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Patoman Radiant
ZionTCD Legacy Rising
53
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Posted - 2013.01.27 04:24:00 -
[31] - Quote
I agree on the scaling of guns and power, vehicle compared with a handheld gun. But likewise more power more cost.
Though, could just remove the chargeup on any railgun turret, and keep the damage higher on the forge gun proportional to a rail gun one size up. |
Y0UR NAME HERE
Imperfects Negative-Feedback
445
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Posted - 2013.01.27 04:26:00 -
[32] - Quote
Breakin Stuff wrote:Alan-Ibn-Xuan Al-Alasabe wrote:As a vehicle operator, I have no problem with the forge gun's damage. It might even be too low given how easily I dealt with that forge operator that took on my Sica last night. My issue is their range. This can allow a forge gunner to camp out a high point on the map and shut down all vehicle operations pretty much everywhere. This can be particularly difficult to deal with for aircraft, which, even with good mods, lack the eHP to survive more than a few forge gun shots. My viper is fit with nothing but advanced extenders and militia PDUs, and even with all that you could take it down with a single magazine. Hell, before the wipe I had a Myron with over 4k eHP, and it still couldn't survive more than a few hits.
Though thankfully they've scaled by the impact, so now taking a hit doesn't flip you upside-down.
But the point is, what is one supposed to do when aircraft might hopefully have some purpose other than joyriding? If one wants to use their Myron as a spawn point, or remote rep platform, they have to sacrifice a lot of survivability, and they'll be right back in "one shot death from a forge gun" territory. dropships need better defenses or they need easier controls. it's that simple. The derpships are kinda screwed up in every concievable way.
I actually enjoy the controls, here's a tip on staying alive though,
Fit the damn Ariel prop mod. Good god it does the job.
However, since DS's are supposed to have a logistical role in repping they do need a lil' buff.
If a tank needs repped on field, how the hell will a DS stay there? |
Breakin Stuff
Immobile Infantry
680
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Posted - 2013.01.27 04:33:00 -
[33] - Quote
Y0UR NAME HERE wrote:
I actually enjoy the controls, here's a tip on staying alive though,
Fit the damn Ariel prop mod. Good god it does the job.
However, since DS's are supposed to have a logistical role in repping they do need a lil' buff.
If a tank needs repped on field, how the hell will a DS stay there?
Please explain Ariel prop mod. I haven't cared enough about dropships to really look into it. I usually view them as highly entertaining to shoot at.
Drilled a gallente Derpship earlier on an alt.
protip: Don't hover at low altitude on the leading edge of an assault line. it tends to draw the undivided attention of jerkoffs like me. |
Y0UR NAME HERE
Imperfects Negative-Feedback
445
|
Posted - 2013.01.27 04:49:00 -
[34] - Quote
Breakin Stuff wrote:Y0UR NAME HERE wrote:
I actually enjoy the controls, here's a tip on staying alive though,
Fit the damn Ariel prop mod. Good god it does the job.
However, since DS's are supposed to have a logistical role in repping they do need a lil' buff.
If a tank needs repped on field, how the hell will a DS stay there?
Please explain Ariel prop mod. I haven't cared enough about dropships to really look into it. I usually view them as highly entertaining to shoot at. Drilled a gallente Derpship earlier on an alt. protip: Don't hover at low altitude on the leading edge of an assault line. it tends to draw the undivided attention of jerkoffs like me.
Well with the prop mod you can hover where ever u please, because once activated no one can track you.
When you turn it on, it instantly thrusts you to top altitude, the next pulse you should have prepared yourself for a forward movement, because the next pulse about 3 sec later will launch you in the direction of the thrusters and will create a small eve like warp tunnel around you as you move.
If you turn it on wrong, say your nose is high and thrusters in reverse it will shoot you in the air backwards and is recoverable. Be prepared however for this because if there is an object behind you, your toast.
When I say the initial thrust will give you max altitude instantly, I mean it, less then a sec and you are there.
Fitting it is a problem, a big one. You need at least powergrid upgrades 4 with 2 10% power expanders if you want to fit a clone reanimation as well.
My fit for my alt is as follows and will be about the best you can get, about cuz ill finish with ideal fit.
Light shield booster, the less powergrid one Shield extender, less pg one Clone reanimation Ariel booster X2 missile turrets advanced 70pg X2 expanded pg
Now ideal would be the same except
-1 expanded pg +1 jovian thruster
Why? Because that thruster will add a **** ton, 25% more speed to your Ariel booster and to your engine torque.
You will need all pg skills to 5 for the final fit as well as a 15% expanded pg.
The higher tier caldari one, ereyx or w\e can be fit easier with more buffer due to it already having a clone reanimation, however that ship also gets less pg and cpu then the other tiers. So I have yet to do the math on it.
The stats are around with Myron...2500 shield buffer, I believe this could be increased with the ereyx to over 3k buffer and a recharge tank could be near 4k buffer.
The Myron can also go buffer, but you either sacrifice the Ariel unit, which I advise against, ormyou get some dedicated gunners and pick ppl up etc by sacrificing the clone reanimation unit.
Myron buffer will have 3200 shield about. |
Shouper of BHD
Better Hide R Die
37
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Posted - 2013.01.27 05:06:00 -
[35] - Quote
Harpyja wrote:When compared to the railguns, forge guns are clearly overpowered. Now after the recent update, the best forge gun is more powerful than the best railgun. How is a portable hand held device more powerful than a specialized HAV module? This is the same as saying that your modern over-the-shoulder rocket launcher is more powerful than an M1 Abrams main artillery cannon.
I know that many of you defend your forge gun suits by saying that they are expensive; but they still are not as expensive as a HAV... and not even close to a Marauder HAV. But look at it this way. Infantry suit: small target, maneuvarable. HAV: large target, not as maneuvarable. Since I'm a railgun HAV operator, I find it fairly hard to get a direct hit on you unless you are absolutely motionless while charging your forge gun. It also takes me three to four splash hits to kill a forge gun suit, but many times I don't have that time. I'm almost gauranteed to lose my HAV if a forge gun operator is literally up next to me and I have no chances of getting him.
My suggestions: 1) Reduce damage inflicted points on forge guns so that railguns are on top or 2) Have a minimum target distance on the forge gun before its charge becomes effective (story can have it that the nearby target is causing interference on the charge function) or 3) Increase splash damage on the railgun so that it would take at the most two splash hits to kill a forge gun operator.
Edit: note: I can already kill most infantry units with one splash hit due to skills, so the splash damage increase will have no effect on regular infantry, only on heavies.
the Railgun needs a buff, not the FG a nerf. I got a long post explaining but that would be skipped over by 60% of the forum participetns (as I`ve learned from experience) so only if you up for reading it. |
Breakin Stuff
Immobile Infantry
680
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Posted - 2013.01.27 05:22:00 -
[36] - Quote
Shouper of BHD wrote:
the Railgun needs a buff, not the FG a nerf. I got a long post explaining but that would be skipped over by 60% of the forum participetns (as I`ve learned from experience) so only if you up for reading it.
God forbid CCP buffs tank guns to feel like tank guns.
I am a heavy and i think rails can use a buff. the main cannons are ok-ish, but the small turrets could use some love, definitely.
No point in a point defense weapon that doesn't do the job of point defense. |
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