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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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GVGMODE
WorstPlayersEver
161
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Posted - 2014.03.29 19:25:00 -
[2] - 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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GVGMODE
WorstPlayersEver
163
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Posted - 2014.03.29 20:44:00 -
[3] - 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 -
[4] - 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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GVGMODE
WorstPlayersEver
170
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Posted - 2014.03.30 17:44:00 -
[5] - 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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GVGMODE
WorstPlayersEver
176
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Posted - 2014.03.31 00:25:00 -
[6] - 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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GVGMODE
TeamPlayers Dirt Nap Squad.
181
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Posted - 2014.04.23 02:31:00 -
[7] - 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) |
GVGMODE
185
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Posted - 2014.04.23 03:12:00 -
[8] - Quote
Vulpes Dolosus wrote:Forge is fine. Rail need a buff to 450m, immobilized while firing, and higher fitting costs. The redline needs removed. Problems solved.
Forge Guns are not fine, since they allow players to be hundreds of meters above some buildings with no need to engage the players that are currently in the ground. If such nerfs to the railgun that you suggest are to be considered, we shall reflect them in the smaller versions of such weapons too.
Removing the redline is out of topic, it can detriment players away from this game (What kind of player will like to spawn in a place where 16 players will be waiting for you to spawn or drop from the MCC to kill you, it will only kill the already small player base left). |
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