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CuuCH Crusher
Forge Gun Mafia
243
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Posted - 2013.11.02 05:29:00 -
[1] - Quote
I like that CCP didn't go over board while nerfing the forge gun. The only people affected are tower snipers. It won't stop people like me one shotting proto suits so I am a very happy camper. |
Godin Thekiller
Hellstorm Inc League of Infamy
1362
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Posted - 2013.11.02 05:33:00 -
[2] - Quote
They ain't done with it. This is just the beginning
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
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Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3781
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Posted - 2013.11.02 05:34:00 -
[3] - Quote
Godin Thekiller wrote:They ain't done with it. This is just the beginning It'll probably get a damage reduction that'll still leave it with more than enough to one-shot any suit.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Kasote Denzara
A Vulture
641
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Posted - 2013.11.02 05:36:00 -
[4] - Quote
CuuCH Crusher wrote:I like that CCP didn't go over board while nerfing the forge gun. The only people affected are tower snipers. It won't stop people like me one shotting proto suits so I am a very happy camper.
And that's where I stand too. It doesn't affect me. Once every twelve blue moons, I'll see splash. Mwhahaha. Ground FGers will triumph yet again!
I go commando in my Commando. Feels good, man.
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Xender17
MoIden Heath PoIice Department EoN.
883
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Posted - 2013.11.02 05:41:00 -
[5] - Quote
Wasn't that fgs actually hit the suits... I'm pretty sure the splash matters that much.
What the fox say?
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CuuCH Crusher
Forge Gun Mafia
243
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Posted - 2013.11.02 05:51:00 -
[6] - Quote
Godin Thekiller wrote:They ain't done with it. This is just the beginning As long as a direct hit is a OHK, I will still use the FG. I doubt CCP would even come close to nerfing damage that much. |
Godin Thekiller
Hellstorm Inc League of Infamy
1363
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Posted - 2013.11.02 06:07:00 -
[7] - Quote
CuuCH Crusher wrote:Godin Thekiller wrote:They ain't done with it. This is just the beginning As long as a direct hit is a OHK, I will still use the FG. I doubt CCP would even come close to nerfing damage that much.
Oh no, not that much.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
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Doc Noah
Algintal Core Gallente Federation
807
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Posted - 2013.11.02 06:19:00 -
[8] - Quote
The fact that swarm launcher had it's range nerfed by like 50% leads me to believe FG will either get optimal/effective range or suffer the same range nerf. |
Cosgar
ParagonX
7009
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Posted - 2013.11.02 06:23:00 -
[9] - Quote
Doc Noah wrote:The fact that swarm launcher had it's range nerfed by like 50% leads me to believe FG will either get optimal/effective range or suffer the same range nerf. That's what I'm thinking too. It sucks to kick heavies when they're down but one weapon being able to shut down vehicle use for an entire map just isn't right. Hope the HMG gets a buff and/or some more heavy weapons come out in 1.7 to compensate.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Fizzer94
L.O.T.I.S. Public Disorder.
721
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Posted - 2013.11.02 06:35:00 -
[10] - Quote
Cosgar wrote:Doc Noah wrote:The fact that swarm launcher had it's range nerfed by like 50% leads me to believe FG will either get optimal/effective range or suffer the same range nerf. That's what I'm thinking too. It sucks to kick heavies when they're down but one weapon being able to shut down vehicle use for an entire map just isn't right. Hope the HMG gets a buff and/or some more heavy weapons come out in 1.7 to compensate. Well most people have come to the conclusion that they nerfed the swarms range because they don't render at a distance for pilots. The FG doesn't have this problem because it travels so fast it doesn't matter, so I doubt the range of the FG will be nerfed. They might tone the damage down to be balanced with the newly redone vehicles, but I can't see anyone but the heaviest of heavies being able to survive a direct hit after even that.
I only have one gripe with the FG, and that is that it does more damage than my Plasma Cannon. I don't understand why it does more damage than a weapon that is harder to use, but that's just my opinion.
[+ªa¦Ç+¦++-ö-Å94]
Burner of faces.
The Plasma Cannon is not underpowered.
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Kasote Denzara
A Vulture
641
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Posted - 2013.11.02 07:07:00 -
[11] - Quote
Fizzer94 wrote: I only have one gripe with the FG, and that is that it does more damage than my Plasma Cannon. I don't understand why it does more damage than a weapon that is harder to use, but that's just my opinion.
To be completely fair, the Plasma Cannon was intended for confined spaces and whatnot as a direct fire weapon. The Forge Gun, on the other hand, is a modified mining tool and is anti-material. That said, unless that FGer is like me and can do some really bullshitty close quarters with it, the Plasma Cannon will poop on the FGer when brought up close. In retrospect, the FGer will pick off the Plasma Cannon user from a range.
Personally? I enjoy the Plasma Cannon because I am used to weapons that require tracking. (Which is why I use the Forge Gun in the first place, damn it!) To kill from a range with it (the Plasma Cannon) brings me a satisfaction that surpasses anything I can do with the FG.
Oh man, I remember when we used to mortar the **** out of the cities with 'em. It was amazing.
I go commando in my Commando. Feels good, man.
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
304
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Posted - 2013.11.02 07:11:00 -
[12] - Quote
Doc Noah wrote:The fact that swarm launcher had it's range nerfed by like 50% leads me to believe FG will either get optimal/effective range or suffer the same range nerf. The swarms got nerfed because they are SUPPORT AV not the main blasters. Forges should stay as potent because of their role.
If you can read this, it means you are reading.
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Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
628
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Posted - 2013.11.02 07:31:00 -
[13] - Quote
Fizzer94 wrote:Cosgar wrote:Doc Noah wrote:The fact that swarm launcher had it's range nerfed by like 50% leads me to believe FG will either get optimal/effective range or suffer the same range nerf. That's what I'm thinking too. It sucks to kick heavies when they're down but one weapon being able to shut down vehicle use for an entire map just isn't right. Hope the HMG gets a buff and/or some more heavy weapons come out in 1.7 to compensate. Well most people have come to the conclusion that they nerfed the swarms range because they don't render at a distance for pilots. The FG doesn't have this problem because it travels so fast it doesn't matter, so I doubt the range of the FG will be nerfed. They might tone the damage down to be balanced with the newly redone vehicles, but I can't see anyone but the heaviest of heavies being able to survive a direct hit after even that. I only have one gripe with the FG, and that is that it does more damage than my Plasma Cannon. I don't understand why it does more damage than a weapon that is harder to use, but that's just my opinion.
It's because PC can be used on any suit. I would not be fair if PC did more damage than the highly specialized heavy gun. I am a PC user and I do see the logic why FG hit stronger and is easier to use. |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
628
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Posted - 2013.11.02 07:34:00 -
[14] - Quote
Dovallis Martan JenusKoll wrote:Doc Noah wrote:The fact that swarm launcher had it's range nerfed by like 50% leads me to believe FG will either get optimal/effective range or suffer the same range nerf. The swarms got nerfed because they are SUPPORT AV not the main blasters. Forges should stay as potent because of their role.
I am with you too. I thought swarms got nerfed because they were unjustifiably effective for how easy to use they were. Homing fire-and-forget manual MLRS - really? You can literally run a suit with swarms for AV and SMG for infantry and be a jack of all trades in a single wrapper. |
Broonfondle Majikthies
Bannana Boat Corp
371
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Posted - 2013.11.02 07:41:00 -
[15] - Quote
Fizzer94 wrote:Cosgar wrote:Doc Noah wrote:The fact that swarm launcher had it's range nerfed by like 50% leads me to believe FG will either get optimal/effective range or suffer the same range nerf. That's what I'm thinking too. It sucks to kick heavies when they're down but one weapon being able to shut down vehicle use for an entire map just isn't right. Hope the HMG gets a buff and/or some more heavy weapons come out in 1.7 to compensate. Well most people have come to the conclusion that they nerfed the swarms range because they don't render at a distance for pilots. The FG doesn't have this problem because it travels so fast it doesn't matter, so I doubt the range of the FG will be nerfed. They might tone the damage down to be balanced with the newly redone vehicles, but I can't see anyone but the heaviest of heavies being able to survive a direct hit after even that. I only have one gripe with the FG, and that is that it does more damage than my Plasma Cannon. I don't understand why it does more damage than a weapon that is harder to use, but that's just my opinion. Pilots would at least like to be able to see the forge charge. It blends in / doesn't render so we can't see and therefore counter it. I appreciate a vehicle as lightly protected as mine shouldn't survive 2 hits but when we can't even see it coming it is frustrating - especially for the breach, the extra charge time is supposed to be its balance. remember that's a big ass sky up there and very little cover.
"We demand rigidly defined areas of doubt and uncertainty!"
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Keri Starlight
Psygod9 D.E.F.I.A.N.C.E
1729
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Posted - 2013.11.02 07:45:00 -
[16] - Quote
Sorry to disappoint you (not so much, actually, but please don't hate me), but CCP confirmed that the damage is going down.
The fix to the blast radius was done to balance it against infantry, but the damage will be reduced to bring it in line with the Vehicle Changes.
Swarms lost 33% of their damage and their immense range, so expect a similar damage tweak about the Forge Gun. To be fair, the FG could use a damage fall-off mechanic, as I said hundreds times before.
-Caldari Achura - One with the Universe
-Tac AR Specialist
"I load my gun with love instead of bullets"
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Vyzion Eyri
The Southern Legion The Umbra Combine
1716
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Posted - 2013.11.02 07:55:00 -
[17] - Quote
Don't give a damn if forge guns still OHKO infantry on direct hits, my MD practically does the same.
But I'm hoping the damage goes down enough to give my dropship a little more breathing space. I hate having to recall my ship because of one Ishukone Assault FG, or even just a Kaalakiota FG. Waste of time and resources, and the forge gunner can simply turn around and start blapping infantry if I disappear.
Like, if I could tank 5-6 shots instead of 3-4, already there'd be a huge difference since a forge gun needs to reload at 4 shots, unless they've gone into Ammo Capacity, in which case I will gladly accept they've spent a hell of a lot of SP on their FG, and my death is probably my fault.
> "I will show you fear in a handful of dust."
T.S. Eliot, The Wasteland
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Mossellia Delt
Militaires Sans Jeux
587
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Posted - 2013.11.02 08:00:00 -
[18] - Quote
Broonfondle Majikthies wrote: I appreciate a vehicle as lightly protected as mine shouldn't survive 2 hits
I dont, since my logi dropship has more HP then a stock militia tank
Scout, Tanker, Dropship Pilot, AV'r
Alts - Medrean Delt (The Generals) / Moselder Telend (Pure Innocence)
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Judge Rhadamanthus
Amarr Templars Amarr Empire
606
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Posted - 2013.11.02 08:07:00 -
[19] - Quote
The FG will get a range reduction. Count on it, and a big one at that. 1.7 vehicles are designed to hit and run. This was the developers stated intent and the obvious playstyle when the figures are reviewed. This means they will be very vulnerable in their module cooldown period. The swarm range change was to allow for this new mechanism. You cannot have vehicles that are designed to have periods of vulnerability go against weapons that can cover the entire map and deny them any way to retreat.
The current FG range and power are not in line with the player targets they are mainly designed to counter. This is imbalance. The FG as it is now would render the new vehicle design redundant. Expect a slight Damage change but a big range one.
A FG should be a weapon to stop a tank from taking or defending an objective. It should not be a weapon for stopping a tank from taking any objective. This video will show you what I mean and why the range has to, and will, change.
A FG should be able to punch a hole in a tank if it threatens the squad or objective they are defending, not the map they are playing on. Close range massive power. My guess you will get maybe 150m range.
Everything Dropship youtube channel
my Community Spotlight
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Vyzion Eyri
The Southern Legion The Umbra Combine
1717
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Posted - 2013.11.02 08:23:00 -
[20] - Quote
Judge Rhadamanthus wrote: A FG should be able to punch a hole in a tank if it threatens the squad or objective they are defending, not the map they are playing on. Close range massive power. My guess you will get maybe 150m range.
Whilst I'd rejoice I do feel it could be unjustified to reduce range by that much. I suggested dispersion, where outside of 200m forge gunners will find it harder to hit their targets than within 150m, where their reticle should be completely filled if aiming at a tank, guaranteeing a hit. But apparently no one liked that, so maybe the range nerf is all there to it. I just hope they give FGers a dot reticle in the case of a range nerf as severe as that.
Or give them a choice between keeping range and adding dispersion, or losing range but keeping pinpoint accuracy.
> "I will show you fear in a handful of dust."
T.S. Eliot, The Wasteland
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daishi mk03
Brutor Vanguard Minmatar Republic
292
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Posted - 2013.11.02 08:23:00 -
[21] - Quote
I like your videos. |
Judge Rhadamanthus
Amarr Templars Amarr Empire
609
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Posted - 2013.11.02 08:25:00 -
[22] - Quote
Vyzion : The issue with too much range is that even at 150 meters as a vehicle user I cannot see the gunner. If I can he is a dot, just like a nova knifer. I cannot threat identify, yet he can see me just fine. If that ball of light wizzes past I have no idea if it came from 50m or 300m. So i have to evade. Your idea gives them the same ability to deter vehicles even if they struggle to hit them.
Everything Dropship youtube channel
my Community Spotlight
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Haerr
Molon Labe. RISE of LEGION
78
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Posted - 2013.11.02 08:27:00 -
[23] - Quote
While I do hope that forge guns get a range nerf I feel that giving forge guns a lower optimal range would be better, allowing them to keep at least some of the long range capabilities. Maybe add slower projectiles to the mix would be a better way to balance them.
Just a side note: while I've lost plenty of dropships to forge gunners, and they've denied me plenty of game time by just being on the map, what really gets to me is the rail tanks just peaking out from a cliff in the red zone with huge damage and 600 m range, a 600 m range that they will get to keep according to the suggested changes: http://web.ccpgamescdn.com/dust/news.control/65170/1/Turret_Changes.png
Still I hope that what you, Judge Rhadamanthus, are suggesting will happen, maybe then I can be bothered to call in a dropship even if there is a known IASFer on the other team!
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Iron Wolf Saber
Den of Swords
9831
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Posted - 2013.11.02 09:46:00 -
[24] - Quote
Splash reduction the only one on the table now but possible other options are on the table if the need continues. Overall it will remain a heavy anti-vehicle weapon while the swarm launcher moves into the light av weapon category.
I agree with some posters that the splash even being 0 is going to do jack nothing to stop forge snipers because nearly 100% of my infantry kills have been direct hits.
CPM 0 Secretary
Omni-Soldier Specialist
Current Theme \\=Advanced Forge Gun =// Unlocked.
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Judge Rhadamanthus
Amarr Templars Amarr Empire
609
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Posted - 2013.11.02 10:05:00 -
[25] - Quote
Iron Wolf Saber wrote:Splash reduction the only one on the table now
If true this may well make dropships completely non viable for the 1.7 build.
Everything Dropship youtube channel
my Community Spotlight
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CuuCH Crusher
Forge Gun Mafia
244
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Posted - 2013.11.02 13:35:00 -
[26] - Quote
Iron Wolf Saber wrote:Splash reduction the only one on the table now but possible other options are on the table if the need continues. Overall it will remain a heavy anti-vehicle weapon while the swarm launcher moves into the light av weapon category.
I agree with some posters that the splash even being 0 is going to do jack nothing to stop forge snipers because nearly 100% of my infantry kills have been direct hits. If you're good enough to get a direct hit with a forge gun, I think you deserve the kill. We only get one shot and if we miss, we're screwed. |
Argent Mordred
DUST University Ivy League
12
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Posted - 2013.11.02 13:46:00 -
[27] - Quote
Judge Rhadamanthus wrote:Vyzion : The issue with too much range is that even at 150 meters as a vehicle user I cannot see the gunner. If I can he is a dot, just like a nova knifer. I cannot threat identify, yet he can see me just fine. If that ball of light wizzes past I have no idea if it came from 50m or 300m. So i have to evade. Your idea gives them the same ability to deter vehicles even if they struggle to hit them.
When you look at people and see the chevron above their heads, maybe it should give a special signal like turning a different color if the infantryman is carrying a av primary weapon and you are in a vehicle? It would allow vehicle users some warning that a av soldier is in that cloud of red and would also give a use to profile dampeners as they would help the av trooper not stand out. |
Skihids
Bullet Cluster Legacy Rising
2377
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Posted - 2013.11.02 14:35:00 -
[28] - Quote
CuuCH Crusher wrote:Iron Wolf Saber wrote:Splash reduction the only one on the table now but possible other options are on the table if the need continues. Overall it will remain a heavy anti-vehicle weapon while the swarm launcher moves into the light av weapon category.
I agree with some posters that the splash even being 0 is going to do jack nothing to stop forge snipers because nearly 100% of my infantry kills have been direct hits. If you're good enough to get a direct hit with a forge gun, I think you deserve the kill. We only get one shot and if we miss, we're screwed.
It's not difficult if you add a cross hair or dot to your sight. The FG has pixel level accuracy with zero dispersion.
Use a gaming monitor with built in reticle or simply paste a dot on your TV screen. Voil+á! FG Sniper. |
Robocop Junior
The Surrogates Of War
312
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Posted - 2013.11.02 14:56:00 -
[29] - Quote
Yay gonna be more heavies with duvolles. |
KA24DERT
Pure Innocence. EoN.
228
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Posted - 2013.11.02 16:54:00 -
[30] - Quote
Iron Wolf Saber wrote:Splash reduction the only one on the table now but possible other options are on the table if the need continues. Overall it will remain a heavy anti-vehicle weapon while the swarm launcher moves into the light av weapon category.
I agree with some posters that the splash even being 0 is going to do jack nothing to stop forge snipers because nearly 100% of my infantry kills have been direct hits.
Could you get the devs to consider a small random variation in the trajectory of the forge gun? Something small enough that it becomes harder to hit infantry, but can still hit a vehicle.
Either that or a nerf against drop suits? |
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