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GVGMODE
WorstPlayersEver
160
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Posted - 2014.03.29 17:47:00 -
[1] - Quote
Abstract The recent change to Rail Turrets was made under duress by CCP Shangai as the community quickly vented their disagreement against a balance change to the health of heavy soldiers, which by the way are advocates and user of the infamous Forge Gun.
It was never considered by CCP, that these heavy soldiers were able to sit on some of the highest points of a map and wave their anti-material behemoth against a defenseless ground vehicle that could be using an excuse of turret with the slowest tracking speed that does not have a 360 degree angle and that the heavy soldierGÇÖs nest up in the sky is far above the 300 m hard cap.
There must be a mistake in logical development of such behemoth, since the GÇ£portableGÇ¥ version possesses more range (factual data) and base power (Wyrkomi Breach Forge Gun) than the GÇ£completeGÇ¥ version that could be 10 times the size. The size will give you the idea that such cannon must have at least higher range that a minuscule "portable" version.
Facts Rail Turrets (PRO Rail Turret) Effective range: 300 m Absolute range: 300 m
Forge Gun (PRO Forge Gun) Effective range: 400 m Absolute range: ??? m
Proposal A change to the GÇ£portableGÇ¥ anti-material weapon also known as the forge gun must be introduced and such change must start with the range.
Effective Range should be reduced to 175 m in order to match the swarm launcher lock-on and an absolute range of 200 m must be set in place, although it looks drastic it is a change that aligns with the previous change done to Rail Turrets where their absolute range of 600 m went to 300 m.
Summary
Change the forge guns weapon class ranges toGǪ
Forge Gun Effective range: 175 m Absolute range: 200 m
Pilot: (Tanks / Assault Dropships)
Skype: GVGMODE
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Ar Lan
Knights Of Ender Galactic Skyfleet Empire
34
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Posted - 2014.03.29 18:23:00 -
[2] - Quote
GVGMODE wrote:Abstract The recent change to Rail Turrets was made under duress by CCP Shangai as the community quickly vented their disagreement against a balance change to the health of heavy soldiers, which by the way are advocates and user of the infamous Forge Gun.
It was never considered by CCP, that these heavy soldiers were able to sit on some of the highest points of a map and wave their anti-material behemoth against a defenseless ground vehicle that could be using an excuse of turret with the slowest tracking speed that does not have a 360 degree angle and that the heavy soldierGÇÖs nest up in the sky is far above the 300 m hard cap.
There must be a mistake in logical development of such behemoth, since the GÇ£portableGÇ¥ version possesses more range (factual data) and base power (Wyrkomi Breach Forge Gun) than the GÇ£completeGÇ¥ version that could be 10 times the size. The size will give you the idea that such cannon must have at least higher range that a minuscule "portable" version.
Facts Rail Turrets (PRO Rail Turret) Effective range: 300 m Absolute range: 300 m
Forge Gun (PRO Forge Gun) Effective range: 400 m Absolute range: ??? m
Proposal A change to the GÇ£portableGÇ¥ anti-material weapon also known as the forge gun must be introduced and such change must start with the range.
Effective Range should be reduced to 175 m in order to match the swarm launcher lock-on and an absolute range of 200 m must be set in place, although it looks drastic it is a change that aligns with the previous change done to Rail Turrets where their absolute range of 600 m went to 300 m.
Summary
Change the forge guns weapon class ranges toGǪ
Forge Gun Effective range: 175 m Absolute range: 200 m
I agree with this +1
Go ahead and snipe me. I'm gonna add another Thale's to my collection.
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Kindel Monix
SMARTCREW Canis Eliminatus Operatives
1
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Posted - 2014.03.29 19:13:00 -
[3] - Quote
Are you kidding? The forge gun is so hard to use against far moving vehicles that the only effective range it has is the limit of the forge aim but the tanks are so overpowered already that they will dominate the field even more. If anything the rate of fire is dam too slow compared to the rail turret. To give a perspective it is like having a 50 millimeter in a hand gun. The back lash is what should happen. The range is just fine and the sights on the thing is so vague that you only have the color change to tell you that it will hit, and even sometimes that wouldn't even happen. The Forge Gun is just fine, and we don't have too meany problems with it, so why change it? To make it realistic? This is EVE Dust, the game where put a Lag room can win you the game. You want it like that? Complain in the Bugs form. |
GVGMODE
WorstPlayersEver
161
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Posted - 2014.03.29 19:25:00 -
[4] - Quote
Kindel Monix wrote:Are you kidding? The forge gun is so hard to use against far moving vehicles that the only effective range it has is the limit of the forge aim but the tanks are so overpowered already that they will dominate the field even more. If anything the rate of fire is dam too slow compared to the rail turret. To give a perspective it is like having a 50 millimeter in a hand gun. The back lash is what should happen. The range is just fine and the sights on the thing is so vague that you only have the color change to tell you that it will hit, and even sometimes that wouldn't even happen. The Forge Gun is just fine, and we don't have too meany problems with it, so why change it? To make it realistic? This is EVE Dust, the game where put a Lag room can win you the game. You want it like that? Complain in the Bugs form. many*
This is not a report of a bug, instead it is a petition to balance a broken mechanic in the game.
Contrary to your argument. A heavy soldier using a forge gun
- Has high turning and tracking speed - Higher mobility that allows them to position in most parts of the map without back draw - Smaller hit-box that makes them a harder target to hit - High damage and range output - High EHP in comparison to other dropsuits. - Innate resistances to splash and types of damage.
The forge gun need to be aligned with other Anti-Vehicle weapons, since it will help promote the use of a greater variety of anti-vehicle weapons and it will set a foot stone for newer AV weapons to follow.
Pilot: (Tanks / Assault Dropships)
Skype: GVGMODE
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Spectre-M
The Generals General Tso's Alliance
365
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Posted - 2014.03.29 19:33:00 -
[5] - Quote
Most of what you mentioned also applies to tanks.
Amarr Factional Warfare Loyalist
Minnmatar in Amarr Armor
I am a Wolf in Sheeps Clothing
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Jagganath88
Isuuaya Tactical Caldari State
0
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Posted - 2014.03.29 19:52:00 -
[6] - Quote
So he pretty much wants FG's range nerfed to Railgun"s range... sounds like you lost some tanks to FG : p |
GVGISDEAD
WorstPlayersEver
0
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Posted - 2014.03.29 20:25:00 -
[7] - Quote
Jagganath88 wrote:So he pretty much wants FG's range nerfed to Railgun"s range... sounds like you lost some tanks to FG : p
Not really I rarely loose tanks to FGs, maybe I am so silly for petitioning to CCP that a proto forge gun that costs roughly 6 times less ISK and per se 10 times smaller than a proto rail turret to have less range.
If a player with a forge gun at 400m hits the tank, you wonGÇÖt be able to fight back because your absolute range is 300m. Meaning that he could be in a very high place and you wonGÇÖt be able to hit him due to the hard cap on range.
DoesnGÇÖt seems like a fair fight, not being able to fight back.
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Funkmaster Whale
0uter.Heaven
1602
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Posted - 2014.03.29 20:27:00 -
[8] - Quote
**** off dude. Forge guns have been nerfed in every patch since 1.6.
The last thing they need is something to make them even more useless. They don't even properly fire right now 90% of the time and you want to nerf their range?
Cry more dude.
Let me play you the song of my people!
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Funkmaster Whale
0uter.Heaven
1602
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Posted - 2014.03.29 20:31:00 -
[9] - Quote
GVGISDEAD wrote:Jagganath88 wrote:So he pretty much wants FG's range nerfed to Railgun"s range... sounds like you lost some tanks to FG : p Not really I rarely loose tanks to FGs, maybe I am so silly for petitioning to CCP that a proto forge gun that costs roughly 6 times less ISK and per se 10 times smaller than a proto rail turret to have less range. If a player with a forge gun at 400m hits the tank, you wonGÇÖt be able to fight back because your absolute range is 300m. Meaning that he could be in a very high place and you wonGÇÖt be able to hit him due to the hard cap on range. DoesnGÇÖt seems like a fair fight, not being able to fight back. Do you realize that a Sica with a Militia Rail Turret is about 10x more effective at killing a tank than a maxed-skill proto Forge Gun is? Not only does it do more damage, it has about a 5x faster RoF with the potential to fit 20+% damage mods and STACK them.
My Proto FG with Prof. V and Rapid Reload V still doesn't put out enough DPS to kill a triple-repped Maddy before they can get away. By the time I land one shot and go for a second, they've repped back half the damage I've done.
Not only that, the FG doesn't even fire properly most of the time.
Not only that, I'm forced to take a advantageous position that'll allow me to shoot at you. Once you figure out where I am you can easily line of sight me. Tanks are faster, more durable, and do more damage. You expect to make the only semi-viable AV weapon all but useless and call it square?
Fact is, if you're dying to a FG right now it's because you're a terrible tanker.
Let me play you the song of my people!
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Alena Ventrallis
The Neutral Zone
1066
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Posted - 2014.03.29 20:36:00 -
[10] - Quote
Funkmaster Whale wrote:**** off dude. Forge guns have been nerfed in every patch since 1.6.
The last thing they need is something to make them even more useless. They don't even properly fire right now 90% of the time and you want to nerf their range?
Cry more dude. Because balancing off of a bug is intelligent.
This sentiment is one of the stupidest lines of thinking ever. It doesn't matter how many nerfs or buffs something has gotten. If it's too powerful, it needs to be brought down. If it's too weak, it needs to be brought up.
200m range is perfectly fine. A large railgun should easily outrange and outdamage a forge gun. Having them with the same damage and range gives the forge gun far too much advantage over the tank.
Best PVE idea I've seen.
Fixed link.
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Funkmaster Whale
0uter.Heaven
1602
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Posted - 2014.03.29 20:42:00 -
[11] - Quote
Alena Ventrallis wrote:Funkmaster Whale wrote:**** off dude. Forge guns have been nerfed in every patch since 1.6.
The last thing they need is something to make them even more useless. They don't even properly fire right now 90% of the time and you want to nerf their range?
Cry more dude. Because balancing off of a bug is intelligent. This sentiment is one of the stupidest lines of thinking ever. It doesn't matter how many nerfs or buffs something has gotten. If it's too powerful, it needs to be brought down. If it's too weak, it needs to be brought up. 200m range is perfectly fine. A large railgun should easily outrange and outdamage a forge gun. Having them with the same damage and range gives the forge gun far too much advantage over the tank. Listen, the unjustified nerf to range to Railguns doesn't justify equally nerfing Forge Guns.
Face it, CCP doesn't know how to properly balance as they love to always swing the pendulum too far in one direction. How in the hell is the Forge Gun OP right now? Please, go try on a Forge Gun and show me how OP you can be.
It was OP before 1.6. Right now, it's pathetic. Trust me, I've been a Forger for a long time but have put it down since 1.7 because militia Rail tanks outshine the FG in every way and are way more effective.
If you think nerfing the FG is justified because they nerfed railguns, you're delusional.
Let me play you the song of my people!
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GVGMODE
WorstPlayersEver
163
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Posted - 2014.03.29 20:44:00 -
[12] - Quote
They need to be fixed and balanced, let's say a group of "kids" did a wrong action and you decide to punish them but only took the meal of one of the GÇ£kidsGÇ¥, it is unfair for such GÇ£kidGÇ¥ to be the only one punished and leaving the other at a considerable GÇ£advantageGÇ¥.
CCP must be fair and apply the same logic it applied to other areas. Such as ADS flying 1000 m above the map or forge gunners sitting on top of a building where they are heavily covered and can overview the whole map. In fact I am not asking for it's damage to be lowered but only for their range to meet the new set of standards that CCP has established.
Of course it will be un-popular to do such change but if balance is to be achieved, every aspect must be in complete balance.
Quote: Plasma Cannons need a damage and range buff Swarm Launches need to have their damage profile vs dropships bumped from 55% to 75% at least Forge Gunners need their weapons to be bug free and be brought into the field of battle instead of sitting on a building a shooting blasts ADS shouldnGÇÖt have a red line at their disposal 24/7 Reloading glitch must be fixed.
The list can go on but we must start somewhere and do things one step at a time... It is for the welfare of the game.
Pilot: (Tanks / Assault Dropships)
Skype: GVGMODE
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GVGMODE
WorstPlayersEver
163
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Posted - 2014.03.29 20:50:00 -
[13] - Quote
Funkmaster Whale wrote:Listen, the unjustified nerf to range to Railguns doesn't justify equally nerfing Forge Guns.
Honestly, it wasn't unjustified at all and no play-style should be able to reside in the Red Line and be able to overview the whole map.
Remember we want players to get in the field instead of allow them to hide deep in the red line or on the highest building in the map.
If you can't understand that staying out of reach from other players should be discourage, I don't know what to say...
Pilot: (Tanks / Assault Dropships)
Skype: GVGMODE
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Cyzad4
Blackfish Corp.
227
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Posted - 2014.03.29 21:04:00 -
[14] - Quote
As soon as it actually fires 4 of 4 rounds, we'll talk about swapping a lock on for a range nerf.
Welcome to you're "DOOM"
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Cinnamon267
119
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Posted - 2014.03.30 05:54:00 -
[15] - Quote
OK. Reduce the charge up time by half and we can talk. 200m max range makes it useless against dropships and, well, rail guns.
With the insane rate of fire those rail guns have it makes the entire weapon worthless. Especially against blasters.
Everything moves faster than a heavy. You run real slow and it takes at least 3 seconds to charge. In that time, whatever you're trying to go after is gone. Long gone. Or you're dead. Because you're too close. And the RoF of rail guns is absolutely insane. Oh, and blasters are ridiculously powerful. It makes the entire weapon worthless. |
Thaddeus Reynolds
Facepunch Security
18
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Posted - 2014.03.30 06:10:00 -
[16] - Quote
I'm guessing I'm the only tanker who feels the forge gun should be a man portable version of what we've got mounted on our tanks? (Same damage, Same Range, Longer Charge Time...but add in the re-fire, recoil will pretty much insure it can only be used against vehicles, Reduced Magazine/Ammo Capacity) |
Gabriella Grey
Axis of Chaos
109
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Posted - 2014.03.30 06:38:00 -
[17] - Quote
GVGMODE wrote:Abstract The recent change to Rail Turrets was made under duress by CCP Shangai as the community quickly vented their disagreement against a balance change to the health of heavy soldiers, which by the way are advocates and user of the infamous Forge Gun.
It was never considered by CCP, that these heavy soldiers were able to sit on some of the highest points of a map and wave their anti-material behemoth against a defenseless ground vehicle that could be using an excuse of turret with the slowest tracking speed that does not have a 360 degree angle and that the heavy soldierGÇÖs nest up in the sky is far above the 300 m hard cap.
There must be a mistake in logical development of such behemoth, since the GÇ£portableGÇ¥ version possesses more range (factual data) and base power (Wyrkomi Breach Forge Gun) than the GÇ£completeGÇ¥ version that could be 10 times the size. The size will give you the idea that such cannon must have at least higher range that a minuscule "portable" version.
Facts Rail Turrets (PRO Rail Turret) Effective range: 300 m Absolute range: 300 m
Forge Gun (PRO Forge Gun) Effective range: 400 m Absolute range: ??? m
Proposal A change to the GÇ£portableGÇ¥ anti-material weapon also known as the forge gun must be introduced and such change must start with the range.
Effective Range should be reduced to 175 m in order to match the swarm launcher lock-on and an absolute range of 200 m must be set in place, although it looks drastic it is a change that aligns with the previous change done to Rail Turrets where their absolute range of 600 m went to 300 m.
Summary
Change the forge guns weapon class ranges toGǪ
Forge Gun Effective range: 175 m Absolute range: 200 m
I like where this is going, but I am not sold on the range layout. I still feel HAV's and forge guns are in their own category when it comes to vehicles and AV. CCP needs to bring these two down better where LAV's Dropships, AV grenades, and swarms can be at more reasonable proximity. Since the hot fix, Swarms are back to scaring off dropships completely, if not shooting them down completely. The old lock-on times fused with the new way hardeners works needs balance for vehicles at the moment. I would really like to see Assault forge guns range and damage taken down, better than they are. I am starting to dread when Heavies and swarm launchers, use to chase vehicles around relentlessly across the map in chromosome. Definitely not one of my favorite points I am wanting to experience again.
Always Grey Skies
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9037
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Posted - 2014.03.30 06:45:00 -
[18] - Quote
I am somewhat in agreement.
As a smaller man portably Railgun it should have sub par stats to the Railgun, but in all fairness it cannot be substantially weaker.
As it stands though it cannot remain having a longer range than the Railgun.
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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GVGMODE
WorstPlayersEver
170
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Posted - 2014.03.30 17:44:00 -
[19] - Quote
One step at a time...
The first thing to address must be the combat ranges between anti-vehicle weapons, turrets and ADS' flight zone. Once this is balanced, the damage must be tuned and finally damage mitigation (vehicle modules).
Trying to change everything at the same only promotes unbalance, this is mainly why the developers are currently having such a hard time tying to fix the mess they created in every aspect of Dust 514.
Several bugs must be fixed too.
Pilot: (Tanks / Assault Dropships)
Skype: GVGMODE
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WarMachine88
Ahrendee Mercenaries Dirt Nap Squad.
9
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Posted - 2014.03.30 20:24:00 -
[20] - Quote
FG nerf after Railtank's RoF gets reduced to 3 shots |
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Komodo Jones
Chaotik Serenity
634
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Posted - 2014.03.30 21:06:00 -
[21] - Quote
in the game's world I agree that it doesn't make sense, but at this point I don't care, railguns needed the nerf and forge guns are fine the way they are, deal with it.
EDIT: If you want an excuse in the game world for why the forge gun has more range you could say that it has something to do with the relationship of the charge times, it's based on capacitors and magnetics so you could say that the high rate of fire and constant charge of the railgun is due to the fact that there are barely any capacitors and that the turret and electromagnets within are powered by a constant generator, whereas the forge gun does have capacitors because there's no constant power source that could keep the magnets online and maintain the same damage output, the resulting effect is a long charge time followed by a massive release of power (as capacitors store and release more power than can be generated by most power sources) on a smaller round, which leads to generally less damage at a slower rate than the railgun, but because the round is smaller and there's a bigger release of energy it can travel further. Satisfied? I am.
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TheLastAlive105
G0DS AM0NG MEN D.E.F.I.A.N.C.E
4
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Posted - 2014.03.30 23:41:00 -
[22] - Quote
Just throwing this out here Regular versions of forge gun should have a 225m Assault forge guns should have a 200m range Breach forge guns should have a 185m range |
CLONE117
True Pros Forever
737
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Posted - 2014.03.31 00:00:00 -
[23] - Quote
lol with forge gun.....im still having that dry fire bug with my assault variant.. fix that bug first before suggestion a stupid nerf for forge gun.. |
GVGMODE
WorstPlayersEver
176
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Posted - 2014.03.31 00:25:00 -
[24] - Quote
CLONE117 wrote:lol with forge gun.....im still having that dry fire bug with my assault variant.. fix that bug first before suggestion a stupid nerf for forge gun..
Regardless of a bug or not, adjustments need to be done to mechanic that was left unbalanced by CCP. If you have an issue with the a bug, I encourage you to forward your concerns to Technical Support/Bugs.
Komodo Jones wrote:in the game's world I agree that it doesn't make sense, but at this point I don't care, railguns needed the nerf and forge guns are fine the way they are, deal with it.
EDIT: If you want an excuse in the game world for why the forge gun has more range you could say that it has something to do with the relationship of the charge times, it's based on capacitors and magnetics so you could say that the high rate of fire and constant charge of the railgun is due to the fact that there are barely any capacitors and that the turret and electromagnets within are powered by a constant generator, whereas the forge gun does have capacitors because there's no constant power source that could keep the magnets online and maintain the same damage output, the resulting effect is a long charge time followed by a massive release of power (as capacitors store and release more power than can be generated by most power sources) on a smaller round, which leads to generally less damage at a slower rate than the railgun, but because the round is smaller and there's a bigger release of energy it can travel further. Satisfied? I am.
@Komodo Jones All things equal from your previous statement, if the technological aspects that were employed in the development of the "portable" weapon known as forge gun are superior in range and in damage, it is more than logical that such technological advancements would be also employed in the improvement of "full" version of such technology that has a higher face value.
Such producer would be more than interested in transferring such breakthrough to a different segment in the market, the opportunity to develop superior technology with lower material costs would make a product not only attractive to produce but it will allow the firm to introduce such product in the market at competitive prices.
Pilot: (Tanks / Assault Dropships)
Skype: GVGMODE
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Glitch116
On The Brink CRONOS.
112
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Posted - 2014.03.31 02:46:00 -
[25] - Quote
no -1 and i am a tanker saying this
I AM THE KING OF THE BLASTER!!!
deal with it
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Varjac Theobroma Montenegro
PAND3M0N1UM Lokun Listamenn
296
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Posted - 2014.03.31 08:08:00 -
[26] - Quote
GVGMODE wrote:Abstract The recent change to Rail Turrets was made under duress by CCP Shangai as the community quickly vented their disagreement against a balance change to the health of heavy soldiers, which by the way are advocates and user of the infamous Forge Gun.
It was never considered by CCP, that these heavy soldiers were able to sit on some of the highest points of a map and wave their anti-material behemoth against a defenseless ground vehicle that could be using an excuse of turret with the slowest tracking speed that does not have a 360 degree angle and that the heavy soldierGÇÖs nest up in the sky is far above the 300 m hard cap.
There must be a mistake in logical development of such behemoth, since the GÇ£portableGÇ¥ version possesses more range (factual data) and base power (Wyrkomi Breach Forge Gun) than the GÇ£completeGÇ¥ version that could be 10 times the size. The size will give you the idea that such cannon must have at least higher range that a minuscule "portable" version.
Facts Rail Turrets (PRO Rail Turret) Effective range: 300 m Absolute range: 300 m
Forge Gun (PRO Forge Gun) Effective range: 400 m Absolute range: ??? m
EDIT: At the 300m benchmark some of the information stops appearing on the screen when using a forge gun, but the projectile carries after such benchmark
Proposal A change to the GÇ£portableGÇ¥ anti-material weapon also known as the forge gun must be introduced and such change must start with the range.
Effective Range should be reduced to 175 m in order to match the swarm launcher lock-on and an absolute range of 200 m must be set in place, although it looks drastic it is a change that aligns with the previous change done to Rail Turrets where their absolute range of 600 m went to 300 m.
Summary
Change the forge guns weapon class ranges toGǪ
Forge Gun Effective range: 175 m Absolute range: 200 m
Idk, too much power may then be given to vehicles being able to escape.
FAME
Click for Vehicle Support
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VikingKong iBUN
Third Rock From The Sun
42
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Posted - 2014.03.31 11:55:00 -
[27] - Quote
I always thought the range was rather far for a mining tool |
Kilo Shells
G.L.O.R.Y RISE of LEGION
41
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Posted - 2014.03.31 18:52:00 -
[28] - Quote
VikingKong iBUN wrote:I always thought the range was rather far for a mining tool
A caldari mining tool
The range a weapon can operate is also limited by its sights, and the forge gun has none.
True Caldari Assault
forget to tell you, I left some remotes on your tank....
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Void Echo
Total Extinction
2360
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Posted - 2014.03.31 19:08:00 -
[29] - Quote
the forge gun (hand held weapon) should never be more powerful than a large railgun (lav size tank mounted turret)
Youtube
Closed Beta Vet
CEO: Total Extinction
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GVGMODE
TeamPlayers Dirt Nap Squad.
181
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Posted - 2014.04.23 02:31:00 -
[30] - Quote
Since the "Forge Gun" glitch has been fixed, it is time to bring balance to the portable version of the well known "Rail Turrets". (Source) |
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