Baal Omniscient
L.O.T.I.S. Legacy Rising
248
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Posted - 2013.01.13 15:02:00 -
[31] - Quote
Jason Pearson wrote: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. There is MORE than enough reason to go above. The damage jumps considerably when you consider the difference between forge guns plus the weaponry skill plus weapon damage mods etc. Not only that, faster charge time is a BIG deal when you CAN'T stay out of the range of that blaster turret on that tank.
As for the range, it isn't as infinite as you are making it out to be. I have no skill in heavy weapon sharpshooter OR forge guns. In Line Harvest, I can stand next to the barriers to the west of Bravo and kill the missile installation at the south end of that road. If I stand at the supply depot, I cannot hit it at all. So between those ranges is where the damage drops off. That is a proper range. Another example, I can stand where the blaster south of Bravo is and shoot at the rail installation under the south MCC and not even hit it. If I move to the center street at the same longitude, I can hit it for reduced damage. If I move south about 30 meters from the red line I can hit it for full damage. Still, that is a proper range, and it is NOT sniping "across the whole field" as everybody puts it.
It takes more than 3 shots to take out all but unfitted militia tanks. So, if the tank is at that range but can't get out of view/recover enough to survive/kill before you have a chance to fire off 3 rounds, reload, charge up and fire again (3.5 seconds to fire, ~1 sec fire animation before next shot can be charged, ~8 second reload= 22 seconds to GTF outta the way before the 4th shot) then they deserve to be shot down. That's about the range any forge needs to be at a minimum to be effective at AV, and that is just BARELY outside of blaster range. Except for those proto blasters which are specialized for longer range.
And once again, you can't have effective AV weapons that dumb fire that won't work well against infantry from a distance. They do incredible damage from a huge range because they are made for dropping vehicles. If you nerf the range, it fails at AV. |