Fivetimes Infinity
Immobile Infantry
1086
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Posted - 2012.07.20 15:17:00 -
[1] - Quote
Regarding forge guns I actually wonder if they aren't too good at killing infantry. They're less reliable than an assault rifle usually, but them being a one-hit-kill still makes them fairly dangerous. Considering that the swarm launcher was nerfed for its anti-infantry ability, and given the forge gun's great anti-vehicle ability, I think it needs to have its power vs. infantry reduced a great deal. Heavies with forge guns engaged by infantry ought to be pulling out their sidearm, just as they would if they had a swarm launcher. Either that, or the anti-vehicle ability needs to be taken down a notch in recognition of their anti-infantry ability.
And blaster turrets are fairly terrible. They're not as bad when they're mounted on structures, but a moving vehicle where you're trying to hit moving infantry is a losing proposition. Railguns are better against vehicles/structures, and missiles are better against infantry. Blasters don't have any real place, currently. |
Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2012.07.20 18:29:00 -
[2] - Quote
Asno Masamang wrote: I think I have died to two Forge Guns at close range... Please note that I don't use heavy or assault suits.
Well, how many times have you been in a fight with someone using a forge gun at close range? How many times has a forge gun been firing at you and you've gotten the kill before you got hit by the gun and melted? Maybe you've only ever really fought four forge guns at close range where the forge gun user decided to keep the gun out rather than switch to their sidearm. Maybe your survival rate against forge guns is in fact 50%.
It's tough to go by anecdotal stuff with these things. My own experiences using a forge gun quite a lot is still just the experiences of one person for however-many games. I have gotten a fair number of kills with them and being killed a fair number of times as well. But, again, this is just the perceptions of a sample size of 1, and I'm not even tracking numbers. So who knows, maybe I think they're okay at anti-infantry and I'm actually vastly underperforming!
There are really two things I think I can say that are really close to indisputable: First, forge guns are great at anti-vehicle stuff, and they're also decent for killing infantry, which seems to be a contravention of the sort that got forge guns nerfed; and second, being killed by a forge gun is pretty boring. It isn't like two guys with SMGs or ARs fighting it out. I don't think a weapon where the target is either totally healthy or dead leads to very enjoyable gameplay.
So, I'd say the above suggestion is good. For forge guns, take away the ability to hold the charge indefinitely. Reduce the splash damage. From there, either decide that the forge gun is anti-vehicle and nix its potency against infantry by a great amount, or make it something on both sides of the fence. If it is to retain its role as a decent infantry-killer, then reduce its damage but up its charge rate and its ammo count. Make it a faster-firing, less-damaging thing that is decent against vehicles and infantry but excels at neither function.. From there you can maybe expand upon it with variants that are better at taking out infantry, or better at taking out vehicles, at the expense of the other function.
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