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Dillan NightStorm
Seituoda Taskforce Command Caldari State
70
|
Posted - 2012.07.29 09:54:00 -
[1] - Quote
Simple thing to ask but when a fully spec'd out proto forge can destroy a fully spec'd shield tank Myron or Gunlogi in 2 shots don't you think it's time to nerf the weapon?
Why spend so much cash on a fully spec'd Myron if it can be shot out the air in 2 shots no matter how well you fly?
The instant hit and Indefinite range of the forge gun is a major balance issue in itself but the fact that it can decimate a fully spec'd shield tanking Myron in 2 hits is a bit much! To give this weapon infinite range, instant hit and massive damage whilst leaving the user with a good measure of mobility (enough to track a vehicle) just makes this weapon massively overpowered.
I haven't trained the Forge very far and even with the basic level Forge I can do a decent amount of damage to a vehicle, the best shield and armor tankers start running for their lives when you start shooting at them. With a full proto forge gun you don't need to worry about the second shot, it's a one shot kill hit unless the player has invested some time and money into their vehicle in which case you wind up for a second and kill it then!
Now don't get me wrong there needs to be a counter to good pilots and tanks and the infinite range swarm launcher does this as if can chase a dropship all over the map round objects and still land a decent hit to cause the pilot to rethink his tactic but the forge is just way too OP in it's current form.
I know there will be people that will instantly say no to this because they love using it but please I ask you to read and consider the implications of using such a overpowered weapon in a game like this! |
zerkin gerend
Villore Sec Ops Gallente Federation
67
|
Posted - 2012.07.29 10:23:00 -
[2] - Quote
no |
Dewie Cheecham
Villore Sec Ops Gallente Federation
677
|
Posted - 2012.07.29 10:24:00 -
[3] - Quote
Yes. Definitely.
Besides, this thread is a duplicate: https://forums.dust514.com/default.aspx?g=posts&t=28293 |
JAG ONE
97
|
Posted - 2012.07.29 10:25:00 -
[4] - Quote
Forge is fine. Dropships are not tanks.. |
Dillan NightStorm
Seituoda Taskforce Command Caldari State
70
|
Posted - 2012.07.29 10:28:00 -
[5] - Quote
This is in the General discussion section the thread you posted is in the Feedback section. but thanks for posting the link at least people will know where to post in the feedback section now as well.
JAG ONE wrote:Forge is fine. Dropships are not tanks..
Doesn't matter a Dropship or a Tank it's still taken out as quickly by a Forge Gun.
The problem with the forge is Instant hit, Instant damage, good tracking and massive damage. As far as I can see this weapon is a instant win and as stated in the Feedback thread a Proto forge does more damage than a Proto railgun and is a fraction of the size with a better rate of fire and tracking.
This weapon needs a nerf! |
Gatsu Scarz
Bragian Order Amarr Empire
55
|
Posted - 2012.07.29 10:29:00 -
[6] - Quote
I find forge guns fine how they are like the man said dropships aint no tank. You should just fly higher and when low keep moving. |
Dillan NightStorm
Seituoda Taskforce Command Caldari State
70
|
Posted - 2012.07.29 10:35:00 -
[7] - Quote
Gatsu Scarz wrote:I find forge guns fine how they are like the man said dropships aint no tank. You should just fly higher and when low keep moving.
The forge gun can easily track a moving target, I know I have used them, and as I have said they offer a higher rof than a railgun with more damage as well as good tracking this makes it far superior and a misery to a slow moving tank and a fast moving dropship.
A proto forge can one shot a basic tank and with a few shots can do the same to a fully spec'd shield tanking vehicle. |
ICECREAMK1NG WARRIORS
99
|
Posted - 2012.07.29 10:36:00 -
[8] - Quote
OMFG..........NO
Enough with the ******* nerfing already. |
Agnoeo
Jedi Knights.
35
|
Posted - 2012.07.29 10:37:00 -
[9] - Quote
JAG ONE wrote:Forge is fine. Dropships are not tanks..
I agree they are not tanks. Although maybe something needs to be done with the highend drop ships so they handle better to dodge forge guns. I'm an AV gunner who uses the Forge and its not that difficult for me to take a drop ship out of the air. Although it does take some skill and good prediction to take one down.
I feel the forge is fine. Especially with how many kills dropships get in comparison when camping an objective. |
Dillan NightStorm
Seituoda Taskforce Command Caldari State
70
|
Posted - 2012.07.29 10:37:00 -
[10] - Quote
ICECREAMK1NG WARRIORS wrote:OMFG..........NO
Enough with the ******* nerfing already.
LOL you honestly think that will happen EVE has been running for the last 9 years and never have they ever once stopped nerfing! |
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Nos Faust
BurgezzE.T.F
37
|
Posted - 2012.07.29 10:38:00 -
[11] - Quote
ICECREAMK1NG WARRIORS wrote:OMFG..........NO
Enough with the ******* nerfing already. This |
ICECREAMK1NG WARRIORS
99
|
Posted - 2012.07.29 10:44:00 -
[12] - Quote
Fine let's get rid of all weapons and vehicles, give everyone boxing gloves and call it DUST514 Fight Night. |
Chao Wolf
Imperfects Negative-Feedback
209
|
Posted - 2012.07.29 10:44:00 -
[13] - Quote
The forge gun maybe able to take out dropships but it is next to impossible to take down a top level HAV solo so if anything I say they need a direct damage buff, or a way to over charge a shot using more ammo but doing double damage for every round you over charge with. So charge longer, do more damage, but have fewer shots. Maybe have the screen shake and recoil increase to match over charge. |
Spergin McBadposter
Subdreddit Test Alliance Please Ignore
4
|
Posted - 2012.07.29 10:47:00 -
[14] - Quote
Dillan NightStorm wrote:The instant hit and Indefinite range of the forge gun is a major balance issue in itself but the fact that it can decimate a fully spec'd shield tanking Myron in 2 hits is a bit much! To give this weapon infinite range, instant hit and massive damage whilst leaving the user with a good measure of mobility (enough to track a vehicle) just makes this weapon massively overpowered.
The forge isn't instant hit. |
Dillan NightStorm
Seituoda Taskforce Command Caldari State
70
|
Posted - 2012.07.29 10:49:00 -
[15] - Quote
Chao Wolf wrote:The forge gun maybe able to take out dropships but it is next to impossible to take down a top level HAV solo so if anything I say they need a direct damage buff, or a way to over charge a shot using more ammo but doing double damage for every round you over charge with. So charge longer, do more damage, but have fewer shots. Maybe have the screen shake and recoil increase to match over charge.
This sounds good.
A damage debuf for moving targets would help Dropship pilots and hinder Dropship campers and the double damage buff for and against Marauders would certainly help the AV gunner out but it would really need to be nerf'd in movement and tracking if that's the case.
Spergin McBadposter wrote:
The forge isn't instant hit.
It is more or less. the time taken from shot to hit is fractional and if you track a vehicle you can easily hit it without moving the reticule off of the target. For me that is an instant hit. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.07.29 10:54:00 -
[16] - Quote
No to nerfing forge guns. They are fine. |
Dewie Cheecham
Villore Sec Ops Gallente Federation
677
|
Posted - 2012.07.29 10:55:00 -
[17] - Quote
Chao Wolf wrote:The forge gun maybe able to take out dropships but it is next to impossible to take down a top level HAV solo so if anything I say they need a direct damage buff, or a way to over charge a shot using more ammo but doing double damage for every round you over charge with. So charge longer, do more damage, but have fewer shots. Maybe have the screen shake and recoil increase to match over charge.
Probably not a double up per overcharge. Most other items in EVE and DUST that can be stacked, have a reduced effectiveness penalty for doing so.
Still, the Forge Gun is an EM pulse. It should fan out more, reducing damage done at longer ranges. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.29 11:20:00 -
[18] - Quote
My girlfriend uses Forge Guns.
She's used one at range against a tank. You still have to lead the target.
It's not instant hit. And against fast-moving Dropships, it ISN'T easy to hit. Get better at keeping yourself actually moving. |
Gyrnius
ZionTCD Legacy Rising
65
|
Posted - 2012.07.29 11:41:00 -
[19] - Quote
I'm fully spec'd for forge gunning so I think i may be able to help clarify your concerns.
The main fit I run includes a prototype heavy suit and a prototype assault forge gun with 3 complex heavy damage mods - Forge guns do not hit harder than I can.
It usually takes two direct hits to kill a militia tank and 1 shot to down a militia dropship. Well-fitted and skilled militia tanks take 3 shots to a full clip (4) to take down. Well-fitted and skilled marauders are beastly and usually take 4-8 direct hits in sequence to down. Keep in mind that if the vehicles can move and get outside my draw distance or put terrain features between us their survivability goes up greatly.
Forge guns as have already been stated are not instant hit weapons. You have to lead your target depending upon speed, range and direction which can be REALLY hard, especially against dropships which can move in 4 dimensions (up/down, left/right, forward/back and faster/slower.) Leading your target also means leading the charge-up time on the thing. At 2.5 seconds this is not insignificant - hitting a fast moving dropship takes skill, not just an uber weapon and skillpoints.
Tracking? Are you serious? Shooting at the south eastern CRU - a stationary target mind you - from the hilltop south of Bravo, I usually miss 1 out of 6 shots. That is a 16% miss ratio against a stationary target from a stationary position from a distance of about 50-60 meters. Accuracy is TERRIBLE with these things. Incidentally, if I can land 4 shots - a full clip - the CRU dies, so if I miss a shot I have to reload, standing there waving my junk in the air while I wait. With only 16 shots in TOTAL available, it doesn't take long to blow through the entire amount of ammo.
In short, forge guns need a buff if anything. If i could reliably hit stationary targets I'd be happy.
EDIT fixed my crappy math |
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
|
Posted - 2012.07.29 11:50:00 -
[20] - Quote
To the OP, you're comparing a prototype AV weapon to NON-Prototype vehicles so your argument is invalid.
Sir please step aside and make room for the next QQ thread. |
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Spergin McBadposter
Subdreddit Test Alliance Please Ignore
4
|
Posted - 2012.07.29 11:52:00 -
[21] - Quote
Gyrnius wrote:I'm fully spec'd for forge gunning so I think i may be able to help clarify your concerns.
The main fit I run includes a prototype heavy suit and a prototype assault forge gun with 3 complex heavy damage mods - Forge guns do not hit harder than I can.
It usually takes two direct hits to kill a militia tank and 1 shot to down a militia dropship. Well-fitted and skilled militia tanks take 3 shots to a full clip (4) to take down. Well-fitted and skilled marauders are beastly and usually take 4-8 direct hits in sequence to down. Keep in mind that if the vehicles can move and get outside my draw distance or put terrain features between us their survivability goes up greatly.
Forge guns as have already been stated are not instant hit weapons. You have to lead your target depending upon speed, range and direction which can be REALLY hard, especially against dropships which can move in 4 dimensions (up/down, left/right, forward/back and faster/slower.) Leading your target also means leading the charge-up time on the thing. At 2.5 seconds this is not insignificant - hitting a fast moving dropship takes skill, not just an uber weapon and skillpoints.
Tracking? Are you serious? Shooting at the south eastern CRU - a stationary target mind you - from the hilltop south of Bravo, I usually miss 1 out of 6 shots. That is a 16% miss ratio against a stationary target from a stationary position from a distance of about 50-60 meters. Accuracy is TERRIBLE with these things. Incidentally, if I can land 4 shots - a full clip - the CRU dies, so if I miss a shot I have to reload, standing there waving my junk in the air while I wait. With only 16 shots in TOTAL available, it doesn't take long to blow through the entire amount of ammo.
In short, forge guns need a buff if anything. If i could reliably hit stationary targets I'd be happy.
EDIT fixed my crappy math Quoting this because it is correct. The weapon is not instant hit and you have to lead the shot. Any change in speed or direction makes your shot miss, and a far off moving dropship is near impossible to hit. |
Cless Vallein
Teknomen
37
|
Posted - 2012.07.29 11:55:00 -
[22] - Quote
I have to say that the Forge gun is not an instant hit. I have to lead my shots constantly when they go on the run after the first volley. It's just raw skill taking you down whilst in flight. |
Kaeralli Sturmovos
KILL-EM-QUICK RISE of LEGION
117
|
Posted - 2012.07.29 11:57:00 -
[23] - Quote
nope no need for a nerf because theres plenty of anti- vehicle nerfs already, nerfing the forge gun too would let segaris camping kids run wild and not able to be destroyed. currently as it stands right now with the RE nerf comming soon theres not alot of other anti vehicle options out there other than calling in your own vehicle. |
Dillan NightStorm
Seituoda Taskforce Command Caldari State
70
|
Posted - 2012.07.29 11:57:00 -
[24] - Quote
Garrett Blacknova wrote:My girlfriend uses Forge Guns.
She's used one at range against a tank. You still have to lead the target.
It's not instant hit. And against fast-moving Dropships, it ISN'T easy to hit. Get better at keeping yourself actually moving.
What you fail to realize is if the drop ship is constantly moving it cant hit anything the gunners have an exceedingly hard time hitting anything. This means the Drop ship does need to be stationary or at least slow moving in order to do any damage to anything. This therefore means that it is open season for a forge gun user and as they rip through the dropships it's an easy kill.
Get better isn't a decent response to a post if you can't come up with a decent argument then you may as well not discuss anything. I am a fairly decent pilot I have been complimented on many occasions. My gunners have had very good scores and been at the top of the scoreboard while I as a pilot sit down at the bottom. Now to be knocked out of the sky while using a ship that costs almost 200K isk per ship is a little harrowing to say the lease especially if its in 2 shots from a weapon carried by a foot soldier!
This weapon needs a nerf and you know it does. |
STB-stlcarlos989 EV
Circle of Huskarl Minmatar Republic
936
|
Posted - 2012.07.29 12:00:00 -
[25] - Quote
Dillan NightStorm wrote:Garrett Blacknova wrote:My girlfriend uses Forge Guns.
She's used one at range against a tank. You still have to lead the target.
It's not instant hit. And against fast-moving Dropships, it ISN'T easy to hit. Get better at keeping yourself actually moving. What you fail to realize is if the drop ship is constantly moving it cant hit anything the gunners have an exceedingly hard time hitting anything. This means the Drop ship does need to be stationary or at least slow moving in order to do any damage to anything. This therefore means that it is open season for a forge gun user and as they rip through the dropships it's an easy kill. Get better isn't a decent response to a post if you can't come up with a decent argument then you may as well not discuss anything. I am a fairly decent pilot I have been complimented on many occasions. My gunners have had very good scores and been at the top of the scoreboard while I as a pilot sit down at the bottom. Now to be knocked out of the sky while using a ship that costs almost 200K isk per ship is a little harrowing to say the lease especially if its in 2 shots from a weapon carried by a foot soldier! This weapon needs a nerf and you know it does.
Are you saying helicopters aren't destroyed by foot soldiers carrying RPGs?
Yeah yeah I know my analogy is set thousands of years apart and one is real the other virtual but its still valid. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
|
Posted - 2012.07.29 12:01:00 -
[26] - Quote
Dillan NightStorm wrote:Chao Wolf wrote:
[quote=Spergin McBadposter]
The forge isn't instant hit.
It is more or less. the time taken from shot to hit is fractional and if you track a vehicle you can easily hit it without moving the reticule off of the target. For me that is an instant hit.
Nope, try long to extreme distances. You have to take some lead. Not an instant hit (I was surprised with that too when I begun forgin') |
Naramarth Qc
1
|
Posted - 2012.07.29 12:01:00 -
[27] - Quote
They don't need buff becaus when we are trap in the last spawning point by 2-4 tank and all the infantrie it impossible to call vehicule to turn back the tide because all tank shoot down our vehicule befor they have landed so our last hope is the forge gun.
|
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.07.29 12:02:00 -
[28] - Quote
stop with your nerf topic for god's sake !!!!
Why is the forge proto OP vs a tank ? Because you're NOT playing as an organized team !!!
When you will, you'll see that infantry will go before a tank to make sure there isnt a freakin proto forge ! And then the tank will come in.
OR, you'll go with a tank, pretty much sacrifying it , making a diversion to allow 2-3 dropship to drop infantry behind the lines.
At the moment, everyone is judging weapons\vehicles and their balance without taking all the NEEDED cooperation into account. What do you want from this game exactly ? Having something that just DOESNT have any weakness when two team will face each other ?
Swarmlauncher against infantry was a true imbalance as it would have allowed full SL teams to take out nboth vehicles AND infantry. At the moment, NOTHING is OP except remote explosives maybe. And even those RE are going to be WAY TO MUCH nerfed.
Just because of all of you freakin whiners !
PLEASE CCP. dont nerf anything else until real teamwork can test how everything will interact in a properly organized battle. |
Spergin McBadposter
Subdreddit Test Alliance Please Ignore
4
|
Posted - 2012.07.29 12:04:00 -
[29] - Quote
Dillan NightStorm wrote:What you fail to realize is if the drop ship is constantly moving it cant hit anything the gunners have an exceedingly hard time hitting anything. This means the Drop ship does need to be stationary or at least slow moving in order to do any damage to anything. This therefore means that it is open season for a forge gun user and as they rip through the dropships it's an easy kill.
You should get better gunners. A dropship is not a tank and relies on mobility to survive. It is nobody's fault but your own that your non-moving dropship gets killed. |
Cless Vallein
Teknomen
37
|
Posted - 2012.07.29 12:05:00 -
[30] - Quote
This forge gun does not need a nerf. It is a Dropship!!! AKA troop carrier with turrets for DEFENSE not assault purposes. This is not an attack ship and just because you feel you should be able to hover around and not suffer being a big fat target is no grounds for a nerf. Quit complaining and use the dropships for what they are intended for. If you want some kills, make some strafe runs or some quick stop and goes to grab some kills. Hell do like everyone else and go crush some peeps, but don't cry when the anti-tank weapon blows you out the sky by some skillful AV mercs . |
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KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
|
Posted - 2012.07.29 12:16:00 -
[31] - Quote
Laurent Cazaderon wrote:stuff in bold
Laurent has point there.
Also, some other points to think about:
- Auto aim on forge guns 'capture' the shot sometimes to make it unrealistically accurate BUT ONLY sometimes. -> Auto aim must be taken away.
- Turret installations drop a bit too easily (4-shots)
- Forge guns need a charge indicator
- Marauders are nigh-impossible to stop juggernauts, even vs forge guns. Only way to lose one is a serious pilot error ( not backing up into cover). Nerfing forge power would be... Stupendous. Now, there might be an issue about tanks being too far apart from each other, meaning lower tier tanks are paper and marauders diamond. Sure, militia tanks and stuff atm. But I'm afraid of two things: Marauders being virtually indestructible even through forge, AND lower tier tanks being unusable. Perhaps HAV's ability to tank should be closer to each other?
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Dillan NightStorm
Seituoda Taskforce Command Caldari State
70
|
Posted - 2012.07.29 12:21:00 -
[32] - Quote
I love how everyone fails to see the point.
The Forge gun does excessive amounts of damage for what it is.
The best Railgun in the game can not manage to beat the best forge gun in the game for damage, the forge gun can track a target better than a railgun and the forge gun is a hand held weapon.
Doesn't anyone see the imbalance here? |
Cless Vallein
Teknomen
37
|
Posted - 2012.07.29 12:25:00 -
[33] - Quote
The best rail gun in the game... so one of the Large one's on a sagaris. Which I believe in another thread was said to do something like 2100 dmg. This merc also went to say that every time he shot the MCC with it he got the +15 cestus dmg from shooting it. Proto assault forge gun has base dmg of 1510 and 3% increase in dmg for each lvl of proficiency, I don't think that outclasses the largest rail gun in the game. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.29 12:37:00 -
[34] - Quote
Dillan NightStorm wrote:Garrett Blacknova wrote:My girlfriend uses Forge Guns.
She's used one at range against a tank. You still have to lead the target.
It's not instant hit. And against fast-moving Dropships, it ISN'T easy to hit. Get better at keeping yourself actually moving. What you fail to realize is if the drop ship is constantly moving it cant hit anything the gunners have an exceedingly hard time hitting anything. This means the Drop ship does need to be stationary or at least slow moving in order to do any damage to anything. This therefore means that it is open season for a forge gun user and as they rip through the dropships it's an easy kill. Get better isn't a decent response to a post if you can't come up with a decent argument then you may as well not discuss anything. I am a fairly decent pilot I have been complimented on many occasions. My gunners have had very good scores and been at the top of the scoreboard while I as a pilot sit down at the bottom. Now to be knocked out of the sky while using a ship that costs almost 200K isk per ship is a little harrowing to say the lease especially if its in 2 shots from a weapon carried by a foot soldier! This weapon needs a nerf and you know it does. If the weapon needed a nerf, I'd be agreeing with you instead of pointing out why you're wrong.
I'm not saying "get better" as my entire argument. It's the CONCLUSION in response to the actual argument, which is that a good Dropship pilot is hard to hit. And certainly harder to hit with a Forge Gun than a Heavy suit is to hit with a Dropship's Missile Turret. And in saying that, yes, I do mean it's harder for them to hit you while you're moving than it is for your gunners to hit them with the same movement.
More importantly though, anti-vehicle loadouts are MEANT to be good at killing vehicles. Your anti-infantry weapons are good at killing infantry, which balances things out nicely to mean you can both kill one another easily. If you're NOT mounting Missiles, then you're complaining that AV weapons have trouble hitting infantry when they're not MEANT to be hitting infantry. That's not a problem, that's you fitting your vehicles the wrong way.
End result being, AV weapon > vehicle. THAT'S THE POINT. You want something that can kill that Forge Gunner more easily? Send something that ISN'T a vehicle, and as a result, ISN'T what it's designed to kill. This is called "teamwork" and is a very good idea in team-based objective-oriented game modes. |
ICECREAMK1NG WARRIORS
99
|
Posted - 2012.07.29 12:43:00 -
[35] - Quote
Funny how it's all the droppy boys and tommy tank hiders complaining about as they say, over powered infantry and their kit. Sounds like and I'm sure this is because of a total lack of FPS skills on their part. |
Carilito
Algintal Core Gallente Federation
345
|
Posted - 2012.07.29 12:48:00 -
[36] - Quote
Dillan NightStorm wrote:Simple thing to ask but when a fully spec'd out proto forge can destroy a fully spec'd shield tank Myron or Gunlogi in 2 shots don't you think it's time to nerf the weapon?
Why spend so much cash on a fully spec'd Myron if it can be shot out the air in 2 shots no matter how well you fly?
The instant hit and Indefinite range of the forge gun is a major balance issue in itself but the fact that it can decimate a fully spec'd shield tanking Myron in 2 hits is a bit much! To give this weapon infinite range, instant hit and massive damage whilst leaving the user with a good measure of mobility (enough to track a vehicle) just makes this weapon massively overpowered.
I haven't trained the Forge very far and even with the basic level Forge I can do a decent amount of damage to a vehicle, the best shield and armor tankers start running for their lives when you start shooting at them. With a full proto forge gun you don't need to worry about the second shot, it's a one shot kill hit unless the player has invested some time and money into their vehicle in which case you wind up for a second and kill it then!
Now don't get me wrong there needs to be a counter to good pilots and tanks and the infinite range swarm launcher does this as if can chase a dropship all over the map round objects and still land a decent hit to cause the pilot to rethink his tactic but the forge is just way too OP in it's current form.
I know there will be people that will instantly say no to this because they love using it but please I ask you to read and consider the implications of using such a overpowered weapon in a game like this!
4 shoots is the standard to any good fitted HAV; do the math per hit and multiply it takes at least that many rounds, so No forge is fine.
|
steadyhand 08 orti
Doomheim
43
|
Posted - 2012.07.29 12:55:00 -
[37] - Quote
No the forge is fine as it is, they are the hard counter to tanks, without them Tanks would become over powered, though i do think the forge should cost a little more, to reflect the huge damage output.
but thats for the markets to decided later on |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.29 13:35:00 -
[38] - Quote
Dillan NightStorm wrote:I love how everyone fails to see the point.
The Forge gun does excessive amounts of damage for what it is.
The best Railgun in the game can not manage to beat the best forge gun in the game for damage, the forge gun can track a target better than a railgun and the forge gun is a hand held weapon.
Doesn't anyone see the imbalance here? It's possible for the best Forge Guns to put out higher direct damage per shot with the right skills and modules equipped to buff it to the max, when compared with a Railgun with larger splash radius, more splash damage, and higher rate of fire.
But yes, the Forge Gun does more damage. |
Helius Aphelion
5
|
Posted - 2012.07.29 14:12:00 -
[39] - Quote
The Forge Gun is an Anti-Material Weapon. In all reality, it should be buffed. |
Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2012.07.29 14:15:00 -
[40] - Quote
Dont use it anymore since I got the swarm proto but still NO NO to nerf of it. |
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Tbone322
D3ath D3alers RISE of LEGION
124
|
Posted - 2012.07.29 14:29:00 -
[41] - Quote
Dillan NightStorm wrote:I love how everyone fails to see the point.
The Forge gun does excessive amounts of damage for what it is.
The best Railgun in the game can not manage to beat the best forge gun in the game for damage, the forge gun can track a target better than a railgun and the forge gun is a hand held weapon.
Doesn't anyone see the imbalance here?
Yes but that rail gun is also attached to a tank with how many hit points of shield and armor, not to mention more module slots to improve the damage/armor. You can't just look at the damage output of a weapon and cry nerf, look at the big picture. |
Zeran Haggai
Royal Uhlans Amarr Empire
196
|
Posted - 2012.07.29 14:37:00 -
[42] - Quote
Dillan NightStorm wrote:Garrett Blacknova wrote:My girlfriend uses Forge Guns.
She's used one at range against a tank. You still have to lead the target.
It's not instant hit. And against fast-moving Dropships, it ISN'T easy to hit. Get better at keeping yourself actually moving. What you fail to realize is if the drop ship is constantly moving it cant hit anything the gunners have an exceedingly hard time hitting anything. This means the Drop ship does need to be stationary or at least slow moving in order to do any damage to anything. This therefore means that it is open season for a forge gun user and as they rip through the dropships it's an easy kill. Get better isn't a decent response to a post if you can't come up with a decent argument then you may as well not discuss anything. I am a fairly decent pilot I have been complimented on many occasions. My gunners have had very good scores and been at the top of the scoreboard while I as a pilot sit down at the bottom. Now to be knocked out of the sky while using a ship that costs almost 200K isk per ship is a little harrowing to say the lease especially if its in 2 shots from a weapon carried by a foot soldier! This weapon needs a nerf and you know it does.
What you fail to realize is that your ship isn't meant to be used like a tank, hovering slowly around the battlefield indiscriminately blowing up infantry with its turrets. It's a DROPship! It's primary function is to pick up a squad of players, move quickly to a strategic location, and DROP the infantry players off. If you'd hovering around trying to blow everything in sight up like a tank then you're using your equipment wrong. That's not the forge guns fault, that's yours.
Tbone322 wrote:
Yes but that rail gun is also attached to a tank with how many hit points of shield and armor, not to mention more module slots to improve the damage/armor. You can't just look at the damage output of a weapon and cry nerf, look at the big picture.
Don't forget that the tank also has two more guns attached to it in addition, they like to forget about that. |
ICECREAMK1NG WARRIORS
99
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Posted - 2012.07.31 10:38:00 -
[43] - Quote
Three unlimited ammo guns targetting one guy wobbling around in a fat suit with four shots at a time which he has to charge up. Hmmm, who is Op with the advantage ? |
ALM1GHTY STATIUS
138
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Posted - 2012.07.31 10:41:00 -
[44] - Quote
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BAD FURRY
Hellstorm Inc League of Infamy
247
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Posted - 2012.07.31 10:42:00 -
[45] - Quote
BUFF IT ! http://www.youtube.com/watch?v=S5xvkAPXB9c |
Nick Phantom
Villore Sec Ops Gallente Federation
91
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Posted - 2012.07.31 11:26:00 -
[46] - Quote
NO Heckzzz NO! I look at it like this when I'm running around with it I shoot at dropships tanks and if infantry gets in my way 1 of 2 things happen.
1. They jump trying to time it just right so they don't take the brunt of the shot. Obviously this doesn't work time they could have been shooting me is now waisted. I charge my forge gun aim it directly where i predict they will land and.... KAPOW! Crispy fried Merc! Hot and ready to server ALWAYS.
2. They shoot me and say f jumping i know better. They get right down to business and kill me. I fall over dead think about what went wrong. Hold R1 in rage hoping the gun with fire a lucky shot and hit them. Once I finally decide I've hoped for the game to glitch long enough i push O. Get back in the game and HUNT THE MF DOWN! (for those that don't know what MF stands for it's MOUNTAIN of FUDGE)
Oh and I went 21 and 2 with a FORGE GUN the other day no gunner seats just a FORGE GUN. I did not get into a tank or a dropship or any other vehicle. I got lucky a lot. Plus for some reason people kept running around me in circles thinking i would magically die or something.
As much as I don't care for giving people advice on how to beat something I like to run around with here's how to kill a forge gunner. Move side to side shooting at the person with forge gun. Then run forward quickly so he has to re-aim and try to predict where you are going to be when the gun goes off. After he shoots stop move side to side while shooting at the forge gunner. Move unpredictable to keep the forge gunner guessing. If you stand still I WILL kill you. If you run straight at me I WILL kill you. If you move in any way that can be predicted the forge gunner ALWAYS wins. Also don't try to hide splash damage WILL kill you. Any questions? No? Good cuz that's all i'm giving you. |
Laheon
Osmon Surveillance Caldari State
153
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Posted - 2012.07.31 11:29:00 -
[47] - Quote
Forge guns are fine. Dropships are hard to hit with the forge gun at long range (if moving), and at close range, should be moving fast enough that the forge gun shouldn't hit anyway.
Tanks... I find marauders hard to kill with forge guns. Everything else, fine. But that's what it should be, for a gun which limits movement on an already limited dropsuit. If a tank sees me before I get them... I'm usually dead. |
Garrett Blacknova
Codex Troopers
1849
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Posted - 2012.07.31 11:51:00 -
[48] - Quote
Nick Phantom wrote:Plus for some reason people kept running around me in circles thinking i would magically die or something. I did that once.
I was hoping the Forge Gun guy would magically die to my grenade that I wasn't allowed to throw. I'm still not sure why it wouldn't throw, but I apparently got a grenade kill on someone else on my team about 10 seconds after respawning... |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
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Posted - 2012.07.31 12:44:00 -
[49] - Quote
KEROSIINI-TERO wrote:Laurent Cazaderon wrote:stuff in bold Laurent has point there. Also, some other points to think about: - Auto aim on forge guns 'capture' the shot sometimes to make it unrealistically accurate BUT ONLY sometimes. -> Auto aim must be taken away. - Turret installations drop a bit too easily (4-shots) - Forge guns need a charge indicator - Marauders are nigh-impossible to stop juggernauts, even vs forge guns. Only way to lose one is a serious pilot error ( not backing up into cover). Nerfing forge power would be... Stupendous. Now, there might be an issue about tanks being too far apart from each other, meaning lower tier tanks are paper and marauders diamond. Sure, militia tanks and stuff atm. But I'm afraid of two things: Marauders being virtually indestructible even through forge, AND lower tier tanks being unusable. Perhaps HAV's ability to tank should be closer to each other?
thanks mate.
I agree with you (and a lot of people) regarding aim assist. Just take it off plain and simple. I'm pretty sure it is one of the reason why hit detection and aiming is so bad compared to other games. Take it off. Don't add mouse and keyboard. And there you go.
Turret installation ARE WAY TOO FRAGILE. in fact all installations are way too fragile including CRUs, supply depot etc.... But this would deserve a dedicated topic.
I think i red somewhere that charge indicator for forge guns will be back in next build.
Tanks are, imo, fine the way they are when you know that we'll get webifiers that will prevent tanks running away to auto-rep. Also i would love to see some disturb tool for Logi that would disrupt the tanks rep system. A boost in RE's damage would be nice also. (as the nerf bat will hit pretty hard on those) |
Cong Zilla
Seituoda Taskforce Command Caldari State
15
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Posted - 2012.07.31 13:07:00 -
[50] - Quote
The Forge should absolutely be nerfed, far to many carebears sitting around mining Pyroxers all day there. |
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vermacht Doe
93
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Posted - 2012.07.31 13:09:00 -
[51] - Quote
Cong Zilla wrote:The Forge should absolutely be nerfed, far to many carebears sitting around mining Pyroxers all day there.
Yes it should be nerfed along with your tanks armour |
Cong Zilla
Seituoda Taskforce Command Caldari State
15
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Posted - 2012.07.31 13:42:00 -
[52] - Quote
vermacht Doe wrote:Cong Zilla wrote:The Forge should absolutely be nerfed, far to many carebears sitting around mining Pyroxers all day there. Yes it should be nerfed along with your tanks armour I think that joke went right over your head. |
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