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Harpyja
Royal Uhlans Amarr Empire
804
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Posted - 2013.11.22 01:12:00 -
[1] - Quote
I read from this thread that forge guns are not being changed in 1.7
Is this really true?
I sure hope not; what does everyone else think? I at least hope that forge guns aren't being changed with the catch that ADV and PRO forges are being temporarily removed.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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ACE OF JOKERS
AMARR IMPERIAL CRUSADERS
168
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Posted - 2013.11.22 01:14:00 -
[2] - Quote
Harpyja wrote:I read from this thread that forge guns are not being changed in 1.7 Is this really true? I sure hope not; what does everyone else think? I at least hope that forge guns aren't being changed with the catch that ADV and PRO forges are being temporarily removed.
Leave My Proto Breach FG with PROF 5 and 2 Cx Damage mods alone.... |
Harpyja
Royal Uhlans Amarr Empire
804
|
Posted - 2013.11.22 01:16:00 -
[3] - Quote
ACE OF JOKERS wrote:Harpyja wrote:I read from this thread that forge guns are not being changed in 1.7 Is this really true? I sure hope not; what does everyone else think? I at least hope that forge guns aren't being changed with the catch that ADV and PRO forges are being temporarily removed. Leave My Proto Breach FG with PROF 5 and 2 Cx Damage mods alone.... I had something written specifically about proto breach forge guns with damage mods, but then I decided to remove it....
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Lynn Beck
Granite Mercenary Division Top Men.
244
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Posted - 2013.11.22 01:17:00 -
[4] - Quote
Imagine the forgie on a caldari/minmatar heavy... God those ******* high slots...
-Newly proclaimed Lazor riffle specialist-
"You said yourself fantastically 'congratulations you are all alone.'"
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Rusty Shallows
522
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Posted - 2013.11.22 01:17:00 -
[5] - Quote
Why is it we have some people who badly want boosting of their own stuff and nerfing of other people's things?
"She may not be Miss Right but she'll do right now." SR-71
310k+ SP for +0.05m/s (>2in) on a Heavy. Totally worth it.
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Harpyja
Royal Uhlans Amarr Empire
808
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Posted - 2013.11.22 01:19:00 -
[6] - Quote
Rusty Shallows wrote:Why is it we have some people who badly want boosting of their own stuff and nerfing of other people's things? Vehicles are getting "nerfed" in 1.7, swarms and AV 'nades are getting "nerfed" in 1.7, but forge guns remain unchanged? Where do you see the balance in that when forge guns can currently lock down almost an entire map?
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
123
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Posted - 2013.11.22 01:25:00 -
[7] - Quote
Harpyja wrote:Rusty Shallows wrote:Why is it we have some people who badly want boosting of their own stuff and nerfing of other people's things? Vehicles are getting "nerfed" in 1.7, swarms and AV 'nades are getting "nerfed" in 1.7, but forge guns remain unchanged? Where do you see the balance in that when forge guns can currently lock down almost an entire map? i'll accept the no change if they glow REALLY bright have 200M range or something idk if you're on a tower you cant charge up less muzzle velocity
recuruit link
5 to 11 mil isk per 100k recuruit
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Nguruthos IX
PEN 15 CLUB
2319
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Posted - 2013.11.22 01:26:00 -
[8] - Quote
Harpyja wrote:Rusty Shallows wrote:Why is it we have some people who badly want boosting of their own stuff and nerfing of other people's things? Vehicles are getting "nerfed" in 1.7, swarms and AV 'nades are getting "nerfed" in 1.7, but forge guns remain unchanged? Where do you see the balance in that when forge guns can currently lock down almost an entire map?
Get outta here with that sensible logic Let CCP ruin their game. Maybe if they just buff the forge gun a little all those stupid pilots will just quit and find better ways to spend their time and money.
CCP's design team and balance crew is the biggest joke in the gaming industry |
ACE OF JOKERS
AMARR IMPERIAL CRUSADERS
168
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Posted - 2013.11.22 01:27:00 -
[9] - Quote
Rusty Shallows wrote:Why is it we have some people who badly want boosting of their own stuff and nerfing of other people's things?
Tankers will be tankers |
Vulpes Dolosus
SVER True Blood Public Disorder.
314
|
Posted - 2013.11.22 01:27:00 -
[10] - Quote
The only thing that need changed with forges, honestly, is a range nerf. 400m can literally deny vehicles whole maps if positioned with any thought. Something like 200-250m.
Dropship Specialist: AKA Clinically Insane
Kills- Incubus: 2; Pythons: 0; Logistics: 0; Militia: 10
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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
123
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Posted - 2013.11.22 01:28:00 -
[11] - Quote
Nguruthos IX wrote:Harpyja wrote:Rusty Shallows wrote:Why is it we have some people who badly want boosting of their own stuff and nerfing of other people's things? Vehicles are getting "nerfed" in 1.7, swarms and AV 'nades are getting "nerfed" in 1.7, but forge guns remain unchanged? Where do you see the balance in that when forge guns can currently lock down almost an entire map? Get outta here with that sensible logic Let CCP ruin their game. Maybe if they just buff the forge gun a little all those stupid pilots will just quit and find better ways to spend their time and money. CCP's design team and balance crew is the biggest joke in the gaming industry go play mass effect 3 multiplayer when it was first released for a year, than say that again
recuruit link
5 to 11 mil isk per 100k recuruit
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ACE OF JOKERS
AMARR IMPERIAL CRUSADERS
169
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Posted - 2013.11.22 01:29:00 -
[12] - Quote
Vulpes Dolosus wrote:The only thing that need changed with forges, honestly, is a range nerf. 400m can literally deny vehicles whole maps if positioned with any thought. Something like 200-250m.
I would agree if this range is not applied to hights.
MAking INFANTRY fight at 200-175 mts from a TANK at GROUND level is suicidal and simply not fair. |
Rannici
Ancient Exiles. Renegade Alliance
106
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Posted - 2013.11.22 01:29:00 -
[13] - Quote
vehicles are getting a respec, but i'm not getting my swarm launcher 5 and proficiency 5 points refunded?
eff it, i'm becoming a forge gunner. see you all soon in my templar sentinel BPO. |
Awry Barux
Paladin Survey Force Amarr Empire
370
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Posted - 2013.11.22 01:30:00 -
[14] - Quote
You realize that post has one quote tag, quoting an unnamed CPM with no reference to any actual statement? I'm pretty sure it's just forum rumormongering. |
Harpyja
Royal Uhlans Amarr Empire
809
|
Posted - 2013.11.22 01:32:00 -
[15] - Quote
Awry Barux wrote:You realize that post has one quote tag, quoting an unnamed CPM with no reference to any actual statement? I'm pretty sure it's just forum rumormongering. Which is why I was asking whether it was true or not. Some direct contact with CPM or CCP on this matter will easily confirm or deny this rumor.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
123
|
Posted - 2013.11.22 01:32:00 -
[16] - Quote
Rannici wrote:vehicles are getting a respec, but i'm not getting my swarm launcher 5 and proficiency 5 points refunded?
eff it, i'm becoming a forge gunner. see you all soon in my templar sentinel BPO. the reason heavy are so slow, is because my 1.7 missile got shoved so far up thier ass, thet went back in time and had the missile stuck in them
recuruit link
5 to 11 mil isk per 100k recuruit
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Foundation Seldon
Gespenster Kompanie Villore Accords
211
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Posted - 2013.11.22 01:37:00 -
[17] - Quote
Awry Barux wrote:You realize that post has one quote tag, quoting an unnamed CPM with no reference to any actual statement? I'm pretty sure it's just forum rumormongering.
For whatever my word is worth, I've talked to CPM Hans on IRC and he's said the same thing. The Forge is going unchanged in 1.7
1.7 LAVs - Thoughts and Discussion
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Harpyja
Royal Uhlans Amarr Empire
810
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Posted - 2013.11.22 01:40:00 -
[18] - Quote
Foundation Seldon wrote:Awry Barux wrote:You realize that post has one quote tag, quoting an unnamed CPM with no reference to any actual statement? I'm pretty sure it's just forum rumormongering. For whatever my word is worth, I've talked to CPM Hans on IRC and he's said the same thing. The Forge is going unchanged in 1.7 If that's the case, I might actually not even re-allocate my SPs.
I will just let them sit, unallocated, all 10 million of my SPs, waiting to see if things will ever become balanced again.
In the meantime, I'll just play with my Amarr logi alt + assault scrambler rifle. Which I have had for a long time before people started crying that it's "OP."
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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WAR-MONGER SLAUGHTER
Unkn0wn Killers
13
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Posted - 2013.11.22 01:51:00 -
[19] - Quote
Harpyja wrote:I read from this thread that forge guns are not being changed in 1.7 Is this really true? I sure hope not; what does everyone else think? I at least hope that forge guns aren't being changed with the catch that ADV and PRO forges are being temporarily removed.
Im going to proto forge snipe the sh!t outta u if I ever see u in battle .. I just went 37/5 with my ishukone assault forge gun .. http://www.ign.com/wikis/dust-514/Ishukone_Assault_Forge_Gun U SOUND AWEFULLY BUTT HURT hows about when u see it being charged .. u RUN lol .. doom on u
WAR-MONGER SLAUGHTER ... THE GOD HEAVY
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Nguruthos IX
PEN 15 CLUB
2320
|
Posted - 2013.11.22 01:53:00 -
[20] - Quote
Foundation Seldon wrote:Awry Barux wrote:You realize that post has one quote tag, quoting an unnamed CPM with no reference to any actual statement? I'm pretty sure it's just forum rumormongering. For whatever my word is worth, I've talked to CPM Hans on IRC and he's said the same thing. The Forge is going unchanged in 1.7 biggest joke in game balance, this team.
Can't figgure out what's wrong with vehicles.
Spends 5 months re-working them, does not touch forge damage.
blind to the elephant in the room much, honestly how can they possibly not get it.. |
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Vulpes Dolosus
SVER True Blood Public Disorder.
321
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Posted - 2013.11.22 01:53:00 -
[21] - Quote
ACE OF JOKERS wrote:Vulpes Dolosus wrote:The only thing that need changed with forges, honestly, is a range nerf. 400m can literally deny vehicles whole maps if positioned with any thought. Something like 200-250m. I would agree if this range is not applied to hights.
MAking INFANTRY fight at 200-175 mts from a TANK at GROUND level is suicidal and simply not fair.
I have no idea what you're talking about.
Most engagements with tanks occur within 100m, maybe 150m max. There aren't even that many places on the maps that get such an open space.
If you're referring to being able to sit atop high towers, you can still do that and hit targets below you, you just can't snipe across the bleeding map.
If you're referring to how dropships can just sit high up in the sky, untouchable, you may as well complain about the redline or MCC, because dropships at that hight are just as useful to their team (and nobody uses MCRUs like that, it's way more efficient and fun to just place an uplink and get back to the battle).
Dropship Specialist: AKA Clinically Insane
Kills- Incubus: 2; Pythons: 0; Logistics: 0; Militia: 10
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Rusty Shallows
524
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Posted - 2013.11.22 01:53:00 -
[22] - Quote
Harpyja wrote:Rusty Shallows wrote:Why is it we have some people who badly want boosting of their own stuff and nerfing of other people's things? Vehicles are getting "nerfed" in 1.7, swarms and AV 'nades are getting "nerfed" in 1.7, but forge guns remain unchanged? Where do you see the balance in that when forge guns can currently lock down almost an entire map? The problem is they can't lock down an entire map. They can't even lock down the area around the table-top in Line Harvest from the tall middle towers. I've gotten more kills on people skyscraper tower forging with my forge gun than vise versa.
The problem is when someone has splash LOS on a hack-point. Then any FG becomes completely broken. I've been able to replicate that complaint and even without nano hives nearby it still feels messed up. The Ashland map in Skirmish or Domination mode is still vulnerable to this if there is no one covering the monkey bars.
The only vehicle getting a clear nerf in 1.7 is a specific armor taking HAV set-up. The others are all getting a timed survivability buff. God willing we will no longer see new tanking players getting killed for doing nothing tactically wrong. Further the new Rail and Missile buffs are looking sexy. It makes me want to do a tangent into Large Missiles. I'll have to concede that all Std LAVs might be getting nerfed but would prefer to try them out first and see how things go.
"She may not be Miss Right but she'll do right now." SR-71
310k+ SP for +0.05m/s (>2in) on a Heavy. Totally worth it.
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Rusty Shallows
524
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Posted - 2013.11.22 02:11:00 -
[23] - Quote
jerrmy12 kahoalii wrote:Harpyja wrote:Rusty Shallows wrote:Why is it we have some people who badly want boosting of their own stuff and nerfing of other people's things? Vehicles are getting "nerfed" in 1.7, swarms and AV 'nades are getting "nerfed" in 1.7, but forge guns remain unchanged? Where do you see the balance in that when forge guns can currently lock down almost an entire map? i'll accept the no change if they glow REALLY bright have 200M range or something idk if you're on a tower you cant charge up less muzzle velocity I think all Alpha Damage weapons should be obvious to the battle field. The glowing blue balls are cool, Rail Turrets should get that feature.
If Towers bother you then support having them nerfed or ground access for all instead of limited to dropships.
Muzzle velocity is already slow enough. All the other rail weapon shots are faster. It is that current muzzle velocity that counter balances the range as is. Anything slower with nothing given back is just a bad nerf.
Any range reduction will need a counter boost. Either a RoF increase, muzzle velocity increase, or even hit-scan status (with the removal of all splash damage).
Once rendering is improved all the long range weapons are probably going to need a review. It's been been some time since we've had Large Rails spamming areas from safe distances and a lot of us seem to have forgotten how annoying that was.
"She may not be Miss Right but she'll do right now." SR-71
310k+ SP for +0.05m/s (>2in) on a Heavy. Totally worth it.
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Vitharr Foebane
Blood Money Mercenaries
251
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Posted - 2013.11.22 02:18:00 -
[24] - Quote
Rail Gun = rail tech Sniper Rifle = rail tech Rail Rifle = rail tech Forge Gun = rail tech
rail tech = high alpha, low rof, and long range
If you want to nerf one(FG), be ready to nerf ALL rail tech.
How to make a Heavy Laser: 1.Take laser 2.Make it REALLY BIG 3.Give it to the heavy sobbing quietly in the corner.
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Rusty Shallows
525
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Posted - 2013.11.22 02:28:00 -
[25] - Quote
Lynn Beck wrote:Imagine the forgie on a caldari/minmatar heavy... God those ******* high slots... Stacked Complex Damage mods on Medium Frames got both Sniper Rifles and Swarm Launchers nerfed.
"She may not be Miss Right but she'll do right now." SR-71
310k+ SP for +0.05m/s (>2in) on a Heavy. Totally worth it.
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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
123
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Posted - 2013.11.22 02:30:00 -
[26] - Quote
Rusty Shallows wrote:jerrmy12 kahoalii wrote:Harpyja wrote:Rusty Shallows wrote:Why is it we have some people who badly want boosting of their own stuff and nerfing of other people's things? Vehicles are getting "nerfed" in 1.7, swarms and AV 'nades are getting "nerfed" in 1.7, but forge guns remain unchanged? Where do you see the balance in that when forge guns can currently lock down almost an entire map? i'll accept the no change if they glow REALLY bright have 200M range or something idk if you're on a tower you cant charge up less muzzle velocity I think all If Towers bother you then support having them unaccessable or ground access for NO ONE. Muzzle velocity is already slow enough thats why i hit all moving targets at range, even lav's. "special"Any range reduction will need a counter boost. Either a RoF increase, muzzle velocity increase. HAHA, no, they need range nerf to discourage towers, stop sniping dropships from 400+M, and to have balance.
recuruit link
5 to 11 mil isk per 100k recuruit
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ACE OF JOKERS
AMARR IMPERIAL CRUSADERS
173
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Posted - 2013.11.22 03:02:00 -
[27] - Quote
Vulpes Dolosus wrote:ACE OF JOKERS wrote:Vulpes Dolosus wrote:The only thing that need changed with forges, honestly, is a range nerf. 400m can literally deny vehicles whole maps if positioned with any thought. Something like 200-250m. I would agree if this range is not applied to hights.
MAking INFANTRY fight at 200-175 mts from a TANK at GROUND level is suicidal and simply not fair. I have no idea what you're talking about. Most engagements with tanks occur within 100m, maybe 150m max. There aren't even that many places on the maps that get such an open space. If you're referring to being able to sit atop high towers, you can still do that and hit targets below you, you just can't snipe across the bleeding map. If you're referring to how dropships can just sit high up in the sky, untouchable, you may as well complain about the redline or MCC, because dropships at that hight are just as useful to their team (and nobody uses MCRUs like that, it's way more efficient and fun to just place an uplink and get back to the battle).
I do complain About MCC and redline. The thing is , getting into 175 range with swarms or a 200mts with a HEAVY suit taht is UP as it is is just suicidal. Its obvious for AV infantry to want to be as far away of the vehicle as possible. Its not hard to understand. Fix rendering instead of nerfing EVERY SINGLE proto weapon i have. D@mn... |
Rusty Shallows
527
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Posted - 2013.11.22 03:11:00 -
[28] - Quote
jerrmy12 kahoalii wrote:Rusty Shallows wrote:Muzzle velocity is already slow enough thats why i hit all moving targets at range, even lav's. If rails were that good then why haven't we had people asking for all Large Rails (vehicle and turrets) to have their muzzle velocities reduced? Seeing how they are faster than Forge Guns and have many times the range then obviously they have the same problem but worse.
jerrmy12 kahoalii wrote:Rusty Shallows wrote:Any range reduction will need a counter boost. Either a RoF increase, muzzle velocity increase. HAHA, no, they need range nerf to discourage towers, stop sniping dropships from 400+M, and to have balance. With falloff and a completely stationary dropship the shot might be able to be hit at that range. I've never done it.
The problem with balance is some people won't be happy until the Forge Gun is useless in all cases. So they have to post exaggerations on the forums laced with melodrama. A good rule of thumb is anyone who simply demands nerfs has no interest in any game balance at all.
"She may not be Miss Right but she'll do right now." SR-71
310k+ SP for +0.05m/s (>2in) on a Heavy. Totally worth it.
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Tank Missile
Intara Direct Action Caldari State
47
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Posted - 2013.11.22 03:15:00 -
[29] - Quote
Vitharr Foebane wrote:Rail Gun = rail tech Sniper Rifle = rail tech Rail Rifle = rail tech Forge Gun = rail tech
rail tech = high alpha, low rof, and long range
If you want to nerf one(FG), be ready to nerf ALL rail tech.
I'd be OK with this if the FG were actually low RoF, but assault variant gives more damage and a RoF comparable to the SL.
"History is written by the victor-" Blah, blah blah, let's go shoot some stuff!
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Vitharr Foebane
Blood Money Mercenaries
252
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Posted - 2013.11.22 03:32:00 -
[30] - Quote
Tank Missile wrote:Vitharr Foebane wrote:Rail Gun = rail tech Sniper Rifle = rail tech Rail Rifle = rail tech Forge Gun = rail tech
rail tech = high alpha, low rof, and long range
If you want to nerf one(FG), be ready to nerf ALL rail tech. I'd be OK with this if the FG were actually low RoF, but assault variant gives more damage and a RoF comparable to the SL. You have to actually aim a FG and with its completely unrealistic travel time, you end up having to lead your target at range. Rail turrets shoot farther, faster, and with the same splash radius(see 1.7 changes) but that's ok because it is on a tank right?
How to make a Heavy Laser: 1.Take laser 2.Make it REALLY BIG 3.Give it to the heavy sobbing quietly in the corner.
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Tank Missile
Intara Direct Action Caldari State
47
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Posted - 2013.11.22 03:39:00 -
[31] - Quote
Vitharr Foebane wrote:Tank Missile wrote:Vitharr Foebane wrote:Rail Gun = rail tech Sniper Rifle = rail tech Rail Rifle = rail tech Forge Gun = rail tech
rail tech = high alpha, low rof, and long range
If you want to nerf one(FG), be ready to nerf ALL rail tech. I'd be OK with this if the FG were actually low RoF, but assault variant gives more damage and a RoF comparable to the SL. You have to actually aim a FG and with its completely unrealistic travel time, you end up having to lead your target at range. Rail turrets shoot farther, faster, and with the same splash radius(see 1.7 changes) but that's ok because it is on a tank right?
IDGAF, nerf the railguns too, but don't give some bull excuse that rails are low RoF and therefore balanced.
"History is written by the victor-" Blah, blah blah, let's go shoot some stuff!
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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
28
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Posted - 2013.11.22 03:55:00 -
[32] - Quote
Message from Godin: From what the new weapons thread says, and what I've been hearing on IRC from Devs and CPM, no, it's false. |
Harpyja
Royal Uhlans Amarr Empire
811
|
Posted - 2013.11.22 04:09:00 -
[33] - Quote
Roger Cordill wrote:Message from Godin: From what the new weapons thread says, and what I've been hearing on IRC from Devs and CPM, no, it's false. I hope what you're saying is true
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Zekain K
Expert Intervention Caldari State
522
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Posted - 2013.11.22 04:16:00 -
[34] - Quote
Lynn Beck wrote:Imagine the forgie on a caldari/minmatar heavy... God those ******* high slots... I hope the caldari heavy bonus is a charge up time reduction. Breach forge guns firing as fast as an assault forge gun.
CALDARI MASTER RACE
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Gabriella Grey
The Neutral Zone
96
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Posted - 2013.11.22 04:47:00 -
[35] - Quote
Vulpes Dolosus wrote:The only thing that need changed with forges, honestly, is a range nerf. 400m can literally deny vehicles whole maps if positioned with any thought. Something like 200-250m.
Yes and i would say less than that. if there will be eventually proto vehicles, or if vehicles can stand up to the solo av player then this will not be an issue. Though even at 200m that is still too much range for a gun that shoots from the hip, doing such serious damage. The damage should also be looked into once all vehicle variants are out. Caldari dropships are mostly one shot out of the air, and gallente dropships take about 2 or 3 shots, but are usually shot down, by the lack of the vehicle reaching its maximum speed. I really wish CCP would have taken out proto AV for 1.7. It really does not fulfill its role, being there is nothing proto about vehicles that are out. Plus the description of the heavy states that it can be on level with a vehicle. Currently it is by far more when one is equipped with a forge gun. I would like to see a forge gun alone costing over 1 million isk, or perhaps have vehicle prices take a plunge where, players who spec into vehicles can have a fun factor into the game. Either way, the biggest thing after balancing vehicles is surely to balance vehicles and AV.
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Vitharr Foebane
Blood Money Mercenaries
253
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Posted - 2013.11.22 05:23:00 -
[36] - Quote
Gabriella Grey wrote:Vulpes Dolosus wrote:The only thing that need changed with forges, honestly, is a range nerf. 400m can literally deny vehicles whole maps if positioned with any thought. Something like 200-250m. Yes and i would say less than that. if there will be eventually proto vehicles, or if vehicles can stand up to the solo av player then this will not be an issue. Though even at 200m that is still too much range for a gun that shoots from the hip, doing such serious damage. The damage should also be looked into once all vehicle variants are out. Caldari dropships are mostly one shot out of the air, and gallente dropships take about 2 or 3 shots, but are usually shot down, by the lack of the vehicle reaching its maximum speed. I really wish CCP would have taken out proto AV for 1.7. It really does not fulfill its role, being there is nothing proto about vehicles that are out. Plus the description of the heavy states that it can be on level with a vehicle. Currently it is by far more when one is equipped with a forge gun. I would like to see a forge gun alone costing over 1 million isk, or perhaps have vehicle prices take a plunge where, players who spec into vehicles can have a fun factor into the game. Either way, the biggest thing after balancing vehicles is surely to balance vehicles and AV. You know what... nerf the FG into oblivion. In exchange, give heavies the same shield and armor as a tank as well as a tank's resistance to small arms fire. Also while we are at it, let them use a large turret as a weapon. After all Heavies SHOULD be on level with vehicles
How to make a Heavy Laser: 1.Take laser 2.Make it REALLY BIG 3.Give it to the heavy sobbing quietly in the corner.
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Meeko Fent
Commando Perkone Caldari State
1653
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Posted - 2013.11.22 05:30:00 -
[37] - Quote
CCP has said they are looking at the FG, but no changes are confirmed.
And, considering that both CPM have a NDA they need to keep, and that CPM probably don't get the whole story, its false.
For the State! For Caldari FW join Caldari Hierarchy
Replication Warrior
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SteelDark Knight
Ancient Exiles. Renegade Alliance
156
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Posted - 2013.11.22 07:32:00 -
[38] - Quote
Meeko Fent wrote:CCP has said they are looking at the FG, but no changes are confirmed.
And, considering that both CPM have a NDA they need to keep, and that CPM probably don't get the whole story, its false.
*sigh*
Quote:[Hans Jagerblitzen: No, no changes to Forge Guns for 1.7 [Steel Darknight: Hans is the above confirmed and can it be discussed outside this channel? [Hans Jagerblitzen: Yes and yes [Hans Jagerblitzen: if there were they'd be in the dev blog
In addition, if you knew anything about Hans you would know that if he wasn't allowed to discuss it then he wouldn't.
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Keri Starlight
0uter.Heaven Proficiency V.
1505
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Posted - 2013.11.22 08:16:00 -
[39] - Quote
LOLWUT!?
Hahahahahahah GG, CCP!
Whoever puts the refunded SP into tanks deserves to be OHK'ed, at this point. This is natural selection.
[/end sarcasm]
Goodbye tanks! Welcome Assault Forge Gun and Scrambler Rifle (30 meters range buff LOL!)!
-1.7 ranges: AR 42m -> 48m, TAR 65m -> 60m
-Goodbye my love, Tac AR
"I load my gun with love instead of bullets"
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Infamous Erich
Inf4m0us
41
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Posted - 2013.11.22 08:23:00 -
[40] - Quote
Keri would said it was ok for you to come out of hide and seek
Closed Beta Vet
Shield Tank Vet
Bring back my Sagaris
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Keri Starlight
0uter.Heaven Proficiency V.
1506
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Posted - 2013.11.22 08:27:00 -
[41] - Quote
Infamous Erich wrote:Keri would said it was ok for you to come out of hide and seek
What do you mean?
Maybe I don't get it just because I'm quite tired right now... I'm sorry...
-1.7 ranges: AR 42m -> 48m, TAR 65m -> 60m
-Goodbye my love, Tac AR
"I load my gun with love instead of bullets"
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ChromeBreaker
SVER True Blood Public Disorder.
1467
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Posted - 2013.11.22 10:23:00 -
[42] - Quote
One shotting Tanks all day long
The answer is "ForgeGun"... doesnt matter what the question is...
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Kasote Denzara
A Vulture
869
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Posted - 2013.11.22 11:27:00 -
[43] - Quote
There's no issues with the Forge Gun at the standard and advanced levels. Those two levels are perfectly fine. It's the prototype ones that are scaled in unstable amounts. Its Assault variant shoots faster with more damage than the advanced, making it the strongest FG in terms of DPS. That's not right. The damage isn't right. The damage of the Assaults can- no, should- be toned down. This is coming from the guy that used to constantly run the Forge Gun. (I still do, but I'm on a double Assault Scrambler Pistol spree for a while now.)
The people that run the prototype Forge Guns of any variant are going to have at least prof. 3 and damage modifier stack for tank busting. That's logical. You wouldn't charge a heavy wielding a HMG with a Scrambler Pistol with no damage mods or prof, would you? Didn't think so.
Someone worded the Swarm Launcher and Forge Gun in a way that I'll pass on. The Swarm Launcher is a light weapon and should be a light anti-vehicle weapon, meaning it is not able to easily combat high geared vehicles by itself. The Forge Gun is an anti-material weapon. It's a heavy one. Its main use is to pop tanks, though we use it against infantry as well. It's supposed to be able to combat a high geared tank. I'm not saying easily, but just be able to.
This is my opinion. You will never have unstoppable tanks. We will prevail.
"I am a mercenary, I do as I need. I'll shed Amarrian blood for the freedom of my Minmitar allies but only for a price."
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Borne Velvalor
Endless Hatred
998
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Posted - 2013.11.22 11:34:00 -
[44] - Quote
CCP Wolfman wrote:So far weGÇÖve touched the AV Grenades and Swarm Launcher, we do also plan to look at the Forge Gun. That was only a few weeks ago.
Many suits I've worn, many burdens I've borne, for the oaths I've sworn.
Panda.
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Judge Rhadamanthus
Amarr Templars Amarr Empire
757
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Posted - 2013.11.22 12:26:00 -
[45] - Quote
ACE OF JOKERS wrote:...the thing is , getting into 175 range with swarms or a 200mts with a HEAVY suit that is UP as it is is just suicidal. Its obvious for AV infantry to want to be as far away of the vehicle as possible. Its not hard to understand..
I think you are making a mistake here. The heavy suit has always been described as point defence. HMG players use this as a reference point to ask for more HP and gun changes to make them more effective at this role. Why should a forge user be able to roam the map at will with ease? I think the intention for the forge is to counter tanks that threaten the teams current goal. Capturing or defending a single objective.
You may want to shoot anywhere on the map you want from complete saftey but it is not balanced. If the tank is 175 meters away it is likely at another objective of on the fringe of where you are. Why should you be free to defend many objectives from your single point? Shouldn't that be the job of the forge gun at the other objectives? or should you not get a vehicle user to help get you in range?
The forge guns current range allows for high alpha on multiple objectives from positions of complete or near complete safety. What you are saying is that its hard or dangerous for swarmers or forgers to have to chase a target so you should be able to do it from anywhere.
As it stands now getting onto a MAP with a forge gunner on it in a vehicle is suicidal. Too much power with too few limits. The 1.7 no range change to forge guns is a huge mistake. The forge is the most broken and unbalanced gun in the game at the moment.
Everything Dropship youtube channel
my Community Spotlight
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Cat Merc
Ahrendee Mercenaries EoN.
3862
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Posted - 2013.11.22 12:36:00 -
[46] - Quote
Harpyja wrote:Rusty Shallows wrote:Why is it we have some people who badly want boosting of their own stuff and nerfing of other people's things? Vehicles are getting "nerfed" in 1.7, swarms and AV 'nades are getting "nerfed" in 1.7, but forge guns remain unchanged? Where do you see the balance in that when forge guns can currently lock down almost an entire map? Vehicles are getting a heavy buff. Base hull strength doesn't mean crap.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
123
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Posted - 2013.11.22 12:43:00 -
[47] - Quote
Cat Merc wrote:Harpyja wrote:Rusty Shallows wrote:Why is it we have some people who badly want boosting of their own stuff and nerfing of other people's things? Vehicles are getting "nerfed" in 1.7, swarms and AV 'nades are getting "nerfed" in 1.7, but forge guns remain unchanged? Where do you see the balance in that when forge guns can currently lock down almost an entire map? Vehicles are getting a heavy buff. Base hull strength doesn't mean crap. at the cost of low uptimes then hide like a ***** hoping there are no forge guns on a high spot. seriously, av can hide from any vehicle to basically have invincibility, then destroy it, or defend everywhere with no risk and destroying all vehicles, again, all objectives, hiding, another reason why forge guns are broken.
recuruit link
5 to 11 mil isk per 100k recuruit
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