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Necrodermis
GunFall Mobilization Covert Intervention
460
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Posted - 2012.12.19 06:19:00 -
[1] - Quote
WHz DS9899 wrote:WHY THE **** IS THERE A MILITIA FORGE GUN!!!!!! ARE YOU TRYING TO TORTURE US HAV PILOTS!!!!!!!!!!! deal with it. just as others dealt with OP HAV pilots.
swarms got a nerf in speed so consider yourself lucky. |
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2012.12.19 06:30:00 -
[2] - Quote
Tzaar Bomba wrote:Nerf in speed but they curve around mountains. Super track anything. There is no need for a militia forge with swarm launchers as effective as they are now. yes if you are out in the open when the missiles come they will hit you, this is much better than the missiles from saying "oh look a building to our left" then running into it when the tank is right in front of you.
if you hide around a corner they will hit the stupid rock as they always have. |
Necrodermis
GunFall Mobilization Covert Intervention
460
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Posted - 2012.12.19 06:46:00 -
[3] - Quote
Tzaar Bomba wrote:Yes but with the armor speed decrease and the constant barrages, swarm launchers alone are effective enough. Giving a militia forge for just anyone to use is over kill. That much damage should have to be heavily specd into like it was initially. swarms are not effective enough, you need a forge gunner blasting at them to get direct shots. the travel time for missiles and the lock time between even a high leveled swarms is laughably bad. the skill itself doesn't even do anything. the whole point of pumping the skill points into it so you can get into proficiency.
meanwhile the bare minimum skill points in a tank can still gun down any dropsuit without an issue. |
Necrodermis
GunFall Mobilization Covert Intervention
460
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Posted - 2012.12.19 07:06:00 -
[4] - Quote
Tzaar Bomba wrote:Two swarm launchers can take any tank. At any level, given that they both have brains. Forge guns yield too much damage at too long a range and still offer maneuverability a tank cannot match. Therefore they must be specialized. maneuverability? a tank can move faster than any drop suit, assuming he is on the high ground he can escape any situation and 2 swarms is easy picking depending on the terrain and where the swarm launchers are located all they do is push a smart tank pilot back into the red zone and they have even worst chance against an escorted tank with dropsuits pushing with the tank.
3 swarms is getting into the meat of the tank but 2 isn't enough to deal with a multi-shield rep tank.
i pal around with a forge gunner and we have to seriously waste a lot of time and isk to just push a tank back. one lock release hit by the second lock the tank pilot is already in reverse and my swarms hit a rock he hid behind and the forge gunner manages to get a few more shots and the tank pilot still has a chunk of shield left as he activates his shield rep.
moving up a mountain just to get uninterrupted terrain getting gunned down by snipers and other nonsense while the tank simply backs up to the red zone. |
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2012.12.19 07:55:00 -
[5] - Quote
Tzaar Bomba wrote:Swarms have long enough range to harras tank in distances they cant reach. Swarms also have a faster firing potential at long range and can access places tanks cant. that is all in placement, there is very small window where that comes into play and you would have to be dumb as dirt to sit there and take it as the missiles light up like spot lights.
a single swarm launcher doesn't do any damage a tank can't handle. after firing 4 charges into a tank he brushed it off and ran away with still 75% of his shields remaining. forge gunning would of yielded a little better results as it does more damage to shields than armor but it would of still just drove away as the maneuverability of the tank is still ridiculous. a single reload and the tank is already gone to another section of the map. if it was a blaster tank it would of just gunned be down. |
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2012.12.19 08:09:00 -
[6] - Quote
NovaShadowStorm wrote:Go talk to *Shudders* Beld Errmon *Shakes fist at him* I've chased him around I don't know how many games he rolls half a team of AV units in a damn Soma, and when you finally manage to kill that after he's racked up about 10-15 kills he breaks out a madrugar that just won't die regardless of all the swarms and FG's on it. Nothing about killing his tanks is easy if you have a problem then A you're using tanks too early withou the skills you need (those being shield and armour which ever you use to keep you alive) or you're staying in the open too long. that is the fact that AV doesn't scale with tank health
you still get one shoted doesn't matter if you use higher level AV you still need to empty your entire catch of ammo just to have them run back to the red lines.
risking everything just to tie a tank up and even if you manage to destroy it you get nothing. (unless they changed that this build) so far i haven't seen anything special. |
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2012.12.19 08:39:00 -
[7] - Quote
Tzaar Bomba wrote:Beld errmon? My rugar ate his tank. 5k shields lofl **** armor. You mustve been using militia launchers. Ive also managed to kill slimjrs gunnlogi and he retreats too much to be a viable target. Your people must be placing themselves incorrectly. Both sides to cover retreat and advance. And you can kill any tank.
Then again i COMMUNICATE with my team to set this up.
Either way swarms are now more beastly then they were previously. Fact remains damage out put of the forge gun and the areas it can get to, mixed with its range, is far too much to just be dropped into a players lap. If i had to spend all that SP to fet into a tank, in what sense is it balanced that they spend 0 to damage a tank that has over 500k sp into it? They should have to spend atleast half. Now they spend 770 isk to kill a tank. Nice bro. 5000 shields, yeah even with the stupidly expensive prototype swarms is only 1800 damage if all the missiles hit. cut the damage in half because of the explosive damage plus any other mods and it will eat that damage for breakfast.
I'm glad that everyone can now use the forge gun, the swarms just don't cut it. now with the speed nerf by the time the first swarm even reaches the target the tank is already across the map. |
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2012.12.19 08:59:00 -
[8] - Quote
Tzaar Bomba wrote:Im deffinitely not in the open with a rail gun tank. I sit back and wait then pursue. Ive only had the "pleasure" of meeting him once. He tried turning tail. Did not work. Still missing the bigger issue.
Forge gun...too much power to have for 0 effort. Im guessing niether of you have ever fired one. Why do you think people spec into them? They are dangerous, they hold off tanks. Swarms do a good job of that as well. Youre all getting upset because you cant kill a tank. Then you get happy when they hand you a win. If its free it should not be all powerful.
Swarms and that one random guy that specd into forge guns is all you need. Plus most players that spec into tanks worry about their investment more then their objective. Everything was fine before. nothing like spending half the game time for zero reward. meanwhile a tank can roll in get a few kills then bounce out once a AV shows up. this is totally balanced
i vote that there needs to be EMC's, webs, and tracking scripts as possible secondary attachment to AV. they should also lose the tank if their team loses. they are a coward and lost their team the V |
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2012.12.19 09:09:00 -
[9] - Quote
NovaShadowStorm wrote: Forge guns are AV weapons, they hit for absurd damage any suit hit with a direct forge gun blast regardless of it's tier is dead meat. Your problem isn't with the FG but how you spawned or who was camping the spawn. Trying to hit a moving person with a FG isn't easy as they have no scope and the targeting recticle is a big box. Splash damage on them isn't that impressive either it's got a small splash and even a scout can survive it (mostly)
i think the problem is with the spawns in ambush.
so easy to spawn right in front of a gun. |
Necrodermis
GunFall Mobilization Covert Intervention
460
|
Posted - 2012.12.19 09:14:00 -
[10] - Quote
Chunky Munkey wrote:Every weapon should be available in a militia variant, that's the point of militia gear. The only issue to be discussed is how powerful they should be.
You realise how tricky it is to get a pinpoint shot with a forge gun right?
they should be as powerful as the level 1 but with higher PG/CPU with less charges in the gun.
also you know he doesn't care about that, the fact that he was one hit killed is enough to **** off the elitists. |
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