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Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.07.23 18:59:00 -
[31] - Quote
Dewie Cheecham wrote:Hellhammer Tactical wrote:its a large calliber railgun, having a lock on would not make sense, as it has no target tracking capabilitys.
most forge gun users will agree that using a forge gun on any infantry at almost any range is hit or miss (sorry couldnt help it) and there really is no need to go messing with a weapon that works exactly how its ment to. Thne have it work like the proto FG's, where they automatically discharge as soon as they've run up their charge. The main problem is probably that the Assault FG can hold the charge for a long time.
^Somone who doesnt use forge guns.
Assaults dont hold thier charge they discharge in 2 seconds with no containment.
Regular Forge Guns can hold thier charge but that in itself is the advantage so that shots dont get wasted as easily.
Also unlike alot of the stupider AOE slash damage weapons, such as the remote explosives Forge Guns are more than capable of hurting the owner in range of the blast instead of how remote explosives seeminly don't do so. Swarm Launchers wouldnt been so bad if was near suicidal to use at close range. Maybe next weekend Ill see about going anti infantry with a swarm launcher and see how that works out. |
Logisticus Testing
Tronhadar Free Guard Minmatar Republic
17
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Posted - 2012.07.23 23:01:00 -
[32] - Quote
Hellhammer Tactical wrote:i will admit Buzzwords i do get as many if not more kills with my smg as i do with the forge gun
would love to know what SMG you're using, in that case. i use the Toxin that came with the merc pack, and generally get killed one on one with someone with an AR, ANY AR. worked the same with the breach SMG i was using before that. granted, they're standard quality, but i should get at least a few more kills at close range than i do, i'd think.
I know folks will just say i suck at shooting a gun, and to an extent i'll agree, though i've done pretty well in other shooters, but i'd have to say it's the exact opposite with my forge gun. i'd stick with my forge gun for AI, at least until i'm out of ammo, because my SMG doesn't seem to hit for squat, whether it's poor hit detection or crappy damage, or both. but the forge is NOT my weapon of choice for AI, just happens that a proto is as decent at killing infantry as it is tanks. |
Fivetimes Infinity
Immobile Infantry
1086
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Posted - 2012.07.23 23:42:00 -
[33] - Quote
Bones1182 wrote:A continuous beam makes no sense as it is a rail gun firing a slug of super heated plasma. It is not a laser weapon nor is it meant to be one.
There is streak of blue lightning. Perhaps a more residual trail but that is all.
It's a video game weapon, who gives a ****. They can rewrite its description if it's so important to them. |
Bones1182
Circle of Huskarl Minmatar Republic
86
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Posted - 2012.07.23 23:48:00 -
[34] - Quote
Fivetimes Infinity wrote:Bones1182 wrote:A continuous beam makes no sense as it is a rail gun firing a slug of super heated plasma. It is not a laser weapon nor is it meant to be one.
There is streak of blue lightning. Perhaps a more residual trail but that is all. It's a video game weapon, who gives a ****. They can rewrite its description if it's so important to them. The devs care hence why it is a large caliber rail in the first place.
Yes I am being an asshat now but my point is still true.
Besides a continuous beam would be even more useful for killing infantry especially at choke points. |
Garrett Blacknova
Codex Troopers
1849
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Posted - 2012.07.24 00:01:00 -
[35] - Quote
Ask for beams when they add laser turrets.
Let railguns be railguns. |
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
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Posted - 2012.07.24 00:07:00 -
[36] - Quote
Iron Wolf Saber wrote:I am sorta fond of the splash damage because I run out of secondary weapon ammo so constantly and randoms won't resupply me even if I ask nicely. Also the forge gun slags stuff apart Im sure where it hit on the ground it turns into a blowhole of molten metal and detonates when cooled when exosed to the air.
Also slash damage makes up for the inaccuracies of the forge gun against tanks from a high vantage point. Its rather annoying ot ahve a shot scew up and to the right and miss entirely its bad enough it takes seconds between each shot.
Maybe infantry need blast armor something to reduce aoe damage signficantly.
If anything the FG needs less splash damage its designed to be all about DIRECT damage, and you run out of secondary ammo...really? Try using a 500 round SMG instead of a pistol, and thats without the ammo upgrade. If CPU cost is an issue the Boundless Breach SMG has a cpu cost of 57 and with maxed out sidearm capacity it drops to 34. If you are going to say the SMG is not good enough it has a higher DPS then the Creodron Breach AR. |
Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.07.24 01:49:00 -
[37] - Quote
Sorry getting closer to the enemy gets me killed as heavy. Pistol keeps thier heads down at least because they go "Oh kittens that first hit took my shields off entirely!" and for the unsuspecting and stupid two pulls is all I need to kill some of them. I get more kills per 36 bullets a pistol has than 500 smg rounds ever granted me.
Next off A nerf I am willing to live with is removal of the 'infinte' range and sever reduction in range that without upgrades for sharpshooter you wont be able to hit some extremly high flying dropships.
I will accept that nerf if they remove the infinite range on missile launcher/railguns on the dropships as well. |
Hellhammer Tactical
Algintal Core Gallente Federation
45
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Posted - 2012.07.24 05:40:00 -
[38] - Quote
i use the boundless breach smg, and the range on smg is terrible until you max sidearm sharpshooter. the pistol is much better but its mag size kept getting me killed.
as to railguns not having splash, i know from experience that a Kv railgun will cause shrapnel, thermal and EM splash at the point of impact. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
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Posted - 2012.07.24 12:13:00 -
[39] - Quote
Last weekend I spent testing forge gun extensively.
The range is a must in order to take down tanks. One of the reasons is that the tanks move so fast and best marauders need 6-10 double amplified shots to die. They always start moving away after few hits. At closer distances you get 1-2 shots before tanks easily blasts you.
Forge gunners are fodder to infantry, I always found them easy prey while using AR/SMG. So, forge guns aren't overpowered vs regular infantry. They are poor in hitting moving infantry.
Stationary infantry, on the other hand, is an another case. Reason is the aim assist which 'captures' the shot and makes wondrous kills at extreme distances. So anti-sniper use is over effective atm, but through splash damage it would make sense (might bve worth remembering, real world heavy rifles like barret are used to blast through walls snipers are hiding behind. No straight shot but making another snipers life miserable)
TL;DR and my suggestions: - Auto aim off (as with all guns. Move control balancing is another issue though.) - Direct hit kill power vs infantry is balanced and makes sense. - Range of the forge gun MUST stay. - Nerfing the splash damage is acceptable though it's not mandatory. |
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