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Zero Harpuia
Maverick Conflict Solutions
422
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Posted - 2012.07.28 19:55:00 -
[1] - Quote
I'd like to have this thread open for everyone to post their feelings, experiences, etc on the Forge Gun, and only that. We make a post independent of every other post, please do not post just to rail against someone else or their thoughts, just post your own.
The next post is not a double post, I am also posting as a reply so it receives no more import than anyone else. |
Zero Harpuia
Maverick Conflict Solutions
422
|
Posted - 2012.07.28 19:56:00 -
[2] - Quote
Personally, I like the Forge the way it currently is. We do a large amount of damage, fair for an AV weapon as accurate as the Forge. We can injure infantry, and do so decently, but we have 16 shots, and we have to wear a Heavy suit to even equip the gun. We have no equip slots, so we cannot repair ourselves or get more ammo from our own nanohives, we need support. We need to aim down from on high to do any damage to infantry that are moving, making it even less likely a Logibro will chuck us a Nanohive if we hide in a corner/on a roof. If we get a direct hit, it's because you were standing still, moving straight at us, or the stars aligned for our bad accuracy percentage, or sometimes a combination. We can't deploy quickly, so most tanks can hide and rep before we can take them out, and if we do more damage than a Swarm, it's because we have to aim and wear Heavy. We may do more damage than a Large railgun on paper, but the tank does more including intrinsic bonuses, gunners, accuracy, and just being a TANK. Also, there IS travel time for the bolt, and it is quite noticeable. Finally, going back to the Heavy thing, we have to wear heavy while Swarmers don't, so we should have the few benefits over them that we have (shorter travel time, less visible bolts, etc). That said, our bolts are easy enough to see if you look.
All in all, Forge Guns are fine this build. They can't single splash militia anymore unless you go full gank and full proto, so I see them as a fair weapon. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
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Posted - 2012.07.28 20:19:00 -
[3] - Quote
I would like them to have a falloff accuracy so that they can still hit large(vehicles) targets at medium range but enough so they miss infintry at medium range. |
Icy Tiger
496
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Posted - 2012.07.28 20:48:00 -
[4] - Quote
They're pretty good. |
XBARTX99
WarRavens
11
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Posted - 2012.07.28 20:52:00 -
[5] - Quote
i like them as they are but it would be nice if they had 20 rounds total so that the clip bonus to heavy weapons skill would do somethign every level |
Jak Teston
Osmon Surveillance Caldari State
99
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Posted - 2012.07.28 20:59:00 -
[6] - Quote
I have no idea how those people that use forge guns actually survive in this game. I can't make forge guns work for me so when they make it work even against infantry I give them credit for that. It takes aiming, movement and positioning skills to pull that off so I can't be angry when one takes me down.
So from an exclusively infantry point of view I think forge guns are fine. |
Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.07.28 21:10:00 -
[7] - Quote
I think the standard issue variety of forge guns needs to be looked at again for other advantages of being able to contain charges possibly longer range than the assaults and being able to match damage if overcharged.
I also feel that forge gun infinite range is a tad bit overpowered but I also understand we need the reach as well. There certinaly needs to be be a need to train up heavy weapon sharpshooter with this weapon to at least 5 to get to our 'comfortable' engagement ranges again.
I also think that dead center shots are a bit too high in frequency vs the off center shots, its needs to be a bit more toned down to be slightly albit more ineffective anti infantry weapon as its becomming a bit to reliable for me lately.
Clip size about perfect, so is the damage, I honestly think the slowdown walk while charging is also good negator for having the damage. Splash is the right size too allowing people to easily dodge even nearby strikes, the backflack damage for point blank firing is very appropirate able to kill a suicidal heavy tank riding with a forge gun. |
Ignatius Crumwald
Sanmatar Kelkoons Minmatar Republic
475
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Posted - 2012.07.28 23:00:00 -
[8] - Quote
I feel like everyone should kneel down and kiss it as they pass me by. |
Ashihayai
Villore Sec Ops Gallente Federation
5
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Posted - 2012.07.29 04:06:00 -
[9] - Quote
I like them as they are. I feel like they're a bit too much of a hard counter vs installations because of the range, but we need that range and accuracy to be able to get a skilled shot on dropships. I think the problem vs installations will resolve itself with the introduction of railgun installations. |
Fivetimes Infinity
Immobile Infantry
1086
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Posted - 2012.07.29 04:17:00 -
[10] - Quote
They seem too effective as they are, both against vehicles and against infantry. With vehicles, it is hard to tell where the forge gun attack is coming from, and it's possible to engage vehicles at such a long range that even if you are spotted the most the vehicle can do is run away in some cases. I also don't like how a forge gun can destroy a dropship so easily. Dropships are really sitting ducks against forge guns.
Similarly, it's too easy to get kills with forge guns targeting infantry. Sniper-types who are relatively still are especially sitting ducks, even at long range. But they're still quite good at close range if you have time to charge the thing before the shooting actually begins. Being one-shot-killed by any weapon is kind of lame. Being one-shot-killed by a weapon that is also devastating against vehicles is pretty silly. It seems to me forge guns are in the same boat swarm launchers used to be -- too good against everything.
As for a change, I'd like it if its DPS were cut a fair bit, and the charge-holding version nixed. Only allow stuff like the assault version, to make holding a charge and wasting someone as they round a corner impossible. Also, reduce the charge time, the damage per shot, and increase the total ammunition reserve. Make it a less-damaging, faster-firing weapon. I'd also say it ought to telegraph its usage much more readily than it does. Similar to swarm launchers, in effect. When you start using it to blow up vehicles, you should make a target of yourself. |
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Ashihayai
Villore Sec Ops Gallente Federation
5
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Posted - 2012.07.29 05:19:00 -
[11] - Quote
I think they're fine against vehicles. It's pretty hard to hit a dropship or tank that's moving. Especially if they're far away. Against infantry it takes a long charge and a lot of skill to hit so I think they're pretty balanced there. I might be in favor of a more obvious shot though. That's saying a lot coming from a forge gunner that knows distance decreases the chance of hitting which can severely hamper a forge guns dps when compared to SL, but distance pays off in anonymity. Maybe just a little blue trail that the observational vehicle driver can see. |
Draco Dustflier
Villore Sec Ops Gallente Federation
45
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Posted - 2012.07.29 05:23:00 -
[12] - Quote
the only thing that bugs me about them is that they're so harde to use that when i get killed by one i have to admit that the person who shot me had some serious skills. does really well on tanks though. its fine the way it is. |
Fivetimes Infinity
Immobile Infantry
1086
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Posted - 2012.07.29 06:15:00 -
[13] - Quote
It doesn't take any real skill to hit infantry with a forge gun, it's essentially just luck. You just put the reticule over them and release the button, and they either die or they don't. The reticule even flashes an attractive red colour when it's ready to instantly kill someone regardless of what they're equipped with. |
Daalzebul Del'Armgo
D3LTA FORC3 Orion Empire
48
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Posted - 2012.07.29 06:34:00 -
[14] - Quote
i think there sound needs to be toned down abit. i can hear them from to far away while in a tank. i hear that sound and i start counting after 2 seconds just stop and change direction get alot to miss like that. course that's vs the assult proto then if i hear the sound longer than that i know it's the charge hold one. aka less damage not as worried. far as the sound goes i have heard them on the platforms and crates and on the crane at C closest to B while at B so plenty of time to know to start moving so i only take 2 shots. while i escape and start zoom railgun sniping yea off buildings =p |
Veigar Mordekaiser
Royal Uhlans Amarr Empire
676
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Posted - 2012.07.29 06:42:00 -
[15] - Quote
I don't see a need to change the forge gun at all. I saw a comment about lowering charge time, increasing RPM, and increasing ammo capacity to A) keep them balanced against vehicles and B) stop them from being a 1HK vs infantry... The issue with that is that you would have to decrease the damage by more than 1/2 to stop 1HK's, the proto forge gun deals something like 1.5k, and most infantry (in my knowledge) have around 400-600 hp, and tanks have around 8k (again in my knowledge), so the damage would need to be dropped to around 300 and the charge time.. well, gone. I don't think you could make such an AV weapon be non-insta-lethal to infantry.
Regardless of the above statement, I think that the forge gun is near perfect as it is. Charge time isn't so short that you can spam shots, and it isn't so long that you can't hit your target before they find cover. Damage is good, as the tanks (with a proper fit) can shrug it off for a while, and a good LAV driver or dropship pilot can evade you rather decently.
I am not a vehicle man, I am all infantry. CQC and AV are my only loadouts. When I see a sagaris roaming around, I grab my forge gun and loose every shot on that thing - it often doesn't die. That doesn't mean forge guns are UP, that just means that sagaris driver knows what he's doing and he's got a good fit. I hope to see no changes to the forge gun in any manner, unless there are changes to the vehicles that would create the need for a balance tweak.
The only issue with the forge gun, are the alleged missing damage indicator when driving a vehicle. Again, I do not drive much so I'm not sure about the current status of this issue, but if it still exists, I would hate to find out that I'm only doing so well because my opponent is at a technical disadvantage. In the case that that is still an issue, I would like to see it fixed. |
Aniarch
Algintal Core Gallente Federation
9
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Posted - 2012.07.30 03:38:00 -
[16] - Quote
It might just make more sense for the weapons to do different amounts of damage against vehicles than infantry. ...Mostly because I think having assault rifles do any significant damage to a tank is ridiculous. |
Ion Axa
2
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Posted - 2012.07.30 04:07:00 -
[17] - Quote
After playing as a forge gunner myself i can say that i would prefer the forge gun to have a lot bigger splash radius with greater damage over an area. it shouldn't just be an anti tank weapon, i used to snipe with this gun and its quite comical to see folks being knocked back from a direct hit. However i suppose balance is needed so id recommend taking out the Charge "held" variants and Increasing cycle time. If your near one of these and you hear it spinning up you just run for cover.. instead of go in with a boundless smg and kill the user as it is now. |
Mensche Meysim
Quantum Innovations
6
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Posted - 2012.07.30 04:50:00 -
[18] - Quote
I was a big fan of the forge gun in the last build. You didn't have a movement penalty for moving and you had a larger blast radius.
I don't like the speed reduction because a reasonable pilot will either get out of line of sight or snipe you dead before you get a second or third shot. You can't pop out and shoot from cover anymore so you're rail-gun bait for several seconds.
The blast radius reduction I agree with. The forge gun used to be a scopeless rocket-sniper.
I would like to see in the next build forge guns get an additional bonus against vehicles. Something like a few second shutdown of the engines or a boost of the vehicles weapon heat level. Also, I'd like to see some level of zoom in while you ADS. For a medium/long range weapon, it'd be nice to accurately hit targets at those ranges instead of hoping you have the right pixel. |
Zero Harpuia
Maverick Conflict Solutions
422
|
Posted - 2012.08.01 19:36:00 -
[19] - Quote
Posting to both congratulate the posters on their conduct, and bump this back to the front page. Keep it up people, lets get a good community feel for the tankbuster. |
ICECREAMK1NG WARRIORS
99
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Posted - 2012.08.01 21:49:00 -
[20] - Quote
The forge is fine unless they up vehicles. People who QQ about them have obviously never tried them. One, you have to wear the useless fat suit with no equipment slot so you are out of ammo all the time. Two, four shots per clip and you have to charge your shots Three, they are not hand of god OHK as people keep QQ.
The forge gun is fine. |
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