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Gallente Mercenary 08551380
Murderz for hire
0
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Posted - 2013.05.28 02:40:00 -
[1] - Quote
I have noticed a lack of forge gun related feedback here in the forums. Here is my general opinion, please respond as you see fit.
About me I started using the forge gun near the end of chromosome. With uprising, I have spend all my sp into forge gun, and forge gun related dropsuits and modules. I currently run proto forge guns, proto heavy suits, enhanced damage mods, armor reps, and AV nades. Since uprising began, I have only used forge guns every match.
About Forge Guns For me, using the forge gun is a powerful and visceral experience, I enjoy commanding the single most devastating weapon on the battlefield in terms of damage (other than OBs). Although, the experience is great for the forge gun user, I feel as though the people on the other end get nothing out of it. Let me explain, and share my experiences with the forum.
My proto assault forge gun is my main weapon of choice. Low charge time, higher damage, its very versatile, able to snipe infantry and down some vehicles. While I feel that in regards to killing infantry is in the right place at the moment, killing vehicles is much to easy, and I feel the the vehicle user is just left to feel cheated after I one shot him from halfway across the map. In terms of things I one shot with this weapon. -Basic LAVs -Scout LAVs -Basic Dropships -Assault Dropships (Sometimes 2 shots) -Smaller turret installations (Sometimes 2 shots)
Now; I do feel like I should be able to 1 shot a basic LAV. They're fast and hard to hit, not to mention that they're mostly cheap vehicles. I also feel the same with scout LAVs. If I can hit you with my forge gun which does not allow me to hold a charge, chances are you were out of position, or being overly ballsy. I feel like this is in the right place.
I do not feel like I should be able to 1 shot a basic drop ship. They're expensive, and its much to easy to pick them out of the sky since the sky has no inherent cover unless you sit behind a building forever. I propose that the drop ships natural resistance to forge guns should be raised. 2 or 3 shots should be able to kill a dropship, not 1. I also feel the same with assault drop ships, even more so because of their raised ISK and SP investment cost. I do not feel like this is in the right place.
Smaller turret installations should take 2 shots. Its not a huge deal ATM, but this should at least give time for the person using the turret to exit before I blow it up.
Done with assault forge guns.
Moving on. I do have a breach forge gun fit for those particularly well fitted tanks, logi drop ships, and logi LAVs. The higher damage makes sense because of the root to the ground while charging, and the increased charge time. Things I one shot with the breach proto forge gun. - All of the previously mentioned vehicles, even well fitted - Definitely 1 shot on Assault drop ships - Basic HAVs
Things I two shot
-Everything else except for CRUs, Supply depots, and only the best and most well fitted HAVs and logi vehicles, which take 3 shots MAXIMUM.
Now;
I do feel like I should be able to 1 shot all basic vehicles with this gun. It takes a very long time to charge, and you cannot move while charging it leaving you inherently vulnerable.
Although I do believe that killing the basic HAV should take 2 shots, with the first shot leaving him dangerously low on EHP. They move slow, and they need time to respond the the threat before they explode into DUST.
Otherwise, I feel like everything else is in the good place in terms of damage against vehicles right now with this gun, with one exception. I propose that, when holding a charge using the breach forge gun variant, players in vehicles are alerted to your position. The breach forge gun is extremely powerful in terms of raw damage. You are trying the contain the single most powerful one-shot projectile in the entire game. This would make it harder for a breach forge gunner to just hold a charge, and sit in wait for a vehicle to roll by so he can one shot them. It gives vehicle players a chance to react to the threat before they die. That way, if they do die, at least they can say they tried not to die. Because otherwise, you just die, and there's nothing you really could have done to stop it. You feel a little cheated I would assume.
TL;DR -Give breach forge guns an indicator to vehicle users when a charge is being held. -Raise the natural resistance of the basic drop ships against forge gun attacks. -Slightly raise the HAV natural resistance to forge gun attacks so the breach forge gun takes 2 shots to kill it. -Raise HP of smaller installation turrets to give people a chance to get out before I one shot it.
These are just my opinions, and I think any constructive feedback would be greatly appreciated. Thank you for your time.
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Full Metal Kitten
Chatelain Rapid Response Gallente Federation
601
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Posted - 2013.05.28 02:44:00 -
[2] - Quote
I see your name got spanked for being dumb. |
Gallente Mercenary 08551380
Murderz for hire
0
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Posted - 2013.05.28 02:47:00 -
[3] - Quote
Full Metal Kitten wrote:I see your name got spanked for being dumb.
Yeah, I made this character as a joke at first, but then I realized that I really liked what I was doing with him. So I kept playing him and they eventually changed his name. Im thinking about keeping it :p |
Succendo
Goonfeet
53
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Posted - 2013.05.28 02:49:00 -
[4] - Quote
I cannot craft the many swords and daggers that are necessary for such a strong, powerful man like me with a forge gun. In fact, there is no forge whatsoever in relation to the forge gun. I highly advise that you invest in a real forge instead. Do not be tricked. |
Enderr Wigginn
KILL-EM-QUICK RISE of LEGION
108
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Posted - 2013.05.28 03:25:00 -
[5] - Quote
Gallente Mercenary 08551380 wrote:
-Raise HP of smaller installation turrets to give people a chance to get out before I one shot it.
I am a dedicated forge gunner and at level 5 proficiency, two complex damage modifiers and the Isukone assault forge gun it takes two shots to kill any ground turret. |
Gallente Mercenary 08551380
Murderz for hire
0
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Posted - 2013.05.28 04:55:00 -
[6] - Quote
Enderr Wigginn wrote:Gallente Mercenary 08551380 wrote:
-Raise HP of smaller installation turrets to give people a chance to get out before I one shot it.
I am a dedicated forge gunner and at level 5 proficiency, two complex damage modifiers and the Isukone assault forge gun it takes two shots to kill any ground turret.
If you read the post I'm talking about breach forge guns in reference to this |
Arcturis Vanguard
Militaires-Sans-Frontieres
24
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Posted - 2013.05.28 05:50:00 -
[7] - Quote
I'm in agreement that the forge is a great weapon for a heavy to wield. I agree with all statements in regards to what it can do. I love the ishukone. It clearly out dps the breach and you stay mobile. I'm become so accustomed to the assault that going back to a forge with a hold will throw off my rhythm and lead. Really wish the gastons was assault, but thatsa different story ...
Before things start going to the nerf talk, which the forge definitely does NOT need, what needs to be addressed are the vehicle in question.
Anything militia grade should be completely blown out by prototype. It costs no skill to operate.
The assault dropships are far too weak. CCP reduced the pg and cpu to retrofit the pilot turret. You cannot build it hardy enough like the Myron, nor the logi. Also with the weak fit to keep the small turrets from hitting the ship, when the pilot has to pitch the ship forward to engage with hit turret, the gunners are left with to clear way to shoot to the front and down to aid in the attack. The ship overall is just too broke to be effective on the battlefield. Tho the only thing that the assault has is speed. Pilots need to know that once they are hit, they need to leave in a hurry or they are dead.
Well built caldari and gallante drops can take a few hits before they go down, which is fine. It comes down to the pilot and them knowing when to stay and when to get out. It can be a steep learning curve because of the expense, but that's it. Our dedicated pilot, xhedos prime, is excellent at knowing when to engage and when to pull out.
HAVs can be devastating if left to run rampant. The best way to deal with one is with the forge, more or less. Again comes down to pilot and the cleverness of the heavy to engage the tank. Tanks that are still are much easier to kill then the ones that are always moving. Biggest advantage for the tank is its speed, specially when the heavy isnt elevated.
Again, I feel the forge is fine and working as its intended to be. Wait until the marauders come back, those were much, much harder to kill, even with proto forges. |
Enderr Wigginn
KILL-EM-QUICK RISE of LEGION
109
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Posted - 2013.05.28 10:24:00 -
[8] - Quote
Gallente Mercenary 08551380 wrote:Enderr Wigginn wrote:Gallente Mercenary 08551380 wrote:
-Raise HP of smaller installation turrets to give people a chance to get out before I one shot it.
I am a dedicated forge gunner and at level 5 proficiency, two complex damage modifiers and the Isukone assault forge gun it takes two shots to kill any ground turret. If you read the post I'm talking about breach forge guns in reference to this
Okay so I set up a class with the Wiyrkomi Breach Forge Gun 2 complex damage and fired on turrets with 100% ehp. It only took 99% of its ehp requiring a second shot so I am still baffled on how you are one hit killing ground turrets. |
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