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Luna Vuhrast
Tronhadar Free Guard Minmatar Republic
23
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Posted - 2012.08.26 06:26:00 -
[1] - Quote
Okay so I have personally by experience noticed a huge trend in forge gun usage lately, but hey I completely understand who doesn't like one hit kill weapons? I suggest a little tweaking on them to balance things out because that, coupled with shotguns, mass drivers, and snipers lately is breaking balance so here's my thought.
drop the forge gun damage from 1200hp to 600 Ammo capacity to 4 rounds and reduce the splash radius to about 2m And finally place a gravity or distance range on them cause right now they rival if not surpass the effective range of sniper rifles.
Please feel free to comment. |
Buzzwords
Deadly Blue Dots RISE of LEGION
416
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Posted - 2012.08.26 06:33:00 -
[2] - Quote
i'm sure the tanks would love this, but i gotta disagree.
first of all, ammo capacity already IS 4.
and 600 is still enough to one shot most low end suits.
so all any of that really accomplishes is making them terribad anti vehicle weapons.
the splash damage i would just completely remove though. av weapons don't need splash. all it does is give people something to cry about. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
583
|
Posted - 2012.08.26 07:02:00 -
[3] - Quote
Buzzwords wrote:
the splash damage i would just completely remove though. av weapons don't need splash. all it does is give people something to cry about.
Well technically it's basically a small handheld railgun, and railguns do have splash damage so it makes sense. |
Ruthra V25
Conspiratus Immortalis
40
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Posted - 2012.08.26 07:18:00 -
[4] - Quote
Using a Forge gun is not as easy as you think
range has been changed or put more inline with the Skill to add range
hell try using the Breach Forge, you almost have to set up like a sniper, its not something you just walk around with
have you tried aiming an already shaking forge gun as you take hostile fire that even adds more camera shake.
on that...if I have to be so solid that i can fire a breach forge, small arms fire should not move me
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Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2012.08.26 07:41:00 -
[5] - Quote
Luna Vuhrast wrote:Okay so I have personally by experience noticed a huge trend in forge gun usage lately, but hey I completely understand who doesn't like one hit kill weapons? I suggest a little tweaking on them to balance things out because that, coupled with shotguns, mass drivers, and snipers lately is breaking balance so here's my thought.
drop the forge gun damage from 1200hp to 600 Ammo capacity to 4 rounds and reduce the splash radius to about 2m And finally place a gravity or distance range on them cause right now they rival if not surpass the effective range of sniper rifles.
Please feel free to comment.
LOL http://www.youtube.com/watch?v=ztVMib1T4T4 |
Fivetimes Infinity
Immobile Infantry
1086
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Posted - 2012.08.26 08:37:00 -
[6] - Quote
Ruthra V25 wrote:Using a Forge gun is not as easy as you think
Yeah, it is about as easy as you'd think. You just need to line up the shot, and it's a straight, instant line between you and the target that will kill 100% of the time if it hits. All you have to do is line up one shot. Not as easy as spraying with an assault rifle, but in a lot of circumstances it's more powerful.
Speaking of which, I don't understand why forge guns get to be really powerful against infantry, yet swarm launchers suck. Forge guns are even better against vehicles than swarm launchers overall I'd say. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
583
|
Posted - 2012.08.26 08:40:00 -
[7] - Quote
Fivetimes Infinity wrote:Ruthra V25 wrote:Using a Forge gun is not as easy as you think Yeah, it is about as easy as you'd think. You just need to line up the shot, and it's a straight, instant line between you and the target that will kill 100% of the time if it hits. All you have to do is line up one shot. Not as easy as spraying with an assault rifle, but in a lot of circumstances it's more powerful. Speaking of which, I don't understand why forge guns get to be really powerful against infantry, yet swarm launchers suck. Forge guns are even better against vehicles than swarm launchers overall I'd say.
That's because Swarm launchers can be used by any class...forge guns are limited to heavies only. Specialty always breeds excellence in New Eden. |
Aqil Aegivan
The Southern Legion
50
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Posted - 2012.08.26 08:52:00 -
[8] - Quote
Lol, this is the opposite of how to properly nerf the forge gun. A massive damage decrease in an AV weapon? You don't make it less likely to be used on infantry by leaving it able to OHK most drop suits but less useful against vehicles.
I agree that removing splash would decrease its abilities as an anti-infantry weapon while letting it retain its AV functions, but since the forge gun is now a joke due to the range nerf I don't see the point of keeping it if it's just going to get nerfed again.
To those who haven't used a forge gun, the reason they were so deadly is due to the fact that the reticule would change color from blue to orange when its exact center was positioned over the target. I don't know about other forge gunners but I was using this to aim rather than actually using the reticule. Consequently, all that needed to be done was to fix it so the reticule would change color as soon as a target was anywhere in the reticule, not just in the one pixel in the middle that my forge round was going to hit. This would decrease the functional accuracy of the weapon without ridiculous range nerfs, allowing the forge gun to act as an effective long range AV weapon without retaining its sniping and mid range anti-infantry abilities (or to be exactly as deadly if the user was skilled enough, which is exactly how it should be). |
MECHASQrL
Villore Sec Ops Gallente Federation
5
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Posted - 2012.08.26 09:07:00 -
[9] - Quote
I'd say remove splash increase range keep the damage but make it to shake more when charging in that way it will still be great weapon against vehicles and not that great against infantry and hard to snipe. |
oneshytalk
Osmon Surveillance Caldari State
71
|
Posted - 2012.08.26 11:16:00 -
[10] - Quote
Luna Vuhrast wrote:Okay so I have personally by experience noticed a huge trend in forge gun usage lately, but hey I completely understand who doesn't like one hit kill weapons? I suggest a little tweaking on them to balance things out because that, coupled with shotguns, mass drivers, and snipers lately is breaking balance so here's my thought.
drop the forge gun damage from 1200hp to 600 Ammo capacity to 4 rounds and reduce the splash radius to about 2m And finally place a gravity or distance range on them cause right now they rival if not surpass the effective range of sniper rifles.
Please feel free to comment.
AV virtually non existant in this game already and you want this ? are you trolling ? or yey another MKB tank driving tard ? |
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Arbor Viridanus
Sanmatar Kelkoons Minmatar Republic
196
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Posted - 2012.08.26 12:55:00 -
[11] - Quote
The Forge Gun needs a damage BOOST. It's terrible at AV at the moment (not counting LAVs), which is what it's supposedly designed for. I don't think anyone would have a problem with reducing splash range/damage, though. |
Gelan Corbaine
BetaMax.
103
|
Posted - 2012.08.26 13:02:00 -
[12] - Quote
Urge to kill...............RISING !!!
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Abron Garr
Amarr Templars Amarr Empire
256
|
Posted - 2012.08.26 13:04:00 -
[13] - Quote
They're already slower than a fat baby crawling up stairs. It just wouldn't feel right nerfing their only self defense against infantry and making them even more useless against vehicles. |
lDocHollidayl
Imperfects Negative-Feedback
171
|
Posted - 2012.08.26 15:12:00 -
[14] - Quote
This should be titled new PS+ members discussion.
Edit your posts...go play with the stuff before imagining scenarios.
Error #1 I will give you for free...forge gun currently has less distance then the AR.(may be slight exaggeration) Their is no sniping snipers.
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Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.08.26 16:37:00 -
[15] - Quote
The forge gun already got nerfed. Only reason it's prolific as an infantry weapon is because everyone is using crap suits. Get 550 ehp and suddenly the splash damage isn't so bad at all. The range decrease is just stupid IMHO. Forge guns are one of the only "unique" weapons Dust has to offer. Make it an awesome weapon that everyone should get lvl 1 in.
Mavado's link sums it up very nicely.
Oh and Forgeguns have projectile times, not hitscan, so if you get 1shotted by something which takes ages to charge, has projectile time and effectively has to stand still/crouch, it's your own damned fault.
Buff the Forge to make it Dusts pinup gun. |
Luna Vuhrast
Tronhadar Free Guard Minmatar Republic
23
|
Posted - 2012.08.26 16:54:00 -
[16] - Quote
Correction, I have used them and personally seen them oneshot tanks aswwell as any vehicles also enough to know stat wise they outdo even tank weaponry. Minus the SOONtm artillery and laser rifles but this should not happen, otherwise there is no reason to have vehicles of any kind. The last five matches I had was spawn in to a forgegun dropping me.. respawn run for a moment to see a forge beam come flying 100+ meters away from the location I was spawned at previously only to go right back to respawning ten feet away again, see 5 red arrows raining down on me so I retreated waited a couple seconds dropped a LAV hoped in at that moment, forgegun obliterates the vehicle in one shot. I think it's a very affective weapon but most certainly abusable. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.08.26 17:09:00 -
[17] - Quote
You argument is invalidated by saying a 2000ish damage weapon 1 shots a 20k ehp tank. Sorry buddy. However, you do make a good argument, and I think it's just the voice of experience you're hearing from many of us vets. I miss the 4m radius splash damage from Replication, but it was too much. Removing splash damage all together would make your Proto heavy suit suicidally vs a reasonable assault char.
Like I say I feel the Forgegun is the only obviously unique weapon Dust has. Make it cracking, verging on Op like the shotgun. |
Luna Vuhrast
Tronhadar Free Guard Minmatar Republic
23
|
Posted - 2012.08.26 17:19:00 -
[18] - Quote
I've been around for 3 builds, two of which I sat out of it because of no squad menu release and just couldn't take the annoyance of blocky textures and teleporting from massive lag caused by bad code. So essentially I was here awhile, just never bothered to post on forums till this build because this is the only one I felt was worth putting time testing in. But ya forge guns were worse 2 builds ago so were swarm launchers but forge guns still outkill anything on the field. Regardless of slow speed, all it takes is someone semi coherent in the shooter genre to break and abuse them. It happens, hell it happened in BF3 BC2 RSV2 Socom series. If a loophole is there it is exploitable. |
immortal ironhide
SyNergy Gaming
80
|
Posted - 2012.08.26 19:47:00 -
[19] - Quote
ahh the lovely nerf the forge thread..mean looking for this.
1) Forge gun has very limited range without getting sharpshooter skill. If you are getting killed at a long range with the froge then either a) you are sitting still and didnt notice the other shots flying past you b) whoever is using it has skills upgraded c) he got one heck of a lucky shot on you. ive dropped a few snipers with the forge, but it took me about 4 shots, having to move closer each time.
2) Standard tank has a base of approx 4k EHP i believe. Advanced breach forge does 2300 damage. Still takes 2 shots, add to that the 6sec base charge time for the breach and not gunna be able to take out many tanks. And any decent tanked will have mods on the tank giving it either faster recharge or more hp, so taking even more shots. Assault forge fires faster (2.5s), but advanced version does 1300 some hp. Took me 4 shots on a tank to break shields, had to reload and tank got away before i could get the finally shot on it.
3) For LAV drivers, dont stop the LAV to switch to turret in the middle of a bunch of people, that just gives me a free kill 90% of the time.
Forge guns do not need to be nerfed at all. If anything they need to be looked at for either a charge time decrease or a damage increase. They are supposed to be a AV weapon, yet they cant bring a stop to a tank assault. The price of a forge gun should make it a lot more powerful than it is, about 40k isk for an advanced assault forge if i remember right. Plus when using anything but the assault forge you are stuck in that spot, so you are easy pickings for snipers or scout suits to run up on and kill. There has to be a way to balance out being a sitting target (or a slow moving tub of lard target) to damage output.
One idea i had for the forge (except assault forges those should stay as they are imho) is increase the damage by 500 or so, and either decrease the number of shots before reloading or increase the charge time SLIGHTLY,
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lDocHollidayl
Imperfects Negative-Feedback
171
|
Posted - 2012.08.26 19:53:00 -
[20] - Quote
Sorry I thought you were a new player. Go ahead and try out your exploit. If you get 20 kills in one game with a forge I will send my deepest apologies. Grab 20 in 3 games without dying more then 10 times and maybe you got an exploit.
It will not happen. Heavies are too slow. There was an exploit a build ago if they had a nanohive and a high location. Exploit is a stretch. It was a cheap but not tide turning advantage. |
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Alshadow
Amarr Templars Amarr Empire
71
|
Posted - 2012.08.26 20:29:00 -
[21] - Quote
Luna Vuhrast wrote:Okay so I have personally by experience noticed a huge trend in forge gun usage lately, but hey I completely understand who doesn't like one hit kill weapons? I suggest a little tweaking on them to balance things out because that, coupled with shotguns, mass drivers, and snipers lately is breaking balance so here's my thought.
drop the forge gun damage from 1200hp to 600 Ammo capacity to 4 rounds and reduce the splash radius to about 2m And finally place a gravity or distance range on them cause right now they rival if not surpass the effective range of sniper rifles.
Please feel free to comment.
please tell me this is a troll thread... i have only seen a few FGs this build, and NONE of them have even slightly been a threat to me. i honestly think FGs arent **** this build, and they only will be a threat when there is perfect hit detection with splash damage |
Ignatius Crumwald
Sanmatar Kelkoons Minmatar Republic
475
|
Posted - 2012.08.27 01:06:00 -
[22] - Quote
Not this again... |
Bones1182
Circle of Huskarl Minmatar Republic
86
|
Posted - 2012.08.27 01:13:00 -
[23] - Quote
Yes this again. The forge has already been nerfed into near uselessness,the only way to use them atm without wasting a ton of rounds is hide and hope a tank roles by or a dropship just happens to fly low enough.
Its total rubbish. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.08.27 01:29:00 -
[24] - Quote
Currenlty the forge gun is anti infantry. How would these nerfs make it useful against tanks? |
The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2012.08.27 02:16:00 -
[25] - Quote
lol like if forgeguns aint nerfed enough. If you get 1 shoted by a forgegun then you probs stand completely still. |
Kain Spero
Imperfects Negative-Feedback
905
|
Posted - 2012.08.27 02:34:00 -
[26] - Quote
The forge gun has been nerfed EVERY build. It's range has been reduced dramatically, it's splash damage had been reduced and made a smaller radius, they added reduced movement when charging. The list goes on. Can we please stop the madness. Right now the forge gun feels about right, but I'm starting to wonder about the range reduction vs. tanks etc. because of the added camera shake. Hell they've even made it harder to hit infantry from the last build. |
Mike Molle
L.O.T.I.S. Legacy Rising
8
|
Posted - 2012.08.27 02:49:00 -
[27] - Quote
Sir, look at the stats before you run your mouth about. Current splash is 1.5m, giving it 2m would BUFF it, as stated before ammo is at 4, if you put gravity on a forge gun, its needed on everything else. Besides, it's range is a lil more then an AR without Sharpshooter. Your whining is no longer valid
Ignorance + Tired and Cranky = Angry Molle |
Hobos-N-Guns
Soldiers Of One Network Orion Empire
44
|
Posted - 2012.08.27 04:13:00 -
[28] - Quote
MECHASQrL wrote:I'd say remove splash increase range keep the damage but make it to shake more when charging in that way it will still be great weapon against vehicles and not that great against infantry and hard to snipe.
Just what it needs, more shaking
While were at it lets make the sniper rifle move around alot more in scoped mode.
And we can use scouts for AV weapons. Just have them run into tanks and blow them up with sachel charges...oh wait...don't have sachel charges...ok, we can use remote explosives.....oh wait..those have been nerfed to.
i got it, we all just drive tanks
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Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
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Posted - 2012.08.27 07:24:00 -
[29] - Quote
Luna Vuhrast wrote:Okay so I have personally by experience noticed a huge trend in forge gun usage lately, but hey I completely understand who doesn't like one hit kill weapons? I suggest a little tweaking on them to balance things out because that, coupled with shotguns, mass drivers, and snipers lately is breaking balance so here's my thought.
drop the forge gun damage from 1200hp to 600 Ammo capacity to 4 rounds and reduce the splash radius to about 2m And finally place a gravity or distance range on them cause right now they rival if not surpass the effective range of sniper rifles.
Please feel free to comment.
BS! In case I was unclear.
Last two builds I either drove a HAV or I was a forge gunner on my MAIN CHARACTER. This build ask me how many kitten times I have used the forge gun on my main character.
ZERO!! Thats right on one of my alternate characters I tried the forge gun and it sucked!! even with skills into it!!
So THIS BUILD I am skilling for wait for it, wait since you will NEVER guess. Thats right! HAVS!!!
So please lets nerf the forge gun even more and lets nerf the swarm launchers and lets nerf the AV grenades since NOTHING must dent the Precious Hav.
All foot infantry must lay down in the middle of the road to be cleansed by the armoured treads of the new HAV Overlords.
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Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2012.08.27 07:26:00 -
[30] - Quote
Kain Spero wrote:The forge gun has been nerfed EVERY build. It's range has been reduced dramatically, it's splash damage had been reduced and made a smaller radius, they added reduced movement when charging. The list goes on. Can we please stop the madness. Right now the forge gun feels about right, but I'm starting to wonder about the range reduction vs. tanks etc. because of the added camera shake. Hell they've even made it harder to hit infantry from the last build.
EVE is mostly about vehicles so is it so suprising that Dust is slowly turning into a vehicle FPS??
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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
|
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
|
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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