Pages: 1 2 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
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. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.13 02:13:00 -
[2] - Quote
I support this. |
Chunky Munkey
Amarr Templars Amarr Empire
285
|
Posted - 2013.01.13 02:13:00 -
[3] - Quote
I think this would be a fair balance for the militia FG whiners. |
Ulysses Knapse
Nuevo Atlas Corporation
73
|
Posted - 2013.01.13 04:46:00 -
[4] - Quote
I disagree. If anything, the forge gun should have greater effective range, but less splash damage. |
ugg reset
ZionTCD Legacy Rising
234
|
Posted - 2013.01.13 06:16:00 -
[5] - Quote
I'd like the FG to have some dammage drop off. maybe tapering down to 80% dammage before disappearing. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.13 06:23:00 -
[6] - Quote
Ulysses Knapse wrote:I disagree. If anything, the forge gun should have greater effective range, but less splash damage. People have to play hundreds of thousands to millions of ISK for their vehicles. A militia forge gun is super cheap, and and can even be free depending on which starter role you pick on character creation. A cheap/free weapon should be less effective, not more. Reducing the range would help balance its power for its cost, and incentivize skilling into spending money for standard or higher forge guns. |
DestrukterDust
Zumari Force Projection Caldari State
12
|
Posted - 2013.01.13 06:32:00 -
[7] - Quote
+1 forge gun def needs some tweaks in range mostly as well as damage. Also I'm a fan of anti-vehicle weapons being strictly for vehicles, i.e forge guns should only have a splash damage effect on things with a small signature radius, like all guns have in eve. Smaller the ship bigger the gun, less damage it does if it even hits at all. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.13 06:35:00 -
[8] - Quote
DestrukterDust wrote:+1 forge gun def needs some tweaks in range mostly as well as damage. Also I'm a fan of anti-vehicle weapons being strictly for vehicles, i.e forge guns should only have a splash damage effect on things with a small signature radius, like all guns have in eve. Smaller the ship bigger the gun, less damage it does if it even hits at all.
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. |
Caeli SineDeo
Imperfects Negative-Feedback
295
|
Posted - 2013.01.13 06:37:00 -
[9] - Quote
posting this here because i hope CCP sees it. and also militant AV is cheap and needs a nerf on it
Caeli SineDeo wrote:First off I can tell half you guys are do not even understand what your talking about.
Now on to Militant tanks vs militant AV there is no balance here. Militant AV by far has the advantage. First off most expensive militant swarm fit is free. Most expensive forge fit is less then 2k. Both can 3 hit pure militant fit tanks with out sp put into them. 4 hit if your skills are maxed out and tank is militant fit. Militant tanks cost 150k about to fit out all militant with BPO modules included. Can cost up to 200k with out BPOs BPOs have to be payed for by real life money.
Militant gear performs as good as standard for the most part forge gun is missing 1 round swarms 2 rounds
Militant swarms vs armor actually hit harder then advanced swarms base damage.
So in the main what zitro is saying is there is no balance across the tiers of AV vs the tiers of tanks. In pup matches no one has to go past militant gear to take down most standard tanks even proto tanks can easily be turned by team of smart players with militant AV. AV is not balanced because no one has a reason to really spec into it. why spec into a proto swarm when I can get a group of kids to run in militant and easily destroy any tank out there.
Militant AV is unbalanced currently. get a squad of 4 guys with militant forges they can melt a proto tank like nothing and there is no way for ground people to be quick enough to engage and kill of the 4 guys before they launch there second shot which will kill the tank. Get 4 guys with militant swarms and you will combat any armor tank on the field if you do not stand in the middle of the road as a easy kill. I watch proto armor tanks melt to militia swarms.
Swarms can hid behind cover while locking aim up and fire repeat with out any risk. Forge guys can head glitch while firing a hip fired weapon and I am at there mercy and forced to back up because it is impossible to hit them with my blaster while they are still able to hit me with there hip fired forge. but that is a different **** up on ccps behalf anyways.
And all CCP keeps balancing things such as tanks toward militia gear.
Do you truely think it is fair that a enemy team can take out a proto tank with out having to have one guy speced into AV. Because you just need part of your team to convert to militia gear to take out the tank and all they sacrifice is k/d while tankers sacrifice a couple million isk per tank.
And for militia AV verses militia tanks all you sacrifice is K/D because your AV fit is free against a tanker who risks 350k+ to fit a militant tank to survive more then one person AVing it with milita gear.
Sorry militant gear is cheap and not balanced for its performance lvls. It outperforms any militant vehicle.
And for AV grenades I agree on how deadly they are against armor tanks I can 3 hit any soma and been 3 hitting some guys madrugar all night with my standard AV nades.
|
DestrukterDust
Zumari Force Projection Caldari State
12
|
Posted - 2013.01.13 06:51:00 -
[10] - Quote
KAGEHOSHI Horned Wolf wrote:DestrukterDust wrote:+1 forge gun def needs some tweaks in range mostly as well as damage. Also I'm a fan of anti-vehicle weapons being strictly for vehicles, i.e forge guns should only have a splash damage effect on things with a small signature radius, like all guns have in eve. Smaller the ship bigger the gun, less damage it does if it even hits at all. 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.
Obviously you don't play eve and wouldn't understand the mechanics, as for staying still, since when has it been hard to nuke a moving target with the forge gun. Also if shooting you from halfway across the map I'm so sure you'll hear that charge up, lucky to even see it. |
|
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.13 07:00:00 -
[11] - Quote
DestrukterDust wrote:KAGEHOSHI Horned Wolf wrote:DestrukterDust wrote:+1 forge gun def needs some tweaks in range mostly as well as damage. Also I'm a fan of anti-vehicle weapons being strictly for vehicles, i.e forge guns should only have a splash damage effect on things with a small signature radius, like all guns have in eve. Smaller the ship bigger the gun, less damage it does if it even hits at all. 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. Obviously you don't play eve and wouldn't understand the mechanics, as for staying still, since when has it been hard to nuke a moving target with the forge gun. Also if shooting you from halfway across the map I'm so sure you'll hear that charge up, lucky to even see it.
This is not EVE. I don't see why you need to bring your pompous condescending attitude.
You greatly exaggerate the splash damage and radius of the forge gun. For a gun with no aiming down sights or zoom ability, the splash damage is fair way trade. It has a lack of precision, long charge time, and only heavies can use it only balances; all of this makes the splash damage and radius fair. Because of this, I have no problem with it being used to snipe infantry. If you don't want to be sniped by forge guns, then the range nerf would be enough. There is no need to tie damage to signature radius. The time it takes for a forge gun to charge and fire, a sniper could have already killed you, and you wouldn't see a sniper across the map either. |
DestrukterDust
Zumari Force Projection Caldari State
12
|
Posted - 2013.01.13 09:19:00 -
[12] - Quote
KAGEHOSHI Horned Wolf wrote:DestrukterDust wrote:KAGEHOSHI Horned Wolf wrote:DestrukterDust wrote:+1 forge gun def needs some tweaks in range mostly as well as damage. Also I'm a fan of anti-vehicle weapons being strictly for vehicles, i.e forge guns should only have a splash damage effect on things with a small signature radius, like all guns have in eve. Smaller the ship bigger the gun, less damage it does if it even hits at all. 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. Obviously you don't play eve and wouldn't understand the mechanics, as for staying still, since when has it been hard to nuke a moving target with the forge gun. Also if shooting you from halfway across the map I'm so sure you'll hear that charge up, lucky to even see it. This is not EVE. I don't see why you need to bring your pompous condescending attitude. You greatly exaggerate the splash damage and radius of the forge gun. For a gun with no aiming down sights or zoom ability, the splash damage is fair way trade. It has a lack of precision, long charge time, and only heavies can use it only balances; all of this makes the splash damage and radius fair. Because of this, I have no problem with it being used to snipe infantry. If you don't want to be sniped by forge guns, then the range nerf would be enough. There is no need to tie damage to signature radius. The time it takes for a forge gun to charge and fire, a sniper could have already killed you, and you wouldn't see a sniper across the map either.
Just pointing out, this is "eve dust 514" just btw :) and after 10 years of playing eve with several 100+ mill sp toons, I have a right to condescend. Don't forgot the ones who made dust possible and were asking for something like it on the forums long before you even heard of a beta. Eve players since their rl money has made CCP what it is, should have w/e say we want. Don't screw up our game cuz you played COD that one time. kthnx bye :P |
Breakin Stuff
Immobile Infantry
680
|
Posted - 2013.01.13 11:24:00 -
[13] - Quote
DestrukterDust wrote:Bunch of arrogant and stupid stuff while making the mistake of assuming playing God's Gift to Timesinks makes people stand in awe.
As an EVE player, you sir make us all look like a bunch of frothing at the mouth retards. You may feel free to shut your trap at any time. The condescension is both unnecessary and pointless. The quality of your troll decreases because it depends on virtual accomplishment that have no bearing on the game we play now.
Further, You're bragging about having spent umpteen years playing the same game for nearly a decade and associate this as somehow making you special. I assure you in real life your statement of entitlement to be condescending because of your 100 mil SP toon would be looked upon with polite derision, and offers to chat behind the woodshed by people who have no patience for virtual warriors.
1/10 because Damn, dude. |
Kain Spero
Imperfects Negative-Feedback
907
|
Posted - 2013.01.13 11:29:00 -
[14] - Quote
Jason Pearson wrote:So, to make the thread short, cut the range of a Militia Forge Gun by atleast 1/3. It's far too strong atm.
I support this as well. I feel that the militia forge gun should have an additional disadvantage over a standard forge gun in addition to the reduced clip size. I think this range reduction would work well to accomplish this.
|
Breakin Stuff
Immobile Infantry
680
|
Posted - 2013.01.13 11:32:00 -
[15] - Quote
Jason Pearson wrote:Been spending time with the Militia Forge Gun today and I feel it has far too much range.
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.
Quote: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)
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.
Quote: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.
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.
Quote:So, to make the thread short, cut the range of a Militia Forge Gun by atleast 1/3. It's far too strong atm.
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? |
Nova Knife
Seituoda Taskforce Command Caldari State
789
|
Posted - 2013.01.13 11:40:00 -
[16] - Quote
Petty posturing above aside,
All forge guns could stand have have a range reduction in my opinion, not just the militia. I'd much rather see swarm launchers being a longer range, weaker weapon designed to whittle an enemy down (IE: Their damage toned down a lot), but the forge gun being a close range powerhouse to put a vehicle down fast.
AV hasn't ever been what I'd call in a good place, in more than a year since the beta has been running.
As for what people are saying above about the forge gun not being a precision weapon : It's pretty stupid how easy it is to directly hit someone with a forge gun. Essentially if you can aim a shotgun (Read: Hit them 9/10 times, not spamming and hoping for a hit) you can hit them in the face with a forge gun with pretty much the same ease. Even at longer ranges it's not hard to 'snipe' with it. The only real difficulty comes when people hiding behind little hills. Anyone suggesting a forge gun's splash is the problem VS infantry either hasn't used them, or hasn't used them enough to get good with them. Admittedly it is a bit of a problem, but not as much as the ability to OHK pretty much any one you see at ranges up to 300m+. A forge gun is very much a weapon that can kill both vehicles and infantry with ease, and I find that to be a problem. A forge user /should/ want to switch to his sidearm 9/10 times when in a firefight.
They shouldn't be as effective against infantry as they are now. The argument "They have a slow charge and are hard to aim so anyone who gets hit with one deserves to die" is hollow, because it's really not hard to hit them. Seriously. |
Breakin Stuff
Immobile Infantry
680
|
Posted - 2013.01.13 11:44:00 -
[17] - Quote
Nova Knife wrote:
They shouldn't be as effective against infantry as they are now. The argument "They have a slow charge and are hard to aim so anyone who gets hit with one deserves to die" is hollow, because it's really not hard to hit them. Seriously.
no it isn't, because that three seconds of charge time is more than enough time for them to put a grenade up your ass and fry you with whatever gun they have in hand. Heavies are tough, but if you're getting time to fire off measured shots in a pitched firefight it means your enemies are about as bright as a sack of wet hammers. Normally as soon as I fire my first shot with a forge against infantry it's time to runlikeapunk because I just had every single weapon aim converge on me in the area.
Edit: Oh yeah, I'm waiting for the plasma launcher. I'm pretty convinced it's going to be the short ranged dumbfire heavy weapon wheras the forge is the long range. This will work in one of two ways:
1) AoE anti-infantry incendiary weapon, soon to take the "noob tube" crown from the mass driver.
2) a damn-near point-blank hell-furnace of a weapon that makes the forge gun feel like tickle torture. |
Baal Omniscient
L.O.T.I.S. Legacy Rising
248
|
Posted - 2013.01.13 11:54:00 -
[18] - Quote
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. |
Breakin Stuff
Immobile Infantry
680
|
Posted - 2013.01.13 11:57:00 -
[19] - Quote
the day the hit detection, aiming, and splash damage issues are fixed the screaming will become epic.
It will be like a symphony played at the altar of tears.
After it happens I will look at the camera and say.... "I was there. It was so real... I was there." |
Baal Omniscient
L.O.T.I.S. Legacy Rising
248
|
Posted - 2013.01.13 12:10:00 -
[20] - Quote
Dude, I love your posts so much! xDD You need a corp? |
|
Breakin Stuff
Immobile Infantry
680
|
Posted - 2013.01.13 12:30:00 -
[21] - Quote
Baal Omniscient wrote:Dude, I love your posts so much! xDD You need a corp?
Possibly. Im still asking what my eve corp wants to do with us mobile organic tank tread and bumper decoration subsystems. If there is no profound evil happening I may hit you up. |
Baal Omniscient
L.O.T.I.S. Legacy Rising
248
|
Posted - 2013.01.13 12:57:00 -
[22] - Quote
Breakin Stuff wrote:Baal Omniscient wrote:Dude, I love your posts so much! xDD You need a corp? Possibly. Im still asking what my eve corp wants to do with us mobile organic tank tread and bumper decoration subsystems. If there is no profound evil happening I may hit you up. I'll tell you what, message me in game and we'll make sure in private that your Eve prospects aren't bumping up against ours. If we're not meant to be, you can always join our pub channel for general squadding. |
Jason Pearson
Seraphim Initiative. CRONOS.
742
|
Posted - 2013.01.13 13:27:00 -
[23] - 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.
____
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.
____
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.
____
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. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.13 13:46:00 -
[24] - Quote
It is true that from high range or high elevation forge guns are not very noticeable, but the time it takes for a forge gun to charge and fire, a sniper could have already killed you, and you wouldn't see a sniper across the map either. For sniping purposes, the fact that its a heavy only weapon, and all the drawbacks balances it out. Forge gun is to the sniper rifle what the HMG is to the AR.
That being said, militia forge guns need a range nerf. |
pegasis prime
The Shadow Cavalry Mercenaries
81
|
Posted - 2013.01.13 13:53:00 -
[25] - Quote
I normally run with the forge gun and would dissagree with reducing the range as well to be honest its a bloody rail gun its ment to be a long range fire support gun for its squad that being said the assault models with the reduced charge time make them perfect for fire support on the move . its true once you get the tactical advantage of hight and distance its one of the most devistating guns there is but i thought that was the point in the forge gun ?? i also thought having no way of scoping in or any kind of iron sight was to make it more difficult to master at long range. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.13 14:00:00 -
[26] - Quote
pegasis prime wrote:I normally run with the forge gun and would dissagree with reducing the range as well to be honest its a bloody rail gun its ment to be a long range fire support gun for its squad that being said the assault models with the reduced charge time make them perfect for fire support on the move . its true once you get the tactical advantage of hight and distance its one of the most devistating guns there is but i thought that was the point in the forge gun ?? i also thought having no way of scoping in or any kind of iron sight was to make it more difficult to master at long range.
Realism of railguns aside, we're only discussing nerfing the militia ones. Not all other forge guns. The militia one is too effective for its price, especially when some players can get it as part of a free unlimited fitting by choosing the right specialization in character creation. |
Baal Omniscient
L.O.T.I.S. Legacy Rising
248
|
Posted - 2013.01.13 14:02:00 -
[27] - Quote
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. |
pegasis prime
The Shadow Cavalry Mercenaries
81
|
Posted - 2013.01.13 14:07:00 -
[28] - Quote
KAGEHOSHI Horned Wolf wrote:pegasis prime wrote:I normally run with the forge gun and would dissagree with reducing the range as well to be honest its a bloody rail gun its ment to be a long range fire support gun for its squad that being said the assault models with the reduced charge time make them perfect for fire support on the move . its true once you get the tactical advantage of hight and distance its one of the most devistating guns there is but i thought that was the point in the forge gun ?? i also thought having no way of scoping in or any kind of iron sight was to make it more difficult to master at long range. Realism of railguns aside, we're only discussing nerfing the militia ones. Not all other forge guns. The militia one is too effective for its price, especially when some players can get it as part of a free unlimited fitting by choosing the right specialization in character creation.
i know you were only chatting about nerfing the malitia model but if you look in comparison compaird to the 1st lvl model it has 1 less shot in the chamber it costs a little more cpu to use and it has a charge time of 3.5 seconds , the range is debatable as with the lvl 1 forge gun i can take out turrets and personell up to the bredth with of the map and with the malitia model its only about 6/8th efective so id say it is nerfed already . |
Jason Pearson
Seraphim Initiative. CRONOS.
742
|
Posted - 2013.01.13 14:21:00 -
[29] - 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. |
pegasis prime
The Shadow Cavalry Mercenaries
81
|
Posted - 2013.01.13 14:31:00 -
[30] - Quote
Id say there is great incentive to go above malitia on the forge gun, before the wipe i got to levle 3 and pretty much stayd with the lvl 2 assault forge gun because of its reduced charge time , but yousu cant store a charge with the assult models so you need to be quick on your feet and accurate as well , the only thing id say about specking up on the forge gun is its not worth purchasing anything above lvl 2 untill your skilled enough for prototype , im still loving my lvl 2 asssault model as when you speck up on range proficiency and capasity its a leathal long/short fire support wepon for your squad, and even though ill continue specking up till lvl 5 on the forge gun ill be using lvl2 assault till prototype . |
|
Baal Omniscient
L.O.T.I.S. Legacy Rising
248
|
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. |
Breakin Stuff
Immobile Infantry
680
|
Posted - 2013.01.13 23:13:00 -
[32] - Quote
Assault forge makes militia look like a popgun |
|
|
|
Pages: 1 2 :: [one page] |