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The Dark Cloud
The Rainbow Effect
4621
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Posted - 2015.04.26 20:49:00 -
[1] - Quote
Lately i barely see any forgegunners these days. Either its a dude sitting on top of a roof with swarms or a guy with a PLC and av grenades jumping at your tank. Assault forgeguns currently deal less damage then plasma cannons while at the same time requiring a heavy suit to be wielded. I just list the proto weapon damage below:
swarms= 1248 HP (1497HP vs armor) PLC= 1690 HP assault forgegun= 1500 HP (1650 vs armor)
So in terms of raw damage the forgegun is inbetween swarms and the PLC though it is a heavy weapon. Another thing is heavy complex damage mods only give +5% while light damage mods grant +7%. Another DPS aspect is that commandos get a damage and reload bonus to light weapons which makes using swarms and PLC's much more effective. The fact that armor hardeners for vehicles have beeing buffed is aswell a critical downside.
Against the common popular believe forgeguns are actually anti armor weapons with a profile of -10% on shields and +10% vs armor (cause its a caldari weapon after all). The forgegun itself is a skill weapon to use (unlike swarms) i find it rather disturbing that swarms perform better then forgeuns in terms of reload time, damage output (because minmando and damage mods) and the lack of skill to use them.
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 make the scrubs scream and the vets cry.
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bathtubist
TRUE SAVAGES Learning Alliance
96
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Posted - 2015.04.26 20:50:00 -
[2] - Quote
my ADS says no
NERF THE RE'S Gallente logi ftw
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The Dark Cloud
The Rainbow Effect
4621
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Posted - 2015.04.26 20:52:00 -
[3] - Quote
bathtubist wrote:my ADS says no Read my post again and please explain me since when a ADS is considered to be a ground vehicle.
I make the scrubs scream and the vets cry.
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3133
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Posted - 2015.04.26 21:17:00 -
[4] - Quote
1: Just because it's a heavy weapon, doesn't mean that it should have superior DPS to all other AV weapons.
2: Who actually thinks that FG's are anti shields still? It was changed a long time ago.......
3: Swarms are still broken in terms of skill, sure. Doesn't mean it's damage or DPS is too high.
4: Hell no. You must not realize how much of a buff that would be. It especially doesn't make sense when seeing that Railguns don't have EWAR effects anywhere else. If you want webs, ask for webs, not unnecessarily buff FG's. Also, not every fit has nitro, and you must not realize how much 1/2 of HAV speed is, or how long 5 seconds is.
5: So what, you think that if you shoot at something, you automatically get the rights to insta-kill it? Get real, either man the **** up and pin the HAV down, or settle with only being able to scare it off. Deal with it.
6: It makes -2 sense for a HAV to take an effect but a DS won't. It's still a ****** idea.
tl;dr: git gud at ideas scrub.
click me
Blup Blub Bloop. Translation: Die -_-
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Kallas Hallytyr
Skullbreakers
1503
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Posted - 2015.04.26 21:22:00 -
[5] - Quote
The PLC is finding a lot of game time in the hands of Super Mario, and Swarms are just insanely effective.
Forge Guns do need a buff, and I like your suggestion, as it doesn't immediately screw over every other vehicle chasing after anti-HAV buffs.
Alt of Halla Murr. Sentinel.
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Kierkegaard Soren
Eridani Light Horse Battalion
779
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Posted - 2015.04.26 21:32:00 -
[6] - Quote
Swarms are over performing right now. We all know this. The PLC is in its sweet spot against vehicles as a anti-shield shotgun. The forge gun has accuracy and range in its favour, as well as versatility against all vehicle types. It just works pretty well against everything, the jack of all AV. The breach could do with a buff I reckon; it does lack the fear factor/killing power of the assault. Longer charge time for higher alpha. But overall, they seem to be fine. Tone down the swarms and we will see more of them on the field.
Dedicated Commando.
"He who can destroy a thing, controls a thing."
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3133
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Posted - 2015.04.26 21:39:00 -
[7] - Quote
Kierkegaard Soren wrote:Swarms are over performing right now. We all know this. The PLC is in its sweet spot against vehicles as a anti-shield shotgun. The forge gun has accuracy and range in its favour, as well as versatility against all vehicle types. It just works pretty well against everything, the jack of all AV. The breach could do with a buff I reckon; it does lack the fear factor/killing power of the assault. Longer charge time for higher alpha. But overall, they seem to be fine. Tone down the swarms and we will see more of them on the field.
That's more reasonable. At the most, they could use more ammo.
click me
Blup Blub Bloop. Translation: Die -_-
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8227
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Posted - 2015.04.27 05:27:00 -
[8] - Quote
Godin Thekiller wrote: 2: Who actually thinks that FG's are anti shields still? It was changed a long time ago....... .
The forge gun was never anti shield FFS
People thought it was because shield HAVs had less HP and forges had higher visivle effect as a result.
AV
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Powerh8er
The Rainbow Effect Negative-Feedback
745
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Posted - 2015.04.27 07:27:00 -
[9] - Quote
It has too many cons and not enough pros. Nerfed into nothing more than a novelty gun. Offcourse it needs a buff.
Have you got anymore exploding carrots?
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Pokey Dravon
OSG Planetary Operations Covert Intervention
6054
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Posted - 2015.04.27 08:06:00 -
[10] - Quote
I will offer up some caution to the reasoning in comparing Forge Alpha vs PLC Alpha. While it is a heavy weapon and in that should have some inherent benefit, do bear in mind that the Forge can sit at a much safer elevation and distance in order to be effective. Whereas the PLC pretty much has to be suicidal in order to be used effectively at a reasonable operational range.
Not advocating a change one way or another, just keep the range in mind when considering DPS and alpha damage.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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abdullah muzaffar
Random Gunz Rise Of Legion.
550
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Posted - 2015.04.27 09:06:00 -
[11] - Quote
I would really like the AFG to be nore like the alldins. Thr AFG doesnt feel fast enough, and a clip of 4 doesnt help. The shot could use some speed buff. Overall, I'd like the alldins to have a tiny nerf to chargeup, but higher dmg, and the afg to be buffed a bit lower than the alldins in terms of chargeup and clipsize. The other variants need the splash back(albeit with less radius). The breach needs to have its movement penalt removed, and a slight buff to chargeup/dmg.
IJR took my soul. RIP 20/3/15 5:14
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8230
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Posted - 2015.04.27 10:17:00 -
[12] - Quote
Pokey Dravon wrote:I will offer up some caution to the reasoning in comparing Forge Alpha vs PLC Alpha. While it is a heavy weapon and in that should have some inherent benefit, do bear in mind that the Forge can sit at a much safer elevation and distance in order to be effective. Whereas the PLC pretty much has to be suicidal in order to be used effectively at a reasonable operational range.
Not advocating a change one way or another, just keep the range in mind when considering DPS and alpha damage.
I would not recommend any significant buffs to base alpha of any AV weapon save one, and that's because the thing is the worst AV hands down.
However. Pokey is absolutely correct about the gun in relation to the PLC. Any balance of one AV weapon should never allow the complete marginalizing of any other option.
AV
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
307
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Posted - 2015.04.27 11:01:00 -
[13] - Quote
Decrease charge delay and make it quicker. That will smack some fear into vehicles again.
48th Special Operations Force.
Twitter- @48SOF
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Stefan Stahl
Seituoda Taskforce Command
1119
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Posted - 2015.04.27 13:01:00 -
[14] - Quote
I'd like to wait for a passive rep/hardener balance pass. Right now you need massive alpha damage to kill a rep maddy, and the AFG can't and won't provide that unless we completely go insane on the numbers.
If dual reps dual hardened maddies are here to stay with the current numbers we need to think about giving FGs a significant buff, but right now I think it's more elegant to reduce the temporary invulnerability of maddies. |
Fox Gaden
Immortal Guides Learning Alliance
6421
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Posted - 2015.04.27 13:56:00 -
[15] - 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 -
[16] - 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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Harpyja
2388
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Posted - 2015.04.27 15:35:00 -
[17] - Quote
Forge guns are in a good place right now. Swarms are overperforming. A nerf to swarms should be the route taken instead of overpowering forges to the level of swarms.
"By His light, and His will"- The Scriptures, 12:32
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8250
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Posted - 2015.04.27 16:41:00 -
[18] - Quote
Harpyja wrote:Forge guns are in a good place right now.
What crack are YOU smoking?
Bear in mind, I don't think the OP's solution is a good one.
but DAMN. What game have you been playing?
AV
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Shinobi MumyoSakanagare ZaShigurui
Onikanabo Brigade Caldari State
1995
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Posted - 2015.04.27 19:30:00 -
[19] - Quote
Why isn't anyone stating the obvious .?. FG's are a heavy weapon , to max out to have access to heavy weapons , to max out the weapon , to skill into heavy suits much less max ( sentinel ) it out to be effective .
That takes work and you have a large number of players who just don't want to or actually do that .
If you had PRO forges that were purchased with aurum and had the skill set maxed , you would see too many FG's on the field ... just don't see too many who would do all that work only to not use the weapon but just to have and that's not saying that you don't have those who do so but they are in squads and active corps .. most of the time you have to be in the right place with someone feeding you hives for ammo and to watch your back as well .. just seems too much as opposed to having a swarm , using a sidearm and have the ability to dart in and out of traffic / jump out of the map lobbing swarm rounds like PLC shots ... things that you just can't do while using a FG and still be effective .
Not the swarms as much as what you have to do to acquire , use and be effective with a heavy suit and a FG .
You people always rag on something without stating the obvious , if your not doing that your trying to nerf something that doesn't need changing .
How many players can be effective with a FG , myo's and still get the job done .?. to that it's easier to use a medium , scout or commando ... grab a swarm and don't have to worry about ammo and having a ADS hovering over you while your in a slow suit using something that takes time to charge getting off one round to a ADS 3 shots and if they have passengers as well , wouldn't work out too well alone .
Doubts are like flies and should be treated as such and crushed . #PubsShouldBeRandomPlayers
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MythTanker
Fatal Absolution Negative-Feedback
355
|
Posted - 2015.04.27 21:09:00 -
[20] - Quote
Some of you may know that I am a dedicated PC FGer and this is my current view on this.
Std variant FG is fine where its at. It is good to train you how to lead DS and snipe Infantry/Links. (Yes, as a FG you need to take out visible enemy links and high ground Infantry)
AFG is the most viable way to go. 2nd highest damage of the FGs and fastest rate of fire by charge up time and it doesn't hold the charge. It is fine. No buff or nerf needed.
Breach FG needs work. It only have one advantage and many disadvantages. You are an easy target being that you can't strafe and shoot (which makes it hard to aim as well) so enemy tankers like DEATH SURROUNDS or PARTH0K will railgun snipe the **** out of you. I suggest allowing us to move. The 6 second charge up time kills the weapon as well. 1 of those 2 need to be addressed. Not both, that would be an over-buff.
Overall: The FG needs an ADS, maybe not an actual sight, but something like the PLC where it decreases the sensitivity to properly zero in on your target instead of having to change sensitivities in the menu all the time. Lastly all of the FGs need the splash of the AFG. It just makes the weapon more pratical for basically being a hand held tank cannon.
Thats just my .02 isk.
Drink Quafe F@gg0t -CPM Awox
FA's official FG bitch
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MythTanker
Fatal Absolution Negative-Feedback
355
|
Posted - 2015.04.27 21:13:00 -
[21] - Quote
Powerh8er wrote:It has too many cons and not enough pros. Nerfed into nothing more than a novelty gun. Offcourse it needs a buff.
Haha I disagree with that however. When I pick up my FG, with all due respect to 0.H, I **** down their vehicles throat.
Drink Quafe F@gg0t -CPM Awox
FA's official FG bitch
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8257
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Posted - 2015.04.27 22:17:00 -
[22] - Quote
MythTanker wrote:Some of you may know that I am a dedicated PC FGer and this is my current view on this.
Std variant FG is fine where its at. It is good to train you how to lead DS and snipe Infantry/Links. (Yes, as a FG you need to take out visible enemy links and high ground Infantry)
AFG is the most viable way to go. 2nd highest damage of the FGs and fastest rate of fire by charge up time and it doesn't hold the charge. It is fine. No buff or nerf needed.
Breach FG needs work. It only have one advantage and many disadvantages. You are an easy target being that you can't strafe and shoot (which makes it hard to aim as well) so enemy tankers like DEATH SURROUNDS or PARTH0K will railgun snipe the **** out of you. I suggest allowing us to move. The 6 second charge up time kills the weapon as well. 1 of those 2 need to be addressed. Not both, that would be an over-buff.
Overall: The FG needs an ADS, maybe not an actual sight, but something like the PLC where it decreases the sensitivity to properly zero in on your target instead of having to change sensitivities in the menu all the time. Lastly all of the FGs need the splash of the AFG. It just makes the weapon more pratical for basically being a hand held tank cannon.
Thats just my .02 isk.
Your assessment and reality do not seem to mesh well.
AV
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MythTanker
Fatal Absolution Negative-Feedback
355
|
Posted - 2015.04.27 22:30:00 -
[23] - Quote
Breakin Stuff wrote:MythTanker wrote:Some of you may know that I am a dedicated PC FGer and this is my current view on this.
Std variant FG is fine where its at. It is good to train you how to lead DS and snipe Infantry/Links. (Yes, as a FG you need to take out visible enemy links and high ground Infantry)
AFG is the most viable way to go. 2nd highest damage of the FGs and fastest rate of fire by charge up time and it doesn't hold the charge. It is fine. No buff or nerf needed.
Breach FG needs work. It only have one advantage and many disadvantages. You are an easy target being that you can't strafe and shoot (which makes it hard to aim as well) so enemy tankers like DEATH SURROUNDS or PARTH0K will railgun snipe the **** out of you. I suggest allowing us to move. The 6 second charge up time kills the weapon as well. 1 of those 2 need to be addressed. Not both, that would be an over-buff.
Overall: The FG needs an ADS, maybe not an actual sight, but something like the PLC where it decreases the sensitivity to properly zero in on your target instead of having to change sensitivities in the menu all the time. Lastly all of the FGs need the splash of the AFG. It just makes the weapon more practical for basically being a hand held tank cannon.
Thats just my .02 isk. Your assessment and reality do not seem to mesh well. Well it doesn't hurt to try. Do you mind elaborating?
Drink Quafe F@gg0t -CPM Awox
FA's official FG bitch
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8257
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Posted - 2015.04.27 22:54:00 -
[24] - Quote
MythTanker wrote:Breakin Stuff wrote:MythTanker wrote:Some of you may know that I am a dedicated PC FGer and this is my current view on this.
Std variant FG is fine where its at. It is good to train you how to lead DS and snipe Infantry/Links. (Yes, as a FG you need to take out visible enemy links and high ground Infantry)
AFG is the most viable way to go. 2nd highest damage of the FGs and fastest rate of fire by charge up time and it doesn't hold the charge. It is fine. No buff or nerf needed.
Breach FG needs work. It only have one advantage and many disadvantages. You are an easy target being that you can't strafe and shoot (which makes it hard to aim as well) so enemy tankers like DEATH SURROUNDS or PARTH0K will railgun snipe the **** out of you. I suggest allowing us to move. The 6 second charge up time kills the weapon as well. 1 of those 2 need to be addressed. Not both, that would be an over-buff.
Overall: The FG needs an ADS, maybe not an actual sight, but something like the PLC where it decreases the sensitivity to properly zero in on your target instead of having to change sensitivities in the menu all the time. Lastly all of the FGs need the splash of the AFG. It just makes the weapon more practical for basically being a hand held tank cannon.
Thats just my .02 isk. Your assessment and reality do not seem to mesh well. Well it doesn't hurt to try. Do you mind elaborating?
Forge guns can't match madrugar regen currently if the driver is using the double hardener meta fit. All progress is lost by shot 4. Any experienced HAV driver with two brain cells to rub together will be long gone before their hardeners drop
In short, only morons die in tanks unless subjected to 3+ focused fire forges.
AV
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MythTanker
Fatal Absolution Negative-Feedback
355
|
Posted - 2015.04.27 23:10:00 -
[25] - Quote
Breakin Stuff wrote:MythTanker wrote:Breakin Stuff wrote:MythTanker wrote:Some of you may know that I am a dedicated PC FGer and this is my current view on this.
Std variant FG is fine where its at. It is good to train you how to lead DS and snipe Infantry/Links. (Yes, as a FG you need to take out visible enemy links and high ground Infantry)
AFG is the most viable way to go. 2nd highest damage of the FGs and fastest rate of fire by charge up time and it doesn't hold the charge. It is fine. No buff or nerf needed.
Breach FG needs work. It only have one advantage and many disadvantages. You are an easy target being that you can't strafe and shoot (which makes it hard to aim as well) so enemy tankers like DEATH SURROUNDS or PARTH0K will railgun snipe the **** out of you. I suggest allowing us to move. The 6 second charge up time kills the weapon as well. 1 of those 2 need to be addressed. Not both, that would be an over-buff.
Overall: The FG needs an ADS, maybe not an actual sight, but something like the PLC where it decreases the sensitivity to properly zero in on your target instead of having to change sensitivities in the menu all the time. Lastly all of the FGs need the splash of the AFG. It just makes the weapon more practical for basically being a hand held tank cannon.
Thats just my .02 isk. Your assessment and reality do not seem to mesh well. Well it doesn't hurt to try. Do you mind elaborating? Forge guns can't match madrugar regen currently if the driver is using the double hardener meta fit. All progress is lost by shot 4. Any experienced HAV driver with two brain cells to rub together will be long gone before their hardeners drop In short, only morons die in tanks unless subjected to 3+ focused fire forges. I can agree with that. I thought you were saying that my buffs were not needed.
Drink Quafe F@gg0t -CPM Awox
FA's official FG bitch
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8259
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Posted - 2015.04.27 23:11:00 -
[26] - Quote
MythTanker wrote:Breakin Stuff wrote:MythTanker wrote:Breakin Stuff wrote:MythTanker wrote:Some of you may know that I am a dedicated PC FGer and this is my current view on this.
Std variant FG is fine where its at. It is good to train you how to lead DS and snipe Infantry/Links. (Yes, as a FG you need to take out visible enemy links and high ground Infantry)
AFG is the most viable way to go. 2nd highest damage of the FGs and fastest rate of fire by charge up time and it doesn't hold the charge. It is fine. No buff or nerf needed.
Breach FG needs work. It only have one advantage and many disadvantages. You are an easy target being that you can't strafe and shoot (which makes it hard to aim as well) so enemy tankers like DEATH SURROUNDS or PARTH0K will railgun snipe the **** out of you. I suggest allowing us to move. The 6 second charge up time kills the weapon as well. 1 of those 2 need to be addressed. Not both, that would be an over-buff.
Overall: The FG needs an ADS, maybe not an actual sight, but something like the PLC where it decreases the sensitivity to properly zero in on your target instead of having to change sensitivities in the menu all the time. Lastly all of the FGs need the splash of the AFG. It just makes the weapon more practical for basically being a hand held tank cannon.
Thats just my .02 isk. Your assessment and reality do not seem to mesh well. Well it doesn't hurt to try. Do you mind elaborating? Forge guns can't match madrugar regen currently if the driver is using the double hardener meta fit. All progress is lost by shot 4. Any experienced HAV driver with two brain cells to rub together will be long gone before their hardeners drop In short, only morons die in tanks unless subjected to 3+ focused fire forges. I can agree with that. I thought you were saying that my buffs were not needed.
they require new behaviors. there's nothing wrong with tanks that can't be fixed with a couple tweaks and adjusting FG rate of fire
AV
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Imp Smash
Molon Labe. RUST415
819
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Posted - 2015.04.28 02:01:00 -
[27] - Quote
MythTanker wrote: Overall: The FG needs an ADS, maybe not an actual sight, but something like the PLC where it decreases the sensitivity to properly zero in on your target instead of having to change sensitivities in the menu all the time. Lastly all of the FGs need the splash of the AFG. It just makes the weapon more pratical for basically being a hand held tank cannon.
Thats just my .02 isk.
These are pretty good minus all having splash. I would say the regular shouldn't. Too much forge sniping from buildings. The breach and Assault? Splash away.
But hitting zoom to have a very minor zoom (hell 2x would be enough) and the different sensitivity settings of ADS? That would make forges far more effective without buffing their sustained DPS (which they kinda need a tad..) |
MythTanker
Fatal Absolution Negative-Feedback
356
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Posted - 2015.04.28 02:21:00 -
[28] - Quote
Imp Smash wrote:MythTanker wrote: Overall: The FG needs an ADS, maybe not an actual sight, but something like the PLC where it decreases the sensitivity to properly zero in on your target instead of having to change sensitivities in the menu all the time. Lastly all of the FGs need the splash of the AFG. It just makes the weapon more pratical for basically being a hand held tank cannon.
Thats just my .02 isk.
These are pretty good minus all having splash. I would say the regular shouldn't. Too much forge sniping from buildings. The breach and Assault? Splash away. But hitting zoom to have a very minor zoom (hell 2x would be enough) and the different sensitivity settings of ADS? That would make forges far more effective without buffing their sustained DPS (which they kinda need a tad..) Well without I saying it, would want CCP to not do all of this at once. Little by little. I still destroy vehicles pretty effectively anyway. I'm patient
Drink Quafe F@gg0t -CPM Awox
FA's official FG bitch
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3142
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Posted - 2015.04.28 03:25:00 -
[29] - Quote
Breakin Stuff wrote:MythTanker wrote:Breakin Stuff wrote:MythTanker wrote:Some of you may know that I am a dedicated PC FGer and this is my current view on this.
Std variant FG is fine where its at. It is good to train you how to lead DS and snipe Infantry/Links. (Yes, as a FG you need to take out visible enemy links and high ground Infantry)
AFG is the most viable way to go. 2nd highest damage of the FGs and fastest rate of fire by charge up time and it doesn't hold the charge. It is fine. No buff or nerf needed.
Breach FG needs work. It only have one advantage and many disadvantages. You are an easy target being that you can't strafe and shoot (which makes it hard to aim as well) so enemy tankers like DEATH SURROUNDS or PARTH0K will railgun snipe the **** out of you. I suggest allowing us to move. The 6 second charge up time kills the weapon as well. 1 of those 2 need to be addressed. Not both, that would be an over-buff.
Overall: The FG needs an ADS, maybe not an actual sight, but something like the PLC where it decreases the sensitivity to properly zero in on your target instead of having to change sensitivities in the menu all the time. Lastly all of the FGs need the splash of the AFG. It just makes the weapon more practical for basically being a hand held tank cannon.
Thats just my .02 isk. Your assessment and reality do not seem to mesh well. Well it doesn't hurt to try. Do you mind elaborating? Forge guns can't match madrugar regen currently if the driver is using the double hardener meta fit. All progress is lost by shot 4. Any experienced HAV driver with two brain cells to rub together will be long gone before their hardeners drop In short, only morons die in tanks unless subjected to 3+ focused fire forges.
Are you expecting the Maddy to sit there and take it or something? IF something starts to shoot at me, I plan on running.......
Top lel
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Russell Franklin
The Exemplars
16
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Posted - 2015.04.28 07:24:00 -
[30] - Quote
I too as well am a dedicated forge gunner. After the last update HAVs are near impossible to kill alone unless the driver is stupid or careless. Most of my vehicle kills come from LAVs or DS. The Forge gun has served me well with infantry kills especially against logi backed HMG heavys. Best I can do against Maddys is scare them off until their modules cool down or go find easier kills. As far as changes go i think splash damage needs to come back to all variants. Breach forge guns should not lock you in place instead trade for 3 or even 2 round capacity in the mag with a slight reduction in charge time possibly slower reload speed.
Dedicated forge gunner and vehicle removal specialist for The Exemplars.
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