|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Khal V'Rani
Nephilim Initiative
90
|
Posted - 2012.12.06 06:35:00 -
[1] - Quote
No need to nerf the forge gunners. None whatsoever. There is already a counter in place. Snipers. Yeah I said it. And here's why: A forger gunner needs to peak their head out to take a shot. That shot hits the tank, the tanker quotes an expletive and moves to cover while calling it over the comms. A sniper team (notice TEAM) adjusts glass and scans for the forge gunner. Forge gun is now charged, causing glowing, making it a bit easier to locate, while looking for the next shot. Sniper team locates target, locks in on the fatal T and pulls triggers. Problem solved. Though this approach involves teamwork with snipers... And we can't have that now can we?
I was effectively surpressed by a sniper while forge gunning yesterday. While it didn't kill me the effect was not lost on me. I had to move locations and lost LOS on the tank. Bad snipers! BAD! Helping the team like that. The nerve of some people... |
Khal V'Rani
Nephilim Initiative
90
|
Posted - 2012.12.06 10:12:00 -
[2] - Quote
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. |
Khal V'Rani
Nephilim Initiative
90
|
Posted - 2012.12.06 12:52:00 -
[3] - Quote
Hey Garrett,
As far as what you mentioned about railgun range I've never looked at it so I'll take your word for it if that's okay It's fine as the turn time is painfully slow, so is the charge rate. I say find cover. There are plenty or counters to, other tanks, swarms, forge guns, missles, whatever else CCP may have in the works... I didn't mean to rant but the constant call for nerfs gets old. There are plenty of ways to counter built in already. Until recently I couldn't counter anything but an LAV. Now with a single forge gun I've had whole squads hunt me down and put me down. Quite an effective counter I might say. But like I said before I like a challenge and until I've exhausted all possible means, to include teamwork I won't call for a nerf... maybe the other guy is just plain better. It happens. |
|
|
|