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RedRebelCork
Ahrendee Mercenaries Legacy Rising
37
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Posted - 2012.08.27 09:13:00 -
[31] - Quote
I've not used the forge gun yet so maybe I'm mistaken in my assumptions but...
Is there a charge-up time for the shots the forge gun makes? If not perhaps this would make it less effective as an anti-infantry weapon? Say a 1.5-2 second 'spin up' cycle prior to being able to fire similar to the heavy in TF2. That way someone getting the jump on a forge gunner has a chance to try taking him down or run before getting splattered.
Also, why should the forge gun have any splash damage? It's a rail gun so presumably it's firing a small dense ferrous slug at massive velocity to penetrate vehicle armour, it's not a high explosive our HEAT round. |
Vitriol18
Osmon Surveillance Caldari State
56
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Posted - 2012.08.27 10:51:00 -
[32] - Quote
RedRebelCork wrote:I've not used the forge gun yet so maybe I'm mistaken in my assumptions but...
Is there a charge-up time for the shots the forge gun makes? If not perhaps this would make it less effective as an anti-infantry weapon? Say a 1.5-2 second 'spin up' cycle prior to being able to fire similar to the heavy in TF2. That way someone getting the jump on a forge gunner has a chance to try taking him down or run before getting splattered.
Also, why should the forge gun have any splash damage? It's a rail gun so presumably it's firing a small dense ferrous slug at massive velocity to penetrate vehicle armour, it's not a high explosive our HEAT round.
All the forge guns have a charge time, assualt is 2.5 secs, standard 3.5 secs, and breach a massive 6.5 secs, a 1.5 - 2 charge time would be a buff for them, if the forge guns lose their splash damage then the tank railguns and turret railguns should lose it too. They also have no zoom and they shake around so much while they charge roughly 1 in 8 of my shots would miss a stationary turret becasue the round would just spoon off into the distance.
In the last build I used proto heavy with triple complex heavy damge mods and an ishokone forge gun, this build i havnt bothered taking forge guns past lvl 1 so far the range nerf added to super slow heavy suits just makes it kinda pointless,
Also got to wonder why when people are one shotted by grenades, tanks or snipers this is fine, but if its the forge gun its time to moan. |
Gyrnius
ZionTCD Legacy Rising
65
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Posted - 2012.08.27 11:09:00 -
[33] - Quote
RedRebelCork wrote:I've not used the forge gun yet so maybe I'm mistaken in my assumptions but...
Is there a charge-up time for the shots the forge gun makes? If not perhaps this would make it less effective as an anti-infantry weapon? Say a 1.5-2 second 'spin up' cycle prior to being able to fire similar to the heavy in TF2. That way someone getting the jump on a forge gunner has a chance to try taking him down or run before getting splattered.
Also, why should the forge gun have any splash damage? It's a rail gun so presumably it's firing a small dense ferrous slug at massive velocity to penetrate vehicle armour, it's not a high explosive our HEAT round.
There is already a charge time on the forge guns which varies depending upon which type and the Forge Gun Operation skill of the wielder.
I'm spec'ing for forge guns, but so far I haven't used them that much this build. There are simply too many dancing scouts smg'ing or shot gunning my face to ever actually get a shot off :( Its rather ironic that I'm spec'ing for forge guns but find myself using assault rifles more frequently 0.o |
RedRebelCork
Ahrendee Mercenaries Legacy Rising
37
|
Posted - 2012.08.27 11:15:00 -
[34] - Quote
Vitriol18 wrote:RedRebelCork wrote:I've not used the forge gun yet so maybe I'm mistaken in my assumptions but...
Is there a charge-up time for the shots the forge gun makes? If not perhaps this would make it less effective as an anti-infantry weapon? Say a 1.5-2 second 'spin up' cycle prior to being able to fire similar to the heavy in TF2. That way someone getting the jump on a forge gunner has a chance to try taking him down or run before getting splattered.
Also, why should the forge gun have any splash damage? It's a rail gun so presumably it's firing a small dense ferrous slug at massive velocity to penetrate vehicle armour, it's not a high explosive our HEAT round. All the forge guns have a charge time, assualt is 2.5 secs, standard 3.5 secs, and breach a massive 6.5 secs, a 1.5 - 2 charge time would be a buff for them, if the forge guns lose their splash damage then the tank railguns and turret railguns should lose it too. They also have no zoom and they shake around so much while they charge roughly 1 in 8 of my shots would miss a stationary turret becasue the round would just spoon off into the distance. In the last build I used proto heavy with triple complex heavy damge mods and an ishokone forge gun, this build i havnt bothered taking forge guns past lvl 1 so far the range nerf added to super slow heavy suits just makes it kinda pointless, Also got to wonder why when people are one shotted by grenades, tanks or snipers this is fine, but if its the forge gun its time to moan.
Cool. Good to know they're not as OP as I was imagining from comments. Is the charge-up between each shot or can you charge up and fire a few rounds?
Again I don't have much experience but it sounds like the vehicle mounted forge guns should also lose the splash damage. A rail gun or gauss rifle is made with velocity and force in mind, not explosive damage. They're by their nature an anti-armour or precision (sniper) anti-personnel weapon, not artillery. My $0.02 with admittedly nothing but other peoples opinions to go by. |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
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Posted - 2012.08.27 12:22:00 -
[35] - Quote
RedRebelCork wrote:Vitriol18 wrote:RedRebelCork wrote:I've not used the forge gun yet so maybe I'm mistaken in my assumptions but...
Is there a charge-up time for the shots the forge gun makes? If not perhaps this would make it less effective as an anti-infantry weapon? Say a 1.5-2 second 'spin up' cycle prior to being able to fire similar to the heavy in TF2. That way someone getting the jump on a forge gunner has a chance to try taking him down or run before getting splattered.
Also, why should the forge gun have any splash damage? It's a rail gun so presumably it's firing a small dense ferrous slug at massive velocity to penetrate vehicle armour, it's not a high explosive our HEAT round. All the forge guns have a charge time, assualt is 2.5 secs, standard 3.5 secs, and breach a massive 6.5 secs, a 1.5 - 2 charge time would be a buff for them, if the forge guns lose their splash damage then the tank railguns and turret railguns should lose it too. They also have no zoom and they shake around so much while they charge roughly 1 in 8 of my shots would miss a stationary turret becasue the round would just spoon off into the distance. In the last build I used proto heavy with triple complex heavy damge mods and an ishokone forge gun, this build i havnt bothered taking forge guns past lvl 1 so far the range nerf added to super slow heavy suits just makes it kinda pointless, Also got to wonder why when people are one shotted by grenades, tanks or snipers this is fine, but if its the forge gun its time to moan. Cool. Good to know they're not as OP as I was imagining from comments. Is the charge-up between each shot or can you charge up and fire a few rounds? Again I don't have much experience but it sounds like the vehicle mounted forge guns should also lose the splash damage. A rail gun or gauss rifle is made with velocity and force in mind, not explosive damage. They're by their nature an anti-armour or precision (sniper) anti-personnel weapon, not artillery. My $0.02 with admittedly nothing but other peoples opinions to go by.
They can only be used by the HEAVY. The breach forge gun takes SIX SECONDS PER SHOT. NO ZZOOM. Plenty of SHAKE and MISSED shots. This a lot of times results in DRT status. DRT meaning DEAD RIGHT THERE. In case I was unclear. **** useing a nerfed weapon on a nerfed suit thats close to USELESS this build. |
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