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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.05.29 12:11:00 -
[1] - Quote
Lightning35 Delta514 wrote:With player trading came more officer snipers.
Tanks were tweaked and are speedy enough to escape.
What's the problem?
FORGE GUNS.
I can't remember that last time I saw someone use it and ACTUALLY DESTROY A VEHICLE.
I was looking at some dust videos and I saw a map that I haven't been on in a LONG time. It is the perfect map for forge gunners, well was. Tanks can escape and rep quickly now and there's always that one annoying Officer sniper shooting everyone.
FORGE GUNS need a BUFF.
Damage or rof wise, it needs to be looked at.
Maybe even both. It is should be the superior av weapon. It needs like 1 sec less charge time per tier and a couple hundred more damage.
Forge guns are still excellent. While tanking, they are scary and have to be considered about when moving around. While using them... They still have The power.
Difficulties breaking a well designed proto tank with all modules on? Live with it. Don't expect to solo it that very moment. Hold fire when you see some other AV open fire then open yours!
I am talking mostly as a Ishukone Assault Forge Gun user. Never fired a single shot on any of the officer forges.
Looking at both sides of the coin.
Even Aurum one.
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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.05.29 12:14:00 -
[2] - Quote
Actually, the greatest attribute of forges, often overlooked, is their damage projection.
Near instantaneous, 300m radius, very accurate. THAT is the advantage the swarms don't have!
Looking at both sides of the coin.
Even Aurum one.
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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.05.29 12:55:00 -
[3] - Quote
Yeeeuuuupppp wrote:Only situation I find the fg effective over the jumpy plc lai Dai strategy is for anti air
So you consider rooftop forge camping ineffective?
Looking at both sides of the coin.
Even Aurum one.
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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.05.29 13:14:00 -
[4] - Quote
Deadly Goliath wrote: Forge Guns are exactly where they need to be, but you can't expect a Sentinel fitting with a Forge Gun that costs 100,000 to take out a tank that costs 1,000,000. CCP intended that, to take out a tank you need at least 2 guys shooting at it. On the other hand AV grenades are a little bit too strong. Sometimes I am in my Gunnlogi Cv.0 and a scout uncloaks out of nowhere and since hardeners take 2 seconds to turn on he has already thrown 2 Lai Dai Packed AV grenades and dropped most of my shields, then one shot from the Plasma Cannon to finish of.
In my opinion the delay between each grenade throw needs to be increased by 0.5 seconds.
I kindly ask that please don't make isk comparisons - they do nothing for the battlefield balance and also should not do. Isk balancing is the worst balancing.
No matter what the price tag is, they bring absolutely no balance whatsoever for a single fight. Or a series of important fights.
While the concept if 'winning the isk war' is coming to Dust, Thinking isk wise in this context only does harm.
Looking at both sides of the coin.
Even Aurum one.
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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.05.29 13:28:00 -
[5] - Quote
While I am saying that forgers are powerful and okay,
there was some esteemed person who proved that it is impossible to break a doublerep-doublehardened madrugar by a IAFG - or two!
I checked his math and it was solid. 2rep2hard tanks in their prime can't be broken, each ~2500damage hit nets only some 300 point net damage.
BUT that still does not matter. Those plateless tanks are so vulnerable that they pop all the time when their hardeners aren't on. Instapop without a chance to activate them is common.
note that I do not want to derail this into a tank fitting discussion, I pointed out that there is a scenario where even the best FG isn't enough - but it shouldn't be able to either.
Cool if someone finds the post with calculations.
Looking at both sides of the coin.
Even Aurum one.
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