Varjac Theobroma Montenegro wrote:Do they need buffs?
What can't they kill?
Tanks.
People will likely laugh because FGs have been so OP for so long, but 1.7 pretty much crippled the real intent of Forge Guns (anti-vehicle) while still allowing them to dominate infantry.
I'd honestly be fine with them removing splash damage if they buffed direct damage to actually allow us to kill a god damn tank. Hear me out, this is pretty much the scenario with Forge Guns right now in terms of tanks (keep in mind, I'm speaking about PC experiences where there's at minimum 3+ skilled tankers on the field, non milita):
- I get one shot in that takes their shields down + some minor armor damage.
- Hardeners are activated. Tank is pretty much immune to me during this time.
- Due to the charge time increase AS WELL AS a damage reduction, even with 2 10% damage mods and Prof. V there's no way to kill him. So I can either pester him with shots that do very little or wait for his hardeners.
- By the time his hardeners are down I can MAYBE get one shot in before he zips away for 30 seconds to wait for his cooldowns.
I understand the FG needed a nerf pre-1.7. In fact, I was one of the biggest proponents for nerfing the FG despite using the gun all the time. It was ridiculous how quickly I could kill dropships, but even worse how easy it was to blast infantry left and right if you had high ground (and still is).
Now though, what they've done is increase the charge time as well as nerf the damage by a good 20%. Before 1.7, I was able to have some pretty damn good battles with tanks that were good because they were still able to get away from me even when I had a good position. The charge time increase makes it god damn impossible to kill a good tanker if he has half a brain to just drive away while he's getting shot. The FG just does not have enough DPS even at max proficiency + damage mods to kill a tank nowadays. Compound this with the fact that the FG is probably the most effective AV weapon to deal with all the tank spam.
CCP as always loves to swing the nerfhammer too far in either direction and can never actually properly balance. It's like. Pre 1.7 all the tankers whine about OP AV, and now they're like "HAHA SUCK IT AVers!" and now all the AVers are complaining they can't do anything to tanks.
Swarms = Useless
AV Nades = Useless unless you have like 3 people simultaneously throwing them.
FG = Still effective but you need to be 100% accurate, be in a good position to land more than 6+ shots, and hope the tank is dumb enough to not just drive away and wait out his hardener cooldowns.