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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
530
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Posted - 2015.05.29 23:25:00 -
[1] - Quote
Standard forge guns- increase damage, Keep rof the same.
Assault forge guns- decrease rof to 1 second per shot, decrease damage to 500, 600, 800, increase ammo to 6 per mag.
Breach forge gun- increase time to 8-10 seconds, increase damage to 2600, 2800, 3000, ammo- 2
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Explanations
Std- this is your most often used forgegun. Can destroy tank solo with medium difficulty and easily with partner.
Assault- used to spam tanks to either 1 destroy, 2 make them retreat 3 pin them down. Gives it assault role that most weapons have (more ammo, father, less damage.)
Breach- the name says it. Breach. Push through them tanks. 2 shots to take out most tanks. Strong enough to outrep.
48th Special Operations Force
Twitter-@48SOF
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Sergeant Sazu
Mantodea MC
533
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Posted - 2015.05.29 23:40:00 -
[2] - Quote
Hopefully in this scenario, the splash damage on the assault variant is toned down? We wouldn't want a super Mass Driver that can also kill tanks.
[58.8m SP - Next skill: Nova Knife Prof. 3]
"I'll call in a Quafe LAV, AKA the Swaggin' Wagon." -CeeJ Mantis
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
530
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Posted - 2015.05.30 00:10:00 -
[3] - Quote
Sergeant Sazu wrote:Hopefully in this scenario, the splash damage on the assault variant is toned down? We wouldn't want a super Mass Driver that can also kill tanks.
Yes. It would need to be toned down.
48th Special Operations Force
Twitter-@48SOF
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PLAYSTTION
Corrosive Synergy No Context
1
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Posted - 2015.05.30 00:13:00 -
[4] - Quote
No thanks. I like the way they are now.
Gassault Galogi Galsent Galmando Galscout
Open Beta Vet - 44 mil sp
Director of Corrosive Synergy
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syzygiet
Negative-Feedback
44
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Posted - 2015.05.30 12:04:00 -
[5] - Quote
Tanks already laugh at the dmg, why would it be a good idea to decrease the dmg of afg? At those dmg you can't even kill tanked suits |
Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.05.30 14:34:00 -
[6] - Quote
Paging Breakin Stuff; Breakin Stuff to Forge Gun thread, thank you!
Alt of Halla Murr. Sentinel.
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Devadander
Woodgrain Atari
295
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Posted - 2015.05.30 14:43:00 -
[7] - Quote
Op smells like a non forge user.
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.05.30 15:15:00 -
[8] - Quote
How about... No, Scott.
Quit touching my forge gun.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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castba
Rogue Instincts New Eden's Heros
920
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Posted - 2015.05.30 15:23:00 -
[9] - Quote
How about this easy change..
1. Reinstate old damage, after all should do more than the PLC going by the description.
2. Reinstate old charge time
That is all. Leave the splash values as they are currently.
I miss my old aFG and bFG.
"When everything is OP, nothing is" - CCP Ratatti
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Pocket Rocket Girl
Psygod9
426
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Posted - 2015.05.30 15:57:00 -
[10] - Quote
Lightning35 Delta514 wrote:Standard forge guns- increase damage, Keep rof the same, .5 meter splash
Assault forge guns- decrease rof to 1 second per shot, decrease damage to 500, 600, 800, increase ammo to 6 per mag. 0 splash
Breach forge gun- increase time to 8-10 seconds, increase damage to 2600, 2800, 3000, ammo- 2 , 1m splash.
-
Explanations
Std- this is your most often used forgegun. Can destroy tank solo with medium difficulty and easily with partner.
Assault- used to spam tanks to either 1 destroy, 2 make them retreat 3 pin them down. Gives it assault role that most weapons have (more ammo, father, less damage.)
Breach- the name says it. Breach. Push through them tanks. 2 shots to take out most tanks. Strong enough to outrep.
i cant agree with the breach charge time, 8-10 seconds is way too long first shot and the tank is just going to run or it justs pops you as you cannot move while charging
Moo?
. . .
Le Moo?
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Mejt0
Dead Man's Game
1
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Posted - 2015.05.30 16:23:00 -
[11] - Quote
Our tanks have zero problems with current forge guns :).
In you scenario, our tanks would be in even better situation.
Loyal to The State
Supporter of : Guristas and The Khanid Kingdom
Hnolai ki tuul, ti sei oni a tiu
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Pvt Numnutz
Prophets of the Velocirapture
2
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Posted - 2015.05.30 20:09:00 -
[12] - Quote
Forge guns are fine the way they are. You are basing your changes off fighting tanks and aren't considering what this would do to dropships
Master Skyshark rider
Kaalaka dakka tamer
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
1
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Posted - 2015.05.30 20:27:00 -
[13] - Quote
Mejt0 wrote:Our tanks have zero problems with current forge guns :).
In you scenario, our tanks would be in even better situation.
Not really. With 3000 damage, hitting a weak spot... 250% or so....that's almost 7500 damage out of the blue, and one would take more effort aiming with shots that long.
It would be Dropships that suddenly are unable to even fart around a battlefield. They have large weak points.
http://youtu.be/dtXupQg77SU
Dust to Dust
Remember the dream you had before the day you were born.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.05.30 20:31:00 -
[14] - Quote
This idea is bad, and it should be kicked repeatedly and stuffed into it's locker and sealed in.
Your nifty keen idea would result in even LOWER DPS than we currently enjoy.
Thank you, no.
Seriously, no.
*sticks bolt pistol to the head*
Get out.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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CommanderBolt
KILL-EM-QUICK Rise Of Legion.
3
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Posted - 2015.05.30 20:42:00 -
[15] - Quote
Breach forge needs looking at in some way otherwise they are fine right now.
"Madness how we turned our common-ground into a battle-ground.." - Essa
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Devadander
Woodgrain Atari
297
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Posted - 2015.05.30 22:05:00 -
[16] - Quote
The only change I would accept is a one second longer breach charge in exchange for the ability to move.
That's it.
My forge is all V's, and half of you know it already.
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
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Pocket Rocket Girl
Psygod9
427
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Posted - 2015.05.30 23:10:00 -
[17] - Quote
Dovallis Martan JenusKoll wrote:Mejt0 wrote:Our tanks have zero problems with current forge guns :).
In you scenario, our tanks would be in even better situation. Not really. With 3000 damage, hitting a weak spot... 250% or so....that's almost 7500 damage out of the blue, and one would take more effort aiming with shots that long. It would be Dropships that suddenly are unable to even fart around a battlefield. They have large weak points.
breach forge gun 2100 damage base ( highest damage of FG least used from what i have seen)
with prof 5 2100 damage becomes 2415 damage or additional 315 damage
i don't know how the damage mod penalty stacks so my math is most likely wrong on this. but assuming the 1/2 after the first mod
3 complex damage mods (going off of my adv cal sent)
1st at 5% = 105 damage 2nd at 2.5% = 52.5 damage 3rd at 1.25% = 26.25 damage
the tank weak spot is 169% of base damage = 3549 or a increase of 1449 additional damage
weak spot + the rest will be 4047.75 total damage and does not account for the tank hardeners please if my math is wrong let me know but i believe i should be accurate
does not account for player skill
also bias tankers are bias
Moo?
. . .
Le Moo?
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Cody Sietz
Random Gunz Rise Of Legion.
4
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Posted - 2015.05.31 00:23:00 -
[18] - Quote
FGs are actually in a good place tho...
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
532
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Posted - 2015.05.31 21:17:00 -
[19] - Quote
Devadander wrote:Op smells like a non forge user. Funny. I have them proficiency lvl3
48th Special Operations Force
Twitter-@48SOF
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Deadly Goliath
Omega Warlords
87
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Posted - 2015.05.31 21:41:00 -
[20] - Quote
Lightning35 Delta514 wrote:Standard forge guns- increase damage, Keep rof the same, .5 meter splash
Assault forge guns- decrease rof to 1 second per shot, decrease damage to 600, 800, 1000, increase ammo to 6 per mag. 0 splash
Breach forge gun- decrease time to 5 seconds, increase damage to 2600, 2800, 3000, ammo- 2 , 1m splash.
-
Explanations
Std- this is your most often used forgegun. Can destroy tank solo with medium difficulty and easily with partner.
Assault- used to spam tanks to either 1 destroy, 2 make them retreat 3 pin them down. Gives it assault role that most weapons have (more ammo, father, less damage.)
Breach- the name says it. Breach. Push through them tanks. 2 shots to take out most tanks. Strong enough to outrep.
Neither of these would break through a tank, if you use tanks you would know. Alldin's Forge Guns hot about 400-500 damage to my Madrugar when I have the hardeners on, so that is at least 9 hits to kill me ( the shield can absorb 1 hit ), and that is with no reps, 160 repair rate will repair through any Forge Gun, have in mind this is an Alldin's I am talking about. To make Forge Guns viable they need to double the damage and triple the charge up time, this way it would take a huge amount of time to charge but the shot will break through half of any tank's health with the hardeners down. Right now the problem is that you shoot once and the tank turns both hardeners on, then you stand no chance of winning. If Forge Guns had enough damage to break the shields and 30%-50% of the armor, then the tank will pull back. The only problem I see this will cause is that Forge Guns would possibly be able to 1 hit dropships.
I'll whip ya head boy
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