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KalOfTheRathi
Nec Tributis
1071
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Posted - 2014.03.29 19:58:00 -
[1] - Quote
Bring the game back in balance. Currently the forge gunner has the advantage (or at least they will when the forge guns work again!) as they currently shoot through walls while being protected from fire by the same wall.
Make them get into the battle like the rest of the Mercs.
Limiting their range to a portion of the rail gun turret will keep the original balance in play while supporting a multi weapon AV squad.
And so it goes.
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Funkmaster Whale
0uter.Heaven
1602
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Posted - 2014.03.29 20:22:00 -
[2] - Quote
The last thing the Forge Gun needs is more nerfs. It's been bashed, beaten, and broken for the past 3 patches.
Hell, the current bug on the FG prevents it from even firing 90% of the time. It had its splash radius cut in 1.6, damage and charge time cut in 1.7, and an even further damage nerf in 1.8.
The FG is currently the only semi-viable AV weapon and you want to nerf it even further?
You have to realize that a HEAVY SUIT has to carry the Forge Gun. Meaning they're not even one-tenth as mobile as you are in your Tank. If you get shot by a FG, it's super easy to get out of Line of Sight before he can even get a second shot off. Try and do that with a Railgun, I dare you. With rails, you're dead before you even register that you've been hit. The RoF on Railguns is what needs to be nerfed, not Forge Guns.
I have Proficiency V with maxed Rapid Reload skills with my FG and I've put it down since 1.7 because Railguns are just so much more viable as AV weapons than Forge Guns are right now. Their charge time and damage nerfs mean the FG simply doesn't provide enough DPS to kill competent tanks anymore. Railguns have no problems with that whatsoever. Activate 2x damage mods, shoot a tank twice, dead.
Let me play you the song of my people!
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GVGMODE
WorstPlayersEver
163
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Posted - 2014.03.29 20:28:00 -
[3] - Quote
I encourage you to take a look at the following thread
Range - Forge Guns v.s. Rail Turrets
Pilot: (Tanks / Assault Dropships)
Skype: GVGMODE
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Funkmaster Whale
0uter.Heaven
1602
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Posted - 2014.03.29 20:36:00 -
[4] - Quote
I encourage you to ignore it.
Let me play you the song of my people!
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Cyzad4
Blackfish Corp.
227
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Posted - 2014.03.29 21:10:00 -
[5] - Quote
which is all fine and well but you do realize the FG doesn't work right? at the moment 1 round per clip is lucky.
Welcome to you're "DOOM"
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xSir Campsalotx
G0DS AM0NG MEN D.E.F.I.A.N.C.E
176
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Posted - 2014.03.29 22:24:00 -
[6] - Quote
nerf the forge gun? What should we do next buff tanks... Nerf assualts?
G0DS AM0NG MEN Director
1.8 is going to be Heavy 514 they said... Looking around all I see are twig men
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The dark cloud
The Rainbow Effect Negative-Feedback
2621
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Posted - 2014.03.29 22:43:00 -
[7] - Quote
Ok but only if my forge can shot as fast as your large railgun in return.
I shall show you a world, a world which you cant imagine, a world full off butthurt n00bs at the other end of my gun
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TheEnd762
SVER True Blood General Tso's Alliance
453
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Posted - 2014.03.29 23:33:00 -
[8] - Quote
Nerf the range? Right, so make them even worse against tanks, and COMPLETELY useless against dropships. Yeah, no. |
kickin six
Royal Uhlans Amarr Empire
11
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Posted - 2014.03.30 04:07:00 -
[9] - Quote
Tanks move fast, fire fast, have hardeners and scanners all at the same time. FG Heavies move slow, fire slow, don't have any kind of hardener and no equipment slot to carry a scanner. Yeah, let's nerf the FG even more. Maybe make it only able to fire 1 out of 5 times.
Oh wait. |
Cinnamon267
119
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Posted - 2014.03.30 05:46:00 -
[10] - Quote
I remember a post from over a year ago where someone wanted militia, standard and advanced gear to have a damage penalty against proto. It was an idea so terrible I don't know how any one could think it was a good idea.
This is another one of those posts. Need the range to 199m? In other words make it completely useless against dropships? Or rail tanks that camp far away? Make it useless, essentially? No. Not at all a good idea.
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. |
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ROMULUS H3X
research lab
108
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Posted - 2014.03.30 06:04:00 -
[11] - Quote
KalOfTheRathi wrote:Bring the game back in balance. Currently the forge gunner has the advantage (or at least they will when the forge guns work again!) as they currently shoot through walls while being protected from fire by the same wall.
Make them get into the battle like the rest of the Mercs.
Limiting their range to a portion of the rail gun turret will keep the original balance in play while supporting a multi weapon AV squad.
NOPE.
FORGE/FLAYLOCK/FISTS--NUFF SED
YOU SHALL NOT CATCH ME FOR I AM THE GINGERBREAD FATMAN
-Romulus H3X
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Tonka Legacy
POISION ROSES Galactic Skyfleet Empire
74
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Posted - 2014.03.30 07:15:00 -
[12] - Quote
Pardon my French, but your an ***hole! Yeah, lets also extend the forge gun time to 30 secs, nerf the range to 30meters, and give it one bullet per magazine. You die hard tankers/pilots make me laugh.
Scrambler rifles, the REAL way to scramble eggs...
Laser rifles, good for popping corn...
Shotgun, great for parties...
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KalOfTheRathi
Nec Tributis
1075
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Posted - 2014.03.30 11:07:00 -
[13] - Quote
Okay, how about this?
Increase the range of the rail gun turret to 400m.
That will accomplish everything necessary to establish balance and will not require tweaking maps, nor will it shorten the useful range of the forge gun.
Just relax Mercs, CCP/Shanghai is just going to mess this up anyway. It is like their calling card, make a release that doesn't work, Nerf the results unless the worst item was a pet project by a special Dev and wonder why the forums are filled with rage and QQ. Finally start fixing bugs then release them one or two releases later.
And so it goes.
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Shadow Archeus
OSG Planetary Operations Covert Intervention
358
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Posted - 2014.03.30 14:05:00 -
[14] - Quote
Whatever nerf the forge I don't care anymore......it seriously is completely useless unless the tanker is a moron....it now has the firing glitch that prevents firing.....**** it CCP obviously favors tanks over infantry av....just stop trying folks tankers cry n get what they want...
Real heavies use lasers
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Tonka Legacy
POISION ROSES Galactic Skyfleet Empire
74
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Posted - 2014.03.31 01:36:00 -
[15] - Quote
Shadow Archeus wrote:Whatever nerf the forge I don't care anymore......it seriously is completely useless unless the tanker is a moron....it now has the firing glitch that prevents firing.....**** it CCP obviously favors tanks over infantry av....just stop trying folks tankers cry n get what they want... It does seem CCP favors tanks over everything, IN THAT CASE, let tanks have the ability to drive up walls, never overheat, and instakill anything it hits. In fact, why even have AV in the game, if you have a tank, you win, that's it.
Scrambler rifles, the REAL way to scramble eggs...
Laser rifles, good for popping corn...
Shotgun, great for parties...
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9074
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Posted - 2014.03.31 01:43:00 -
[16] - Quote
Funkmaster Whale wrote:The last thing the Forge Gun needs is more nerfs. It's been bashed, beaten, and broken for the past 3 patches.
Hell, the current bug on the FG prevents it from even firing 90% of the time. It had its splash radius cut in 1.6, damage and charge time cut in 1.7, and an even further damage nerf in 1.8.
The FG is currently the only semi-viable AV weapon and you want to nerf it even further?
You have to realize that a HEAVY SUIT has to carry the Forge Gun. Meaning they're not even one-tenth as mobile as you are in your Tank. If you get shot by a FG, it's super easy to get out of Line of Sight before he can even get a second shot off. Try and do that with a Railgun, I dare you. With rails, you're dead before you even register that you've been hit. The RoF on Railguns is what needs to be nerfed, not Forge Guns.
I have Proficiency V with maxed Rapid Reload skills with my FG and I've put it down since 1.7 because Railguns are just so much more viable as AV weapons than Forge Guns are right now. Their charge time and damage nerfs mean the FG simply doesn't provide enough DPS to kill competent tanks anymore. Railguns have no problems with that whatsoever. Activate 2x damage mods, shoot a tank twice, dead.
You even tank brah? Because you are severely mistaken on that one. Forgeguns always put the fear of God into a tanker, both myself, and others.
They react the same way I do every time.
Additionally it makes no sense to have a miniature man portable weapon fire further than its parent technology.
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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Glitch116
On The Brink CRONOS.
112
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Posted - 2014.03.31 02:53:00 -
[17] - Quote
again no -1 quit trying to beat a sick horse you dirty sadist
I AM THE KING OF THE BLASTER!!!
deal with it
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
9090
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Posted - 2014.03.31 03:06:00 -
[18] - Quote
Glitch116 wrote:again no -1 quit trying to beat a sick horse you dirty sadist
Well how do you justify a smaller calibre weapon using the same firing mechanism on a smaller plaform firing to a further distance than its significantly and logically superior tank mounted model.
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
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Glitch116
On The Brink CRONOS.
114
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Posted - 2014.03.31 03:43:00 -
[19] - Quote
True Adamance wrote:Glitch116 wrote:again no -1 quit trying to beat a sick horse you dirty sadist Well how do you justify a smaller calibre weapon using the same firing mechanism on a smaller plaform firing to a further distance than its significantly and logically superior tank mounted model.
i don't this is a game
game balance come first them realism
I AM THE KING OF THE BLASTER!!!
deal with it
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Odigos Ellinas
Mannar Focused Warfare Gallente Federation
23
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Posted - 2014.03.31 03:57:00 -
[20] - Quote
-1 a HAV can survive enough hits from a forge gun to retreat. A heavy can't take (in open field) enough hits from a HAV to retreat (1 hit with railgun, 1-2seconds hits with blaster).
If you have problems with "walls" report the glitch,bug in the forums and send a ticket with time witch map witch buildings and the location. |
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bacon blaster
BIG BAD W0LVES Canis Eliminatus Operatives
171
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Posted - 2014.03.31 04:58:00 -
[21] - Quote
Slight problem on nerfing the forge gun: The damage it does is terrible. It takes a full mag from an assault forge gun to take down a militia tank. That is assuming that you land all the shots and the gun fires every time.
Second, tanks are already broken enough. Forge guns don't do that much damage to them, where tanks can basically dominate the game. Anything less than an orbital or half your team switching to av, and the tank tends to live.
Third, this would leave us with no way to effectively fight drop ships. As is, the forge gun is the only thing with a range worth bothering at the sky, now you want to take that as well.
There is already a problem with rail tanks sitting back and sniping at things. Giving them the range advantage would make the forge gun pointless. Rails can kill you it one shot. The come on a much more durable platform. They are much more mobile.
I think a much more useful suggestion for you would be to say that we should just remove the forge gun entirely and give everyone their sp back, as well as remove av nades, swarm launchers, proxi mines, and make remote explosives innevective |
Dunce Masterson
Savage Bullet
68
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Posted - 2014.03.31 05:38:00 -
[22] - Quote
-1 rails are fine where they are at now that they actually have to participate in the battle and not be safe in the red line.
I don't even know why I bother.
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Tonka Legacy
POISION ROSES Galactic Skyfleet Empire
74
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Posted - 2014.03.31 07:19:00 -
[23] - Quote
bacon blaster wrote:Slight problem on nerfing the forge gun: The damage it does is terrible. It takes a full mag from an assault forge gun to take down a militia tank. That is assuming that you land all the shots and the gun fires every time.
Second, tanks are already broken enough. Forge guns don't do that much damage to them, where tanks can basically dominate the game. Anything less than an orbital or half your team switching to av, and the tank tends to live.
Third, this would leave us with no way to effectively fight drop ships. As is, the forge gun is the only thing with a range worth bothering at the sky, now you want to take that as well.
There is already a problem with rail tanks sitting back and sniping at things. Giving them the range advantage would make the forge gun pointless. Rails can kill you it one shot. The come on a much more durable platform. They are much more mobile.
I think a much more useful suggestion for you would be to say that we should just remove the forge gun entirely and give everyone their sp back, as well as remove av nades, swarm launchers, proxi mines, and make remote explosives innevective Well put
Scrambler rifles, the REAL way to scramble eggs...
Laser rifles, good for popping corn...
Shotgun, great for parties...
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