CELESTA AUNGM
Kang Lo Directorate Gallente Federation
23
|
Posted - 2013.10.14 19:32:00 -
[1] - Quote
CLONE117 wrote:the part of the assault fg u forget is that it cant hold the shot after its fully charged.
the only main reason to go to a high powered breach or a regular fg.
assault fg users r really the players that sit on top of a roof top killing every1 below them...
can get a pretty high kdr from doing it too..
until u start getting pinned by snipers...
the many times ive used my assault fg was on infantry.
id shoot at the occasional dropship that got to close or tried to touch down on my position but that was it. after id run out of ammo id switch to smg and jump down into the battle below.
id just say its one of those guns that can actually hamper an enemy teams progress.
it might have the highest rate of fire of the other fgs.
but it takes more practice to be deadly with it as its all about timing your shots "CAREFULLY".
with a regular fg i could just hold the charge until i get a clear shot a pop some1 on the ground or accurately hit a dropship..
the assault version is just for spewing out as many rounds as possible.
it can actually assault a tank. but id need a 5 round clip to take out some of the more powerful maddies.
its the only gun capable of working on the ground to.
and who would have thought that it works so great at killing players who want to run around with their proto logi suits with proto ars?
i dont think ccp intends to change dropships.
but a buff to damage resistance for it would be more effective in making av less annoying.
its not the hp that needs buffing its the damage resistance.
Salutations Clone 117: Nice to hear from a forge gun specialist from time to time. From what I studied on the Beta and early release forums, we DS drivers considered the Forge Gun (and later the Installation-Railgun) the only true predator to pray you don't get hit by:
**Swarm missile carriers and HAV rails were considered an "adversary", as in someone you could risk your time and fence with until either DS or FG was too depleted or too bloodied or met the devil.
***But when it comes to the FG, the oldest vets actually did the math to calculate the EHP of a fully skilled-up, fully proto'ed with damage mod Forge Gun per single shot---then fitted their modules and skill-levels in a scheme to survive the second shot long enough to make it back to a friendly zone--they warned that the FG was too potent to treat as a fencing adversary, and you really need to just get out of Dodge. Pilots measured themselve on how well they could survive 2 forge hits!
The extra respect we have for FGs above swarmers, missile batteries, etc, is still somewhat the same, and it may just be because I'm too much of a novice to think straight, but I kinda like a weapon of that threat level being around. I am not in a hurry to have the FG versus DS threat ratio altered...
I won't go into ALL the stuff I've learned from the vet advice so far, but I will confirm that, with time and grind, the RIGHT skill-levels you build are what make your modules finally reliable (my weakest armour repper WILL restore the plates from zero to max in one use, and I've ridden with some drivers who got the DS sheilds alone buffed to nearly 5000 HP--these things are only possible with certain skills maxed).
A--The DS right out of the marketplace should NEVER be flown into fire zones---in the coming patches, CCP is going to make that advice even more true. B-- Well-chosen modules freshly-unlocked by the minimal SP level-upgrade should NOT be expected to protect your DS when you want to boldly fly the "please shoot at me" route or extend "transport" work into "assault/support" loitering. C-- Well-chosen modules AUGMENTED by the full grind of the right skill groups (PLUS clever flying) will allow you to thumb your nose at most "adversary" weapons, but still will leave one or two solitary "predator" weapons as the DS's weakness across the map.
A, B, & C are progressive (like it or not, the devs WANT you to have to mature your vehicle this way), and even after 'C', there will still be a deliberate weakness or nemesis to prevent your gauranteed invincibility. That's what I accept as the expensi--- err, I mean "fun" challenge of building to be a good DS driver.
In his post Clone117 has enlightened me that the Forge Gun grind is no cake-walk either. I'm glad it is difficult to get the hang of, that charging is a tricky burden, and not any ole' version of FG they're buying from Walmart is capable of cutting my DS's throat so easily. THAT represents the FG's weakness across the map, so I can consider Clone117 as a fairly-armed enemy and wish us both luck on the map. Respect to ya, Cone117.
I also suspect he's right that CCP won't be "muscling up" dropships in the future---they're expecting us to do that ourselves with paper, pencil & calculator. We each have to scribble down ways we can tinker up our DS, calculate what the max damage the predator can inflict, scibble down some more and so on... THAT'S our only nerfing-n-rebalancing process, like the Beta vets apparently did it. |
CELESTA AUNGM
Kang Lo Directorate Gallente Federation
23
|
Posted - 2013.10.15 19:37:00 -
[2] - Quote
Thurak1 wrote:It isnt proper to nerf a fg based on its effectiveness vs a dropship. After all dropships are not the only thing that a fg can shoot and should be effective against. If a FG was brought inline vs a drop ship then FG's would be crap vs tanks. It would be just as flawed as nerfing a AR because it takes out scout suits too fast. Dropships are very much on the low end of the armor scale being considered light aircraft and not even medium (which is not yet in the game). Dropships are more in line with lav hps.
What all the DS pilots really should be doing is waiting for medium and heavy aircraft.
What you all really should be bugging ccp for is medium and heavy airframes.
I admire you're post, Thurak. (It's agreeing with mine, but LOL even if it wasn't in line with mine, I'd still admire it.)
Somewhere between our complaints and CCP's slow approaching return to "fundamentals" with vehicles, the Dropship is slowly (arguably "finally") being DEFINED.
It's an implied Transporter, for inserting or extracting mercs (meaning IN, can't stick around too long, then OUT)... It's a LIGHT vehicle by classification, and pilots need to keep in perspective that "light" means it's never meant to take punishment from weaponry built to punch heavier targets than us... And since the classification isn't likely to change, maybe we ought to be accepting it's defensive weaknesses as "sensible for its class", not request our enemy to be reduced just because of our adored DS, and close our book on the subject.
Well-centered perspective, Thurak. Thanks |