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Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.07.29 15:33:00 -
[31] - Quote
Dillan NightStorm wrote:I agree with the OP.
The range, instant hit and damage of a full proto forge gun is moronic. I have my Myron fully spec'd out as a shield tanking gunship, I don't carry a CRU as I don't want muppets in my gunship shooting at silly things when I'm pointing them at and tanking a tank.
I can survive against any tank in the game some of the best swarm launchers are a difficulty and will force me to fly away and take evasive action but you do not get this opportunity with a forge.
The forge on most vehicles is a one or two shot hit. The proto forge is a one hit kill unless they user of the vehicle has spec'd and spent money on a shield fit like myself. The issue is INFINATE RANGE, INSTANT HIT, GOOD TRACKING, GOOD REFIRE & of course MASSIVE DAMAGE.
If a Heavy can carry around a weapon that does more damage than the best railgun in the game then why do we have tanks?
This weapon needs a serious nerfing!
^Obviously doenst use a forge gun and obviously doesnt get shot up by them either.
First off range is definetly an issue but not just for this gun there are other weapons with infinite range as well which negates the sharpshooter skills this should hopefully be fixed regardless.
Secondly the shot does travel requiring aiming to be led ahead if its a distant shot its not instantly applied to things inside the recitile I mean the shot is fast but at far away its possible to 'dodge' it.
Also the tracking is quite bad, one in four shots will be off dead center which can screw up long distance attempts and even short distant attempts as well. Followed by severly reduced swing speed when the charge is thrown into the bottle.
Refire attempts are at least 2.25 seconds apart, Railguns however are less than a second on refire, Blasters are extremly high damage and dps and missile launchers as well. Out of all three anti-craft weapons forge guns are probably the absolute slowest.
Finally you do understand that this gun is a modified blast mining laser used to blast asteriods made of extremly tough materials apart to be mined, materials that your tank is made out of most likely.
Finally you are getting one shotted by a forge gun in a drop ship? you're doing something wrong because Im near max proficency with the forge gun and it still takes most dropships 2+ shots to bring down. |
Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.07.29 15:38:00 -
[32] - Quote
Dewie Cheecham wrote:Veigar Mordekaiser wrote: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 If the tank gets caught up on anything, and/or are in the process fo turning, it can not get out of the way of a Proto Forge gun with max proficiency in time to survive. Tanks have an atrociously slow turn rate, and controls are not helping, you have to move back or forth in order to turn. Large turrets are even worse. The Forge gun proficiency gives you 3% damage per level. (FYI: Swarm Launcher Proficiency gives 3% faster reload time per level to the SL) My point is, and have been from the beginning, that a tank mounted weapon, with its larger size, and much higher energy reserves, should NEVER be weaker than a handheld one. If such a handheld weapon were developed, it would take exactly no time for the tank devs to scale it up and put it on a tank. Ergo, handheld weapons should never do more damage, have better range, and be more accurate than tank weapons. Besides, taking down a marauder should never be a one man job.
Considering tanks have infinite ammo, have to move a possible 60 tonn+ body at a good speed much faster than any infantry can run and the most similar weapon the railgun has a higher refire rate and above all a larger heatsink able to shoot much more before forced cooldown than a forge gun. Also Railgun vs Forgegunner, guess who can take more shots to kill. Railgun also has a penchant for being super accurate unlike the forge gun, you can litterally snipe people if you spot them with the railgun and take em out. |
vermacht Doe
93
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Posted - 2012.07.31 00:00:00 -
[33] - Quote
General Funguy wrote:The Forge gun does almost equal or greater damage than a large railgun on an HAV.
Standard Forge Gun = 1200 Standard Large Railgun = 900
Advanced Forge Gun = 1320 Advanced Large Railgun = 1350
Prototype Forge Gun = 1440 Prototype Large Railgun = 1170 (Not sure why this one does less damage)
The point is that the proto forge gun can OWN a Sagaris in 3-4 shots. Even when the HAV is double tanked. I can take on other tanks and hold up better than I can against a forge gun. It's bad enough that the infantry is so hard to hit at range and can hide, but to have this weapon be so powerful is absurd. It's a HANDHELD weapon, there is no reason whatsoever that it should be equal/more powerful than a FULLSIZE railgun on a tank.
Now before the trolls start in, I'm not saying that the forge gun should be ineffective against a tank. By all means keep it an AV weapon capable destroying vehicles, but having it do more damage than the HAV is ridiculous. A Marauder should be able to take more shots from a forge gun than it can from another marauder.
Suggestion, decrease the direct damage that it does( to a reasonable amount below the point of a comparable full size railgun), but increase the blast radius to make it slightly better against infantry, and add a zoom/ADS ability to increase accuracy.
Either that or give the large railgun a slightly increased blast radius or ZOOM to be able to at least attempt to counter, and make the damage indicator show which direction the shot came from, because right now you take at least 2-3 hits before you even know what's going on.
The forge gun has no zoom and limited ammo. It only takes one tank shot to kill a heavy |
vermacht Doe
93
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Posted - 2012.07.31 00:03:00 -
[34] - Quote
Avenger 245 wrote:FG ate to accuact they shouldn't be able to hit a infintry at medium range most of the time, and a AV weapon shouldn't be so good vs infintry. Lower its accuacy at range so it cant hit a dropsuit but it can still hit a vehicle. Give it a despersion effect so by the time it gets to a certain range it doesn't do as much damage. Since you know it is a short range AV weapon.
And since its a AV weapon and adsuming it firing a lot of mass and not all of that plasma would hit a smaller dropsuit I think it should do 35% less damage vs infintry. However I think its damage vs vehicles is good as is
My problems stem from being out sniped by a forgevgun at med range when I am the sniper. And from being sniped by a spawncamper on a building from long range.
It already has no zoom so why would lowering accuracy balance it? |
vermacht Doe
93
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Posted - 2012.07.31 00:11:00 -
[35] - Quote
General Funguy wrote:Veigar Mordekaiser wrote: 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?
The Sagaris can shrug off a basic forge gun hit (one or two), but the advanced and protos do significant damage. Garrett Blacknova wrote:Lets think about this...
The heaviest mounting you can attach a Forge Gun to will die to a near miss from a Railgun.
A Marauder can take several hits from the Forge Gun.
I don't think it's OP. This is simply not true. The higher end heavy suits can take several shots of splash damage from a railgun. A direct hit is OHK on any infantry, but splash damage requires multiple shots, usually. Buzzwords wrote:marauders have a built in 50% damage bonus.
so you're 1,350 advanced railgun actually deals 2025 base damage on a sagaris or surya.
then all the other reasons you're wrong. like charge time and the ability to be aimed and infinite ammo and more shots before overheat than shots before reload. You are partially right, the 1.5x damage on the marauder makes the railgun deal more damage(2025 is a direct hit, it's hard to hit moving infantry directly), however, "aimed" doesn't do anything in a tank, there is no zoom, it's just a switch to first person with 1x magnification. Single shot charge time on a tank is .8 seconds, forge guns are 3.5 sec and 2.5 sec respectively, less once the skill has been trained up, so the HAV wins there. Multiple shots are hard to aim in an HAV due to recoil, so controlled fire(at range) is about the same speed as a forge gun, with the advantage going to assault forge guns(but not by much). Keep in mind, the forge gun has a larger target to shoot at, HAVs can be seen from a longer distance, and have a difficult time finding cover. Unlimited ammo is definitely something I didn't take into consideration, but usually when they are camping on a tower they have nanohives. Not to mention it's almost impossible to hit an elevated target in an HAV. I'm wondering how many of you guys are heavies who don't want your forge guns nerfed. I understand, I like getting one hit kills too. I'm not suggesting they be dropped to the level of Swarm launchers or anything, just enough to where a proto forge gun can't solo a maurader without a reload or two. It's easier for a proto heavy to take out a marauder than the opposite, UNLESS you score a direct hit on the heavy with a railgun. I can't speak as to the effectiveness of the large missile launchers, I don't use them. For the record, I fully expect to be annihilated if I am attacked by multiple AV infantry, but soloing a marauder shouldn't be easy when you consider a well equipped one costs over 500,000 ISK. Not to mention the MILLIONS of SP to unlock not only the HAV, but the modules as well.
You're not the only ones who spend millions of sp in one class. Literally everyone does that unless they don't wanna get destroyed every match |
Logisticus Testing
Tronhadar Free Guard Minmatar Republic
17
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Posted - 2012.07.31 00:52:00 -
[36] - Quote
i think it's funny that people complain about forge gunners on the towers, when i've seen tanks on top of those things. are you freaking kidding? a tank, on top of a building, not sliding off, shooting targets all over the map. i believe that's a textbook definition of absurd. |
zerkin gerend
Villore Sec Ops Gallente Federation
67
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Posted - 2012.07.31 02:58:00 -
[37] - Quote
there not op stop standing still and dont drive your tank into our kill zone |
vermacht Doe
93
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Posted - 2012.07.31 09:09:00 -
[38] - Quote
Logisticus Testing wrote:i think it's funny that people complain about forge gunners on the towers, when i've seen tanks on top of those things. are you freaking kidding? a tank, on top of a building, not sliding off, shooting targets all over the map. i believe that's a textbook definition of absurd.
Agreed |
ICECREAMK1NG WARRIORS
99
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Posted - 2012.07.31 10:13:00 -
[39] - Quote
Shock horror more tank drivers QQ . lol. |
Velvet Overkill
104
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Posted - 2012.07.31 11:42:00 -
[40] - Quote
General Funguy wrote:Either that or give the large railgun a slightly increased blast radius or ZOOM to be able to at least attempt to counter, and make the damage indicator show which direction the shot came from, because right now you take at least 2-3 hits before you even know what's going on. The large railgun already has ZOOM, just switch to 1st-person point of view with R3 and press L1. |
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Reaper Alim
Villore Sec Ops Gallente Federation
1
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Posted - 2012.07.31 14:25:00 -
[41] - 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. As a Sagairs operator I completely agree either the vehicle armor/shields and/or weapon damage vs heavy infantry needs to be incressed or the anti vehicle weapons need to be scaled down a little bit to make it fairer a more worth wild to field a 260000isk HAV.
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Reaper Alim
Villore Sec Ops Gallente Federation
1
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Posted - 2012.07.31 14:36:00 -
[42] - Quote
Iron Wolf Saber wrote:Dillan NightStorm wrote:I agree with the OP.
The range, instant hit and damage of a full proto forge gun is moronic. I have my Myron fully spec'd out as a shield tanking gunship, I don't carry a CRU as I don't want muppets in my gunship shooting at silly things when I'm pointing them at and tanking a tank.
I can survive against any tank in the game some of the best swarm launchers are a difficulty and will force me to fly away and take evasive action but you do not get this opportunity with a forge.
The forge on most vehicles is a one or two shot hit. The proto forge is a one hit kill unless they user of the vehicle has spec'd and spent money on a shield fit like myself. The issue is INFINATE RANGE, INSTANT HIT, GOOD TRACKING, GOOD REFIRE & of course MASSIVE DAMAGE.
If a Heavy can carry around a weapon that does more damage than the best railgun in the game then why do we have tanks?
This weapon needs a serious nerfing! ^Obviously doenst use a forge gun and obviously doesnt get shot up by them either. First off range is definetly an issue but not just for this gun there are other weapons with infinite range as well which negates the sharpshooter skills this should hopefully be fixed regardless. Secondly the shot does travel requiring aiming to be led ahead if its a distant shot its not instantly applied to things inside the recitile I mean the shot is fast but at far away its possible to 'dodge' it. Also the tracking is quite bad, one in four shots will be off dead center which can screw up long distance attempts and even short distant attempts as well. Followed by severly reduced swing speed when the charge is thrown into the bottle. Refire attempts are at least 2.25 seconds apart, Railguns however are less than a second on refire, Blasters are extremly high damage and dps and missile launchers as well. Out of all three anti-craft weapons forge guns are probably the absolute slowest. Finally you do understand that this gun is a modified blast mining laser used to blast asteriods made of extremly tough materials apart to be mined, materials that your tank is made out of most likely. Finally you are getting one shotted by a forge gun in a drop ship? you're doing something wrong because Im near max proficency with the forge gun and it still takes most dropships 2+ shots to bring down. Iron Wolf you should stop trollin because it do not suit you. Railguns less than a second, lies. one in four shots will be off center from a forge gun, more lies cause when I equip mines it's more like 4 out 5 shout dead on center aim markers. Nice try trollin people maybe next time.
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Reaper Alim
Villore Sec Ops Gallente Federation
1
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Posted - 2012.07.31 14:42:00 -
[43] - Quote
Logisticus Testing wrote:i think it's funny that people complain about forge gunners on the towers, when i've seen tanks on top of those things. are you freaking kidding? a tank, on top of a building, not sliding off, shooting targets all over the map. i believe that's a textbook definition of absurd. I do agree with you there and I think the best fix for that is to make the very top of very tall build red zones where if you stay there on foot or in any form of vehicle you should die. Quick and easy fix end of point. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.08.01 03:42:00 -
[44] - Quote
Reaper Alim wrote:
Iron Wolf you should stop trollin because it do not suit you. Railguns less than a second, lies. one in four shots will be off center from a forge gun, more lies cause when I equip mines it's more like 4 out 5 shout dead on center aim markers. Nice try trollin people maybe next time.
Dunno the guy getting called out about not playing the game vs the one who is well known froge gunner, not sure whose words Id be taking.
Also fun fact did you know railguns are quick to refire if you hold to trigger down? Its true! Why do you think that Surya beat you on the refire after it missed you the first time? It was halarious watching you get owned. |
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