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Alena Ventrallis
Osmon Surveillance Caldari State
188
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Posted - 2013.12.02 02:05:00 -
[1] - Quote
"The laser feeds data to the onboard computer that adjusts for the target material and range, ensuring a solid hit."
Add this flavor text to the forge gun description, and viola. Laser that doesn't help out forge gunners, but is visible for vehicles and infantry. Alternatively, this laser can mark only vehicles, making forge guns an AV only weapon, just like the swarm launcher is. In any case, the ability to see where a forge gunner is immensely helps out vehicles, especially with the emphasis on hardeners now. |
Alena Ventrallis
Osmon Surveillance Caldari State
188
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Posted - 2013.12.02 02:20:00 -
[2] - Quote
Shijima Kuraimaru wrote:Alena Ventrallis wrote:"The laser feeds data to the onboard computer that adjusts for the target material and range, ensuring a solid hit."
Add this flavor text to the forge gun description, and viola. Laser that doesn't help out forge gunners, but is visible for vehicles and infantry. Alternatively, this laser can mark only vehicles, making forge guns an AV only weapon, just like the swarm launcher is. In any case, the ability to see where a forge gunner is immensely helps out vehicles, especially with the emphasis on hardeners now. But that addition implies that the laser does supply a benefit by helping to optimize damage, which it doesn't. Still, if this was to be done, then every direct fire weapon should have a system that does the exact same thing for the target and all weapons should be adjusted to have a max range travel time to match the forge. As long as all weapons can deal the same alpha damage as a forge gun.
It would be optimizing damage, to the damage values it has now. We pretend the laser has been there all along, but we weren't acknowledging its existence. The other weapons wouldn't need a laser for optimization, their mechanisms for accuracy are optics, such as ACOGs and iron sights. Whereas the forge gun has no optic, since its so massive. Therefore, this laser would represent that optic lore-wise, but gameplay-wise, it would serve as an identifier for vehicles to get their hardeners turned on. |
Alena Ventrallis
Osmon Surveillance Caldari State
188
|
Posted - 2013.12.02 02:42:00 -
[3] - Quote
Shijima Kuraimaru wrote:Alena Ventrallis wrote:Shijima Kuraimaru wrote:Alena Ventrallis wrote:"The laser feeds data to the onboard computer that adjusts for the target material and range, ensuring a solid hit."
Add this flavor text to the forge gun description, and viola. Laser that doesn't help out forge gunners, but is visible for vehicles and infantry. Alternatively, this laser can mark only vehicles, making forge guns an AV only weapon, just like the swarm launcher is. In any case, the ability to see where a forge gunner is immensely helps out vehicles, especially with the emphasis on hardeners now. But that addition implies that the laser does supply a benefit by helping to optimize damage, which it doesn't. Still, if this was to be done, then every direct fire weapon should have a system that does the exact same thing for the target and all weapons should be adjusted to have a max range travel time to match the forge. As long as all weapons can deal the same alpha damage as a forge gun. It would be optimizing damage, to the damage values it has now. We pretend the laser has been there all along, but we weren't acknowledging its existence. The other weapons wouldn't need a laser for optimization, their mechanisms for accuracy are optics, such as ACOGs and iron sights. Whereas the forge gun has no optic, since its so massive. Therefore, this laser would represent that optic lore-wise, but gameplay-wise, it would serve as an identifier for vehicles to get their hardeners turned on. Sure. Give them the same rate of fire and ammo capacity with no ability to carry equipment, a giant hit box and slow movement. Easier yet. Make the game vehicles and forges only. If the forge got nerfed this hard with this suggestion, then it should be applied to all direct fire weapons with the addition of matching max range travel times. After all, what's good for one direct fire weapon should be good for them all. Then, conversely, we should reduce the forge guns damage, to bring it in line. Either you deal way less damage, or you keep your incredible alpha, but we can see it coming.
Sarcasm aside, Suppose if a vehicle is hit by this laser, a warning alarm sounds, and marks the forge gunner aiming at them? This would make only the vehicle that's in danger warning, meaning the forge gunner isn't highlighted for everyone, and gives any vehicle, especially dropships, an easy indicator where the shot is coming from, and time to get their hardeners activated. |
Alena Ventrallis
Osmon Surveillance Caldari State
188
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Posted - 2013.12.02 03:01:00 -
[4] - Quote
How, in any way, does this "kill forge guns"? I have standard forge guns competing with proto rails for direct hit damage, and simply making them visible to vehicles is killing them?
Vehicles need some sort of warning that they are about to be hit by AV. This lets them activate their hardeners, and survive the incoming damage for a limited time. Once there hardeners wear off, they must retreat or be destroyed. What's the point of having hardeners if we have no warning that we are being targeted? Especially dropships; they absolutely need a warning, since they have no viable cover to hide behind, save their hardeners.
Forge guns will still be able to kill vehicles. Just not all the time as they do now. |
Alena Ventrallis
Osmon Surveillance Caldari State
188
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Posted - 2013.12.02 03:03:00 -
[5] - Quote
Harpyja wrote:And I just realized, that with this kind of an early warning system, our hardeners will be equivalent to flares or smoke screens. Instead of popping out flares, you kick in the hardener to absorb the damage. Also, the lore for swarms states that they can't be defeated by simple countermeasures, so the only other way would be to enhance your resistance against them. Technically speaking, the flavor text of swarm launchers says that the reson they shoot multiple missiles is to defeat any countermeasures systems by overwhelming it. So countermeasures could still be implemented, but we need to see the balance of AV and vehicles after 1.7 hits, before we start adding in too many things and bogging the works down. |
Alena Ventrallis
Osmon Surveillance Caldari State
188
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Posted - 2013.12.02 03:15:00 -
[6] - Quote
Mobius Wyvern wrote:Shijima Kuraimaru wrote:Ok. I'll stop playing around here and tell you why this wouldn't work.
As a forge gun has travel time, we forge gunners are never aiming directly at our target when the shot is fired if the target is moving. We're trying to calculate range, speed, and direction in an attempt to predict where the target will be and hoping that we get it right. If the target is stationary, we'd merely counter this by aiming somewhere near the target rather than at the target then adjust our aim a mere fraction of a second before firing.
This is the real reason why your laser assist to the tell the target we're about to shoot them won't work.
To make this idea work, travel time would have to be done away with. The forge would have to become a hit-scan weapon then we'd still counter it by using the method stated above for dealing with stationary targets. But see, that's the point. There's less risk of a direct hit while the vehicle is moving, and the ability to charge without pointing at the vehicle is a way for skilled AV players to try and minimize the warning to the vehicle they're attacking. In addition, there's a pretty good chance that you'll get at least a passing swipe of those beams across the vehicle while the shot is being set up, even while the target is moving. I have used Forges fairly extensively myself. Or have it to where any forge charging sets off vehicles warnings in a large radius. Have a second radius that highlights the forge gunners location, so those vehicles can use their hardener duration to either escape or retaliate.
Alternatively, have it to where the forge gun will only charge if the vehicle is being painted by the lasers. Slightly reduce charging time to account for this. |
Alena Ventrallis
Osmon Surveillance Caldari State
191
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Posted - 2013.12.02 06:15:00 -
[7] - Quote
Heinrich Jagerblitzen wrote:My thoughts are this - its a clever idea and works to some degree, and I really don't mind giving infantry a disclaimer (which is what this would be, a "you don't get to complain now cuz laser") so that I could resume blapping them in one hit anyways. But I think that's just it: the ones that stand in the open stationary are dumb and going to die anyways, and the ones sprinting across the open from danger are not going to stop mid sprint and reverse because they see a faint blue laser a few meters in front of them, while sprinting several meters per second.
For vehicles though - the role that the Forge Gun was designed for first and foremost, I fear this could be a disaster in 1.7 depending on how it plays when we get our hands on it. The whole "windows of opportunity" design and the fact that it'll be fairly easy to create a hardened state that cannot be soloed - means that even weapons as strong as Forge Guns will ONLY be getting their kills stacked while shooting at unhardened targets.
To me, all the cards on the table point to the element of surprise being absolutely crucial to the A/V game. Remote explosives. Proximity explosives. Grenade gangbang ambushes. Breach Forge guns in pairs. Swarm users in triplets. Or, just plain shooting a tank in the back while its driving down the map looking somewhere else. However you look at it - giving vehicles a chance to go into ubermode and than sail away on their new juiced up engines seems like a pretty bad idea on paper, given what we know about how this is going to change.
TL,DR: Warning lasers would be great for allowing FG users to have our cake and eat it too where blapping infantry are concerned, but could be downright broken in 1.7. Consider my opinion highly neutral/skeptical until we have more information about what we're actually dealing with. Touche, sir. I still worry about forge guns getting one hit kills from across the map because we have no idea they are even there because they won't render at that distance. But I will see what 1.7 looks like. Still, my concerns remain. |
Alena Ventrallis
Osmon Surveillance Caldari State
205
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Posted - 2013.12.03 05:42:00 -
[8] - Quote
And perhaps vehicles could pick up on this energy and have an audio warning. As long as we have time to turn our hardeners on and take the hits. |
Alena Ventrallis
Osmon Surveillance Caldari State
205
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Posted - 2013.12.03 05:50:00 -
[9] - Quote
Ivy Zalinto wrote:Didnt there use to be a lock warning with dropships? I could have sworn their used to be.
But yes if rendering is fixed to the proper ranges, I can see my railfuns being feasable again. I mean, its supposed to be emulating a 120 mm cannon shell hitting based on energy...how the **** am I supposed to hit something thats not even on the screen with that pathetic excuse for splash radius from more than 40 feet away. I,m going off topic, but I think splash should be reduced to near nothing, to emphasize its use as AV. Of course after we see how 1.7 plays out. |
Alena Ventrallis
Osmon Surveillance Caldari State
207
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Posted - 2013.12.03 22:06:00 -
[10] - Quote
Shijima Kuraimaru wrote:So far, in this thread, vehicle players want... * A 30% reduction in range. * 5% to 20% reduction to forge damage. * A proximity forge charging alert of unspecified range. * A visible laser that does nothing for the forger, can point the heavy out (to those who see the beam) for easy elimination, and triggers and alert on beam contact.
If this were to happen, the forge would likely become nearly extinct. Most, if not all, vehicle pilots would then do a joyful jig as forgers redirect into another role, so that they can once again be effective at something, or quit because their enjoyment of the Dust was killed. Clearly, we stated we want all of these things at once.
Forges should either take a nerf in damage, so we can survive the first shot with enough hp to make our hardeners worth it, or we implement a system to let us know a forge shot is imminent so we can activate our hardeners, so we can have enough hp to make our hardeners worth it. At the end of the day, I could have a hardener that resists 90% of all damage, but what use is it if I have negligible hp left?
Just thought about this. Forges get an increase in charge time. Say... 10 seconds, which gives vehicles an appreciable amount of time to get their hardeners up and shield reps running if need be. No other changes. |
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Alena Ventrallis
Osmon Surveillance Caldari State
208
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Posted - 2013.12.03 23:15:00 -
[11] - Quote
Shijima Kuraimaru wrote: Where did I say that that anyone stated that they wanted all of these changes at once? Just saying that these are the "suggestions" so far and the consequences should the suggestions be heeded.
But be honest. Most of the pilot players don't want any effective infantry based AV.
Let's be honest. Most AV players want easy vehicle kills. No, only scrubs want easy vehicle kills. Same with vehicles. Only the scrubs want to be indestructible.
The whole point is that vehicles need to be able to operate even if AV is on the field. That's the point of the new hardeners, to let us operate and withstand AV to do our jobs. The cooldown is to ensure we cant resist AV all the live-long day, just enough to get in and get out.
Forge guns can wipe us out before we even know they are there, because we have a reduced hp ceiling, and our hardeners are useless if we have no hp left to harden. Shield tanks especially; one forge gun shot can eat up almost all of our hp without hardeners. What will be left to harden? Armor at least has a buffer of shield before eating into their main tank, but their reps are now passive, and therefore much slower than before. Combine this with forge guns insane range, and the fact that we will have no idea where you are until you shoot, and forge guns will make vehicles unusable, simply because we can't use our intended defenses against them in time.
So either the damage should be nerfed, making shield tanks have some shield left to work their hardeners on, or we can detect forge guns charging up. Either way, the forge gun has to take a hit, just like the swarm launcher did. I personally think detection would be preferable, but either case could work, and still leave forge guns as a viable option. |
Alena Ventrallis
Osmon Surveillance Caldari State
208
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Posted - 2013.12.04 03:38:00 -
[12] - Quote
Don't feed the troll. |
Alena Ventrallis
Osmon Surveillance Caldari State
245
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Posted - 2013.12.10 03:13:00 -
[13] - Quote
Judge had a good idea for balancing forge guns. Give them fall of after 100m. This gives vehicles time to approach with hardeners on, do their business, and get out. As it is, even if we do everything right, forges can still get us. I think returning their old damage and charge values and giving them the falloff he suggested would be best. Plus, it ends rooftop forging. |
Alena Ventrallis
Osmon Surveillance Caldari State
280
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Posted - 2013.12.14 09:46:00 -
[14] - Quote
Ooh! What if forge guns could only charge if the laser was on an acceptable target? Which then means the vehicles can pick up their signals! Then they can be shown on the minimap! |
Alena Ventrallis
The Neutral Zone
473
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Posted - 2014.01.11 06:23:00 -
[15] - Quote
I'd say either have the sighting laser, or Nerf the range. Maybe have optimal at 175m, and effective range at 300. Tanks are imbalanced, but we can't balance everything to tanks and screw over LAVs and drop ships. |
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