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Vulpes Dolosus
Neanderthal Nation Public Disorder.
159
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Posted - 2013.10.31 01:31:00 -
[1] - Quote
The forge gun is broken and needs adjusting. Currently, it has everything going for it: ridiculous range (300-400m I believe), pinpoint accuracy, and one of the highest alpha damage and dmp in the game.
So forge gunners (and other commentators), in a general and hypothetical sense, what would you give up in the name of balance?
Range: reduce the range to near 200m, like the swarms are about to be. They will still be pinpoint and deal massive damage, but tower sniping may provide fewer opportunities. This will still make them deadly for AV and AI, just you actually need to be in the fight now. (For a better idea of what 200m looks like, here's a picture of Line Harvest, each square is 100m/100m)
Damage: Keeps the range and accuracy, but it may take more shots or teamwork to take on tough vehicles. No specific numbers (I'd keep splash the same damage, just reduce the impact), but it would be significant, around the magnitude to swarms are going to be (ok, maybe not that low).
Accuracy: This will keep your AV prowess, as tanks and dropships are large targets, but with the splash reduction coming, AI may be more difficult. Long range shots at LAVs and evasive dropships may prove difficult as well, but you should have not problem hitting anything within your reticle. The shot variation will be within the reticle.
Pick your poison.
Dropship Specialist: AKA Clinically Insane
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Vulpes Dolosus
Neanderthal Nation Public Disorder.
163
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Posted - 2013.10.31 03:06:00 -
[2] - Quote
Master Jaraiya wrote:AR users pick two:
Damage Range RoF Dispersion Recoil Versatility Clip Size Max Ammo
Seriously JUST STOP with the Forge Gun QQ!
No one's defending the AR here, check the signature. (*sigh* ARs should sacrifice range and dispersion for damage and rof; all the others are non factors).
I have watched that (and all of Judge's video) several times and have just watched it again. I've also spoken with Judge about this kind of thing. Honestly, it seems like it points in favor of a range nerf due to the forge's abliity to deny whole maps to dropships and threaten other vehicles.
However, yes, it is very myopic to focus on only damage, range, and accuracy. I would love countermeasure modules or some other defense or warning about forges (Judge also has a video about early warnings that was nice), but those aren't on CCP's radar at the moment, from what I can tell, and I'm just voicing fixes to an obviously broken weapon (and getting more broken in 1.7). If we get any inklings as to what CCP has planned for forge/vehicle engagements, I'd love to consider other possibilities than the generic "NERF THIS NERF THAT."
Dropship Specialist: AKA Clinically Insane
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Vulpes Dolosus
Neanderthal Nation Public Disorder.
164
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Posted - 2013.10.31 03:18:00 -
[3] - Quote
castba wrote:Master Jaraiya wrote:AR users pick two:
Damage Range RoF Dispersion Recoil Versatility Clip Size Max Ammo
Seriously JUST STOP with the Forge Gun QQ! This was my immediate thought when I started reading the OP. *sigh* Why? Why does this community constantly cry about guns that kill them? EVERYTHING can, and will at some point, kill you and EVERYTHING can be killed.
So you're saying the forge is balanced now and will be balanced with the changes in 1.7?
Look at where the swarms are heading now: at proto, they can remove half of my proto pythons shields in one clip with hardener activated.
1320 per shot, I have about 3100 shields and roughly 47% with explosive resist, native resists, and a hardener: 2((1320)-(1320*.47))=1399.2
That's half the defenses to one of the best fitted dropships in the game, post nerf. And that's being removed in a month and replaced with only STD vehicles! How can you possibly assert that AV is balanced now, let alone in 1.7?
Dropship Specialist: AKA Clinically Insane
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Vulpes Dolosus
Neanderthal Nation Public Disorder.
164
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Posted - 2013.10.31 03:57:00 -
[4] - Quote
Virtual Riot wrote:You have good points, I just really dont want to see generic number nerfs I dont feel like that is the issue with FGs. I propose higher damage falloff? Seems reasonable
Believe me, I do too. But I believe that they're in the far future and this is just a simple fix for now.
I'd like to see some e-warfare modules or add-on abilities to current modules. Judge R. and I came up with a few:
Kinetic Absorption: Active module with short duration (2-3 mins) and long cool down (like 2-3mins maybe); nullifies damage done by forge shots and heals 1/3-1/2 of what would have happened. Steep CPU/PG requirements (on par with extenders and boosters). Good for escaping after taking an initial hit, but cuts into your defenses and leaves you useless for a while.
E-warfare for active hardeners: Add on to active hardeners (or separate variants), when within 30-50m, forge charge time is doubled or tripled, do less damage, and don't rock the dropship as much. The drawbacks are you must get in very close and it only lasts 10sec (add a restriction to one fitted at a time).
The possibilities are endless and I wish CCP would put more effort into developing more things like this, but I also understand that we are getting back to basics now, so I think it's only fair that forges and swarms stoop to the vehicle levels for now and we can see about buffing them as vehicles develop.
Dropship Specialist: AKA Clinically Insane
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Vulpes Dolosus
Neanderthal Nation Public Disorder.
164
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Posted - 2013.10.31 04:21:00 -
[5] - Quote
IMPAIRS YOUR ABILITY wrote:It's like watching a pack of hungry dogs eat each other when there's a guy standing next to them eating a hamburger. Keep canabalizing all the things that make this game different and encouraging the elements that are the same as 20 other fps yet executed 1000x worse. You all deserve what you get you asked for it.
More like I'm the only one vehemently pointing out something that needs fixed and everyone else is head-in-the-sand telling me it's fine or saying nothing.
Read some of my later posts and you can see my position: I only want these debuffs while vehicles are being reduced to STD level. If CCP will come out with other, more interesting alternatives in vehicle-to-AV combat, we can work around those, but currently, because we're getting back to basics, let's just reduce the numbers for now and go from there.
Dropship Specialist: AKA Clinically Insane
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