Veigar Mordekaiser
Royal Uhlans Amarr Empire
676
|
Posted - 2012.07.26 05:12:00 -
[1] - Quote
Zoom would make it significantly harder to aim with... That thing has more and much faster sway than a sniper when you're charging! And if you got rid of the sway, then they really would be OP, 1.2k damage from the standard is more damage than any heavy can take..
Now, look at the other stats on the railgun vs forge gun issue. Hows the charge time? accuracy rating? splash damage? Also, how much do railgun skills affect railgun stats? I know forge gun operation gives a 3% decrease to charge time per level, and proficiency gives +5% damage (I think, I haven't bought it yet, but thats what I recall seeing in the market). What bonuses do the skills for a railgun offer? I don't use vehicles so I'm not sure about any of that stuff.
I use the advanced assault forge gun currently, and going through literally every round I have PLUS my AV grenades, I cannot break through the shields on a proto sagaris if they are paying attention and using their shield regenerators. My thoughts.... You're Doing It Wrong |
Veigar Mordekaiser
Royal Uhlans Amarr Empire
676
|
Posted - 2012.07.26 05:36:00 -
[2] - Quote
General Funguy wrote:According to the description of the skills, increasing the railgun skills only unlocks the next railgun. And I'm sure if you unlock the proto forge gun, you will see that even the best fitting on a sagaris can't hold up at all. About 4 shots is all it takes with the best shield extender and the best shield booster running at the same time. The only option is to try to hide or run if you can react in time and have an escape route. Trying to stand and fight against a forge gun is suicide, this shouldn't be the case when you consider it's an HAV vs Infantry. It's hard to hit someone direct with a rail gun so you rely on splash damage, proto heavies are at an advantage with even minimal cover. I'll give some of these guys credit though, I had one jump on top of my tank with a forge gun, I had to get out and shoot him to get him to jump off. If I didn't have a gunner at the time, he still would have finished me off. I don't mind being taken out by someone with skill, but camping on top of a tower taking cheap shots at large targets with an OP weapon is a different story. That's why I'm upset that they nerfed the remote explosives, at least when those get you, you know you were bested by someone with balls.
Proto swarms are almost worse since you can't avoid them once they are locked on.
The point is that a Marauder should never be an easy target, regardless of how good your gear is. It should take no less than multiple people attacking it or another marauder, or at least another HAV. Even the standard tanks should be more of a concern to an HAV driver than a Heavy which isn't the case. This makes no sense to me.
And like I said, I don't think the forge gun should be rendered useless, it should still be effective against an HAV, just not that effective. If you think I'm doing it wrong, unlock a marauder and see for yourself what it takes to keep them alive.
Well, perhaps the marauder needs an armor buff, rather than forge guns needing a nerf, considering that the Sagaris shrugs off forgegun hits like they're just a pellet gun. What is the supposed "role" of a marauder on the battlefield? anti-vehicle or anti-infantry? |