Jason Pearson
Seraphim Initiative. CRONOS.
742
|
Posted - 2013.01.13 02:02:00 -
[1] - Quote
Been spending time with the Militia Forge Gun today and I feel it has far too much range.
What I've killed today: Tanks (Pretty easy when you're above them and they cannot hide.) Infantry (Again, get up higher and they're so toast) Snipers (lol, splash damage = win. Get done in glitchers)
I think my recent game with a Forge Gun I went 16/0. You simply maintain a height advantage so you can see over cover and buildings and you'll mash everything. Problem is, I was sitting far away most of the time firing shots with amazing accuracy and great range.
So, to make the thread short, cut the range of a Militia Forge Gun by atleast 1/3. It's far too strong atm. |
Jason Pearson
Seraphim Initiative. CRONOS.
742
|
Posted - 2013.01.13 13:27:00 -
[2] - Quote
Ulysses Knapse wrote:I disagree. If anything, the forge gun should have greater effective range, but less splash damage.
That would be a very bad idea, FG doesn't have a lot of Splash but greater range would be ridiculous. Especially considering I'm talking about a Militia Forge Gun which you can get for free (if you pick the correct start up class) or about 2k.
KAGEHOSHI Horned Wolf wrote: If you're infantry, and you're staying still enough to get hit by a forge gun, then you deserve to get hit. It has a very loud and bright charging animation that makes it easy to notice and avoid.
Let's be fair man, if you're high enough nobody sees you it doesn't matter if they're moving or not, it's like shooting fish in a barrel.
Breakin Stuff wrote: As long as we're talking ONLY about the militia I'll take this seriously. the instant we begin talking about tier 1 and up you get dismissed as a troll, or worse.
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This information is largely irrelevant. In a given day just about any player can reasonably expect to kill tanks, infantry (of which snipers are), LAVs and the occasional dropship doing a faceplant into the ground. Now, when we have vehicle drivers that are running around in marauders with actual proto tank modules this information begins shaping into something we need to look at more seriously.
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Taking the time to take the sure shot on stationary targets will definitely lead to this, especially if your opponents can't figure out where to find you. Forge gun Vs. Shotgun is usually pretty one sided.
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Again, as long as it's a militia weapon, I don't care much. Again, when this starts floating to level 1-5 forges then you have lost your mind. Also if you intend to rip the range out, leave the damage output alone. losing 100 meters of range is a rather sharp kick in the ass and insures redline tanks will be untouchable. Or are you suggesting reducing the range on militia railguns as well?
I'm not going to even bother trying to balance AV and Vehicles past Militia atm, because of the first section of your post. Nothing will make you guys happy about AV, you want to solo a tank and tankers want to be able to solo the world. But to answer your question, yes this is a thread about the MILITIA Forge Gun.
Actually it is largely relevant. We are not talking about Standard, Advanced or Proto Gear, we are talking about Militia Gear fighting against mostly Militia and Standard Vehicles and Infantry. Balance should be about the tiers we have. Currently, if you get a squad of 4 with Militia Forge Guns in a good location against a Shield Tank, it will die no matter where it is. (Hell I sat on the 4 point map Forging Meodes Tank at one point with a Militia Forge, forcing him all the way to the back of his base)
Balance is all about taking it slowly, first we check the range on the Militia Gear, once the Forge has been affected, we look at the tank, when the Tank has something taken away from it, we look back at the AV then ask, is it better? If no, look at the problem again, if yes look at the next problem. So I'd say once we get this done, we should look at the Railgun on the tank, that's fine with me.
Baal Omniscient wrote:More pro vehicle whiners. Meet Overlord Zero, Overlord Zero wrote:To the tank pilots who use the "but my tank costs more than your forge" rebuttal.
Av 'nades cost almost nothing. My Saga costs around 300,000. 4 av grenades will kill my Saga.
All it takes is a jerk with a nanohive or two people who see me nearby. At least forge guns can only be carried by slow, bulky heavy suits. My LAV can be taken out by any suit on the field, INCLUDING the ones hunting your ass down, and I NEVER know who has the AV 'nades until they throw them. Quit complaining and realize that a forge gun was MEANT to do what it does to your tank.
And if you think it's easy to track you down to kill your tank, you are out of your mind. Once in a while a forge gunner will find himself in a good spot to shoot at you, but most of the time he's dodging bullets and missiles and LAV's, not counting whatever you are shooting at him, trying to get a clear line of sight on you, and once he starts charging up a shot, every red dot in the area hears it and sees that glowing blue light. When a forge gunner can get one shot off without being shot at, he's having a good day.
Forge guns VS tanks are working as intended, minus some hit detection, aiming, and splash damage issues.
Just be glad those aren't fixed yet. That is all.
This about Militia Forge Guns you tool, they are not working as intended considering how easy it is to snipe anything with them. |
Jason Pearson
Seraphim Initiative. CRONOS.
742
|
Posted - 2013.01.13 14:21:00 -
[3] - Quote
Baal Omniscient wrote:Jason Pearson wrote:This about Militia Forge Guns you tool, they are not working as intended considering how easy it is to snipe anything with them. Militia is supposed to be basic with extra CPU/PG cost and a smaller clip. This is the paradigm CP set up for militia weapons. And the militia forge gun follows this paradigm. Forge gun sniping has been QQ'd about since it's inception. If a forge doesn't have proper range, it's useless. It is MADE to be used at a range. It's MADE to be used outside the range of large blaster turrets. You willing to cut the range on all blaster turrets? I'll go with the range nerf. It's made for hinting vehicles, and it can't do that when it has to be fired within the range of anti infantry vehicle weapons. Side note: Go play Blops 2, that'll change it for you just about as fast as calling people tools. Edited: for the sake of civility.
There is no actual incentive to go above Militia when it comes to Forge Guns imho, I enjoy sniping with a Forge Gun and see no reason to use anything else but I'm telling you the range is far too high. If players using the Forge were competent, they'd use the terrain to their advantage. The amount of times I've sat in a tank and had a Forge Gunner just charge into the open to shoot me is ridiculous. The CPU/PG doesn't effect me at all since I use about half my CPU/PG fitting the Forge Gun and my Modules, the ammo is nothing when you've got a camping spot and ammo. Reduce the Range by 1/3 so we can't actually snipe everything and it'll work nicely. Still enough range to hit vehicles but not enough that we can continue sniping with it.
Upon doing that we can see if Vehicle Turrets need a range nerf, and if they do, then we need to look at Swarms aswell. |