Pages: [1] 2 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Destructo Tots
Sinq Laison Gendarmes Gallente Federation
0
|
Posted - 2013.07.05 22:00:00 -
[1] - Quote
So apparently the forge gun has a range greater than that of a particle cannon. Apparently there's a new bug where forge gunners now sit on top of the tall spires where they are so high up that their player model and red dot doesn't even show up when you're looking at them, yet they can still nail you with a forge blast. I grabbed my madruger and tried to do some tank sniping when some forge guns forced me to take cover, I was literally pinned down the entire match because they had me camped. Every time I looked right at where the shots were clearly coming from no player model showed up, only the occasional name tag whenever a sniper looked at them, but the issue was that they were able to snipe players without being hit by a particle cannon. We've all been abused by forge gunners in the past before but this is going too far, if a tank cannot take these pricks (let along see them) out when they can easily shoot me then there is something clearly wrong here. |
CuuCH Crusher
Commando Perkone Caldari State
77
|
Posted - 2013.07.05 23:21:00 -
[2] - Quote
Was it the enemy team that pinned you, or was it a lone forge gunner? If it was just one guy, you need to get good.
|
Serimos Haeraven
Deep Space Republic Top Men.
98
|
Posted - 2013.07.05 23:27:00 -
[3] - Quote
I'm not sure how CCP would possibly address this issue of when forge gunners get on top of sky scrapers and shoot down below them, i have run into this problem many times as a DS pilot and usually just drop some units with assault rifles or shot guns onto the platform their on and they kick their asses in a second, but as far as tanks who are grounded, the only suggestion i would have for you is once you see forge gunners way up there, recall the tank and take a sniper rifle out and solve the problem right then and there. |
DS 10
G I A N T EoN.
527
|
Posted - 2013.07.05 23:35:00 -
[4] - Quote
My bad. |
Baal Roo
Subdreddit Test Alliance Please Ignore
1800
|
Posted - 2013.07.05 23:38:00 -
[5] - Quote
Forge Guns and Rail Guns can now hit from Spawn Yard to Spawn Yard on the maps where the yards are elevated a bit. I called in a dropship at the VERY beginning of a match, and the enemy reds shot it down before I could even get it off the ground... from their own initial spawn. We're talking 5 seconds into the match here. |
Altina McAlterson
Not Guilty EoN.
608
|
Posted - 2013.07.05 23:43:00 -
[6] - Quote
Large Rail Guns have a range of 600m while the Forge Gun actually had its range reduced from 500m to 300m with absolute max of 320m in 1.2, |
Thurak1
Psygod9 RISE of LEGION
14
|
Posted - 2013.07.05 23:47:00 -
[7] - Quote
I can see where this is a bit of a problem. The whole point of a red zone to to give teams a somewhat fair chance of spawning and fighting back. If players are able to camp the other team while sitting in a safe zone it defeats the entire purpose of having a red zone. Now that said i dont know if addressing the range of the weapon is the right way to go about it. Maybe making all players and equipment immune to damage. I would also remove turrets from the red zones though. |
Altina McAlterson
Not Guilty EoN.
609
|
Posted - 2013.07.05 23:53:00 -
[8] - Quote
Thurak1 wrote:I can see where this is a bit of a problem. The whole point of a red zone to to give teams a somewhat fair chance of spawning and fighting back. If players are able to camp the other team while sitting in a safe zone it defeats the entire purpose of having a red zone. Now that said i dont know if addressing the range of the weapon is the right way to go about it. Maybe making all players and equipment immune to damage. I would also remove turrets from the red zones though. Then they would be able to shoot out but not get shot themselves? |
Mobias Wyvern
Crux Special Tasks Group Gallente Federation
3
|
Posted - 2013.07.06 00:37:00 -
[9] - Quote
Be your own Judge. What game looks like more fun to you? Dust.........Or this.........
Planetside 2
Coming to PS4 this year
|
Destructo Tots
WarRavens League of Infamy
0
|
Posted - 2013.07.09 07:38:00 -
[10] - Quote
CuuCH Crusher wrote: Was it the enemy team that pinned you, or was it a lone forge gunner? If it was just one guy, you need to get good.
Lone gunner with an Ishukone Assault, the only infantry weapon in the game capable of taking down a 7k hp tank in under 10 seconds when you're in the open. |
|
LT SHANKS
Amarr Templars Amarr Empire
101
|
Posted - 2013.07.09 07:40:00 -
[11] - Quote
I Forge snipe tanks in this manner all the time. They like eating my Breach blasts. |
Kekklian Noobatronic
Goonfeet Top Men.
150
|
Posted - 2013.07.09 07:46:00 -
[12] - Quote
Altina McAlterson wrote:Large Rail Guns have a range of 600m while the Forge Gun has a range of 300m with absolute max of 320m.
EDIT: Removed incorrect info, my mistake.
That. And some of them don't even actually hit to 320.
|
Destructo Tots
WarRavens League of Infamy
0
|
Posted - 2013.07.09 07:46:00 -
[13] - Quote
This sort of leads into my next topic, the assault forge guns do not fit the game's usual definition of assault class. A proper name would be Tactical forge gun, seeing as the only people I've seen use the things use them as fast firing long distance sniper rifles. The assault (not capable of holding a charge after 2.5 seconds) leads me to believe that this is a close quarters infantry weapon, not a long distance one. A proper balance for this gun would be to lower the range but give it significantly greater splash radius, a forge gun that doesn't hold a charge is clearly meant for anti infantry and should be balanced more towards it.
I don't often complain about weapons or vehicles in this game, but 90% of my tanks being blown to hell by the assault forge gun tells me that there's something off with the overall balance of AV in the game. This topic will probably **** off a bunch of die-hard forge gunners, but anyone who specs into vehicles will tell you that this weapon is a menace. |
Destructo Tots
WarRavens League of Infamy
0
|
Posted - 2013.07.09 07:49:00 -
[14] - Quote
Kekklian Noobatronic wrote:Altina McAlterson wrote:Large Rail Guns have a range of 600m while the Forge Gun has a range of 300m with absolute max of 320m.
EDIT: Removed incorrect info, my mistake. That. And some of them don't even actually hit to 320. However, a player's render distance is shorter than this whereas a tanks is greater, thus allowing a forge gunner to shoot a tank and the driver to not even be able to see the forge. Some buddies of mine from Hellstorm have noticed the same thing and it seems to be just a bug that should hopefully be addressed soon. |
wripple
WarRavens League of Infamy
4
|
Posted - 2013.07.09 07:52:00 -
[15] - Quote
Altina McAlterson wrote:Thurak1 wrote:I can see where this is a bit of a problem. The whole point of a red zone to to give teams a somewhat fair chance of spawning and fighting back. If players are able to camp the other team while sitting in a safe zone it defeats the entire purpose of having a red zone. Now that said i dont know if addressing the range of the weapon is the right way to go about it. Maybe making all players and equipment immune to damage. I would also remove turrets from the red zones though. Then they would be able to shoot out but not get shot themselves? Why not take a tiny bit of damage yourself when firing from the redline? If someone's too chicken too not spend their entire match cradled in the red then limit the damage they can cause from in it. |
Destructo Tots
WarRavens League of Infamy
0
|
Posted - 2013.07.09 07:55:00 -
[16] - Quote
LT SHANKS wrote:I Forge snipe tanks in this manner all the time. They like eating my Breach blasts. Now that's a proper AV weapon. The Assault however is not, it offers mobility, flexibility and range that is currently being taken advantage of and gives a very unfair advantage to vehicles. |
Void Echo
Internal Error. League of Infamy
395
|
Posted - 2013.07.09 07:58:00 -
[17] - Quote
I got killed by a lone ishukone assault forge gunner, I had between 2k-3k armor left and he 1 shot me, needless to say I found a critical weak point on the tank |
Rusty Shallows
Black Jackals
132
|
Posted - 2013.07.09 08:20:00 -
[18] - Quote
Destructo Tots wrote:This sort of leads into my next topic, the assault forge guns do not fit the game's usual definition of assault class. A proper name would be Tactical forge gun, seeing as the only people I've seen use the things use them as fast firing long distance sniper rifles. The assault (not capable of holding a charge after 2.5 seconds) leads me to believe that this is a close quarters infantry weapon, not a long distance one. A proper balance for this gun would be to lower the range but give it significantly greater splash radius, a forge gun that doesn't hold a charge is clearly meant for anti infantry and should be balanced more towards it.
I don't often complain about weapons or vehicles in this game, but 90% of my tanks being blown to hell by the assault forge gun tells me that there's something off with the overall balance of AV in the game. This topic will probably **** off a bunch of die-hard forge gunners, but anyone who specs into vehicles will tell you that this weapon is a menace. You're doing it wrong Tots. These forums are about calling for nerfs, not exploring game design balance. We have many fine archived threads filled with toxic conversation for your edification. Also helpful for getting a handle on the forum metagames.
As an I-FG that kind of change would be welcomed indeed. Although I suspect those with boots on the ground would get rather angry (rightfully so) since already with half the blast radius of a grenade has some calling for nerfs. |
Blapathon Tanker
Grief University
32
|
Posted - 2013.07.09 08:35:00 -
[19] - Quote
Rusty Shallows wrote:Destructo Tots wrote:This sort of leads into my next topic, the assault forge guns do not fit the game's usual definition of assault class. A proper name would be Tactical forge gun, seeing as the only people I've seen use the things use them as fast firing long distance sniper rifles. The assault (not capable of holding a charge after 2.5 seconds) leads me to believe that this is a close quarters infantry weapon, not a long distance one. A proper balance for this gun would be to lower the range but give it significantly greater splash radius, a forge gun that doesn't hold a charge is clearly meant for anti infantry and should be balanced more towards it.
I don't often complain about weapons or vehicles in this game, but 90% of my tanks being blown to hell by the assault forge gun tells me that there's something off with the overall balance of AV in the game. This topic will probably **** off a bunch of die-hard forge gunners, but anyone who specs into vehicles will tell you that this weapon is a menace. You're doing it wrong Tots. These forums are about calling for nerfs, not exploring game design balance. We have many fine archived threads filled with toxic conversation for your edification. Also helpful for getting a handle on the forum metagames. As an I-FG that kind of change would be welcomed indeed. Although I suspect those with boots on the ground would get rather angry (rightfully so) since already with half the blast radius of a grenade has some calling for nerfs.
I'll take a drop to 200m for increased splash. I'll still kill your tanks, redline sniping or not. |
castba
Penguin's March
21
|
Posted - 2013.07.09 08:54:00 -
[20] - Quote
ITT: tank sniper gets scared off his perch by an anti tank sniper... Oh the irony :)
That said, I do like the proposed change to the assault FG tots. |
|
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
263
|
Posted - 2013.07.09 09:12:00 -
[21] - Quote
I can't remember in what post, but i did read that the "Z" distance does not count as distance. |
LT SHANKS
Amarr Templars Amarr Empire
105
|
Posted - 2013.07.09 11:17:00 -
[22] - Quote
Destructo Tots wrote:LT SHANKS wrote:I Forge snipe tanks in this manner all the time. They like eating my Breach blasts. Now that's a proper AV weapon. The Assault however is not, it offers mobility, flexibility and range that is currently being taken advantage of and gives a very unfair advantage to vehicles. For some reason, I still do not understand the reasoning behind using any other variant aside from the Breach. Yes, mobility is erased but my understanding of a Forge Sniper is that of one who stays put in order to carefully place heavy hitting shots.
The Breach will always be my gun. Its higher damage and smaller blast radius make it so that my shots against tanks count. I will gladly give up any mobility to do more damage. I am also fine with the longer charge up times. As an AV main, I feel that I am living up to my role, and as a little kicker, sniping infantry feels more rewarding with the Breach.
I see the problem with the Assault variant. Far too often, I witness Forgers just holding down R1 against a group of enemies just so that they could land a possible lucky hit. The sad thing is that this tactic works well. There is little risk involved and high reward when a lone player can break up crowds of infantry whilst having the ability to one-shot while moving in and out of cover. It deters from the role of AV and I too feel that the Forge Gun should not be as effective against both AV and AI as it is now. The Assault FG needs to be changed a bit. |
Disturbingly Bored
The Strontium Asylum
413
|
Posted - 2013.07.09 12:02:00 -
[23] - Quote
Destructo Tots wrote:The assault (not capable of holding a charge after 2.5 seconds) leads me to believe that this is a close quarters infantry weapon, not a long distance one.
Honestly, in my experience it's the opposite. To use FG against infantry you need that quarter-second after your shot is fully charged to line your shot up just right. Because the Assault can't store a charge, it works better the larger the target is. So I'd say the weapons are working as intended. (Much to the detriment of tankers.)
Also, on another note: I agree skyscraper sniping is a problem. It always has been whenever the flight ceiling is raised. But in potentially biased defense, people FG Sniping from up there may want to consider a career in laproscopic surgery. You're lucky if you can hit the single pixels standing still with the draw distance, much less a moving target.
Any time I get FG sniped I think, "Damn. Skill." not "Damn. OP!" But that's the anti-infantry perspective... |
LT SHANKS
Amarr Templars Amarr Empire
105
|
Posted - 2013.07.09 12:10:00 -
[24] - Quote
Disturbingly Bored wrote:Destructo Tots wrote:The assault (not capable of holding a charge after 2.5 seconds) leads me to believe that this is a close quarters infantry weapon, not a long distance one. Honestly, in my experience it's the opposite. To use FG against infantry you need that quarter-second after your shot is fully charged to line your shot up just right. Because the Assault can't store a charge, it works better the larger the target is. So I'd say the weapons are working as intended. (Much to the detriment of tankers.) Also, on another note: I agree skyscraper sniping is a problem. It always has been whenever the flight ceiling is raised. But in potentially biased defense, people FG Sniping from up there may want to consider a career in laproscopic surgery. You're lucky if you can hit the single pixels standing still with the draw distance, much less a moving target. Any time I get FG sniped I think, "Damn. Skill." not "Damn. OP!" But that's the anti-infantry perspective... Forge sniping is not all that difficult, especially with a variant that can hold a charge. I do agree that most cases involve tracking a few pixels, but once those small pixels are seen, lining up a shot so that the crosshairs turn red becomes relatively easy. In my experience, the farther away a target is, the less movement a forge sniper would have to perform on his or her joystick. When things get too close, then the problem of chasing down targets becomes more apparent. |
DUST Fiend
OSG Planetary Operations Covert Intervention
4771
|
Posted - 2013.07.09 12:13:00 -
[25] - Quote
Everything I touch.....
:( |
DildoMcnutz
The Tickle Monsters
116
|
Posted - 2013.07.09 12:19:00 -
[26] - Quote
LT SHANKS wrote:Disturbingly Bored wrote:Destructo Tots wrote:The assault (not capable of holding a charge after 2.5 seconds) leads me to believe that this is a close quarters infantry weapon, not a long distance one. Honestly, in my experience it's the opposite. To use FG against infantry you need that quarter-second after your shot is fully charged to line your shot up just right. Because the Assault can't store a charge, it works better the larger the target is. So I'd say the weapons are working as intended. (Much to the detriment of tankers.) Also, on another note: I agree skyscraper sniping is a problem. It always has been whenever the flight ceiling is raised. But in potentially biased defense, people FG Sniping from up there may want to consider a career in laproscopic surgery. You're lucky if you can hit the single pixels standing still with the draw distance, much less a moving target. Any time I get FG sniped I think, "Damn. Skill." not "Damn. OP!" But that's the anti-infantry perspective... Forge sniping is not all that difficult, especially with a variant that can hold a charge. I do agree that most cases involve tracking a few pixels, but once those small pixels are seen, lining up a shot so that the crosshairs turn red becomes relatively easy. In my experience, the farther away a target is, the less movement a forge sniper would have to perform on his or her joystick. When things get too close, then the problem of chasing down targets becomes more apparent.
Its also ridiculously easy with a mouse aswell, at any range. Holding the charge has never been useful imo, the assault takes 2.1 secs to charge at op 5 so if your not lined up before then just let go and charge again.
As far as its role with AV being to powerful i don't know what to say really, im not sure how easy it should be to blow up a non proto take with a proto forge gun. The dps of the assault variants when compared to other infantry AV options is insane, you can hit a tank 2-3 times before a swarm can land depending on distance and it cant be avoided like swarms can be because the forge projectile isn't mentally challenged. Most tanks really cant do a whole lot against it i have found, the speedy gonzales logi cars on the other hand..... |
ER-Bullitt
Molon Labe. League of Infamy
33
|
Posted - 2013.07.09 16:58:00 -
[27] - Quote
This again? The forge gun is the only weapon that scares tanks. Av nades and swarms may cause you problems... But you arent scared of them. Tankers really want this to be ez mode for them huh? Whiners gonna get forge guns nerfed and then tanks, and rooftop mass divers and snipers will be the qq topic. Yall can never be happy
|
Destructo Tots
WarRavens League of Infamy
6
|
Posted - 2013.08.20 04:33:00 -
[28] - Quote
shaman oga wrote:I can't remember in what post, but i did read that the "Z" distance does not count as distance. also heavy turrets rendering distance suck, little turrets have a better rendering distance. Though it was fun when I went full-auto with my rail and nailed CUBS from 500 M away. It was a complete blind shot, but it made me feel like a big man for only having 1.5M SP |
JETSTORM1090
Against All Oddz
154
|
Posted - 2013.08.20 04:39:00 -
[29] - Quote
Destructo Tots wrote:So apparently the forge gun has a range greater than that of a particle cannon. Apparently there's a new bug where forge gunners now sit on top of the tall spires where they are so high up that their player model and red dot doesn't even show up when you're looking at them, yet they can still nail you with a forge blast. I grabbed my madruger and tried to do some tank sniping when some forge guns forced me to take cover, I was literally pinned down the entire match because they had me camped. Every time I looked right at where the shots were clearly coming from no player model showed up, only the occasional name tag whenever a sniper looked at them, but the issue was that they were able to snipe players without being hit by a particle cannon. We've all been abused by forge gunners in the past before but this is going too far, if a tank cannot take these pricks (let along see them) out when they can easily shoot me then there is something clearly wrong here. Was it on the tabletop map today, and did you die behind where B would be in skirmish? |
Chances Ghost
Inf4m0us
404
|
Posted - 2013.08.20 07:48:00 -
[30] - Quote
guys were getting off topic.
the problem here is that within 300m
tank with range 600m cant see and therefor hit forge gunner due to him not rendering.
but forge gunner with range 300m CAN see and shoot tank due to the tank rendering.
aka rendering is broken and forge gunners are abusing this glitch and exploiting its usefullness.
like the melee glitchers and invisible shotgunners.
and yet nobody is calling for bans because they hate tanks and tanks are just "bad" for somehow being unable to overcome an obsticle that is impossable to overcome.
its an exploit. |
|
|
|
|
Pages: [1] 2 :: one page |
First page | Previous page | Next page | Last page |