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Kallas Hallytyr
Skullbreakers
949
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Posted - 2014.11.13 06:54:00 -
[31] - Quote
Spkr4theDead wrote:You obviously don't forge at all. You have no idea what you're talking about. You really mean to tell me that the breach forge has the worst DPS? You obviously haven't tried double teaming an ADS. They go down burning to a pair of PRO breach forge guns.
Um, double teaming is all about the alpha: run the numbers on the breach and assault variants - the assault has almost 30% more DPS. Don't talk rubbish.
It has nothing to do with vehicles being too tough, it's about balance between the forge guns.
Alt of Halla Murr. Sentinel.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4931
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Posted - 2014.11.13 07:49:00 -
[32] - Quote
Kallas Hallytyr wrote:
It has nothing to do with vehicles being too tough, it's about balance between the forge guns.
This is the only consideration.
Killing vehicles has never been hard for me. This is not about how hard they are. Ever.
This is about one forfe gun to rule them all, one forge gun to find them.
There is only one situation where the breach and standard outperform the assault on a 1 for 1 basis:
Sniping.
The assault forge stands on it's own as a solo weapon platform as well as a team AV platform. The other two only stand out when you can absolutely count on backup. They fire so slowly that in order to have any chance of terminating a vehicle you mus either be opportunistically stealing kills from people doing the work or be utterly dependent upon having an AV buddy.
Their rate of fire means any vehicle can always escape.
Even your own comment on their effectiveness is predicated on having two of them.
Now. I want them to be brought to the level of the assault so that they stand out on their own merits, so that choosing one of them is not a suboptimal choice.
I don't want the assault to be the optimal choice. I want forge gun preference to simply be a choice entirely based on yoir playstyle rather than number crunching. Bringing them in line with each other means TTK levels off between them, not easy mode.
But I can always count on you spkr4thedead, to take everything I say out of context and try to convince everyone that I am a clueless idiot even though the tactic has never worked.
Your anecdotal opinions are based on hearsay, and some bizarre confluence of skill that only you seem to be able to achieve given that every single post you make in response to anyone is filled with accustion, invective and hostility. Both towards the other players and the devs.
I am not going to put you on ignore because I need a comparison for my own posts.
The day my posts read like yours is tge day I need to stop playing video games forever.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
5
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Posted - 2014.11.13 15:58:00 -
[33] - Quote
Spkr4theDead wrote:[qYou obviously haven't tried double teaming an ADS. They go down burning to a pair of PRO breach forge guns. the biggest fear i have as being a pilot of an ads.. Seeing a wyr breach in the kill feed is an immediate recall... Why? Knowing forges have the range and using a breach means you must be set up high n coolin it, i dont risk it in incubi.. I will in a python knowing shields have innate resistance to most AV out here.
The difference between the "just shooting from range" (assault) and the "BOOM SURPRISE" (breach) is that having your target waltz in near by. When they arent paying attention just boom them, and while they try to escape you already charged up to send another 2000 damage.
On my air to air inky i can be one shotted when im down to armor so, i know the power of that forge. (2400 on armor is what ive seen everytime)
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4944
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Posted - 2014.11.13 16:20:00 -
[34] - Quote
It is deadly.
And if you recall when you see one that makes you smarter than 90% of your peers because breachers will wait till a few missile volleys hit.
The surprise buttsex may drop if they are made viable for primary AV.
more chance to escape the second shot.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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NextDark Knight
Molon Labe. General Tso's Alliance
597
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Posted - 2014.11.13 17:22:00 -
[35] - Quote
Put a splash reduction to hackable points via some kind of magic.. give us back our 3m splash damage.
Over 60+ Million SP and full proto in all Caldari Suits. No matter how hard CCP tries Dust just won't die on PS3/Xbox.
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Dust User
KILL-EM-QUICK RISE of LEGION
1054
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Posted - 2014.11.13 17:48:00 -
[36] - Quote
NextDark Knight wrote:Put a splash reduction to hackable points via some kind of magic.. give us back our 3m splash damage.
Who uses splash to kill a hacker anyways?
You must be some kind of noob. |
Apothecary Za'ki
Biomass Positive
1843
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Posted - 2014.11.13 17:51:00 -
[37] - Quote
Breakin Stuff wrote:True Adamance wrote:That would certainly make sense to me if CCP ever plan on introducing and rebalancing AV for Marauders tanks.
It'd also mean there are heavy weapons in the AV with a high enough alpha that the damage mods might actually alter TTK instead of being a damn joke. On a more hilarious note: I found out what happens when you quad mod a wiyrkomi breach today. Had me giggling for five minutes straight. Too bad when they fix the Apex i will NEVER SEE THAT AGAIN. iirc some one did some testing with an FG damage mods and a HAV from front/side/ rear and his conclusion was that heavy damage mods did nothing for the FG at all so you were better off useing something liek an extender or recharger instead
[[LogiBro ADV/PRO]] [[Level 1 Forum Warrior]] [[Level 2 Forum Pariah]]
All Hail our Lord and Savior CCP RATTATTI o7
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4955
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Posted - 2014.11.13 18:02:00 -
[38] - Quote
That was me.
A damage mod on an IAFG adds 75 damage to a 1500 damage shot. Even 2-3 don't alter TTK because the alpha is too low.
Wirkomi adds a base of 120 on the first mod. So it starts to pull away. At +4 mods a wiyrkomi goes from 2100 base to 2520 ish before skills/resists for a four mods.
Too bad the Ck.0 doesn't have the CPU for 4 mods
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Kallas Hallytyr
Skullbreakers
953
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Posted - 2014.11.13 18:27:00 -
[39] - Quote
Breakin Stuff wrote:Too bad the Ck.0 doesn't have the CPU for 4 mods 4 CxMods and a Wiyrkomi Breach, what more do you need?
Some day I'll actually deploy that fit...
Alt of Halla Murr. Sentinel.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4958
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Posted - 2014.11.13 18:38:00 -
[40] - Quote
Kallas Hallytyr wrote:Breakin Stuff wrote:Too bad the Ck.0 doesn't have the CPU for 4 mods 4 CxMods and a Wiyrkomi Breach, what more do you need? Some day I'll actually deploy that fit... You run out of CPU. Calsent is fitting tight. I need to see if a CPU mod can help.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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jace silencerww
Krullefor Organization Minmatar Republic
87
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Posted - 2014.11.13 18:49:00 -
[41] - Quote
Breakin Stuff wrote:Ok I'm going to get flamed to hell and back for this, but right now the most viable Forge Gun for AV and AI is the Assault Forge Gun with some situational exceptions.
AFG: at the advanced tier and proto the charge time is 3 sec with 1375 and 1500 damage respectively with no STD variant for 500 DPS at proto.
I'm going to say "let's not touch the Assault Forge Gun."
However...
The Assault Forge Gun retains splash, does higher DPS and better alpha than the standard Forge Gun. (500 DPS base at proto)
The current Standard Variant charge time is: 4 seconds. I don't recommend changing this.
Damage profile is 1200/1320/1440 this is the worst forge gun for anything but sniping infantry, where it beats the Breach hands down. it does not stand on it's own as an AV platform.
I propose the Standard Forge Gun damage be buffed to 1500/1620/1740 so it remains ahead of the Assault Forge in Alpha if not DPS. (DPS to 435 base at proto)
The Breach Forge Gun is the worst of the lot by far. Not only does it have a 6-second charge time, but it immobilizes you and has the WORST DPS in the AV crowd. I would suggest bringing the DPS to a whopping 420 from 350 at base proto by dropping the charge time to 5 seconds and reducing the movement speed penalty from 100% to 80%.
the Holy Jeebus alpha strike of 1750/1925/2100 doesn't seem to me something that should be buffed further.
TL;DR: Don't change the assault, it's the most balanced, make the standard hit a bit harder, make the breach hit a bit faster.
All numbers pre-skill to match up to the unmodified assault forge guns. Skill calculations will affect all of them, obviously. DPS calculations assume a four shot magazine and do not take into account reload times.
that sounds well but here is why they will not change it. think once you get to level 5 oper skill a breach charges in 4 seconds not 6. second yes the assault has higher dps and alpha however you can not hold the charge. so it is a trade of holding the charge or faster and stronger but more likely to miss a moving target. third you can "move" while charged with the breach all you have to do it jump aka bunny hop with it. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4959
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Posted - 2014.11.13 19:01:00 -
[42] - Quote
4.5 seconds actually.
The fact that you seem to believe that I don't understand how the forge guns work is nothing short of astounding.
I certainly haven't bothered to figure out how any of the variants of my favorite weapon and supporting skills work.
At all.
Example:I am utterly oblivious to the fact that at forge ops 5 the charge time of the standard model is 3 seconds. Or that the assault charges in 2.25 seconds.
Totally unaware of the idiotic bunny hop workaround that has been there since beta.
The changes are to raw gun stats. There is a reason I have the standard forge snuggled neatly into the COLOSSAL GAP between the assault and breach. The reduced charge time on the breach is because 350 DPS??? That's good in what universe?
Please don't assume I have no idea what I am proposing. I did this because Rattati once said he would consider reiterating the forges when the splash debate was hapening when I pointed out that the other forges were inferior in every possible way that mattered.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4959
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Posted - 2014.11.13 19:04:00 -
[43] - Quote
By the way I supported removing the splash from the hold charge variants.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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jace silencerww
Krullefor Organization Minmatar Republic
87
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Posted - 2014.11.13 23:46:00 -
[44] - Quote
cool & good for you. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4988
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Posted - 2014.11.14 08:56:00 -
[45] - Quote
Oh neat.
I found a nickel.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5050
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Posted - 2014.11.16 12:11:00 -
[46] - Quote
Any further comments?
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Powerh8er
The Rainbow Effect
533
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Posted - 2014.11.16 19:09:00 -
[47] - Quote
My proposal is simply to unnerf the forge gun, return it to its former glory.
BTW, I cant remember when I last lost a tank to a forge gun, it is bitter for me as a forge gunner when my anti-material gun the size of a christmas pig are less effective than a light fire and forget weapon.
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NextDark Knight
Molon Labe. General Tso's Alliance
612
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Posted - 2014.11.16 19:20:00 -
[48] - Quote
I hated any removal of the splash from both the Forge and the Rail Guns. Put better splash guards on hackable objectives.
I used the Forge Gun as my main up until the Splash and Charge change. SInce then I only pick it up as something else to do not because I like using the weapon.
The Forge was nerfed to $@#.. What ever it takes to get it back to where it was I will put 100% of my support behind.
Over 60+ Million SP and full proto in all Caldari Suits. No matter how hard CCP tries Dust just won't die on PS3/Xbox.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5078
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Posted - 2014.11.17 16:13:00 -
[49] - Quote
NextDark Knight wrote:I hated any removal of the splash from both the Forge and the Rail Guns. Put better splash guards on hackable objectives.
While I understand your sentiment I am of the opinion that only the assault forge ever really had major justification for splash. It remains the only forge gun with splash damage. It's just lousy splash damage, but still better than nothing. If I were to redesign it, it would be unrecognizable as similar to it's current iteration, but that is not the purpose of the thread.
Quote:I used the Forge Gun as my main up until the Splash and Charge change. SInce then I only pick it up as something else to do not because I like using the weapon.
For the standard forge and the Breach Forge the hold charge ability makes it a good and stable sniper tool capable of one-shotting infantry easily. Even a miss made it too easy to apply damage, and since the primary purpose of the Forge Gun is Anti-Vehicle, not Anti-Infantry work, I'm afraid i must disagree with you.
The Forge Gun should remain deadly, but it should not be a better sniper weapon than a sniper rifle or laser rifle. With the splash damage the forge gun was easier to accrue kills and deny hack points in a manner that sniper rifles should have been employed for, or proper point defense infantry.
I firmly believe the Forge Gun should remain primarily an AV weapon.
Quote:The Forge was nerfed to $@#.. What ever it takes to get it back to where it was I will put 100% of my support behind.
Honestly the nerfs just highlighted the problems with the weapons as deployed. The Assault Forge doesn't allow a held charge, but with practice this is not a clear disadvantage. The lack of meaningful Alpha capability versus vehicles is a problem, and the anemic DPS of the Breach Forge as well. By increasing the Alpha of the Forge Gun and the DPS of the breach my hope is that both weapons be made viable for primary AV. We won't see the use as a sniper rifle fall off, but I think it's an acceptable buff, because the difference of an OHK and an OHK for more damage is...
Nothing. so it's not a buff Vs. Infantry.
The problem is not with how Rattati changed the weapons. It's how they are employed, and I'm hoping that Rattati finds the time to review the Forge Gun and set it so that it is not furthering the situation where one variant is simply superior.
I would like the choice of forge gun that a player makes to be a matter of playstyle and preference, not a clear math equation.
Unfortunately the math, and actual practical application, point to the Assault Forge being the superior weapon in all situations.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Commander Noctus
Gallente Loyalist
131
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Posted - 2014.11.17 16:21:00 -
[50] - Quote
I like this. Changes seem fair to me, though perhaps keep the whole "stationary" idea on the breach and instead give a damage increase, 50-100 points.
That being said, Forge and other AV for that matter should NOT be touched at this point in time. For me at least, it's way too easy to pop a tank. Look at overall AV vs V balancing FIRST, release all previous Vehicle mods/variants SECOND, and then we can look at changing this stuff.
Gallente User since Jan. 28th, 2013. Touched on every Gallente role since.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5079
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Posted - 2014.11.17 16:26:00 -
[51] - Quote
Commander Noctus wrote:I like this. Changes seem fair to me, though perhaps keep the whole "stationary" idea on the breach and instead give a damage increase, 50-100 points.
That being said, Forge and other AV for that matter should NOT be touched at this point in time. For me at least, it's way too easy to pop a tank. Look at overall AV vs V balancing FIRST, release all previous Vehicle mods/variants SECOND, and then we can look at changing this stuff.
These changes won't actually accelerate or make easier killing a tank. Even if the damage gets buffed the TTK will be slightly longer for a breach or standard variant.
Especially considering I consider the alpha strike argument invalid. Doesn't matter what AV you're using, the first warning any vehicle driver gets that you're in play is literally the initial impact, flash or miss.
precharge only matters on paper, because the assault forge? I can't remember the last time that the initial engagement between myself and a vehicle was them shooting at me rather than me shooting at them.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Ku Shala
The Generals
1016
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Posted - 2014.11.17 17:25:00 -
[52] - Quote
+1
-¦a+ó a+ú-Æa+äla+ä (Caldari Specialist)
Caldari Loyalist
*Assault -Logistics-Sentinal-Scout-Commando Allround CK-0
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Commander Noctus
Gallente Loyalist
131
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Posted - 2014.11.17 17:45:00 -
[53] - Quote
Breakin Stuff wrote:Commander Noctus wrote:I like this. Changes seem fair to me, though perhaps keep the whole "stationary" idea on the breach and instead give a damage increase, 50-100 points.
That being said, Forge and other AV for that matter should NOT be touched at this point in time. For me at least, it's way too easy to pop a tank. Look at overall AV vs V balancing FIRST, release all previous Vehicle mods/variants SECOND, and then we can look at changing this stuff. These changes won't actually accelerate or make easier killing a tank. Even if the damage gets buffed the TTK will be slightly longer for a breach or standard variant.
Err, how so? You're asking for a flat damage increase for the Standard and a DPS increase for the Breach. How is this not making it easier/more effective at dealing damage/making it easier to kill tanks? Especially when you later brought up the potential damage you get from damage mods.
Breakin Stuff wrote:Especially considering I consider the alpha strike argument invalid. Doesn't matter what AV you're using, the first warning any vehicle driver gets that you're in play is literally the initial impact, flash or miss.
precharge only matters on paper, because the assault forge? I can't remember the last time that the initial engagement between myself and a vehicle was them shooting at me rather than me shooting at them.
Not too clear to me. I imagine you're saying "Fire first otherwise you as an AV suddenly become xx% less effective". Which is true if your sole goal is to kill them and not kill AND keep them away. Granted, killing the tank/dropship is basically what you want to do, once they know you're there, the goal becomes to make sure they can't do anything effective anymore.
Breakin Stuff wrote:Now as to your idea on the breach? No I disagree.
Nothing says "easy kill" quite like an immobile opponent. Nevermind you can circumvent it. I'd rather just cause a movement penalty than try to actually lock people down.
I also firmly disagree that the Breach should receive any buffs to alpha. Period. End. Stop. No.
Seriously.
No.
Speeding up the DPS I'm cool with. THe DPS is anemic. But if you buff the alpha then we start having some VERY INTERESTING interactions with dropships. As it stands the Breach Line is the only Forge Gun series where the alpha is big enough that a damage mod might actually change TTK. I haven't actually TESTED this, I just used the Assault Forge, and Damage mods aren't really viable for TTK on the assault or standard.
The Breach, plus skill adds, plus 2-4 damage mods is potentially reaching into "shields? what shields?" territory on dropships if you add alpha damage to it. Buffing the alpha might cause a lot more problems than it will fix.
To be fair, I proposed a tiny boost. At max skill (reload & proto mods on the Caladari sentinel,the Wyrkomi Breach currently does 2484 damage vs shields, 3035 damage vs armor; an average of roughly 2759 damage (without damage mods, it's 2415). That's already in "shields? what shields?" territory for dropships. If we were to increase the damage to 100 (the biggest proposed number I gave) it would be an average of roughly 2869 damage. That is just slightly deeper inside the "shields? what shields?" territory.
If we go with the whole DPS increase with the ridiculously high alpha damaging breach (2415 flat w/no mods), and give the user the ability to move around FASTER than by bunnyhopping, there'll be issues with more than just dropships. Which is why I want to keep the immobility factor.
Gallente User since Jan. 28th, 2013. Touched on every Gallente role since.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5081
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Posted - 2014.11.17 18:15:00 -
[54] - Quote
Commander Noctus wrote:
Err, how so? You're asking for a flat damage increase for the Standard and a DPS increase for the Breach. How is this not making it easier/more effective at dealing damage/making it easier to kill tanks? Especially when you later brought up the potential damage you get from damage mods.
I said they won't kill FASTER. it would simply make the standard and breach viable for doing so. right now the only way for either to kill anything is for the driver/pilot to completely screw the pooch. They will both still take longer to kill than the assault forge gun does even with higher alpha because of charge times. The choice of which forge you use should be a matter of which forge you PREFER< not which one is simply better.
Quote:Not too clear to me. I imagine you're saying "Fire first otherwise you as an AV suddenly become xx% less effective". Which is true if your sole goal is to kill them and not kill AND keep them away. Granted, killing the tank/dropship is basically what you want to do, once they know you're there, the goal becomes to make sure they can't do anything effective anymore.
The statement is based on the idea that you can pre-charge the breach and standard. Some people argue that this makes them unfair. The reality is, as an AV gunner, that the inability to hold a charge on the assault makes precisely ZERO difference in the equation simply because the first warning to a vehicle driver that they are facing AV in the field is your first shot. So regardless of whether you are hot-firing an assault or releasing a held breach the result is the same. That's the first warning a pilot or driver is going to get. The odds of a vehicle driver firing upon me first as AV is pretty chuckleworthy and entirely an artifact of happenstance rather than intent.
Quote:To be fair, I proposed a tiny boost. At max skill (reload & proto mods on the Caladari sentinel,the Wyrkomi Breach currently does 2484 damage vs shields, 3035 damage vs armor; an average of roughly 2759 damage (without damage mods, it's 2415). That's already in "shields? what shields?" territory for dropships. If we were to increase the damage to 100 (the biggest proposed number I gave) it would be an average of roughly 2869 damage. That is just slightly deeper inside the "shields? what shields?" territory.
And the reason I say no is the fact that adding alpha of even a small amount can result in a one-shot breach of the shields of say, a python and more or less completely guarantee that they are instantly hosed if anyone nearby is paying attention. The higher the alpha creeps up, the closer you get to OHK territory on dropships and a few crapfit tanks. Unless Vehicle HP takes a very sharp uptick, increasing the damage alpha of a Breach strikes me as an incredibly bad idea.
Quote:If we go with the whole DPS increase with the ridiculously high alpha damaging breach (2415 flat w/no mods), and give the user the ability to move around FASTER than by bunnyhopping, there'll be issues with more than just dropships. Which is why I want to keep the immobility factor.
The flat damage of the Wyrkomi is 2100. Skills only boost the damage vs. armor, not versus shields at all, which results in some lopsided or odd numbers when one takes them into account on the baseline.
Actually I want the movement speed penalty to be about 20%. just enough to maneuver a little if you need to take a shot, not enough to escape the wrath incoming in response, or dodge enemy infantry. Bunny hopping lets you move pretty close to your normal speed. Having a little bit of mobility keeps the breach from being a death sentence without making it a truly mobile murder platform, plus it gives chuckleheads like me who hate the bunnyhop an alternative to that idiotic workaround.
Any weapon that roots you is stupid. It's that simple. Even crappy mobility is better than zero mobility. And I'd like to see the overall DPS of the forge alternates, while higher alpha, in the lower DPS than the assault range. the assault before mods, resists and skills is 500 even at prototype. My numbers are intended to keep the other two at a DPS range of 420-450.
In effect I'm trying to make both viable while making it more a playstyle choice than a numbers game.
Because in reality, dropping a second off the breach charge time you can potentially kill a dropship 5 seconds later. But with the assault forge from the first shot, you will drop two more shots in the time it takes to fire one from the breach. So we're not actually looking at a faster TTK overall on the forge gun line. If it was, I'd have proposed something else.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Victor Moody Stahl
Amarr Templars Amarr Empire
127
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Posted - 2014.11.18 01:01:00 -
[55] - Quote
Just chiming in on the Breach Forge mobility problem:
Why was this even a thing in the first place? It is literally the only infantry weapon in the entire game that mechanically forces you into sitting in one single spot when you want to fire.
The closest argument of "it makes you sit still" is the sniper rifle, which has to do with the sway mechanic (which I personally am not a particularly huge fan of), but you can actually be walking around and panic-fire a sniper rifle while strafing back and forth like a drugged-up chimpanzee.
Breach forge? Yeah, not so much. I actually think the Breach is really cool in concept, but that whole "you cannot move EVER while charging" thing, is something that makes me decide "screw it, AFG for life".
Buff Logis | Nerf Scouts
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14728
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Posted - 2014.11.18 01:05:00 -
[56] - Quote
Victor Moody Stahl wrote:Just chiming in on the Breach Forge mobility problem:
Why was this even a thing in the first place? It is literally the only infantry weapon in the entire game that mechanically forces you into sitting in one single spot when you want to fire.
The closest argument of "it makes you sit still" is the sniper rifle, which has to do with the sway mechanic (which I personally am not a particularly huge fan of), but you can actually be walking around and panic-fire a sniper rifle while strafing back and forth like a drugged-up chimpanzee.
Breach forge? Yeah, not so much. I actually think the Breach is really cool in concept, but that whole "you cannot move EVER while charging" thing, is something that makes me decide "screw it, AFG for life".
I figure that if infantry want power akin to that or a Large Railgun or Large Artillery Turret in their hands they have to put up with mobility penalties to some extend to prevent them from being bowled over by the force of their own weapon.
To be fair the Breach Forge already does, in a very illogical manner, more alpha than a large railgun.
"The moment passed in thunder and calamitous intent and yet no order was given to retreat or give their ground"
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Sylwester Dziewiecki
Interregnum.
426
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Posted - 2014.11.18 01:12:00 -
[57] - Quote
Breakin Stuff wrote:Ok I'm going to get flamed to hell and back for this, but right now the most viable Forge Gun for AV and AI is the Assault Forge Gun with some situational exceptions.
AFG: at the advanced tier and proto the charge time is 3 sec with 1375 and 1500 damage respectively with no STD variant for 500 DPS at proto.
I'm going to say "let's not touch the Assault Forge Gun."
However...
The Assault Forge Gun retains splash, does higher DPS and better alpha than the standard Forge Gun. (500 DPS base at proto)
The current Standard Variant charge time is: 4 seconds. I don't recommend changing this.
Damage profile is 1200/1320/1440 this is the worst forge gun for anything but sniping infantry, where it beats the Breach hands down. it does not stand on it's own as an AV platform.
I propose the Standard Forge Gun damage be buffed to 1500/1620/1740 so it remains ahead of the Assault Forge in Alpha if not DPS. (DPS to 435 base at proto)
The Breach Forge Gun is the worst of the lot by far. Not only does it have a 6-second charge time, but it immobilizes you and has the WORST DPS in the AV crowd. I would suggest bringing the DPS to a whopping 420 from 350 at base proto by dropping the charge time to 5 seconds and reducing the movement speed penalty from 100% to 80%.
the Holy Jeebus alpha strike of 1750/1925/2100 doesn't seem to me something that should be buffed further.
TL;DR: Don't change the assault, it's the most balanced, make the standard hit a bit harder, make the breach hit a bit faster.
All numbers pre-skill to match up to the unmodified assault forge guns. Skill calculations will affect all of them, obviously. DPS calculations assume a four shot magazine and do not take into account reload times. Look, AFG were always the best one because it require skill to use it. Standard FG were always for people that are 'new' and want to learn how to use it properly.. Breach FG is for big alpha by surprise, you know for coordination attacks on those who are hardest - and it is lie that it immobilizes you .
Gallente Speed Scout.
EVE side of me: Nosum Hseebnrido
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5095
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Posted - 2014.11.18 01:28:00 -
[58] - Quote
Skil is an arbitrary and entirely subjective argument and bluntly useless as a metric for whether or how something should be made useful.
The assault forge is easy to use.
How do I know? I use it more than any other weapon.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Derrith Erador
Fatal Absolution
3015
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Posted - 2014.11.18 01:34:00 -
[59] - Quote
I can get behind buffing the standard forge, and I like the assault forge as is right now.
But I have to disagree with buffing the breach forge. That weapon is monstrous if paired with a secondary AV, more so than anything I've seen. I personally think it should stay that way. Just my 2 cents.
R&B gets more kinky with every album Still rocking ADS
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Victor Moody Stahl
Amarr Templars Amarr Empire
127
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Posted - 2014.11.18 06:20:00 -
[60] - Quote
True Adamance wrote:I figure that if infantry want power akin to that or a Large Railgun or Large Artillery Turret in their hands they have to put up with mobility penalties to some extend to prevent them from being bowled over by the force of their own weapon.
To be fair the Breach Forge already does, in a very illogical manner, more alpha than a large railgun.
The disconnect comes from the fact that no other weapon in the entire game literally roots you to the spot like you've been glued in place.
The other issue is that you can still- stupidly- bunny hop around if you need to duck in, out of, and/or around cover. So the issue with the Breach Forge is that it's ultimately inconsistent in it's movement penalty.
Now, I will further note that Breakin's recommendation is to take it down to a 20% actual movement speed penalty- enough to (very) slowly waddle around with the weapon charging/charged, but not enough that you can feasibly just keep it charged 24/7.
As far as turret/breach forge alpha disparity... I would argue that that is an issue for a different thread.
Derrith Erador wrote:I can get behind buffing the standard forge, and I like the assault forge as is right now.
But I have to disagree with buffing the breach forge. That weapon is monstrous if paired with a secondary AV, more so than anything I've seen. I personally think it should stay that way. Just my 2 cents.
Well, the Breach FG "buff" is purely one to charge time, with what could probably be argued as a "bugfix" to the movement penalty... given that you can (idiotically) bunny hop while the breach FG is charging/charged up.
There's no changes to the Breach's damage per shot- merely trying to bring it up to a slightly higher average DPS, which will in practice still be slower- with such a slow charge time, there's some incentive to make a shot count by holding onto it to line it up just right; at least, IMO.
Buff Logis | Nerf Scouts
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