|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
DarkShadowFox
Villore Sec Ops Gallente Federation
238
|
Posted - 2012.12.02 20:13:00 -
[1] - Quote
Yeah I know you all are gonna QQ and whine and complain but honestly their over powered, I dont care if its a money pit for forge gunners, same can be said for anything once you get up there.
It would be such a money pit if you guys were trying to run proto gear all the time, no wonder you loose money.
alright so here we go lets list the stats of the 80GJ regulated Particle Cannon
Direct Damage 1644.5
Splash Damage 234.0
Blast Radius, 2.5m
fire interval 2.0s
charge up time 0.8s
Turning Speed, Slow its a heavy HAV turret.
Price... 321,880isk
Price of a nice HAV: 1,227,600
total cost: 1,549,480 (not including armor/ shield/ speed and cpu and pg upgrades)
Now lets list the stats of the Ishukine Assault Forgegun.
Direct Damage 1512.0
Splash damage 252.0
Blast Radius. 3.0 meters
Charge up time 2.5 seconds.
clip size 4.
max ammo 16.
Turning Speed, Moderate cause your on foot.
Price. 118,040
Price of a nice Heavy suit: 245,800
Total Cost: 363840 (not including armor, shields, pg/ cpu. etc upgrades)
Forge Gunner fits at the base cost as much as one of those TURRETS and do more damage. Now someone tell me how this is "balanced" and fair? All of you who QQ about forge gunners being a money pit, dont even, you all can die and just start running your AR class and getting all sorts of kills.
HAV's are a real money pit, for what? weak skin and weak health? |
DarkShadowFox
Villore Sec Ops Gallente Federation
238
|
Posted - 2012.12.03 00:53:00 -
[2] - Quote
Nicol Bolas Planeswalker wrote:This is a misleading post. The damage done by a militia 80gj railgun is 1075, about two third damage of a protoforge, and two milita mt1 missile launchers add 297 a piece to this. Fit these on a cheap sica and you can build an efficient milita tank for about 200k isk. With two gunners if you are focusing collectively on a target your militia tank is already more powerful than a proto AV, with the added bonus of doing far more DPS. This doesn't examine the relative health of a militia tank in relation to proto av.
If you are running a mil isk tank, what you are paying for is armour and shield, CPU and pg. This let's you create extremely strong tanks, with either shield or armour reppers, and turrets that deal crazy amounts of damage individually. If you don't die, you can run off and heal yourself. What you're basically asking for is your SMALL turrets to be far more powerful than even the best AV equipment. If you are running a tank that expensive, and crying for a forge gun nerf you're doing it wrong.
Than you misread my post, tell me how much AUR do you spend on this game? |
DarkShadowFox
Villore Sec Ops Gallente Federation
238
|
Posted - 2012.12.03 01:06:00 -
[3] - Quote
Vermaak Doe wrote:If you claims your tank is weak YOU'RE NOT SMART ENOUGH TO FIT A TANK
no Ive seen higher fit tanks taken out in a matter of minutes.
When you have three people on you with swarms that can go around corners and forge guns that do as much if not more damage than a proto HAV rail gun. you have a problem.
I want you to run the best fit tank you can get, have three forge gunners and swarm launchers peg you cause they can go around corners and than tell me if you survive.
|
DarkShadowFox
Villore Sec Ops Gallente Federation
238
|
Posted - 2012.12.03 05:05:00 -
[4] - Quote
Shijima Kuraimaru wrote:I wish a tank would sit still for just 30 seconds and not fire at me. Then I might be able to take one out with my FG.
Comparing cost is a waste of breath. When it comes to comparisons in Dust, you have to weigh the ability to apply damage and the ability to survive.
Compared to a FG, a fully smart fitted rail tank with full crew can lay down more damage at longer range with more accuracy than any single FGer can. Rocket tanks have it harder now, and blaster tanks will eat a FGer. This is in the supposition that, like your cost based argument, it's a one(FG) on three(fully crewed tank).
Survivability... Well fitted FGer has around 1k EHP. Well fitted tank has what... Over 10k EHP? That should be easy to figure out.
Speed... There is no way a FGer can outrun a tank unless he's driving an LAV. But if the FGer is driving, then the FGer isn't shooting.
Rail guns charge and fire faster and can be aimed with pinpoint accuracy, and have longer range, and OHK any infantry with a direct hit. FG guns don't have scope mode and, max skilled, with standard FG like the 9K330, have to wait 2.5 secs between shots, and it's extremely hard to hit infantry.
Blasters, if in range, will eat a heavy really quickly. Not in range? Tanks are much quicker than the FGer and could definitely close the range before a lone FGer could take it out.
Rockets aren't as over powered as they were, but they got nerfed too hard with too much range reduction and too much scatter. Still, I bet that tank could take down a lone FGer.
No matter how you lay it out. A fully crewed tank, fitted and driven smartly, will always eat a comparably skilled and fitted FGer in a one on one situation. So your argument is flawed. Under optimal one on one conditions, tanks eat FGs.
not when swarms that can avert cover and dont go to your last positon and two of those coupled with a forge gun, yup say bye bye.. |
DarkShadowFox
Villore Sec Ops Gallente Federation
238
|
Posted - 2012.12.03 06:56:00 -
[5] - Quote
Ludvig Enraga wrote: on the order of 6 m/sec.
so all the forge gunners can sit behind the tank where you cant reach them? it happens alot...
literally behind it, with the current HP the Hav's have... yeah.. there not surviving even if you have a nice fit... 10k hp is not enough...
|
DarkShadowFox
Villore Sec Ops Gallente Federation
238
|
Posted - 2012.12.04 00:59:00 -
[6] - Quote
Lightning Octopus wrote:The Forge Gun is fine as it is. Its already difficult enough to aim with, and It takes a lot of skill points to make it effective. Not to mention the player with the Forge Gun can easily get killed by anyone. After all its a slow charging weapon that leaves the player defenseless, but in return it comes with serious damage when used.
so why dont we just buff mass drivers too, they already got a cut, I think they should atleast do 1300 hp damage, with 230 splash damage thats 1530 damage,
thats still enough, see my point? |
DarkShadowFox
Villore Sec Ops Gallente Federation
238
|
Posted - 2012.12.04 01:03:00 -
[7] - Quote
Lightning Octopus wrote:DarkShadowFox wrote:Lightning Octopus wrote:The Forge Gun is fine as it is. Its already difficult enough to aim with, and It takes a lot of skill points to make it effective. Not to mention the player with the Forge Gun can easily get killed by anyone. After all its a slow charging weapon that leaves the player defenseless, but in return it comes with serious damage when used. so why dont we just buff mass drivers too, they already got a cut, I think they should atleast do 1300 hp damage, with 230 splash damage thats 1530 damage, thats still enough, see my point? considering its clip size, and firing rate. no
than you fail to see my point than Uon+Ñn+¬n+ÑoU woof |
DarkShadowFox
Villore Sec Ops Gallente Federation
238
|
Posted - 2012.12.05 02:51:00 -
[8] - Quote
Nicol Bolas Planeswalker wrote:Screw it. Buff the FG.
and what... make vehicles completely unplayable? |
DarkShadowFox
Villore Sec Ops Gallente Federation
238
|
Posted - 2012.12.06 02:32:00 -
[9] - Quote
Ludvig Enraga wrote:Garrett Blacknova wrote:xMarauder wrote:[quote=DarkShadowFox][quote=Ludvig Enraga] on the order of 6 m/sec. Cutting tanks back to only moving at 6 m/s? No way. That's completely ridiculous and wrong. Why is it wrong? What I see now is that AV are extremely ineffective against tanks - it literaly takes a dumb tank driver to lose one. How can you make it more balanced? -Decrease damage of tank? - No. We saw that happen and now ppl dont want to play with tanks anymore -Decrease HP of a tank? - No. It would not be a tank then. - Increase DMG on FG? - No. Let's not even go there, most ppl would say. So, decreasing tank mobility is the only reasonalbe way. If it takes 2 dings from a FG to take out a tank, that's at least 15 consequtive seconds of FG charge cycling -- oh wait! you gotta reload it cuz it got only 4 rounds - make it 20-25sec. How far would a tank be in half a minute if it started taking dmg? That's right it would be long gone. That's why tanks are relatively risk free save inherent risks of idiot drivers, which grow out of it really fast too btw.
Eh I still think dropping the range to where they have to get in close to use AV, you have to use AV grenades to get in close right? Why not have forge guns have a 50 meter range... or something really really short like AV grenades. |
DarkShadowFox
Villore Sec Ops Gallente Federation
238
|
Posted - 2012.12.07 17:51:00 -
[10] - Quote
Khal V'Rani wrote:Shijima Kuraimaru wrote: Yeah. I don't see a kinetic slug three to four time the size of a .50 caliber round, traveling at 7000+ meters per second, only making it 50 meters. Applying realistic physics, It should have an effective range way beyond what the game already limits it too.
I've tried that argument with map size and sniper rifles. Apparently no one cares if they believe there's some sort of injustice done to them and there personal sense of order and play style or strategy. Sniper rifles, per description, state 2500m/s. That means almost zero travel time at 200 meters, 400 meters, 1000 meters. People apparently can't read descriptions and reason things out. A basic militia sniper rifle says 2500m/s, The only argument I can think of is... is that number shown in the descriptions operational distance, planning distance, optimal distance, max distance? And it still really doesn't matter at this point as the map size is small enough to make travel time irrelevant at those speeds. Sorry, had to get it out of my system.
well it would help if the crosshairs didnt have to center a little dot on the target that gets blurred out when people clump together, I suggested on another thread a normal cross hair like they have on normal sniper rifles, except it turns fully orange when you have a shot, if people cant hit within that range than people really do suck. |
|
|
|
|