TERMINALANCE
Zumari Force Projection Caldari State
173
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Posted - 2013.07.22 06:14:00 -
[1] - Quote
Nerfing FG range is the one of the dumbest things I have ever heard.
Why?
Using a forge gun requires that you have positioning skill and protection in order to use it effectively. Take away one of those and you cant forge gun anything, All it takes is one have decent sniper to keep you pressured, its really not that hard if you attempt to counter him.
1. What are you going to have that can fight Rail gun snipers in PC matches? nothing. Getting to a good Spot to counter rail tanks is incredibly important in PC and even reg matches. you have to DS there and you have to not die on the way or get sniped from where you are shooting from. It takes hard work.
2. you already have pretty limited ammo, 4/12 is not a lot without someone supporting you.
3. It is fully suited to its role and seeing as how only a heavy can use it, the MOST visible suit in the game both in DB scan and in visual size.
4. 1 good sniper can already shut down a forge gunner easy.
5. Each forge gun has its own role and ranges, Assault is the shortest and fastest, STD is mid range and mid speed and breach is long range and slow firing.
6. Its one of the few things heavys have left! and its always been a decent weapon with drawbacks!
It does not need changes, THINGS AROUND IT DO!!!!!!!
Things to remember Dropships need a major buff. Forge gun should not knock around a DS its ******** its way WAY to big, and its dumb, Also dropships should be way way more maneuverable to begin with at low speeds. Forge guns should knock around LAV's and LLAV's
To keep tankers from bitching to me about forge guns If you guys want the direct damage of a breach forge gun, you should have the 6 second charge and the inability to move while charging. I can almost guarantee none of the people complaining would use it on there tank. Dont forget tanks are immune to sniper fire, have no fuel limits, Unlimited ammo, can be recalled without a supply depot are immune to sniper fire and infantry small arms, can move really fast around the battlefield and are able to run people over, act as a spawn point either with a CRU or by carrying that **** on the suit inside and just hoping out for a second, are self repping at a huge rate, can provide cover for infantry, act as a bunker for almost dead troops, have a head shot spot that is on the very rear of the tank, can survive OB's. and a tank does have more DPS then a forge gun if they man the 2 small turrets inside.
Forge gun is fine, its Some of the things around it that are F'ed UP!
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TERMINALANCE
Zumari Force Projection Caldari State
174
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Posted - 2013.07.22 06:25:00 -
[2] - Quote
Xocoyol Zaraoul wrote:I've always thought the splash radius on forges were the silly thing about then, dunno but that's just me. Nerfing FG splash radius a smidge, making Dropships harder to kill, and adding ladders to EVERY tower would make me happier about forges. PS: I do have issues though with you saying these two pretty-dumb-if-I-may-be-blunt things:
- Mentioning HAVs don't have fuel is stupid. Nothing has fuel in this game, not even infantry. You shouldn't mention an "advantage" of something if literally EVERYTHING in the ENTIRE GAME also has that advantage... That's just padding your rant to make it look more fluffy.
- Mentioning that HAVs have more DPS then ONE Fogre Gunner if the two secondaries are used is stupid, ofc THREE people will out-DPS ONE person. Now how about Three FGers versues one fully-manned HAV?
Proto small turrets are pretty powerful, And yea some of it was a afterthought because a FG has 4/12 rounds. Also everyone in that tanks damage bonuses stack. so if the driver and gunners are all skilled small turret, all of there bonus stack, also the WPs add onto each other and a whole host of other factors, like those 3 guys are immune to 95% of the weapons in the game! |