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KEROSIINI-TERO
The Rainbow Effect
1093
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Posted - 2014.07.01 11:26:00 -
[1] - Quote
TheEnd762 wrote:Because it has no zoom, slows the user to a crawl when charging/holding a charge, and because 90% of the time tanks and dropships can drive/fly out of it's effective range before a second shot can be fired, or just kill the shooter.
No zoom slightly reduces sniper use yes. Movement slowing is not an issue at all.
Tanks and dropships do not have a killing superiority over the forge gunner. DSs have no way to kill from afar. Rail tanks have that capability but then it's a moderate advantage to the tank in the duel. MSL tanks even less so.
Vehicle leaving close encounter quickly is irrelevant to the pinpoint accuracy discussion we are talking.
About the max range, I claim that the forge's unnerfed accuracy forced the disappointing max range cap to be implemented. Forges used to have far longer range than 300m: at least 600m and at some stage maybe more. In short: Too accurate, therefore we lost the range. =( Discussion from that time
:-S
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KEROSIINI-TERO
The Rainbow Effect
1093
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Posted - 2014.07.01 11:31:00 -
[2] - Quote
I repeat my earlier suggestion:
Still the good way to handle forge sniping would be to fix the cosmetic only charge up shake.
SUGGESTION: Make forge shots go where the sight is while shaking
It is supposed to be a balancing factor for aiming, but it is just the shake of the gun and sights - the shot still goes dead center. Which can be abused by having tape/monitor feature.
Hence the forge sniping issue and all dropships dead within 300-400m radius.
Having the shake REALLY affect where the forge shot goes does the following: - It would still be possible to kill infantry at extreme range, but it would take both skill and a bit of luck. Not just to have red reticle. - Far better way than to nerf forge damage at range, that would make it purely close up weapon =( - Far better way than to nerf forge damage vs infantry, that shot should still kill. And nerfing vs infantry only would make fg users even more defenseless against AR infantry in close - Shake would make it harder to lock down the entire map by forging from top of skyscrapers. It would still be possible to harass and occasionally kill, even tanks, but not godlike total domination - Currently it is very hard to balance dropships as they have to face anti HAV weapons full on, even at extreme ranges. - Forge would be still very powerful as it would still be easy to hit up to medium range.
ADDENDUM: This way Forge Guns get some of their previous range back, with balance!
:-S
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KEROSIINI-TERO
The Rainbow Effect
1103
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Posted - 2014.07.02 13:42:00 -
[3] - Quote
Nevyn Tazinas wrote:So wait, the guy who is designed PURELY TO COUNTER VEHICLES is too good against vehicles? Just leave your tank/ds behind a wall and run over there with any rifle and chew him up. You are only one guy in your ADS, you should totally be owned by two AV.
The only 'issue' with forges is how easy it is to snipe infantry with one. And that could be solved by decreasing damage vs infantry only. Of course, snap shooting a close range scout with one even if already charged is easier said than done, and you only have 1 second before they shotgun you. (Though I have fired and killed cloaked scouts between me and my target before that I hadn't even seen). Meaning you really only have your side arm most of the time vs infantry and are a walking target when trying to AV since you are concentrating on the vehicle.
Apothecary Za'ki wrote:forgegun is the only truely balanced AV weapon system, dont **** it up cause you suck at being a pilot of a vehical!... and there is no dispersal because its a single charged shot!
Guys... The point was that forge is too snipy snipy VERSUS INFANTRY, footmen, ground troops that is...
:-S
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KEROSIINI-TERO
The Rainbow Effect
1103
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Posted - 2014.07.02 13:59:00 -
[4] - Quote
One Eyed King wrote:I don't see the point in this.
I rarely die to a forge gun blast, as I generally have to be standing still.
And in having tried to use one, they are very difficult to use for anything other than AV.
In terms of AV, I don't think having the forge shoot where the recticle is during shaking will make much difference given the size of tanks.
Seems like making a mountain out of a mole hill.
Now that is exactly the point! It wouldn't matter that much at AV, BUT it would make a huge difference in forge sniping infantry!
(Only zigzaggin infantry is hard to hit at range. Even normal strafing won't help that much, as long as reticle blinks red it's boom.)
:-S
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