Pages: 1 2 [3] 4 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Cal Predine
StarKnight Security
37
|
Posted - 2012.12.02 09:54:00 -
[61] - Quote
I'm guessing that this thread was started by a vehicle aficionado, but here's my Isk 0.02 anyway...
Paran Tadec wrote:My point is the forge is too good at everything, and not bad at anything..
I can chip in here, since I actually *use* a forge gun when the situation demands, and by that, I mean when there are suitable targets on the field. When there aren't suitable targets on the field, I play regular infantry, since a forge gunner isn't particularly useful in most situations, is expensive to train and equip, and will get taken down by regular infantry pretty quickly. As in the real world, Dust warfare is a highly complex game of paper/ stone/ scissors. And on the subject of "suitable targets" it's important to differentiate hard "point" targets such as vehicles and emplacements from soft "dispersed" targets such as groups of infantry.
The Forge is, I have to agree, probably the most effective weapon at damaging point targets. It's not effective at destroying them, only at damaging them. Once that point target (be it a vehicle or emplacement) has taken it's first Forge hit, it will respond, either with force (and any point target has more then enough firepower to take out a forge gunner before the lengthy charge-up time allows a second shot) or (in the case of vehicles) driving them off to repair and return soon after.
Against dispersed targets (like groups of infantry), the forge gun is pretty much ineffective. It may (and I emphasise *may*) take one infantryman out before being destroyed, but you'd need to catch them stationary and at moderate range. Being one of the few weapons which can only be fired "from the hip" (i.e. unzoomed) means it's not effective at long range except by blind luck. this is correct and as it should be. I'd argue that the HMG fits your description more closely, being able to engage many point and all dispersed targets effectively, but that's a debate for another thread.
The problem we have here is, that there isn't much which actually represents a credible *threat* to well-prepared vehicles, especially Dropships and HAVs, to such an extent that just one of them can and will frequently utterly dominate a match, and that rather smacks of one wealthy player (or a small tank/ dropship crew) rendering everyone else (on both sides) feeling rather bored and obsolete - great fun for the minority, I'm sure, not rather poor gameplay value for everyone else.
A Cavalry Major I used to work with described his beloved tanks as "pretty much dead without infantry support". That's certainly not the case in Dust, so I'm harshly opposed to seeing one of the few weapons that Dust vehicles can't ignore being rendered less effective. |
E-Dino
Bragian Order Amarr Empire
1
|
Posted - 2012.12.02 10:18:00 -
[62] - Quote
Cal Predine!!! You sir have pretty much effectivley countered most of the posts in this thread!! A post worthy of a like! |
IamI3rian
OSG Planetary Operations Covert Intervention
11
|
Posted - 2012.12.02 10:39:00 -
[63] - Quote
When we encounter one of those "suped up vehicles" like drops/tanks etc... we respond appropriately. Generally, four swarm launchers on freebie suits come out, and those vehicles are destroyed. We've got a forge gunner or two also, and they contribute plenty to taking down these clowns.
Fact is though, there's more than enough players on a team (or even a decent squad) to take down a good tank/dropship with free stuff.
The "problem" here though, is when your squadmates aren't your friends/corpmates and endlessly attempt to ignore the death from above/rolling destruction.
Most vehicle guys I know, aren't really thrilled with losing more than one big ticket item per match.
Having said all that, I do think the range on a forge gun might need to be tweaked... since infinite is kinda silly.
Either way, that's not really much of an issue. There's more than enough counters to forge gunners around. |
xMarauder
Doomheim
139
|
Posted - 2012.12.02 11:12:00 -
[64] - Quote
IamI3rian wrote:When we encounter one of those "suped up vehicles" like drops/tanks etc... we respond appropriately. Generally, four swarm launchers on freebie suits come out, and those vehicles are destroyed. We've got a forge gunner or two also, and they contribute plenty to taking down these clowns.
Fact is though, there's more than enough players on a team (or even a decent squad) to take down a good tank/dropship with free stuff.
The "problem" here though, is when your squadmates aren't your friends/corpmates and endlessly attempt to ignore the death from above/rolling destruction.
Most vehicle guys I know, aren't really thrilled with losing more than one big ticket item per match.
Having said all that, I do think the range on a forge gun might need to be tweaked... since infinite is kinda silly.
Either way, that's not really much of an issue. There's more than enough counters to forge gunners around. Infinite range? no it doesn't have infinite range. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.12.02 12:36:00 -
[65] - Quote
EnglishSnake wrote:Forge gunner hiding behind a hill and i can see him so i aim with my railgun get that red marker popping up and i fire, but wait i didnt kill him and he still managed to fire off a shot and hit me what happened? oh yes its in invisable wall that he behind and i will never be able to hit him but he can hit me fine You're right.
Glitchy terrain is totally a problem with the Forge Gun.
Assign blame where it belongs. Those same terrain glitches can make some hilltop/hillside snipers immune to counter-sniper, Blaster, or even Missile Turret fire in certain situations. They can also result in a hill-cimbing idiot getting stuck in a falling animation then spontaneously dying for no legitimate reason while trying to jump over a rock. Does that mean snipers are OP? Does it mean rocks are OP? No. It means that terrain is glitchy and needs work. |
Captain-Awesome
Internal Error. Negative-Feedback
349
|
Posted - 2012.12.02 13:17:00 -
[66] - Quote
what in the world of **** are these cry babies talking about?! nerf the forge gun?! and then your reasons are completely stupid?! tank drivers QQing about splash damage when it's the direct damage that kills them
then they say "we are defenceless against them" with their 8k armor vs 1k 1 shot.
Then they say "but they hide up in the mountains popping their head up!" while they stay behind their redlines / against corners ready to run away in their speed tanks that take 4 shots from proto forge compared to the 1 shot on a heavy.
all the while giving the impression they are given this great injustice while they go 20-0 per match.
and then they accuse us FORGE gunners of QQ'ing because our so called "god mode" is being taken away? when even a militia assault can take us out. when was the last time you seen a forge gunner going 26-0?!
I lol at this thread and hope ccp doesn't take the op and those who support them seriously -_-
as said forges are well balanced, and difficult to use against infantry. if someone sees someone raining forge shots from above - why are they not going up to take them out?
one thing I've noticed about this forums is when people want to QQ about something, they'll try and paint the most bleak picture they can without even mentioning the options that blatantly counter it. |
Sir Meode
Seraphim Initiative. CRONOS.
317
|
Posted - 2012.12.02 13:36:00 -
[67] - Quote
Captain-Awesome wrote:what in the world of **** are these cry babies talking about?! nerf the forge gun?! and then your reasons are completely stupid?! tank drivers QQing about splash damage when it's the direct damage that kills them
Is an AV weapon why should it have any splash damage at all?
Captain-Awesome wrote: then they say "we are defenceless against them" with their 8k armor vs 1k 1 shot.
Base damage of the cheapest Forge gun is 1200 and splash is 210, Splash damage on a militia fit troop is OHK.
Breach Forge is 2500 direct base damage, which on a militia fit HAV is almost a OHK. Two breach forge users with a good fit will melt any well fit HAV in 2/3 shots no problem
Captain-Awesome wrote: Then they say "but they hide up in the mountains popping their head up!" while they stay behind their redlines / against corners ready to run away in their speed tanks that take 4 shots from proto forge compared to the 1 shot on a heavy.
Why are you comparing survivability between a heavy and a HAV??
Captain-Awesome wrote: and then they accuse us FORGE gunners of QQ'ing because our so called "god mode" is being taken away? when even a militia assault can take us out. when was the last time you seen a forge gunner going 26-0?!
On the EU servers i see this regular
I was on the SSSDUST514 chat last night and heard Mr Zitro say he hardly ever see's Forge users, maybe its because of playing on american servers? On the EU servers they are everywhere. |
Salazar Skye-fire
Villore Sec Ops Gallente Federation
85
|
Posted - 2012.12.02 13:37:00 -
[68] - Quote
theres no need for a forge nerf the last one put it right where it shoud be because now it has no range plus the added shaking effect when holding a charge. its fine the way it is. tank nerfs were neccisary because you could be anywhere on the map and shoot someone from long range and it still had effective damage. forge is fine nothing needs to be tweaked with it. |
Jason Pearson
Seraphim Initiative. CRONOS.
742
|
Posted - 2012.12.02 13:40:00 -
[69] - Quote
Captain-Awesome wrote:what in the world of **** are these cry babies talking about?! nerf the forge gun?! and then your reasons are completely stupid?! tank drivers QQing about splash damage when it's the direct damage that kills them
then they say "we are defenceless against them" with their 8k armor vs 1k 1 shot.
Then they say "but they hide up in the mountains popping their head up!" while they stay behind their redlines / against corners ready to run away in their speed tanks that take 4 shots from proto forge compared to the 1 shot on a heavy.
all the while giving the impression they are given this great injustice while they go 20-0 per match.
and then they accuse us FORGE gunners of QQ'ing because our so called "god mode" is being taken away? when even a militia assault can take us out. when was the last time you seen a forge gunner going 26-0?!
I lol at this thread and hope ccp doesn't take the op and those who support them seriously -_-
as said forges are well balanced, and difficult to use against infantry. if someone sees someone raining forge shots from above - why are they not going up to take them out?
one thing I've noticed about this forums is when people want to QQ about something, they'll try and paint the most bleak picture they can without even mentioning the options that blatantly counter it.
My primary role (and enjoyment) is piloting a Dropship. My issue is I am 2 hitted by a Forge Gunner, I can have 4000 Shields and I will be destroyed instantaneously, that's a good 700k ISK gone in seconds. I've done it to Dropships, If I'm in a good position I will destroy them easily enough.
Now, many of us agreed completely to the missile nerfs, I believe a Dropship shouldn't be an offensive vehicle when it comes to their gunners. The issue is it's far to weak to fulfill its role, it's meant to be a vehicle that is able to pick up troops in hot zones, I don't care if you remove my gunners to make it so my Dropship can fulfill its role, by all means do it. But give me the PG/CPU to make my vehicle capable to do such things.
Before someone goes "BUT ITS A LIGHT VEHICLE", It's not, it's a medium vehicle and if we want to match descriptions for everything in this game, it's apparant a heavy platform for troops to deploy into battle. So we either need to nerf forge guns slightly, decrease its damage and such so a Dropship can survive, or buff dropships defensive capabilities
________________________________________ This post is the opinion of Jason Pearson and does not represent Seraphim Initiative in any way whatsoever Should you feel offended, please speak with Jason Pearson directly so he can amend this issue We thank you for your cooperation.
|
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2012.12.02 13:59:00 -
[70] - Quote
Beld Errmon wrote:HowDidThatTaste wrote: Still Bitter I see.
Have you tried forgeing people?
To those that can and do my hats off to you that takes some skill.
I'll second that, as much as I hate being taken *out* by someone with a forge gun up on top of a hill or building I know it takes skill to pull off.
Its not easy if they're on the move! |
|
Captain-Awesome
Internal Error. Negative-Feedback
349
|
Posted - 2012.12.02 14:18:00 -
[71] - Quote
Sir Meode wrote: Is an AV weapon why should it have any splash damage at all?
it's an explosive weapon, explosions have splash why is that even being questioned?
Sir Meode wrote: Base damage of the cheapest Forge gun is 1200 and splash is 210, Splash damage on a militia fit troop is OHK.
maybe on paper but that's DEFINITELY not the case on the field - most of my splash shots take 2 and I've been killed by militia gear after I hit them with splash I don't trust the stats. they don't seem to match in game results.
Sir Meode wrote: Breach Forge is 2500 direct base damage, which on a militia fit HAV is almost a OHK. Two breach forge users with a good fit will melt any well fit HAV in 2/3 shots no problem
why are you comparing a militia HAV to a at least advanced Forge gun!? ontop of that breach forge is like a death cannon, you can't move for 6 seconds which means you have to wait for the tank to come into view and you have to keep the charge (6 seconds!) I don't even go there because if any infantry see me I'm a dead man. if you are going to make scenarios, use an even playing field - 2 breach forge gunners - then compare against 2 HAVs. if you are against 2 forge gunners, no **** you are going to go down. that's the same in ANY scenario. "2 Shot gunners kill me in militia gear waa" no **** 2 shotgunners. "2 HMV Killed me in militia gear waaa" no ****! come on man. I've put my breach against proto tanks and it takes more than 1 shot to take them out - that's more than 12 seconds from first charge. Don't forge it's ANTI VEHICLE for a reason?
Sir Meode wrote: Why are you comparing survivability between a heavy and a HAV??
because those in tanks are complaining that HAV cant survive against a forge gun.... while carrying OHK missiles/blasters/rail guns - hypocrite much?
tanks 8k hp, non av don't bother look for them. heavy 1k hp, infantry and tanks look for them.
but apparently this is moot? Forge users (especially BREACH if they are up against a proto tank) have to get into a position against a tank. while fending of infantry attacks. if tanks aren't being defended then that only leaves them open. CCP has ALWAYS said tanks are meant to get infantry support against forge swarm gunners. but no there's this "god given right" to race around the map with fricken speed boosters to pewpew the infantry that little bit more then QQ on the forums when they get shot down (in your own words in militia tanks!?)
Sir Meode wrote: On the EU servers i see this regular
I was on the SSSDUST514 chat last night and heard Mr Zitro say he hardly ever see's Forge users, maybe its because of playing on american servers? On the EU servers they are everywhere.
oh bullshit. you know full well forge gun is anti vehicle and 1 shot'ing infantry is difficult. difficult enough to use more than 1 shot on 1 infantry - forge guns get 16 shots before they need to look for more ammo let alone find the players to hit while not getting killed by them.
as a UK player, I play on the EU servers as a forge gunner and the players are a joke. I rarely see other forge gunners who are half decent and never seen one go above 20 this build. |
Captain-Awesome
Internal Error. Negative-Feedback
349
|
Posted - 2012.12.02 14:23:00 -
[72] - Quote
Jason Pearson wrote:My primary role (and enjoyment) is piloting a Dropship. My issue is I am 2 hitted by a Forge Gunner, I can have 4000 Shields and I will be destroyed instantaneously, that's a good 700k ISK gone in seconds. I've done it to Dropships, If I'm in a good position I will destroy them easily enough. Now, many of us agreed completely to the missile nerfs, I believe a Dropship shouldn't be an offensive vehicle when it comes to their gunners. The issue is it's far to weak to fulfill its role, it's meant to be a vehicle that is able to pick up troops in hot zones, I don't care if you remove my gunners to make it so my Dropship can fulfill its role, by all means do it. But give me the PG/CPU to make my vehicle capable to do such things. Before someone goes "BUT ITS A LIGHT VEHICLE", It's not, it's a medium vehicle and if we want to match descriptions for everything in this game, it's apparant a heavy platform for troops to deploy into battle. So we either need to nerf forge guns slightly, decrease its damage and such so a Dropship can survive, or buff dropships defensive capabilities ________________________________________ This post is the opinion of Jason Pearson and does not represent Seraphim Initiative in any way whatsoever Should you feel offended, please speak with Jason Pearson directly so he can amend this issue We thank you for your cooperation.
it's not that forge guns need a nerf, dropship hp needs a buff. and 4000 shields is more than 1 shot. you'd be looking at a proto forge gun with damage mods for 3.5k damage alone.
But yes I agree, dropships go down too easily against a forge gun, and I personally would like to see a hp buff. but not extreme levels. you still have turrets and you shouldn't be getting into spots where you know there are forge gunners. plus when travelling at speed it is extremely difficult for a forge gunner to hit drop ships. more so when they fly low. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.12.02 14:42:00 -
[73] - Quote
Sir Meode wrote:Base damage of the cheapest Forge gun is 1200 and splash is 210, Splash damage on a militia fit troop is OHK. Militia Assault.
0 SP investment into ANYTHING that increases survivability. 0 HP bonuses from ANY modules that increase HP.
125 Shield. 175 Armour. 300HP total. 300 > 210.
You can easily fit a Militia Scout with a single Militia Armour Plate mod, or a single Militia Shield Extender, and it will be able to take more than 210 damage.
Every step into mechanics gives you increased armour. At level 2, a Scout can survive a 210 damage hit without any HP increasing mods.
Also, splash diminishes as range from the centre of the blast increases. If you're pressed up against the wall and the Forge hit explodes RIGHT next to you, it's theoretically possible to take 210 damage, but you're unlikely to take more than 150 unless you almost took a direct hit which would one-shot you even in a Heavy. |
Salazar Skye-fire
Villore Sec Ops Gallente Federation
85
|
Posted - 2012.12.02 14:47:00 -
[74] - Quote
theres also that blatantly obvious queue your being shot at by the flashy blue light, strafe is easy to pull off. |
Sir Meode
Seraphim Initiative. CRONOS.
317
|
Posted - 2012.12.02 15:05:00 -
[75] - Quote
I think you miss the point. Its a HAV it should take more than one person to bring it down and currently thats not how its working |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.12.02 15:12:00 -
[76] - Quote
Sir Meode wrote:I think you miss the point. Its a HAV it should take more than one person to bring it down and currently thats not how its working My 200,000 ISK Sica only dies to a lone Forge Gunner if I screw up. It usually takes 2 - 3 infantry or a better HAV than my own to kill it. A couple of good 2-man LAV teams (driver + gunner) can sometimes do the trick, but usually not. 2 Proto Forge Guns will kill me pretty fast, but if I see either of them while charging, they'll probably die first. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.12.02 15:42:00 -
[77] - Quote
Garrett Blacknova wrote:Sir Meode wrote:I think you miss the point. Its a HAV it should take more than one person to bring it down and currently thats not how its working My 200,000 ISK Sica only dies to a lone Forge Gunner if I screw up. It usually takes 2 - 3 infantry or a better HAV than my own to kill it. A couple of good 2-man LAV teams (driver + gunner) can sometimes do the trick, but usually not. 2 Proto Forge Guns will kill me pretty fast, but if I see either of them while charging, they'll probably die first.
Milita tanks i see are generally are solo'd half the time, someone dropped one in an ambush with a railgun and i hopped about with a milita SL spamming it and throwing AV nades and it popped
You can solo a gunlogi tbh, a sagaris rarely because the driver knows its expensive and they dont want to lose it so they take extra care over it tbh
Even then tho top tanks cannot take too much punishment tbh espc not with the the overall price tag
My current Sagaris costs 2.3mil, for its price tag is a risky investment its why you see me sat up on that hill, maybe if it was like under 1mil i may bring it down but its easier to use a gunlogi for that
Either way the price tag for a fully fit top tier tank is way way overpriced for what it can actually do |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.12.02 16:00:00 -
[78] - Quote
EnglishSnake wrote:Garrett Blacknova wrote:Sir Meode wrote:I think you miss the point. Its a HAV it should take more than one person to bring it down and currently thats not how its working My 200,000 ISK Sica only dies to a lone Forge Gunner if I screw up. It usually takes 2 - 3 infantry or a better HAV than my own to kill it. A couple of good 2-man LAV teams (driver + gunner) can sometimes do the trick, but usually not. 2 Proto Forge Guns will kill me pretty fast, but if I see either of them while charging, they'll probably die first. Milita tanks i see are generally are solo'd half the time, someone dropped one in an ambush with a railgun and i hopped about with a milita SL spamming it and throwing AV nades and it popped You can solo a gunlogi tbh, a sagaris rarely because the driver knows its expensive and they dont want to lose it so they take extra care over it tbh Even then tho top tanks cannot take too much punishment tbh espc not with the the overall price tag My current Sagaris costs 2.3mil, for its price tag is a risky investment its why you see me sat up on that hill, maybe if it was like under 1mil i may bring it down but its easier to use a gunlogi for that Either way the price tag for a fully fit top tier tank is way way overpriced for what it can actually do A good player with a well-fitted Militia tank can move in and kill most AV guys before they can kill him. A Large Railgun Turret is effectively the HAV's equivalent of a Sniper Rifle. It's powerful, has long range, but becomes MUCH less effective in close quarters or against erratically-moving small targets. If you can hit an enemy Dropsuit, they die, but if you can't, you have to prevent them from hitting you, or switch to one of your Small Turrets - especially if you have Missile or Blaster options.
I think HAV durability is actually about where it should be, but the weapons have been over-nerfed. Blasters were always underpowered, and need a buff. Railguns should turn slowly, but not AS slow as they currently move. Missiles got slaughtered, although the past couple of days they seem less screwed than they were, so maybe they're doing ok now. |
Washlee
UnReaL.
131
|
Posted - 2012.12.02 16:16:00 -
[79] - Quote
Forge guns are very powerful but not OP'd The point of it is so heavy infantry can take out HAV's LAV's and Even Dropships (I've seen it done) With its a massive power It does come with its disadvantages Slow movement speed , decent consumption on PG and CPU |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.12.02 16:33:00 -
[80] - Quote
You're all missing the point. The forge is DESIGNED to be good at everything. Charge up time & ammo count, slow movement and no equipment slot are the drawbacks, and NO militia forge (wtf?).. Sounds like everyone's dream right?
Compare this to swarms. Useless vs infantry. But no other real drawbacks. 30% damage reduction vs shields makes them only do about 1000 damage, but against armour tanks? LoL I've lost 3500+ damage from a militia Swarmer in the back. Crb7's are 2 hit kills once they pop my 800 shields.
Vs infantry, forges are about right. IMHO the old 4m splash and octagonal reticle were both better than the current set up, but meh. Reticle was cool. 4m splash was the LoLz. Give us an anti infantry 4m splash beast :D
Forges need no Nerf. Maybe breach forges need a small reduction in both damage and charge time, because @ 202% efficiency in the rear, even the standard breach will do insane damage (about 5000 with a couple of damage mods and no shield hardening). |
|
SoTa PoP
Internal Error. Negative-Feedback
1772
|
Posted - 2012.12.02 16:43:00 -
[81] - Quote
Now that dropships can't really reign death from above, I'm all for giving them a buff to defense to give em a chance at not getting OHK by a proto forge. |
Ghost-33
ShootBreakStab
108
|
Posted - 2012.12.02 17:10:00 -
[82] - Quote
The dark cloud wrote: Im sick off it that people sitting on top off buildings spamming forges at infantry. If you want to be AV then only AV and not anti everything.
I agree, Rail tanks should not be allowed to shoot me either when I'm trying to forge them. They should stick to AV.
|
DarkShadowFox
Villore Sec Ops Gallente Federation
238
|
Posted - 2012.12.02 17:28:00 -
[83] - Quote
Ghost-33 wrote:The dark cloud wrote: Im sick off it that people sitting on top off buildings spamming forges at infantry. If you want to be AV then only AV and not anti everything. I agree, Rail tanks should not be allowed to shoot me either when I'm trying to forge them. They should stick to AV.
lol HAVs both rail and blaster can do what they want, you forge gunners dont have a right to get easy kills. |
Captain-Awesome
Internal Error. Negative-Feedback
349
|
Posted - 2012.12.02 17:54:00 -
[84] - Quote
DarkShadowFox wrote:Ghost-33 wrote:The dark cloud wrote: Im sick off it that people sitting on top off buildings spamming forges at infantry. If you want to be AV then only AV and not anti everything. I agree, Rail tanks should not be allowed to shoot me either when I'm trying to forge them. They should stick to AV. lol HAVs both rail and blaster can do what they want, you forge gunners dont have a right to get easy kills.
IIIIII see what you did there ;) |
DarkShadowFox
Villore Sec Ops Gallente Federation
238
|
Posted - 2012.12.02 17:58:00 -
[85] - Quote
Captain-Awesome wrote:DarkShadowFox wrote:Ghost-33 wrote:The dark cloud wrote: Im sick off it that people sitting on top off buildings spamming forges at infantry. If you want to be AV then only AV and not anti everything. I agree, Rail tanks should not be allowed to shoot me either when I'm trying to forge them. They should stick to AV. lol HAVs both rail and blaster can do what they want, you forge gunners dont have a right to get easy kills. IIIIII see what you did there ;)
Um, try to help out the population of HAVers that want a fair fight? |
Zekain Kade
BetaMax.
931
|
Posted - 2012.12.02 18:12:00 -
[86] - Quote
HowDidThatTaste wrote:I doubt it. This is probably the best balanced weapon in the game.
It takes a huge amount of skill to take out a decent flier. A noob not so much.
As far as the splash damage goes it is horribly small. It takes quite a few shots to take a guy out within a few yards of you cause you have to hit them just right and a forge will fire straight through someone 9/10 times.
I have started having some decent luck with the proto forge sniping poor souls with them, but I have specialized into forges every build.
The strength it has when it hits, is balanced with its inability to defend itself from every other infantry on the field, and huge expense. Most forge gunners will tell you it is a money pit to be a forge gunner in today's economy.
Nope not gonna see a nerf the forge trend. try crouching when you use the forge gun, I hear it makes it super accurate. |
THUNDERGROOVE
ZionTCD Legacy Rising
33
|
Posted - 2012.12.02 18:41:00 -
[87] - Quote
There is no need to nerf. The basic forge gun is absolute crap for anything but LAV and infantry, and that usually discourages most from using it |
DarkShadowFox
Villore Sec Ops Gallente Federation
238
|
Posted - 2012.12.02 18:45:00 -
[88] - Quote
THUNDERGROOVE wrote:There is no need to nerf. The basic forge gun is absolute crap for anything but LAV and infantry, and that usually discourages most from using it
not when you get to higher levels, it kills everything, not even the HAV turrets do that much damage... thus why people complain, cause in reality, both sides damage should be equal, both HAV and AV. |
Sir Meode
Seraphim Initiative. CRONOS.
317
|
Posted - 2012.12.02 18:56:00 -
[89] - Quote
DarkShadowFox wrote:THUNDERGROOVE wrote:There is no need to nerf. The basic forge gun is absolute crap for anything but LAV and infantry, and that usually discourages most from using it not when you get to higher levels, it kills everything, not even the HAV turrets do that much damage... thus why people complain, cause in reality, both sides damage should be equal, both HAV and AV.
Forge guns shouldnt do the same damage as a Railgun.
|
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.12.02 19:05:00 -
[90] - Quote
Garrett Blacknova wrote:I'd rather see a re-buff to Missiles than a nerf on the Forge.
And I think the Large Missile Turret got hit way harder beyond reason than the Small Turrets have been. It definitely needed something changed about it- but more of a "rethink" than a nerf.
Even the concept of firing a volley of missiles like that over that much range is overpowered. Or at least until we have larger areas to fight in. |
|
|
|
|
Pages: 1 2 [3] 4 :: one page |
First page | Previous page | Next page | Last page |