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Thread Statistics | Show CCP posts - 0 post(s) |
Vermaak Doe
SVER True Blood Unclaimed.
629
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Posted - 2013.03.25 11:37:00 -
[31] - Quote
Heathen Bastard wrote:Vermaak Doe wrote:Heathen Bastard wrote:Vermaak Doe wrote:XXfootnoteXX wrote:
My counter to this is the fact that the rounds would have to be near the installation/HAV/DS for them to explode, the rounds wouldnt trigger if shot at infantry, and they would actually have to hit the soldier.
You were saying? They would actually have to hit the soldier. that to me indicates the rounds will still go off impact with a solid object or obstruction(in this case, a merc) And you just completely ignorex the fact that it doesn't trigger when shot at infantry and that would have to be done to damage infantry at all besides having them be right next to vehicles or installations seeing as it was not concisely pointed out until earlier(specifically, right before your post, and edited into the main post) I went with the worst case for balance, as you did earlier. also, ignorex is not a word. It was however pointed out before you posted your firsr post in this thread, which also shows it was likely edited in before you posted. Now that you've corrected my spelling are you going to prove this to be Op against infantry? |
ChromeBreaker
SVER True Blood Unclaimed.
317
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Posted - 2013.03.25 11:37:00 -
[32] - Quote
ladwar wrote:i have ran into range problems with forge gunning dropships. they are just given way to much red line to hit all the way into
Still not a problem theyre not exactly helping much over there lol and its almost guaranteed they start on a nice long... very STRAIGHT fly back to the battlefield lol |
ladwar
Dead Six Initiative Daringly Inserting Large Dangerous Objects
40
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Posted - 2013.03.25 11:45:00 -
[33] - Quote
yes but they sit just outside of my range, mocking me, begging me to shoot them out of the sky when my team has red lined them. but for really if the maps do open up i can see this being able to see a part if it had greater range then the forge gun. i see the forge gun more as anti HAV with the ability of anti-lav and anti-bad dropship |
Halador Osiris
Dead Six Initiative Daringly Inserting Large Dangerous Objects
75
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Posted - 2013.03.25 12:51:00 -
[34] - Quote
Terry Webber wrote:I've been wanting a weapon like this. Makes taking down a dropship a little easier for heavies. Shut your god***n mouth. My dropship is nearing maxed out (just 2 more levels of shield control), and here's the breakdown on AV: Swarms - Don't hurt, I can tank 4-5 volleys before pulling out to regen shields AV nades - Fly higher? Rails - Avoid them until they're all dead Forge gun - Sit back in my redline like a b***h |
Vermaak Doe
SVER True Blood Unclaimed.
629
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Posted - 2013.03.25 13:03:00 -
[35] - Quote
ChromeBreaker wrote:ladwar wrote:i have ran into range problems with forge gunning dropships. they are just given way to much red line to hit all the way into Still not a problem theyre not exactly helping much over there lol and its almost guaranteed they start on a nice long... very STRAIGHT fly back to the battlefield lol Vermaak Doe wrote: It was however pointed out before you posted your first post in this thread, which also shows it was likely edited in before you posted. Now that you've corrected my spelling are you going to prove this to be Op against infantry?
i miss swarm launchers doing dmg to infantry I still skill them to reminisce about the good days |
Charlotte O'Dell
Planetary Response Organisation Test Friends Please Ignore
64
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Posted - 2013.03.25 15:08:00 -
[36] - Quote
Reduce dmg vs HAV's 20%. Also, make a large turret version
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Vermaak Doe
SVER True Blood Unclaimed.
635
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Posted - 2013.03.25 15:19:00 -
[37] - Quote
If anything reduce damage done to light targets |
Hunter Junko
Bojo's School of the Trades
66
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Posted - 2013.04.05 19:57:00 -
[38] - Quote
Change the name to "MF Doom" and i'm completely ok with this idea :D |
Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation
234
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Posted - 2013.04.05 21:21:00 -
[39] - Quote
Way too much DPS. I also feel like it steps on the forge gun's toes. It's basically the same weapon, except instead of requiring at least some aiming skill this one allows you to do full damage even if you miss.
Plus, as others have stated, an AV weapon shouldn't also kill all of the infantry in the vehicle's general vicinity. |
Vermaak Doe
SVER True Blood Unclaimed.
682
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Posted - 2013.04.07 00:39:00 -
[40] - Quote
Alan-Ibn-Xuan Al-Alasabe wrote:Way too much DPS. I also feel like it steps on the forge gun's toes. It's basically the same weapon, except instead of requiring at least some aiming skill this one allows you to do full damage even if you miss.
Plus, as others have stated, an AV weapon shouldn't also kill all of the infantry in the vehicle's general vicinity. That's why they said the numbers were just throw ln out and possibly need changing in the Op |
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Charlotte O'Dell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
106
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Posted - 2013.04.07 05:02:00 -
[41] - Quote
Make a vehicle version. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3401
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Posted - 2013.04.11 11:17:00 -
[42] - Quote
Having an automatic AV weapon would be awesome for variety |
Draco Cerberus
Hellstorm Inc League of Infamy
18
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Posted - 2013.04.12 20:28:00 -
[43] - Quote
Charlotte O'Dell wrote:Make a vehicle version.
I could see this being great as a module for the HAVs as they have a stable gun platform, also good for dropships attempting to corner tanks and LAVs. |
Meeko Fent
Mercenary incorperated
77
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Posted - 2013.06.19 14:42:00 -
[44] - Quote
Wouldn't it make sense that the slower furring weapon be the 50 mm, and get faster as the bore decreases, at the cost of range and dmg? |
Master Jaraiya
Ultramarine Corp
277
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Posted - 2013.06.19 14:58:00 -
[45] - Quote
Good Idea imo.
Obviously it would do more damage vs armor.
Any ideas for numbers on % damage vs shield and % damage vs armor?
Also would need numbers for Splash Damage. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
5039
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Posted - 2013.07.17 07:08:00 -
[46] - Quote
Still would be amazing |
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