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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.07.17 06:31:00 -
[1] - Quote
RUMOR CONTROL - FACTS HERE:
- Tactical Sniper Rifle range 350m - Charge-type sniper rifle range 400m (including SYMB's) - Basic type sniper rifle range 450m (including Thale's and Roden) - Sniper rifle has no optimal or damage falloff, meaning full damage until max range, then impossible to hit
- Forge Gun range 300m, all models (disclaimer, have never fired a shot on any officer forge lol so can't personally verify. Although there is no indication of greater range) - Forge Guns have no optimal or damage falloff, meaning full damage until max range, then impossible to hit
KERO-TRADER is my official Eve character for Dust trading.
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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.07.17 06:34:00 -
[2] - Quote
Now comments themselves:
Forge Guns are frigin' near OP murdertools. Forge sniping is too easy.
The best way to address forges sniping infantry would be to make the forge shake real instead of cosmetic one (I've been asking this for two years now)
Second thing what the forges need (and sniper rifles btw) is them to have optimal range, then falloff where damage output gradually deceases
KERO-TRADER is my official Eve character for Dust trading.
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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.07.17 06:43:00 -
[3] - Quote
About current cosmetic only - shake VS proposed real forge shake:
There's been heavy threads earlier by King Kobrah here.
Still the good way to handle forge sniping would be to fix the cosmetic only charge up shake.
SUGGESTION: Make forge shots go where the sight is while shaking And all forges should shake again while holding a charge (maybe maybe not breach)
It is supposed to be a balancing factor for aiming, but it is just the shake of the gun and sights - the shot still goes dead center. Which can be abused by having tape/monitor feature - but in skilled hands even that is not required.
Hence the forge sniping issue.
Having the shake REALLY affect where the forge shot goes does the following: - It would still be possible to kill infantry at extreme range, but it would take both skill and a bit of luck. Not just to have red reticle. - Far better way than to nerf forge damage at range, that would make it purely close up weapon =( - Far better way than to nerf forge damage vs infantry, that shot should still kill. And nerfing vs infantry only would make fg users even more defenseless against AR infantry in close - Shake would make it harder to lock down the entire map by forging from top of skyscrapers. It would still be possible to harass and occasionally kill, even tanks, but not godlike total domination - Forge would be still very powerful as it would still be easy to hit up to medium range (AV especially).
AV implications of NOT having the shake: - It has been is very hard to balance dropships as they have to face anti HAV weapons full on, even at extreme ranges. Shake would make DSs life easier (note that because that has NOT been the case, DSs were given protection by adding a lot of HP. Which in turn partially lead to swarm ineffectivity, before swarm rebuff... Everything affects everything.) - Forge ranges were nerfed hard from 600m to 300m. The reason for the nerf was: Too effective at extreme range. Killing tanks, DSs and countersniping redline infantry.
KERO-TRADER is my official Eve character for Dust trading.
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