Fox Gaden
Immortal Guides Learning Alliance
6421
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Posted - 2015.04.27 13:56:00 -
[1] - Quote
I posted in The Bastion, the Sentinel discussion thread that fills the role for Sentinels that the Barbershop fills for Scouts, the following fit which I have been having a lot of fun with.
Quote:Advanced Min Sentinel 2x Krins LEX Damage mod BPO (+4 damage for Heavy, Light, & Sidearm weapons) 1 Complex Kinetic Catalyzer 1 Militia Armor Repair BPO (because that was all I could fit)
Breach SMG Forge Gun Flux Grenade It is as much an SMG fit as a Forge Gun fit, but if your Forge Gun is not doing it for you like it used to, this fit wrecks infantry while keeping a Forge Gun in your back pocket for targets of opportunity.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
6421
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Posted - 2015.04.27 14:03:00 -
[2] - Quote
The Dark Cloud wrote:In my opinion the forgegun lacks something that makes tankers fear for their life. Something that makes them stand out of the AV weapons. Maybe the forgegun should be the only AV weapon that has a unique ability vs ground vehicles, like a crippling effect on mobility. For example a tank gets hit by a forgegun and he gets a 50% movement penalty for 5 seconds. That would force a tank to either try to kill the heavy or slowly reatreat out of the line of sight. Before people scream "OP" you gotta keep in mind that tanks can make usage of a fuel injector which grants them +25% speed boost.
So when a tank gets hit by a forgegun he gets a -50% movement penalty but he can reduce this to -25% when using a fuel injector. It would make it for tanks harder to just drive next to infantry, kill them and once AV shows up/hardeners run out he simply goes speedy gonzales with a fuel injector.
This is the main issue that the community has with tanks at the moment and that is the ability of tanks to run away at high speed. Thats aswell a issue when you try to OB a tank, he hears the OB sound and quickly flips the fuel injector on and escapes. With the forgegun crippling effect you could hit the tank once with a forgegun and tell your squadleader to quickly drop it on the tank.
PS: as i mnetioned in my post the crippling effect of a forgegun only applys to GROUND VEHICLES and not dropships. Cause the pilots allready have a hard time staying in the air without getting zerged by 3 minmando's. I support the introduction of Webifiers to slow tanks, but I don't believe this effect should be attached to a weapon that deals damage.
Either use the Rep Tool art assets with a Blue beam for a Webifier, or add a new Grenade, Remote, or Proximity mine that has the slowing effect but does no damage.
Actually, if you make it a Grenades, then Commando's can't use it. Might even the AV playing field.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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