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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Rusty Shallows
Black Jackals
59
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Posted - 2013.05.12 09:48:00 -
[1] - Quote
Delta 749 wrote:What do all those EVE players say, dont fly what you cant afford to lose right? Besides with the ceiling as high as it is you can fly up out of range easily and hide your shiny toy in the sky
I swear to god everyone that pilots a vehicle in this game is near constantly calling for infantry to rendered useless against them Anti vehicle stuff exists, deal with it, and you dont see real world pilots going "Waaaah, RPGS designed in the 70s are still a threat to us, tell the enemy commander he needs to nerf his soldiers weapons so we cant be shot down" The negative characterization about all pilots was unnecessary but I know where you are coming from. The calls to nerf assault forges is ridiculous. I played back when a character with enough SP in his HAV became the "win button" and I really don't want to see this become VEHICLES 514 through an endless series of small (or big) AV nerfs.
The focus should be on WP, ISK issues, dropship design, and pilot technique. Nerf talk is counter productive. |
Rusty Shallows
Black Jackals
68
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Posted - 2013.05.13 07:34:00 -
[2] - Quote
Moochie Cricket wrote:DUST Fiend wrote:I've said it before, and I'll say it again:
Forge guns will be 100% fine once they get "infinite" range with falloff damage, so long as their optimal range is tweaked back a bit. That makes disengaging and gaining altitude an actual viable tactic vs the forge gun, allowing you to mitigate damage by putting distance between you. It also rewards smart forge gunners who wait for the ship to get close and level out before opening fire. Hopefully. Probably be 500 meters before damage drops off Sounds like a buff and from experience CCP does not buff existing weapons unless it is clear they are no longer working. I'm braced for the fall-off to end at 400 meters as an unpublished ninja nerf. Regardless whatever changes that do occur going to hold judgement to see how it handles the battlefield. |
Rusty Shallows
Black Jackals
87
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Posted - 2013.05.26 07:49:00 -
[3] - Quote
KING ZUMA wrote:Cant we have a threat indicator? a red box which will go around railgun installations, people armed with AV weapons and tanks so we can better know where to move to be out of the way. I'd like for all vehicles to show up on my mini-radar as well. |
Rusty Shallows
Black Jackals
87
|
Posted - 2013.05.26 08:10:00 -
[4] - Quote
General Tiberius1 wrote:CCP Blam! wrote:Hi guys, let me provide you guys with provide some feedback on this topic.
1. We are looking at doing re-balancing of our AV weapons. One of the topics, which also seems to be showing through on this thread is to keep a decently long enough range on the forge gun, but also look at the damage decay variable over time on it, optimal ranges, etc. Because agreed, that it is a very potent anti-vehicle weapon and it's not exactly something that is easily countered with countermeasures (see next point). We also don't want the forge gun to be nerfed to the point of feeling ineffective, so a direct reduction of damage output across the board is not going to be the simple answer there.
leave the FG alone! only heavies can use it, it get's expensive, hard to fit at times, low amount of ammo, and no nano hives to insta replenish like other people can. the FG is not the problem, it's the lack of powerful tanks and counters. we already have a limited range, compared to rail tanks that can hit anywhere on a map. leave it alone! Combine whatever nerf CCP Blam is talking about with the current HP buff on most vehicles and FGs will be a huge joke. Although you never know they may pull off an out-of-the-box solution but based on history I wouldn't bet on it.
It could also be time to pull FGs from the game for a redesign like the marauders. |
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