Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Thranx1231
CowTek
90
|
Posted - 2013.01.02 12:14:00 -
[1] - Quote
I finally figured out the Swarm on my own but there are a few remaining nuggets I could use help on: why am I losing target lock? I thought that it locked and the gunner can get out of harms way? Did I move too far or what?
On the Forge, frankly the silly thing makes no sense to me at all. Exactly what the kitten does the cross hairs do and how are they related to the charge. The militia one is slow to charge and then, I wonder, can one just walk around with the charge? Of course, with my fat fingers I will likely blast a squad member if my finger slips. At least Friendly Fire is still disengaged. That may or may not mean much to an HAV or turret though. Luckily I haven't found that out previously.
Just trying to get better with the tools. |
Chunky Munkey
Amarr Templars Amarr Empire
285
|
Posted - 2013.01.03 02:12:00 -
[2] - Quote
If your target moves out of your line of sight for more than a moment, your swarm launcher will lose the lock. As for forge guns; the standardnvariant can hold its charge for you to carry around. The crosshairs show the general direction the shot will travel. Be careful though, unlike most weapons, a red crosshair does not guarantee that your target is in range of the forgegun. |
Free Healing
L.O.T.I.S. Legacy Rising
234
|
Posted - 2013.01.03 07:23:00 -
[3] - Quote
Thranx1231 wrote:I finally figured out the Swarm on my own but there are a few remaining nuggets I could use help on: why am I losing target lock? I thought that it locked and the gunner can get out of harms way? Did I move too far or what?
On the Forge, frankly the silly thing makes no sense to me at all. Exactly what the kitten does the cross hairs do and how are they related to the charge. The militia one is slow to charge and then, I wonder, can one just walk around with the charge? Of course, with my fat fingers I will likely blast a squad member if my finger slips. At least Friendly Fire is still disengaged. That may or may not mean much to an HAV or turret though. Luckily I haven't found that out previously.
Just trying to get better with the tools.
ehem,
#1.) What the swarm launcher locks onto isn't the vehicle itself but to it's profile. If anything is done to disrupt the profile of the Vehicle, then the Lock will break.
#2) I don't have much experience with forge guns but the cross hairs are there to represent the width of the blast along with the Forge Guns splash damage. As far as the charge, the regular variants can be stored while some take much longer to charge and some cannot be stored but charge quickly.
Keep the faith. |
Thranx1231
CowTek
90
|
Posted - 2013.01.03 09:36:00 -
[4] - Quote
Thanks to you both.
The profile information makes it clear what is going on with my swarm inconsistencies. Time to charge up a Forge Gun and take a walk on the wild side. |
KalOfTheRathi
CowTek
168
|
Posted - 2013.01.03 15:15:00 -
[5] - Quote
The experiment went okay. Ticked off a couple of Reds, which was the point after all, hammered the shields and some armor on an installation. I am better at killing things with RG turrets and I keep falling back to that if the chance is there. I can back out of the turret when the swarm is coming and am extra cautious after the first forge hit.
Observations: The Forge is not all that accurate. I can see how one could get accurate with it though. Just time and trying some of the better forge guns out. Although anything above lvl 3 seems like a bad investment. Hardly any damage increase for the cash and SP required.
Having successfully worked the swarm helped. The first time with the Forge was awhile ago and it went horribly wrong. Not so bad this time. It will take some practice to find out how far one can accurately hit with it. The damage was wildly divergent, which is not doubt, my lack of experience. Plus, I didn't get spawn killed with my Forge uncharged.
Thanks again.
Sorry, this is a Thranx1231 alt. |
slap26
Pink Fluffy Bounty Hunterz RISE of LEGION
458
|
Posted - 2013.01.04 08:26:00 -
[6] - Quote
proto forge plus complex damage mods = my 7500 shield sagaris getting three shot. keep practicing and you'll be the vein of my existence :) |
pegasis prime
The Shadow Cavalry Mercenaries
81
|
Posted - 2013.01.09 14:00:00 -
[7] - Quote
i go out heavy almost every time and the forge gun is most certainly the most devistating gun in the game . if you like to be up close to your target then use the assult forge gun as when you spec to level 5 on it you get a -25% reduction in charge time and the assuls models charge much quicker, that being said they only have base damage of roughly 1200-1300 hp, but with two damage modifiers ie the complex ones you can rack that up to an extra 20% damage pluss the extra 10% from being wepons levle 5. But if you like to engage your targets from a distance use the Breach models you get base damage ranging from 2000-3000 hp that pluss the damage mods well it speaks for its self but remember the charg times are much longer much much longer and you cant move while charging them so make sure you have a good shot . so if you want to use the forge gun there is a few things to keep in mind
1) - trade off between charge time and base damage. 2) - have a stratagy of use ie close range or long distance fire support ( the breach one can fire about 7/8ths of the way acros the map wheras the assault models are only really effective to about 5/8ths of the distance of the map ) 3)-your backup wepon must be a submachien gun !!!!!!! if you dont youll regret it when they do get close . 4)- pick your dropsuit mods wisly ie have an armour repair at least one damage mod if not 2 , if you chose one then also carry a shield extender . if you fight with a forge gun then you will need at least armour repair or you will regret it . 5) prioritise your targets. ie tanks-turrets-lavs-dropships-personell. ( if you intend on a high k/d dont specalise in the forge gun unless your good with it )
good luck.
|
Thranx1231
CowTek
90
|
Posted - 2013.01.11 06:24:00 -
[8] - Quote
Thanks for the expansion. I am climbing my way back to Heavy but the Militia Forge is best used, by myself at least, when I know that I am going after something specific. Hopefully a Supply Depot is close enough to swap my Fit as needed.
Also, SMG really? They used to be my favorite Side Weapon and the Toxin saved my life many a time. Now I have switched to a Scrambler and have gotten 4 or 5, between two chars, the first day out. It is hard to recall when my last SMG kill was.
Are you saying they fixed the horrific SMG Nerf?
I can hope. |
pegasis prime
The Shadow Cavalry Mercenaries
81
|
Posted - 2013.01.11 13:58:00 -
[9] - Quote
I've. Had no end of happy kills with my beloved toxin but found the slashvent far much more effective . I easily get 3 or 4 kills with the smg per life when I use it. Defo smg for backup all the way . |
ChromeBreaker
SVER True Blood Unclaimed.
197
|
Posted - 2013.01.11 15:59:00 -
[10] - Quote
You have to lead slightly with the forge, aim at the nose of LV's and you'll one shot them, HV's are easier to hit but it takes some work to break the better ones. Also LV's over compensate in turning, all of them, so at some point they are going to come to an almost stop. Bide your time, if they stay on a predictable track... well thats obvious, but otherwise wait till they make that mistake.
Also, people seem to have a strange misconception that running at a forgegun is a good idea... ???? You have a kitten ton of HP so you can happily pop your head up and 1 shot that strange guy that runs at you in the open, or better yet stops to shoot at you lol. Its ever so slight, but the cross-hares however big will turn orange when you get that tiny tiny person all the way over there in the dead center. Snipers never expect that big hulking heavy with a forge gun to be a threat.
Smg for sure, with a little skilling, and mixed with your big buffer, you can happily duke it out 1v1.
Remember heavies are perfect for defending positions, be it HMG, forges, or anything... that include defending a so called "enemy" position |
|
pegasis prime
The Shadow Cavalry Mercenaries
81
|
Posted - 2013.01.11 16:15:00 -
[11] - Quote
Your. Bang on there about the forge gun for anti sniper I love taking them out half way across the map with it an they never see it coming muhuhuhuhu . |
Ghacero
Sanmatar Kelkoons Minmatar Republic
0
|
Posted - 2013.01.13 03:22:00 -
[12] - Quote
The Swarm Launcher is more effective against armor (explosive damage is effective against armor but not very effective on shields) and the Forge Gun is more effective against shields but less effective against armor, it can also 1 hit nearly any dropsuit on a direct hit. |
Thranx1231
CowTek
90
|
Posted - 2013.01.14 16:47:00 -
[13] - Quote
You guys are great!
I just got to use the Forge Gun on infantry and let me tell they move once they see you. I have absolutely got to get better with this gun. What a feeling. I need better GUNS! Better Forge Guns!
Bad news, I was running my Sniper/Logi and not this guy! Hilarious to see the little whipper snapper acting like a heavy. Doesn't even own an HMG!
Thanks a million for the support and encouragement. |
ChromeBreaker
SVER True Blood Unclaimed.
197
|
Posted - 2013.01.15 11:07:00 -
[14] - Quote
Oh and even militia FG's have good range, skill up a little if you can, then GET UP HIGH. Obviously not to the very top of some crazy tower, but on a gantry or pipe system works best. Gives you a much better line of site and takes you out of the firing line a little. Also due to the splash no one knows where your shots come from |
|
|
|
Pages: 1 :: [one page] |