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Tank Missile
Intara Direct Action Caldari State
55
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Posted - 2013.12.01 22:51:00 -
[1] - Quote
My speculation on the description of the Forge Gun when 1.7 hits:
A weapon of mass destruction, the assault variant of the Forge Gun is capable of firing bursts of energy powerful enough to destroy more than half of an HAV's base hull with a charge up time of less than two seconds. With an emphasis on active modules, pilots with slow reaction times could find their HAV popped in the span of fewer than four seconds before being able to activate their active modules. The Forge Gun dominates the battle field, and has rendered useless the Swarm Launcher, which has been repurposed as a back scratcher for the mercenaries of New Eden.
Now my speculation of the HAV after 1.7:
With the survivability of a cracked egg vs a hammer, the HAV is now an endangered species, seeking comfort within the warm confines of the red-line. Though evolution, all HAVs now carry railguns, since the blaster and missile turrets are rendered obsolete due to the range from the redline to the frontline combat. Crying as precision strikes pound on them time after time, HAVs are predicted to become entirely extinct before 1.8 hits.
And now before the trollololols hit, yes, this is a joke.
"History is written by the victor-" Blah, blah blah, let's go shoot some stuff!
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Shokhann Echo
Chatelain Rapid Response Gallente Federation
89
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Posted - 2013.12.01 23:04:00 -
[2] - Quote
the forge gun does that already
Void Echo's Alt
Back-up Profile
Back on main 12-20-2013
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Luk Manag
of Terror TRE GAFFEL
186
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Posted - 2013.12.01 23:08:00 -
[3] - Quote
I don't know anyone who's planning on respecing into HAVs.
There will be bullets. ACR+SMG
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KING CHECKMATE
AMARR IMPERIAL CRUSADERS
2631
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Posted - 2013.12.01 23:09:00 -
[4] - Quote
Death to vehicles.
Please Support my Active Scanner Thread HERE ==> X
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Monkey MAC
killer taxi company
1098
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Posted - 2013.12.01 23:37:00 -
[5] - Quote
Technically
when a forge gun hits, whatever gets hit should cease to exsist.
Just Sayin
The pen is mightier than the sword
The gun is mightier than both
Monkey Mac - Forum Warrior of the Trees Lvl.1
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AP Grasshopper
The Unholy Legion Of DarkStar DARKSTAR ARMY
30
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Posted - 2013.12.01 23:45:00 -
[6] - Quote
The forge gun should be getting a nerf on par with the swarm launcher. Wait and see, reduced damage proto is now equivalent to militia at best and range or fall off damage past 175-200m. Cya later forge snipers! Hello Plasma cannon roof toppers! |
Jacques Cayton II
Providence Guard Templis Dragonaors
185
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Posted - 2013.12.02 00:29:00 -
[7] - Quote
So you guys want stuff that is designed to bore holes in the hardest material to not do a lot of damage??? Why you do this a good tanker with a squad to eliminate the threat. If you make the tank an unstoppable monster which tanks are not in real life javelin will take one out with one hit but back on point then make the heavy unstoppable at anti infantry jeez guys think
We fight for the future of the State not our
personal goals
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AP Grasshopper
The Unholy Legion Of DarkStar DARKSTAR ARMY
30
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Posted - 2013.12.02 00:40:00 -
[8] - Quote
Jacques Cayton II wrote:So you guys want stuff that is designed to bore holes in the hardest material to not do a lot of damage??? Why you do this a good tanker with a squad to eliminate the threat. If you make the tank an unstoppable monster which tanks are not in real life javelin will take one out with one hit but back on point then make the heavy unstoppable at anti infantry jeez guys think
Heavies should be stronger then they are I agree however one heavy suit shouldn't deny all vehicles from the playing field as they are now. Heavy suits should be more durable, the heavy machine gun should have slightly more range and the forge gun should do a little less damage with much less range. Seems fair.
Modern main battle tanks have an effective range of 2500 meters. A javelin has an effective range of 75-2500 meters. Are you saying Dust 514 Tanks should have a turret range increase to match that of the forge gun? (400+meters) you'd cry about that for DAYS. |
Harpyja
DUST University Ivy League
858
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Posted - 2013.12.02 00:40:00 -
[9] - Quote
I think it's a mistake on CCP's part not to change the forge guns in 1.7. Forge guns are already incredibly effective, and they will become even more devastating in 1.7. Mostly because they will have high alpha damage that can almost wipe out the base shields of a HAV without any warning, and completely remove the shields from any other vehicle.
I'd be OK with not changing forge guns if our vehicles gave us a warning when a forge gun was being charged in our direction, same as you can see when swarms are coming to your position. A warning would allow vehicles to activate their hardeners to take the damage. Without a warning, all of the shield hardeners in the world would be useless because your shields are already gone.
I cannot be expected to turn on my hardeners in the redline so I can get a few pot-shots in the middle of the battlefield and then run straight back to my redline before my hardeners go offline.
I might just leave all of my 12 million SP un-allocated and only play on my infantry alt until forge guns get nerfed.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
470
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Posted - 2013.12.02 00:56:00 -
[10] - Quote
I think the FG is going to get a nerf in 1.7 and the reason why CCP hasn't said anything about yet is because they don't want to have to deal with the QQ.
So expect the patch notes about a day or two before the patch drops.
{:)}{3GÇó>
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Thorn Badblood
Dust2Dust. Top Men.
74
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Posted - 2013.12.02 01:00:00 -
[11] - Quote
Although I do not use the assault version of the Forge Gun so I can't comment on its effectiveness...
Heavies were once feared on the battlefield, now people LOL at them. A Heavy with Logistic Support on the other hand is a monster not to be taken lightly. Maybe Tankers should learn a lesson from this. This is not meant to be a solo game and even in a vehicle you should need support.
As for the Infantry bitching about Forge Guns, if your standing still you deserve what you got, if the Forge Gun didn't get you the noob in the militia suit probably would have anyway. If your moving and they got you, then they deserve the kill.
D2D. A Non-Prophet Organization
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KING CHECKMATE
AMARR IMPERIAL CRUSADERS
2640
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Posted - 2013.12.02 01:11:00 -
[12] - Quote
AP Grasshopper wrote:Jacques Cayton II wrote:So you guys want stuff that is designed to bore holes in the hardest material to not do a lot of damage??? Why you do this a good tanker with a squad to eliminate the threat. If you make the tank an unstoppable monster which tanks are not in real life javelin will take one out with one hit but back on point then make the heavy unstoppable at anti infantry jeez guys think Heavies should be stronger then they are I agree however one heavy suit shouldn't deny all vehicles from the playing field as they are now. Heavy suits should be more durable, the heavy machine gun should have slightly more range and the forge gun should do a little less damage with much less range. Seems fair. .
I could take a LITTLE LESS DAMAGE on a FG, But the Range Stays. The Heavy FGunner IS DESIGNED to be stationary Turret. They are Slow and Big. VERY Vulnerable to Infantry with Anti-Infantry weapons.
They need the range.
Plus AS IT IS,with swarm range reduced to 175, Grenades that dont surpass the 10mt throwing range and Plasma cannons being very unstable weapons,the only real counter to drop ships IS the Forge Gun. If you reduce the Forge Gun's Range then NOTHING will be able to stop ROOF CAMPING.
PLUS the Forge Gun is a CALDARI HEAVY RAIL CANNON, Caldari's Fight Long Range.
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AP Grasshopper
The Unholy Legion Of DarkStar DARKSTAR ARMY
30
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Posted - 2013.12.02 05:39:00 -
[13] - Quote
KING CHECKMATE wrote:AP Grasshopper wrote:Jacques Cayton II wrote:So you guys want stuff that is designed to bore holes in the hardest material to not do a lot of damage??? Why you do this a good tanker with a squad to eliminate the threat. If you make the tank an unstoppable monster which tanks are not in real life javelin will take one out with one hit but back on point then make the heavy unstoppable at anti infantry jeez guys think Heavies should be stronger then they are I agree however one heavy suit shouldn't deny all vehicles from the playing field as they are now. Heavy suits should be more durable, the heavy machine gun should have slightly more range and the forge gun should do a little less damage with much less range. Seems fair. . I could take a LITTLE LESS DAMAGE on a FG, But the Range Stays. The Heavy FGunner IS DESIGNED to be stationary Turret. They are Slow and Big. VERY Vulnerable to Infantry with Anti-Infantry weapons. They need the range.Plus AS IT IS,with swarm range reduced to 175, Grenades that dont surpass the 10mt throwing range and Plasma cannons being very unstable weapons,the only real counter to drop ships IS the Forge Gun. If you reduce the Forge Gun's Range then NOTHING will be able to stop ROOF CAMPING. PLUS the Forge Gun is a CALDARI HEAVY RAIL CANNON, Caldari's Fight Long Range.
FG range at the moment covers the entire map, if you don't see how that's flawed then there's nothing more to be said. FG's are the roof campers in 1.6. The counter to roof camping is flying a dropship up which at the moment is unviable and orbitals. If forge guns had no real incentive up there other then air space control, dropships would have a chance at clearing out towers. If a dropship is 200 meters above you is it really hurting you? Wheres the threat? Rail tank him or call in your own dropship and shoot/ram him if you want to go after a guy who's not taking part in the battle.
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AP Grasshopper
The Unholy Legion Of DarkStar DARKSTAR ARMY
30
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Posted - 2013.12.02 05:42:00 -
[14] - Quote
By the way, 200m is 1/3 to 1/2 of the map depending on which map your playing on. That is a long range weapon dude. Do you really need to be able to hit someone in there redline from your redline with a forge gun? |
CharCharOdell
1714
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Posted - 2013.12.02 06:17:00 -
[15] - Quote
Monkey MAC wrote:Technically
when a forge gun hits, whatever gets hit should cease to exsist.
Just Sayin
Psh. Anything hit by rail tech should be turned into plasma. Thing 'near' its path of flight should be ripped apart by the shockwave and vaccuum it creates. Idc if you're wearing armor- if a 10kg object traveling at 7000m/s lands 1m away from you, you should stop breathing for any number of reasons. Mostly that your body isn't attached to itself, anymore.
Gùñ-é-º+¼+ò+¦GÖÑ+ú+ú+¡ GÖÑ'Ðe+ü+üGùÑ
Gùú -ä>-üð+++Ç++§<-¡<-¡ Gùó
Speaker of the Mangrove / King of QQ / Co-Founder of the Learning Coalition
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Sgt Kirk
SyNergy Gaming EoN.
3151
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Posted - 2013.12.02 06:22:00 -
[16] - Quote
Yep, when I get my SP back I'm getting the hell out of Vehicles. Maybe when they get good next year I'll spec into them but as long as Advanced and Prototype Forges exist with only Standard Level vehicles I'll be sure to stay out of Vehicles.
That was a dumbass move on CCPs part to have high tier AV with no high tier Vehicles |
ROMULUS H3X
research lab
7
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Posted - 2013.12.02 06:29:00 -
[17] - Quote
Nerf it all you want, you still won't escape me.
You expect a 10-15mil SP tanker to cross paths with a fully proto Forger with over 20+ mil skill points into an anti tanking drop suit, and win? Bunch of Jokers in here. Know who you are fighting before deploying a tank would be wise. |
KING CHECKMATE
AMARR IMPERIAL CRUSADERS
2715
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Posted - 2013.12.04 22:26:00 -
[18] - Quote
AP Grasshopper wrote:
PLUS the Forge Gun is a CALDARI HEAVY RAIL CANNON, Caldari's Fight Long Range.
FG range at the moment covers the entire map, if you don't see how that's flawed then there's nothing more to be said.
[/quote]
Its not like it has a Sniper Sight to aim with. THE RANGE STAYS.
Support SCOUTS : https://forums.dust514.com/default.aspx?g=posts&t=124408&find=unread
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