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God Hates Lags
Red Star. EoN.
129
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Posted - 2013.10.29 15:08:00 -
[1] - Quote
Don't get me wrong, I don't object to the nerf, the splash damage on the forge was too massive to begin with, but the fix in question will not prevent forgers from standing on roofs and raining down death with impunity, it will only make it harder for them.
The real problem with forge guns is that once a forge gunner gets on a roof it is impossible to get them down. They tear dropships to pieces, snipers can't kill a heavy in one shot, and other weapons can't range them. Therefore there are a number of solutions.
1. Buff Snipers: probably the worst solution, this would give a fix for killing forgers but will also inevitably result in more redline sniping.
2. Nerf Forge Range: This would work, but probably be very hard to get right, since roofs have a variety of heights, and moreover would make Forgeguns unable to kill dropships, making them invulnerable.
3. Put barriers around roofs: Again, effective but it will be hard to determine which roofs are OP roofs and in need of nerfing as opposed to those that are fine. Also, this risks defeating the purpose of roofs altogether and eliminating verticality from maps.
4. Give Dropships some teeth: The best solution in my opinion is to buff dropships, but not just in a way that they get more health, but increase turret damage and allow passengers to fire out of them as well. Yes, this will give forge gunners even more options to shoot out of dropships, but unlike forgers on roofs, who are very small targets, dropships are larger targets that are very vulnerable to forges and swarms. Moreover, this encourages verticality as a new gameplay element rather than locking it out forever. |
Kasote Denzara
A Vulture
530
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Posted - 2013.10.29 15:11:00 -
[2] - Quote
"The real problem with forge guns is that once a forge gunner gets on a roof it is impossible to get them down."
What? Am I missing a memo or is this something that only ever happens in PC or FW? This kind of **** doesn't happen in pubs. Why? Because there's a lot more people competent enough to shoot the *******.
I can't speak for the other ground FGers, but my strength is at being on the low ground, so those little ***** on the towers get obliterated the moment I notice them. Moreover, there's plenty of snipers around these days.
Added note: I am for the buffing of dropships. They're getting the ultimate kick in the teeth soon... They've really been the ones suffering. Them and the scouts. Sigh. |
low genius
The Sound Of Freedom Renegade Alliance
787
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Posted - 2013.10.29 15:15:00 -
[3] - Quote
God Hates Lags wrote:Don't get me wrong, I don't object to the nerf, the splash damage on the forge was too massive to begin with, but the fix in question will not prevent forgers from standing on roofs and raining down death with impunity, it will only make it harder for them.
The real problem with forge guns is that once a forge gunner gets on a roof it is impossible to get them down. They tear dropships to pieces, snipers can't kill a heavy in one shot, and other weapons can't range them. Therefore there are a number of solutions.
1. Buff Snipers: probably the worst solution, this would give a fix for killing forgers but will also inevitably result in more redline sniping.
2. Nerf Forge Range: This would work, but probably be very hard to get right, since roofs have a variety of heights, and moreover would make Forgeguns unable to kill dropships, making them invulnerable.
3. Put barriers around roofs: Again, effective but it will be hard to determine which roofs are OP roofs and in need of nerfing as opposed to those that are fine. Also, this risks defeating the purpose of roofs altogether and eliminating verticality from maps.
4. Give Dropships some teeth: The best solution in my opinion is to buff dropships, but not just in a way that they get more health, but increase turret damage and allow passengers to fire out of them as well. Yes, this will give forge gunners even more options to shoot out of dropships, but unlike forgers on roofs, who are very small targets, dropships are larger targets that are very vulnerable to forges and swarms. Moreover, this encourages verticality as a new gameplay element rather than locking it out forever.
get friends on the eve side. don't act like ccp hasn't already given you the solution to your problem. |
JL3Eleven
1177
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Posted - 2013.10.29 15:18:00 -
[4] - Quote
God Hates Lags wrote:4. Give Dropships some teeth: The best solution in my opinion is to buff dropships, but not just in a way that they get more health, but increase turret damage and allow passengers to fire out of them as well. Yes, this will give forge gunners even more options to shoot out of dropships, but unlike forgers on roofs, who are very small targets, dropships are larger targets that are very vulnerable to forges and swarms. Moreover, this encourages verticality as a new gameplay element rather than locking it out forever.
NO. I'm guessing you do not know why turrets are crap currently
I'm drunk every time I play, what's your excuse?
Forums > Game
Oh I almost forgot... Can I haz ur stuff?
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Altina McAlterson
Pure Innocence. EoN.
678
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Posted - 2013.10.29 15:22:00 -
[5] - Quote
What about the assault FG since it seems to be so common? |
Kasote Denzara
A Vulture
530
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Posted - 2013.10.29 15:25:00 -
[6] - Quote
Altina McAlterson wrote:What about the assault FG since it seems to be so common?
The Assault variant is the only ones that need to be tweaked. I really wish people would stop screaming to nerf Forge Guns when all but one set is perfect. I am a FGer and even I say the Assault needs to be tweaked. It currently only has one drawback compared to Breach and "normal".
It's so common because it's the "best" at what it does. DPS in short time. |
God Hates Lags
Red Star. EoN.
129
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Posted - 2013.10.29 15:28:00 -
[7] - Quote
low genius wrote:God Hates Lags wrote:Don't get me wrong, I don't object to the nerf, the splash damage on the forge was too massive to begin with, but the fix in question will not prevent forgers from standing on roofs and raining down death with impunity, it will only make it harder for them.
The real problem with forge guns is that once a forge gunner gets on a roof it is impossible to get them down. They tear dropships to pieces, snipers can't kill a heavy in one shot, and other weapons can't range them. Therefore there are a number of solutions.
1. Buff Snipers: probably the worst solution, this would give a fix for killing forgers but will also inevitably result in more redline sniping.
2. Nerf Forge Range: This would work, but probably be very hard to get right, since roofs have a variety of heights, and moreover would make Forgeguns unable to kill dropships, making them invulnerable.
3. Put barriers around roofs: Again, effective but it will be hard to determine which roofs are OP roofs and in need of nerfing as opposed to those that are fine. Also, this risks defeating the purpose of roofs altogether and eliminating verticality from maps.
4. Give Dropships some teeth: The best solution in my opinion is to buff dropships, but not just in a way that they get more health, but increase turret damage and allow passengers to fire out of them as well. Yes, this will give forge gunners even more options to shoot out of dropships, but unlike forgers on roofs, who are very small targets, dropships are larger targets that are very vulnerable to forges and swarms. Moreover, this encourages verticality as a new gameplay element rather than locking it out forever. get friends on the eve side. don't act like ccp hasn't already given you the solution to your problem.
I don't think that waiting around for a squad to accrue 2500 WP is a very reasonable solution to getting rid of rooftop forge gun space. |
CLONE117
Planetary Response Organization Test Friends Please Ignore
438
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Posted - 2013.10.29 15:30:00 -
[8] - Quote
most forge gunners suck in cqc. it takes an angry person to waste 70k isk to fly a dropship up to him and shoot him to death.
same can be said for snipers.
as alot of the time THEY ARE IGNORED.. |
Smooth Assassin
Stardust incorporation
300
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Posted - 2013.10.29 15:34:00 -
[9] - Quote
You wait till tanks rule the battle you'll beg for forge gunners and AV, even if you're a tanker you'll need support if two tanks is targeting you.
Assassination is my thing.
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CHIPMINT BUTTERCUP
102
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Posted - 2013.10.29 15:34:00 -
[10] - Quote
God Hates Lags wrote:Don't get me wrong, I don't object to the nerf, the splash damage on the forge was too massive to begin with, but the fix in question will not prevent forgers from standing on roofs and raining down death with impunity, it will only make it harder for them.
The real problem with forge guns is that once a forge gunner gets on a roof it is impossible to get them down. They tear dropships to pieces, snipers can't kill a heavy in one shot, and other weapons can't range them. Therefore there are a number of solutions.
1. Buff Snipers: probably the worst solution, this would give a fix for killing forgers but will also inevitably result in more redline sniping.
2. Nerf Forge Range: This would work, but probably be very hard to get right, since roofs have a variety of heights, and moreover would make Forgeguns unable to kill dropships, making them invulnerable.
3. Put barriers around roofs: Again, effective but it will be hard to determine which roofs are OP roofs and in need of nerfing as opposed to those that are fine. Also, this risks defeating the purpose of roofs altogether and eliminating verticality from maps.
4. Give Dropships some teeth: The best solution in my opinion is to buff dropships, but not just in a way that they get more health, but increase turret damage and allow passengers to fire out of them as well. Yes, this will give forge gunners even more options to shoot out of dropships, but unlike forgers on roofs, who are very small targets, dropships are larger targets that are very vulnerable to forges and swarms. Moreover, this encourages verticality as a new gameplay element rather than locking it out forever.
5. Jetpacks
Nough said!
My job here is done, your welcome.
DUST514 Love The Dream Hate The Product
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Operative 1171 Aajli
Bragian Order Amarr Empire
673
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Posted - 2013.10.29 15:37:00 -
[11] - Quote
Best solution?
Make the environment destructible.
Shoot the building and blow a chunk out of it making the forge gunner fall off or debris crush him. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4410
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Posted - 2013.10.29 15:38:00 -
[12] - Quote
Why can't we simply put in the old dispersion for the forge gun so it isn't as precise as a sniper rifle? Then they're entirely capable of fulfilling their role as AV, while still having some anti-infantry capability, but they can no longer snipe.
Level 4 Forum Warrior
Lenin of the glorious armoured revolution
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Lycuo
Ancient Exiles
148
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Posted - 2013.10.29 15:41:00 -
[13] - Quote
So your telling me that having a forge gunner on the roof means that you win in PC?
That was like 4 months ago... now all it takes is a sniper somewhere on the battlefield to suppress the forgegunner... if he cant make it to the edge of the building or rings he cant give suppressive fire...
Even with the buff to hitpoints in heavies i will still be able to take out a forgegunner with 2 headshots of my thales/charged rifle... This being said whats wrong with a strategy that works? are u mad that they allow you to put remote explosives on hacking points too?
R.E.s on hacking points are easier to take out but are also more hidden... god forbid you dedicate one sniper or person in each corp battle to suppressing or killing rooftop forgers...
Btw no im not a forger just an advocate for lets not nerf the game to AR 514 |
Pent'noir
Algintal Core Gallente Federation
168
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Posted - 2013.10.29 15:41:00 -
[14] - Quote
I always found it odd that we have these huge buildings with no entrances and no stairwell to the roof. Even If the entire building itself is a piece of machinery, then how do the techs fix it when it breaks. |
Cody Sietz
Bullet Cluster Legacy Rising
1306
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Posted - 2013.10.29 15:43:00 -
[15] - Quote
Arkena Wyrnspire wrote:Why can't we simply put in the old dispersion for the forge gun so it isn't as precise as a sniper rifle? Then they're entirely capable of fulfilling their role as AV, while still having some anti-infantry capability, but they can no longer snipe. Because that makes sense and it would in turn balance the Assault ForgeGun. |
Takahiro Kashuken
Red Star. EoN.
1554
|
Posted - 2013.10.29 15:49:00 -
[16] - Quote
Kasote Denzara wrote:"The real problem with forge guns is that once a forge gunner gets on a roof it is impossible to get them down."
What? Am I missing a memo or is this something that only ever happens in PC or FW? This kind of **** doesn't happen in pubs. Why? Because there's a lot more people competent enough to shoot the *******.
I can't speak for the other ground FGers, but my strength is at being on the low ground, so those little ***** on the towers get obliterated the moment I notice them. Moreover, there's plenty of snipers around these days.
Added note: I am for the buffing of dropships. They're getting the ultimate kick in the teeth soon... They've really been the ones suffering. Them and the scouts. Sigh.
Compares pubs to PC matches
lolno
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mordiby
G.R.A.V.E
27
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Posted - 2013.10.29 15:52:00 -
[17] - Quote
I don't know why people complain about everything that makes you win. Tactics are tactics, and that's it.
Director of G.R.A.V.E
NBK The Leppy
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XEROO COOL
Hellstorm Inc League of Infamy
74
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Posted - 2013.10.29 15:59:00 -
[18] - Quote
Lycuo wrote:So your telling me that having a forge gunner on the roof means that you win in PC?
That was like 4 months ago... now all it takes is a sniper somewhere on the battlefield to suppress the forgegunner... if he cant make it to the edge of the building or rings he cant give suppressive fire...
Wow.. I wonder why doesn't everyone do this... oh yea that's right... because it doesn't work... Dropship+heavy forge+logi with amor rep nanos and 2 drop uplinks = game over until you get an orbital... and then you better pray that it hits him and all the equipment because if there is one uplink left... you have used the OB in vein. logi just spawns back in and sets up shop again.
The only thing I have found to combat this is 2 or 3 dropships from different directions at the same time. he won't have enough time to take you all out... so if they are all militia that is about 180k in dropships and 3 pilots competent enough to get em up there... to defeat 1 guy suppressing and objective or downright holding it for his team.
OR...
get there first... dropship races to high points :-D
(Gò»°Gûí°n+ëGò»n+¦ Gö+GöüGö+
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Sinboto Simmons
SVER True Blood Public Disorder.
1685
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Posted - 2013.10.29 16:42:00 -
[19] - Quote
mordiby wrote:I don't know why people complain about everything that makes you win. Tactics are tactics, and that's it. The problem with this tactic is there be no effective counter.
Sinboto - The True Blood Minja.
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Clips A'hoy
The Generals EoN.
60
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Posted - 2013.10.29 16:52:00 -
[20] - Quote
I sudgest we're allowed a way up to the roof in contrast to the dropship and ladders... Give me some elevators to get up there some other way. That'll be more than enough in regards to balance.
The Wrath of God is Immense. His Justice is Swift and Decisive. His Tolerance is Limited. The Scriptures, Book I
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Pje251296
KILL ORDERS
151
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Posted - 2013.10.29 17:05:00 -
[21] - Quote
Managed to get one off the roof once time with two dropship attempts. Using remote explosives on their uplink when they respawn is brilliant. I suggest putting barriers on the roofs like in the Gallente Lag facility. |
Foundation Seldon
Gespenster Kompanie Villore Accords
154
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Posted - 2013.10.29 17:20:00 -
[22] - Quote
I was expecting this post to be about adjusting the damage values for the Assault Forge Gun to bring it to lower levels than the hold-charge variants so that it'd still have better DPS over time but wouldn't be objectively better at AV after the very first shot.
I was disappointed. |
SgtDoughnut
Red Star Jr. EoN.
357
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Posted - 2013.10.29 17:26:00 -
[23] - Quote
Pent'noir wrote:I always found it odd that we have these huge buildings with no entrances and no stairwell to the roof. Even If the entire building itself is a piece of machinery, then how do the techs fix it when it breaks.
It isn't a very fair or balanced tactic if it boils down to who gets to the roof first wins the whole game. Makes for incredibly boring matches. Now if it had a counter like stairs or some other method to get troops up there it might be viable but right now the only way to get someone on the roof is a dropship, and they are made of tinfoil right now. |
Ryme Intrinseca
Seraphim Auxiliaries
158
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Posted - 2013.10.29 17:59:00 -
[24] - Quote
God Hates Lags wrote:3. Put barriers around roofs: Again, effective but it will be hard to determine which roofs are OP roofs and in need of nerfing as opposed to those that are fine. Also, this risks defeating the purpose of roofs altogether and eliminating verticality from maps. Every presently non-ladder accessible roof should get either a barrier added or a ladder added. Generally the higher roofs would get barriers and lower ones ladders. This would only reduce God mode verticality (tower forging), which is no bad thing. Lower roofs like the mushroom in communications outpost would just get a ladder added, so the verticality would still be in play, but with the added spice of infantry assaults up the ladder on unwary FGers/MDers. |
Altina McAlterson
Pure Innocence. EoN.
679
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Posted - 2013.10.29 18:00:00 -
[25] - Quote
Foundation Seldon wrote:I was expecting this post to be about adjusting the damage values for the Assault Forge Gun to bring it to lower levels than the hold-charge variants so that it'd still have better DPS over time but wouldn't be objectively better at AV after the very first shot.
I was disappointed. Or just buff tanks and dropships. If you nerf the forge that would affect LAV's too. Since all the forge's can oneshot infantry it's probably best to leave damage alone. |
Foundation Seldon
Gespenster Kompanie Villore Accords
154
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Posted - 2013.10.29 18:46:00 -
[26] - Quote
Altina McAlterson wrote:Foundation Seldon wrote:I was expecting this post to be about adjusting the damage values for the Assault Forge Gun to bring it to lower levels than the hold-charge variants so that it'd still have better DPS over time but wouldn't be objectively better at AV after the very first shot.
I was disappointed. Or just buff tanks and dropships. If you nerf the forge that would affect LAV's too. Since all the forge's can oneshot infantry it's probably best to leave damage alone.
So because forge guns can one shot infantry already ... the damage shouldn't be adjusted with respect to AV? I don't understand the connection. I fail to see what LAVs have to with this scenario as the Forge is clearly not suited to deal with them in the first place. Inevitably I think an across the board damage nerf to the forge gun is on the horizon to put it in line with the new eHP values for Tanks but I'd just like to see the clear disparity between the Assault and Normal variants of the weapon addressed.
Am I the only one that has a problem with an Assault (Higher Rate of Fire) variant also doing fairly significantly more damage than the normal variant from the very first shot? Would it make sense to give the Assault Mass Driver higher damage per shot as well? |
Altina McAlterson
Pure Innocence. EoN.
679
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Posted - 2013.10.29 18:50:00 -
[27] - Quote
Foundation Seldon wrote:Altina McAlterson wrote:Foundation Seldon wrote:I was expecting this post to be about adjusting the damage values for the Assault Forge Gun to bring it to lower levels than the hold-charge variants so that it'd still have better DPS over time but wouldn't be objectively better at AV after the very first shot.
I was disappointed. Or just buff tanks and dropships. If you nerf the forge that would affect LAV's too. Since all the forge's can oneshot infantry it's probably best to leave damage alone. So because forge guns can one shot infantry already ... the damage shouldn't be adjusted with respect to AV? I don't understand the connection. I fail to see what LAVs have to with this scenario as the Forge is clearly not suited to deal with them in the first place. Inevitably I think an across the board damage nerf to the forge gun is on the horizon to put it in line with the new eHP values for Tanks but I'd just like to see the clear disparity between the Assault and Normal variants of the weapon addressed. Am I the only one that has a problem with an Assault (Higher Rate of Fire) variant also doing fairly significantly more damage than the normal variant from the very first shot? Would it make sense to give the Assault Mass Driver higher damage per shot as well? I was merely pointing out that it is always prudent to make changes that affect the smallest possible number of things in the game. So instead of nerfing a weapon making it less effective against everything it would make more sense to buff certain things instead.
EDIT: And I brought up the infantry because no matter that's going to be a one shot so why reduce damage? |
Foundation Seldon
Gespenster Kompanie Villore Accords
154
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Posted - 2013.10.29 19:01:00 -
[28] - Quote
Altina McAlterson wrote:Foundation Seldon wrote:Altina McAlterson wrote:Foundation Seldon wrote:I was expecting this post to be about adjusting the damage values for the Assault Forge Gun to bring it to lower levels than the hold-charge variants so that it'd still have better DPS over time but wouldn't be objectively better at AV after the very first shot.
I was disappointed. Or just buff tanks and dropships. If you nerf the forge that would affect LAV's too. Since all the forge's can oneshot infantry it's probably best to leave damage alone. So because forge guns can one shot infantry already ... the damage shouldn't be adjusted with respect to AV? I don't understand the connection. I fail to see what LAVs have to with this scenario as the Forge is clearly not suited to deal with them in the first place. Inevitably I think an across the board damage nerf to the forge gun is on the horizon to put it in line with the new eHP values for Tanks but I'd just like to see the clear disparity between the Assault and Normal variants of the weapon addressed. Am I the only one that has a problem with an Assault (Higher Rate of Fire) variant also doing fairly significantly more damage than the normal variant from the very first shot? Would it make sense to give the Assault Mass Driver higher damage per shot as well? I was merely pointing out that it is always prudent to make changes that affect the smallest possible number of things in the game. So instead of nerfing a weapon making it less effective against everything it would make more sense to buff certain things instead. EDIT: And I brought up the infantry because no matter that's going to be a one shot so why reduce damage?
Because Infantry has absolutely nothing to do with this discussion. You said it yourself, they're 1 shotting Infantry regardless so switching the damage values (as an example) for the Assault and Normal variants only affects the Forge Gun's effectiveness against other vehicles. If it doesn't affect you, as an infantry guy, that's fine because my point was never about addressing the interaction between the Forge and Infantry to begin with. I hope that makes sense.
Nerfing it in the way I suggested wouldn't mean that it would be less effective against everything because it'd still have higher DPS than the Normal variant but it would take 2 shots for that benefit to manifest. That's hardly out of the question. I don't understand this community's reluctance to seeing something nerfed when the nerf is justified, if we had used your logic for adjusting the flaylock then the response would have been to buff literally every other weapon in the game rather than address the single outlier in the equation.
The Assault Variant of the Forge Gun has higher rate of fire on top of higher damage from the very first shot. I used an Assault Mass Driver as a basis of comparison, it wouldn't make sense for that gun to have higher damage on top of higher rate of fire. Please, if you're going to respond, address the points that I'm listing. |
Altina McAlterson
Pure Innocence. EoN.
680
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Posted - 2013.10.29 19:26:00 -
[29] - Quote
Foundation Seldon wrote: Because Infantry has absolutely nothing to do with this discussion. You said it yourself, they're 1 shotting Infantry regardless so switching the damage values (as an example) for the Assault and Normal variants only affects the Forge Gun's effectiveness against other vehicles. If it doesn't affect you, as an infantry guy, that's fine because my point was never about addressing the interaction between the Forge and Infantry to begin with. I hope that makes sense.
It does. I was just saying it makes more sense to look at vehicles since infantry is unaffected and possibly leave the damage alone. The less you change the less you break. I'm really talking about a overall design principle rather than only this specific situation. The infantry thing was just to show how it applies here.
Quote: if we had used your logic for adjusting the flaylock then the response would have been to buff literally every other weapon in the game rather than address the single outlier in the equation.
My logic is to change as little as possible so how would buffing every other weapon be my answer? It would obviously be easier to nerf the damage of the single weapon.
As for the rest of it I don't really see a problem with the assault FG because unless you're shooting a tank it is easy to miss a shot here and there. So the answer would be to buff tanks. And also dropships because they are total crap right now. |
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