not proud of it but whatever. Even though forge guns are overpowered a numbers nerf is not the solution, you cant keep the feeling of power you get from the FG and nerf its numbers at the same time. I feel like that the idea of having to set up the forge gun (like a tripod or something of that nature) in order to achieve current levels of accuracy would be an elegant solution. Think about it, basically tower forging is suddenly not something you can do without getting sniped or counter forged, because you are forced to immobilize. But it doesent destroy long range forging against important targets because you can still get a good amount of shots off before you are found out and countered by the enemy. Then you would have to relocate and reposition. Allowing it to still fire undeployed is good because it allows you to still defend yourself, or get down and dirty against a tank that got to close or a lav trying to run you over.
Again, I approve of this idea. |
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Jake Diesel
BIG BAD W0LVES
32
|
Posted - 2013.09.24 06:33:00 -
[31] - Quote
Well I only have about 9 million SP, but forge is what i've always been in. When we got the respec I took it just so I could make my forge fits better. Anyways to answer your questions 1. I forge every day, 80% of my matches, been going into minmatar logi recently to switch it up a bit 2. Career forger? Well idk, I have forged and do forge alot but I dont always forge. Sometimes the situation or map just doesn't call for it. 3. Um... well, a majority of my sp is in heavy and forge so Proto heavy suits Proto forge guns with prof 3 and reload 2 Level 5 in armor plating, armor repair, and handheld weapon upgrades
My go to fit after a long time forging is the following in case you wish to steal it 1 complex repair, 1 complex plate, 1 basic range extender 2 complex heavy damage mods Ishukone Assault Forge Gun Submachine Gun Flux nade
each one costs about 150k isk
But yeah, even I, a dedicated forge gunner feel that forge guns are overpowered right now. I admit it, and I exploit it daily because I can and i'm not proud of it but whatever. Even though forge guns are overpowered a numbers nerf is not the solution, you cant keep the feeling of power you get from the FG and nerf its numbers at the same time. I feel like that the idea of having to set up the forge gun (like a tripod or something of that nature) in order to achieve current levels of accuracy would be an elegant solution. Think about it, basically tower forging is suddenly not something you can do without getting sniped or counter forged, because you are forced to immobilize. But it doesent destroy long range forging against important targets because you can still get a good amount of shots off before you are found out and countered by the enemy. Then you would have to relocate and reposition. Allowing it to still fire undeployed is good because it allows you to still defend yourself, or get down and dirty against a tank that got to close or a lav trying to run you over.
Again, I approve of this idea.[/quote]
Well you've pretty much validated everything that I thought you were. And no offense, but you do not have enough experience as a forger to understand what it means to be one. First off I've got almost 14 million SP's accumulated since my respec. And months prior to uprising, I was already forging. Those were the day's when real skilled forge gunners were born since we were severely handicapped with the horrendous standing aim shot they had that at even 30 feet, the chances of hitting a standing target was near impossible. You had to quickly time your crouch just when you reached max charge to get that bullseye.
Forging had nothing to do with getting that high kdr, but more just making things go boom. The only reason why many newbs who were speccing into forge guns maybe falling out is due to the knowledge that they gained realizing how difficult it is to kill anything unless you could splash them twice, or they were scouts. They soon realized it wasn't that be all kill all weapon that soo many complainers complained about and that learning the beast takes dedication to tame it. They wanted that quick kill gratification. Well it's not that weapon. That weapon rewards you when you kill something worth it's time.
I've been everywhere and done everything a forger can do. And all a tripod is going to do is get you killed everytime. Why? Because powerful maxed out snipers can headshot you twice before you've even completed the setup animation. And if you think I'm joking then that's why you have no clue nor the experience. What you're asking for is not a nerf. It is a complete removal of the weapon in all of its use and purpose. No tanker would ever fear you. Snipers would laugh at you. And every other weapon out there would own you if you were even in their effective range.
You'd be secluded to shooting from somewhere that no one can see you. And as soon as they do. You'll be packing up your weapon and try to relocate. Why don't you try it yourself? Grab a breach forge gun. Go on those high towers or in the heat of battle and charge your weapon. And don't hop. Let's see if you can even get halfway through your full charge before you're dead. Take it to every situation you can think of and try it. Now remember. You can't hop. You have to stand still. That breach forge will mimic exactly what you feel the weapon should be nerfed to. |
Rusty Shallows
Black Jackals
405
|
Posted - 2013.09.24 06:44:00 -
[32] - 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.
---
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.
---
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. |
Ryme Intrinseca
Seraphim Auxiliaries
54
|
Posted - 2013.09.24 11:30:00 -
[33] - Quote
The reduced TTK in 1.4 has hit ground forgers hard. Used to be the case that when you ran into an AR, you had a chance to charge your Ishukone and hit him before he drops you. It wasn't easy to hit, but at least you could get a shot off. Now the AR drops you before you finish charging, so ground forgegunning, which was always hard, is virtually impossible. Shame, as it means the weapon is only viable on roofs, which is what gives it a bad name. So I only really use HMG now. |
Void Echo
Morsus Mihi Aperuitque Imperium
1518
|
Posted - 2013.09.24 11:34:00 -
[34] - Quote
Keri Starlight wrote:Chibi Andy wrote:can the rail tanks also have shaky cams? i don't want them rail sniping in the red line with accurate hits as well Sniper tankers put shame on tankers, but shaky cam would penalize rail gunners actually going into the battle such as myself.
someone other than me that uses the railgun in close combat?????????
we should meet hehehe |
Keri Starlight
Psygod9 D.E.F.I.A.N.C.E
455
|
Posted - 2013.09.24 11:39:00 -
[35] - Quote
Void Echo wrote:Keri Starlight wrote:Chibi Andy wrote:can the rail tanks also have shaky cams? i don't want them rail sniping in the red line with accurate hits as well Sniper tankers put shame on tankers, but shaky cam would penalize rail gunners actually going into the battle such as myself. someone other than me that uses the railgun in close combat????????? we should meet hehehe
I love to squad up with other tankers, so when your squad has an empty slot you might invite me.
I don't tank all the time, though (frustration and ISK cost), but it's what I really enjoy in this game. |
Void Echo
Morsus Mihi Aperuitque Imperium
1518
|
Posted - 2013.09.24 11:42:00 -
[36] - Quote
Keri Starlight wrote:Void Echo wrote:Keri Starlight wrote:Chibi Andy wrote:can the rail tanks also have shaky cams? i don't want them rail sniping in the red line with accurate hits as well Sniper tankers put shame on tankers, but shaky cam would penalize rail gunners actually going into the battle such as myself. someone other than me that uses the railgun in close combat????????? we should meet hehehe I love to squad up with other tankers, so when your squad has an empty slot you might invite me. I don't tank all the time, though (frustration and ISK cost), but it's what I really enjoy in this game.
il hit you up in a few hours then. |
Gallente Mercenary 08551380
The Vanguardians
29
|
Posted - 2013.09.24 13:01:00 -
[37] - Quote
Jake Diesel wrote:Gallente Mercenary 08551380 wrote:Hexen Trickster wrote:My forge gun opinion is taken from dreadnoughts
Have them 'deploy' and act just like they currently do with a setup and teardown time. That way guys on towers cant just charge up fire a shot over the edge with pinpoint accuracy and walk back, this makes them vulnerable However they can still shoot undeployed but suffer large accuracy loss like the sniper rifle so that at short ranges they can still be used effectively but cant be mega accurate
similar things could be done with rail tanks i think but i haven't given that much thought Thats actually a really cool idea, I've been forge gunning since chrome and I feel like this would certainly balance it out. Like you have to set up a turret stand to put the FG on or something. And they could make it so that rail tanks have to put down stabilizing legs like how firetrucks have. Good idea I like this idea Really? You've been forging that long? So exactly how often do you forge? Career forger? Casual? How many skill points have you invested in you total forge gun fit? 10 million? 15 million?
Well sir, I don't see you offering any solutions or ideas so why are you here. I mean, the fact of the matter is that I go 20/1 on every map that has a tower, I still think it would be a good idea.
And no, the breach forge gun wouldnt simulate a tripod at all, the charge time is 3x and splash radius is half.
You've been forging months prior to uprising? Well if you read my post correctly so have I, I was already speced into FG when I first started playing, and I used the respec to consolidate my skills. I've been forging since February.
And i'm so sorry, I didn't know I had to play this game for more than 7 months in order to not be called a noob at it When did chromosome come out? Like December of 2012? It hasn't even been 12 months since then and I'm still a noob? I'll have you know I am no noob sir, and nor should my opinion be disregarded as if I am such. |
Mortedeamor
Hellstorm Inc League of Infamy
278
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Posted - 2013.09.24 13:04:00 -
[38] - Quote
they jus need to aply radial falloff to forge gun splash |
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