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Funkmaster Whale
0uter.Heaven
999
|
Posted - 2013.10.26 19:11:00 -
[1] - Quote
Alright so as a reference Ive been running FGs for about a month (Prof. And Rapid Reload V) after having switched from ARs for the longest time.
Without a doubt I can say Forge Guns are phenomenal at taking out vehicles. In fact, it's almost a bit too easy to kill a tank as long as Im in a good vantage point. That said, I think the problem is that FGs simply do too much up-front damage to vehicles, so much so that most tanks die within 1 clip.
My suggestion is to significantly reduce the direct damage on FGs but make the weak spots on vehicles do significantly more damage. Right now I think it's something like a 60% damage increase on weak spots. If this were upped to around 150% or so, and then FG direct damage was cut in half, I believe it'd go a long way in balancing the AV vs Vehicle stance. It's simply too easy to blast away at this huge target and do massive damage. Make me have to pull a Luke Skywalksr-esque shot to actually take out a tank. That way, a clip of direct frontal shots on a tank wouldn't kill it but still weaken it enough to make it want to run. But if I happen to be precise enough to land that critical shot on the weak spot it'd really scare him enough.
Not only would this make it more important to fine aim your Forge but it would make tactical positioning of tanks a bit more important. Just my 2 cents.
Bash, comment, or suggest away. |
GuyBelowMeSuxs
KILL ORDERS
7
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Posted - 2013.10.26 19:13:00 -
[2] - Quote
+1 |
Cy Clone1
Cy CL0Ne 1
299
|
Posted - 2013.10.26 19:24:00 -
[3] - Quote
I support your idea |
Funkmaster Whale
0uter.Heaven
1005
|
Posted - 2013.10.26 19:39:00 -
[4] - Quote
Cy Clone1 wrote:I support your idea Edit: but I would suggest such an extreme cut and buff on both ends.
half the current damage seems a little stiff and 150% more percent damage also to high. I'm not sure what would be a fair compromise, but over all I like the idea I was just making up numbers. Of course they'd require some fine tuning. The general principle is what I was trying to convey. |
Grimmiers
0uter.Heaven
274
|
Posted - 2013.10.26 19:48:00 -
[5] - Quote
Isn't the only weakspot on the back where there's a gas tank like thingy? I think there should be 2 more weak spots on each side of the tank inbetween where the two tracks meet that give less of a damage bonus. Maybe those weak spots can stall the tank?
I like the idea |
Vitharr Foebane
Blood Money Mercenaries
158
|
Posted - 2013.10.26 19:52:00 -
[6] - Quote
Funkmaster Whale wrote:Alright so as a reference Ive been running FGs for about a month (Prof. And Rapid Reload V) after having switched from ARs for the longest time.
Without a doubt I can say Forge Guns are phenomenal at taking out vehicles. In fact, it's almost a bit too easy to kill a tank as long as Im in a good vantage point. That said, I think the problem is that FGs simply do too much up-front damage to vehicles, so much so that most tanks die within 1 clip.
My suggestion is to significantly reduce the direct damage on FGs but make the weak spots on vehicles do significantly more damage. Right now I think it's something like a 60% damage increase on weak spots. If this were upped to around 150% or so, and then FG direct damage was cut in half, I believe it'd go a long way in balancing the AV vs Vehicle stance. It's simply too easy to blast away at this huge target and do massive damage. Make me have to pull a Luke Skywalksr-esque shot to actually take out a tank. That way, a clip of direct frontal shots on a tank wouldn't kill it but still weaken it enough to make it want to run. But if I happen to be precise enough to land that critical shot on the weak spot it'd really scare him enough.
Not only would this make it more important to fine aim your Forge but it would make tactical positioning of tanks a bit more important. Just my 2 cents.
Bash, comment, or suggest away. People like you make the wait for a heavy laser that much more painful. Isn't it enough that heavies have to deal with the lolHMG? Now you want to give us a lolFG, and shred the last little tiny bit of fear factor heavy weapons have? People like you are the reason heavies use ARs |
Smooth Assassin
Stardust incorporation
265
|
Posted - 2013.10.26 20:04:00 -
[7] - Quote
I seen a number of forge gunners dropped out and i think if vehicles are getting a buff you should appreciate that and not ask for more i chose forge gun because it was the only thing that could eliminate a tank and yet i still have trouble doing so. |
The Eristic
Sad Panda Solutions
50
|
Posted - 2013.10.26 20:06:00 -
[8] - Quote
I'm back and forth on FG tweaking. On one hand, Proto Assault Forges camped on a tower, firing on infantry is incredibly tedious. However, vs GOOD tankers, quick, coordinated and massive damage is the only way to deal with them.
Played a match yesterday wherein four of my squad were forced to dedicate ourselves to forging a tanker for the bulk of the match. Working together, it still required about 2 full clips EACH to drop him, as he knew how to build his tank and how to use his modules. He still went 27/4 with us continually pushing him back for spells, occasionally destroying him; had we not been able to come in with those forges (and/or even been in a socket with less cover), he would've broken 50 quite comfortably and his side would've won the match. I think trading four guys to handle one tank is actually reasonably balanced.
What will be interesting is how the current FG stats stack up to the new numbers. Need to go do the math, I suppose, but need the input of tankers that understand how they're going to be putting them together to get a proper idea (in theory, at least). |
Django Quik
Dust2Dust. Top Men.
1640
|
Posted - 2013.10.26 20:31:00 -
[9] - Quote
Forge will be getting a nerf in line with the other AV stuff that has been nerfed lately. Fortunately, tanks are getting a bit of a redesign to make the battles with/against them more situational. |
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