corbear Ormand
Algintal Core Gallente Federation
18
|
Posted - 2012.11.17 00:46:00 -
[1] - Quote
From one forger to another, good luck, I'll post my best tips here.
Personally I prefer the regular (Charge holding) Forge guns, reason being I can charge up behind cover, pop out and fire and hide again before he can (generally) kill me, lower damage, yes but it does the trick on most (not all) tanks and dropships, be wary of Mavado (Tank) Noc (Dropship) and a few others who will eat your shots like it's the first good meal in a long time, you will learn real fast who's decent, and who's the best.
Tanks: High ground is necessary on these bad boys, get below/at and you light up like a christmas tree in the dead of night, plus he can usually run away before the final shot gets him down, keep on him, don't let him recharge shields/armor and keep pushing him till he breaks, mountainous area (Peaks, Near A, where all the tanks like to hide) is your best route, flank and you can either (Depending on who it is) kill them 80% of the time, or make them fly out of there with just enough armor to not burn if they don't have good infantry behind them.
Bad fitted tank - 2 shots Decent fitted tank - 4-5 shots Amazing tanker - 6-10 shots (I think I have put about 12 rounds total into a tank before, no harden
Dropships: Aim ahead, remember you have a range limit, while he does not (Missiles) it will take you a while to get the feel down, you need to be QUICK on this, thus why the breach is NOT recommended you need to pump 2-3 shots into him and you can't miss a single one, this is why dropships are hard/nigh impossible to take down without practice (And thus why most people will disown forge guns as a viable AV weapon) the other downside to dropship killing is most of them will take 5-6 shots to take out, you have time for maximum of 3, thus why 2 forge gunners is needed to **KILL** a dropship in just about any pubgame (Bar the crap fits) note that I said KILL
Now on to the most reliable way to stop a dropship, pump rounds into him anytime he even thinks about coming close.
Reason for pumping rounds into him (but not killing him) is this, if he's only getting 5-6 kills for the ENTIRE game, you have done your job well, he isn't going 50-0 or 100-0, you yourself are stopping the war machine from doing a pure **** on your team, look at it this way if you think "Well, I only went 2-4 and was nigh last on the scoreboard" yes, you may have only gotten 2 kills, but you stopped that dropship pilot effectively owning you, and everyone else, making you go, maybe 5-15, which is much worse imho.
Bad fitted dropship - 2 shots Decent fitted - 3 shots Amazing - 5-7 shots
Running as a lone forge gunner, you will have problems, specifically not enough DPS on target, thus why a friend would really help you out. |
corbear Ormand
Algintal Core Gallente Federation
18
|
Posted - 2012.11.17 11:33:00 -
[2] - Quote
Shijima Kuraimaru wrote:Another tip on taking on missile tanks, and it's not always easy to do, is to find that just right spot where when the missiles are flying at you, they either hit the hill/cover far enough in front of you that you're out of splash damage and, if they do go over cover, there's nothing behind/around you for the missiles to hit to splash you. These spots are usually make you a good target for snipers.
Also, Damage Amplifiers are a good idea for a forge gunner as well. Well I think they are though others might think differently.
And don't forget that you don't have to see the whole tank to hit it.
Damage Amp's are a necessity, also the higher up you are, the less likely the splash will get you (Thus if your sniping w/ a forge, you need to have the high ground because you are very unlikely to hit them with main blast, most likely will damage them with splash) thus why I said the high ground is a necessity against tanks |