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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2839
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Posted - 2014.09.19 00:01:00 -
[1] - Quote
I've been doing some field testing with the Ishukone Assault Forge Gun to test AV efficacy. I normally run a caldari sentinel with two damage mods in the highs for what, +8% ish damage total since Heavy damage mods are +5% before diminishing returns?
After some thorough (and needlessly violent) testing, I am ready to produce my results, which were obtained using a templar sentinel with an Ishukone Assault Forge Gun, three militia armor reps, a toxin SMG, and a militia locus grenade.
Overtanked Gunnlogi target: 2 Extenders, and a plate, no hardener. Right around 5200 HP RAW. Provided by Shooter01I was talking about heavy mods + forge gunr
CalSent with two damage mods: 5 shots from front/side arc. 2 shots from behind. Amarr Sentinel with no damage mods: 5 shots from the front/side arc. 2 shots from behind.
Random Pubbies in Soma and Madrugar: The other white meat. They got ripped apart with the Amarr Sentinel setup.
My last match ran 1505 WP, 4 kills, 4 deaths. 5 tanks were destroyed in the making of this fiasco, as well as several LAVs and Fixed turret emplacements. We lost, but it wasn't because of me screwing off. I spent the match hunting the abundant tank drops in my crapfit proto-gun Kill Me Suit.
At this point I'll be yanking all of my heavy damage mods off my AV fits. They don't provide any meaningful benefit to the role. I highly recommend you do as well, as most of the lost efficiency will be made up for by me putting my last point of forge gun proficiency in. My assessment as a career psychopath and all-round tank-murdering bastard is that there's no reason to bother with damage mods after forge gun proficiency 3.
Anyone want to provide feedback on whether damage mods do anything worthwhile on HMG fits? I don't notice any difference, personally. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2844
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Posted - 2014.09.19 09:05:00 -
[2] - Quote
I agree. Forge gun needs no buff.
I think Heavy damage mods should be swapped to a different bonus since marauders are not a thing. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2844
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Posted - 2014.09.19 10:10:00 -
[3] - Quote
ACT1ON BASTARD wrote: No youre not buffing forges, vehicles are easy enough to kill as is, didnt you read 2 hits to back of tank = death.This is coming from vet forgegunner day 1, my first weapon.Im also a pilot and when i hit the field in my ads im enemy #1.Have to dodge installations, swarms, forges, rammers, other dropships/tanks.AV has it way too easy, i can set up shop on a building and prevent vehicles from even entering the map, my fits also invulnerable to snipers because i put reps so i have no real enemy. Rattati just play vehicles for a couple of days and youll see the abomination youve created a.k.a. AV.
read the post. He never said that forges were getting a buff. I simply pointed out that the heavy damage mods are worthless. Quit being a reactionary git because getting damage mods spiked up isn't my objective and will not be part of my agenda until such time as marauders are re-released (with chromosome stats).
Changing damage mods from +damage to + magazine capacity, fitting boosts or range enhancements (probably a bad idea don't use the +range idea) might be a better option than the useless turd that is 5% damage mods that were made gimpy because the HMG is a CQC monster.
It has no effect on TTK whatsoever and the benefit of damage mods on the HMG is negligible at best. So right now its a useless module. We dont need useless modules. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2845
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Posted - 2014.09.19 10:57:00 -
[4] - Quote
Bright Cloud wrote:Dont want to burst your bubble but you can 2 shot kill that thing when hitting the weakspot in the back. Ive done it multiple times and if you want to go forge AV you take a buddy with you in a LAV and drive behind that guy. Then jump out and he is toast.
This was actually included in my thesis statement in the OP.
It was not to complain that the aforementioned gunnlogi was too tough. It was that there was no functional difference between no damage mods and two damage mods regardless of angle of attack.
Please read the whole post before attemting to correct me.
And I do your backshot maneuver you describe solo. I'm usually extremely successful with it. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2859
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Posted - 2014.09.19 15:53:00 -
[5] - Quote
ACT1ON BASTARD wrote:Hey you gotta draw the line somewhere. Just look at the state of v vs. av, av gets buffs and vehicles get nerfed every single update.Literally every update. Why the constant nerfs? Well if you give someone an inch theyll take the mile. I suggest drawing the line with someone who is interested in making AV into easy mode.
I am not, but I will mock the sh*t out of people who whine, act childish and demand that driving a vehicle make them immune to infantry plebes.
Bluntly I would rather have proto weapon mods that add 200 rounds to an HMG drum and two or three shots to a forge magazine given the illusiory usefulness of what we have. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2901
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Posted - 2014.09.20 08:09:00 -
[6] - Quote
Cross Atu wrote:/Cross steals Breakin's research to use as a reason marauders should be back in the game (what? I want there to be more toys to blow upplay with )
I have very specific ideas on how to do that, balance against AV and buff dropships so that AV effective against marauders does not insta-murder them.
Untanked LAVs should be considered suicide sleds. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2903
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Posted - 2014.09.20 09:42:00 -
[7] - Quote
No. Useless mods are detrimental to the game.
They should not be a thing. If the assault/scout damage mods got dumped back to 5% everyone would be up in arms.
The idea that heavy suits need to be somehow ineffectual is a sh*t thesis statement.
Right now the forge is a solid AV piece with good efficacy across the board. It should remain as is because nerfing it to where you HAVE to have a damage mod to be as good is a crap move.
Honestly heavy weapons should stand on their own, not be propped up by a damage boost mod. The amount of damage they do is quite solid on their own.
The only thing current damage mods give is an illusion of improvement. This is not good and it is misleading to players who don't come here and read the forums. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2911
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Posted - 2014.09.20 15:21:00 -
[8] - Quote
Honestly heavy damage mods could be removed without significantly changing the game dynamic. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2951
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Posted - 2014.09.22 04:56:00 -
[9] - Quote
ACT1ON BASTARD wrote:Dimitri Rascolovitch wrote:
wanna know why? 1.8 AV got nerfed into the ground, and we got invincible flying HAVs
Invincible really? If you cant use reason theres no point arguing with you.
I find all the bitching that ADS are impossible to kill hilarious.
If i don't kill four a night I bother playing it's an off day. usually I kill 6-8 of the damn things in a night. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2953
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Posted - 2014.09.22 09:32:00 -
[10] - Quote
I need the original numbers of the old HAVs and common use solid fit examples from chromosome. Focused on tank over gank.
I need the old stats from the base marauder and enforcer hulls as well as their skill bonuses. My ideas for how to balance are based around TTK with specific weapons in each AV class. I need the numbers specifically so I can see if they can be shoehorned into the current AV/V meta without boning dropship pilots or making enforcers tougher than gunnlogi/madrugar. |
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2960
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Posted - 2014.09.22 15:02:00 -
[11] - Quote
The bonus to TTK on the HMG is negligible.
2 damage mod HMG on any suit vs a hard tank gallente or amarr sentinel alwsys loses. They have a higher % HP over all other sentinels and the mods don't overcome that fast enough.
You won't even notice the difference vs. Anything lighter and you wind up gaining more benefit from getting proficiency 5. |
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