Himiko Kuronaga
Fatal Absolution General Tso's Alliance
3234
|
Posted - 2014.03.10 13:26:00 -
[1] - Quote
Harpyja wrote:Atiim wrote:Martyr Saboteur wrote:Shield Extenders already are mathematically better than damage mods.
There won't be any reason to run Damage mods in 1.8, unless you are AV or Sniping. Fixed Stop QQing, it's not the end of the world if you deal 5-10% less damage. I think you are just refusing to adapt. Remember when you all told us to "adapt or die?" Well, now here's your chance to adapt or die.
In the case of forge gunning, I'm pretty certain die is the only option left. |
Himiko Kuronaga
Fatal Absolution General Tso's Alliance
3235
|
Posted - 2014.03.10 14:09:00 -
[2] - Quote
Harpyja wrote:Himiko Kuronaga wrote:Harpyja wrote:Atiim wrote:Martyr Saboteur wrote:Shield Extenders already are mathematically better than damage mods.
There won't be any reason to run Damage mods in 1.8, unless you are AV or Sniping. Fixed Stop QQing, it's not the end of the world if you deal 5-10% less damage. I think you are just refusing to adapt. Remember when you all told us to "adapt or die?" Well, now here's your chance to adapt or die. In the case of forge gunning, I'm pretty certain die is the only option left. Get a partner and two proto breach forge guns with damage mods, and you'll pop open any unhardened shield tank before it gets the chance to activate its hardener. Just because we have a hardener doesn't mean that it's somehow active all the time. We, or at least I, go around unhardened shooting at infantry and only activate it right before an engagement with another tank or when I find that AV damage is a worthy threat (at which point I'm already down to maybe half shield when I activate my hardener). So it should be rather easy for two of you to pop any tank. Why do we have to tell you how to take us out?
You don't.
I already know how to forge gun better than you do, by the sounds of things. And I'm perfectly fine with tanks being better than infantry.
But the fact of the matter is, in a serious match you are player capped at 16 and can only deploy so many of each role type. A forge gunner is anti vehicle with limited anti-infantry potential when he is uncontested. A rail tank does the same thing better.
The forge being the inferior option doesn't serve much purpose. If he is strictly a breach forge gunner he is rooted into place, and if he has high ground that makes him a free kill to any counter-forgers on ground level due to the stationary nature of the charge.
The main problem I have with forge gunning is that the only legit justification for it is to help your tanks get out of the red line when you've been pushed back that far. Or to control assault drop ships in the city when your rail tanks are herp derping in the corner listening to "What is Love?" on repeat. The entire purpose for the forge gunner is to help pull the team back from failure. I don't like the role of something that only justifies itself when your team is screwing up. Anything a forge can do, a tank can do better. We're the overly expensive, rapid deployment version of a tank, without the tank.
And can a forge get into places that a tank cannot? Yes. But he won't be doing a role that someone else could do better if the tanks weren't executing improperly. |