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Sylwester Dziewiecki
Doomheim
83
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Posted - 2012.08.15 07:50:00 -
[1] - Quote
To be precise something is broke with the AFG shooting range. I'm not able to shoot DS that camp on the towers. In the previous patch I was able to do it. For example - on Biomas map I couldn't kill dropship that was on the tower, from the spot behind the second tower. Every time I should hit him black-smoke(impact effect?) appears and no dmg(0). From close range 80m~ everything is okey, at least almost okey because every time some missile hit me my aim go 60-80 degrees up missile launcher have faster RoF so it's frustrating.
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Dewie Cheecham
Villore Sec Ops Gallente Federation
677
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Posted - 2012.08.15 08:33:00 -
[2] - Quote
Sylwester Dziewiecki wrote:To be precise something is broke with the AFG shooting range. I'm not able to shoot DS that camp on the towers. In the previous patch I was able to do it. For example - on Biomas map I couldn't kill dropship that was on the tower, from the spot behind the second tower. Every time I should hit him black-smoke(impact effect?) appears and no dmg(0). From close range 80m~ everything is okey, at least almost okey because every time some missile hit me my aim go 60-80 degrees up missile launcher have faster RoF so it's frustrating.
It is a new build, a LOT of things have changed. |
Flame Highsea
Doomheim
28
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Posted - 2012.08.15 09:58:00 -
[3] - Quote
and charging forge gets "stuck" / jammed often. need to start reshooting like 4-5 times before shot actually fires ( proto Aur forge version ).
And yes.. even when dropships are now slying slower .. its hard to hit or register any hits to them.. before patch I had like 6-8 dropship kills.. last match got 1 down.. Large missile turrets drop with 2 shots when they used to take 4-5 shots..
Forge gun is broken |
Dewie Cheecham
Villore Sec Ops Gallente Federation
677
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Posted - 2012.08.15 13:16:00 -
[4] - Quote
Flame Highsea wrote:and charging forge gets "stuck" / jammed often. need to start reshooting like 4-5 times before shot actually fires ( proto Aur forge version ).
And yes.. even when dropships are now slying slower .. its hard to hit or register any hits to them.. before patch I had like 6-8 dropship kills.. last match got 1 down.. Large missile turrets drop with 2 shots when they used to take 4-5 shots..
Forge gun is broken
For a foot soldier to get one vehicle kill, and complain about it, ... I don't get it.
Maybe the FG were broken before, meaning you could get 6-8 kill per round, and it is now fixed/rebalanced to a more reasonable level?
On the other hand. FG are best for close targets that have the courtesy to stand still while you aim. Swarm launchers are for flying targets. |
The dark cloud
Seraphim Initiative. CRONOS.
1060
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Posted - 2012.08.15 13:27:00 -
[5] - Quote
Flame Highsea wrote:and charging forge gets "stuck" / jammed often. need to start reshooting like 4-5 times before shot actually fires ( proto Aur forge version ).
And yes.. even when dropships are now slying slower .. its hard to hit or register any hits to them.. before patch I had like 6-8 dropship kills.. last match got 1 down.. Large missile turrets drop with 2 shots when they used to take 4-5 shots..
Forge gun is broken Is it just me or cant you do any damage to CRU's with a forgegun. Last time ive stand with the new proto breach forgegun like 10 meters away from it i didnt even got a hitmarker. Dunno about you guys but i maybe switch to swarm launchers. |
Dewie Cheecham
Villore Sec Ops Gallente Federation
677
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Posted - 2012.08.15 13:32:00 -
[6] - Quote
The dark cloud wrote:Flame Highsea wrote:and charging forge gets "stuck" / jammed often. need to start reshooting like 4-5 times before shot actually fires ( proto Aur forge version ).
And yes.. even when dropships are now slying slower .. its hard to hit or register any hits to them.. before patch I had like 6-8 dropship kills.. last match got 1 down.. Large missile turrets drop with 2 shots when they used to take 4-5 shots..
Forge gun is broken Is it just me or cant you do any damage to CRU's with a forgegun. Last time ive stand with the new proto breach forgegun like 10 meters away from it i didnt even got a hitmarker. Dunno about you guys but i maybe switch to swarm launchers.
Have you checked if the CRU's can even be damaged now? |
Flame Highsea
Doomheim
28
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Posted - 2012.08.15 13:43:00 -
[7] - Quote
Dewie Cheecham wrote:
For a foot soldier to get one vehicle kill, and complain about it, ... I don't get it.
Maybe the FG were broken before, meaning you could get 6-8 kill per round, and it is now fixed/rebalanced to a more reasonable level?
On the other hand. FG are best for close targets that have the courtesy to stand still while you aim. Swarm launchers are for flying targets.
To get 1 vehicle kill with 2 magazine reloads ( 32 shots ) yes I think I can complain abit. And no, I know how to use it and aim. |
Sylwester Dziewiecki
Doomheim
83
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Posted - 2012.08.16 16:09:00 -
[8] - Quote
CRU can be damaged but it need to have a lot HP, same as Supply depo(in previous build I was shoting it with 4 shoots, and it was nearly dead after 3, now it takes 8.
Dewie Cheecham wrote: For a foot soldier to get one vehicle kill, and complain about it, ... I don't get it.
Maybe the FG were broken before, meaning you could get 6-8 kill per round, and it is now fixed/rebalanced to a more reasonable level?
On the other hand. FG are best for close targets that have the courtesy to stand still while you aim. Swarm launchers are for flying targets.
Forge gun was not broken, ppl that don't know how to fit DS and cry about "OP FG" were broke, or those that were splash killed by FG and don't even bother to find him, and kill him after spawn were broke. FG users don't fit to "foot soldiers" group as easily as you took, I do not even want to mention their disadvantages.. Close target never stand still, they always run or what to kill you(what's mean that you are already dead). |
Kaeralli Sturmovos
KILL-EM-QUICK RISE of LEGION
117
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Posted - 2012.08.16 16:14:00 -
[9] - Quote
i think the range of fire has been dwarfed a bit not enough gameplay to tell but something has changed |
UltraMind Regenersis
Algintal Core Gallente Federation
22
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Posted - 2012.08.16 17:10:00 -
[10] - Quote
PAY ATTENTION PLEASE!! this is really important
What you are starting to see is a divergence in sight range (lengthened quite a lot), weapon effective ranges and SOON tm sensor ranges.
I think the weapon ranges where only limited by how far you could see last build. Frankly the ranges seemed infinite where damage dropoff wasnt a factor ie FGs.
We will be able to get a better opinion when weapon range and fall off are actually listed, and then modified by skills. |
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Evane Sa'edi
Celtic Anarchy
62
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Posted - 2012.08.16 19:34:00 -
[11] - Quote
Forge guns rounds have a velocity of over 7000mts when fired. Unless the map is very, very long FG should be able to shoot from one side to the other, if its clear of obstructions. |
UltraMind Regenersis
Algintal Core Gallente Federation
22
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Posted - 2012.08.16 21:11:00 -
[12] - Quote
But as some sort of energy/plasma weapon the round may not retain cohesion over long distance. Hence maximum and effective range. |
pjster long
Doomheim
28
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Posted - 2012.08.16 21:34:00 -
[13] - Quote
Evane Sa'edi wrote:Forge guns rounds have a velocity of over 7000mts when fired. Unless the map is very, very long FG should be able to shoot from one side to the other, if its clear of obstructions.
if it wasn't firing antimatter... |
Austin B0rt
Subdreddit Test Alliance Please Ignore
0
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Posted - 2012.08.17 00:44:00 -
[14] - Quote
Dewie Cheecham wrote: Maybe the FG were broken before, meaning you could get 6-8 kill per round, and it is now fixed/rebalanced to a more reasonable level?
Yes, this. |
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