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Mary Sedillo
Pure Innocence. EoN.
192
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Posted - 2013.08.04 20:13:00 -
[31] - Quote
DJINN leukoplast wrote:Coming from a player that used almost nothing but swarms for almost a year now (including proto), I disagree about the projectile being slower.
Tanks are far too quick (LAV's ever even quicker), and can easily back off when in danger from AV... only time they can't back off too quickly is with a forge, and IMO that works just fine.
Swarms are mostly useless against tanks cause they just run into cover before they can get hit, but it is a breath of fresh air when the forge can hit them instantly.
Swarms are slow enough as it is, no reason to make forge guns that way too (especially since only slow-ass heavy's can use them, they are vulnerable enough as it is and need that insta-hit ability to be effective).
The forge projectile is too effective against aerial targets. A veteran of the skies, I have to near always recall my vessel if the team is fielding ONE forge gunner.
Vs. Swarms, I may get hit and rarely taken down, but I can react to them at least! They can hit hard, but not at the insane levels of the forge guns.
Forge v Tanks are very balanced at the moment. Good damage, and with the right tank fit, you can get away. Not always, but you can survive 1v1. 2 forge gunners, well... lets just hope you get to cover!
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D legendary hero
THE WARRIORS OF LEGEND
562
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Posted - 2013.08.04 20:50:00 -
[32] - Quote
Medical Crash wrote:lithkul devant wrote:What I would like to see happen for forge guns, is that they get an effective range, say medium range to be fair, after that much distance is traveled the shot looses power like every other infintry weapon (except sniper rifle). A big glow like it used to have, maybe have a few mosquitoes die around it or something j/k. Then a 1/4 reduction in splash damage radius, as I understand it, this gun should be a direct fire, looking to just destroy things in its path not be like the mass driver in a way. I do not mind dying to a well placed or a lucky shot, that happens, what I do mind is when people carelessly throw about explosives and explosive projectiles. (Orbital strike really annoys me in this regard) If the gun was to keep its splash damage radius, I really do hope a form of team damage comes into effect soon. No, leave it alone. Forges need that range to stay alive from HAVs. Nothing wrong with the FG, once again leave it alone. Dear lord people just have to whine about weapons in this game, doesn't matter what it is, they always seem to find one. ^^except ARs |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
70
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Posted - 2013.08.04 22:18:00 -
[33] - Quote
Don't touch the forge gun |
Vyzion Eyri
The Southern Legion
1122
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Posted - 2013.08.04 22:29:00 -
[34] - Quote
Mary Sedillo wrote: The forge projectile is too effective against aerial targets. A veteran of the skies, I have to near always recall my vessel if the team is fielding ONE forge gunner.
quoted for truth.
I'm sorry, but for those who say "forge guns are fine, dropships suck":
If we buffed dropships now to make them able to survive or against forge guns to the point they're actually effective on the battlefield, dropships WILL become OP. Undoubtedly. Without a forge gun I survive full games in my Prometheus. Add one Ishukone Assault FG and I'm gone.
A prototype forge gun is equal to two prototype swarms, and 3 prototype swarms if I'm using an afterburner.
I believe the aiming reticle on the forge gun should reflect a little dispersion.
Make that reticle a little smaller but have forge gun rounds fire randomly within the reticle. That means as long as your target takes up the whole reticle (a tank or LAV/dropship in close-medium range) you will definitely hit it. But at longer ranges, dropships become harder to hit and infantry too.
No need to change damage, projectile speed, range. Just add a little dispersion. Then the FG skill can lower reticle size and hence dispersion, instead of charge time, because charge time is meant to be a key weakness to the FG and should be highlighted. |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
70
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Posted - 2013.08.04 22:42:00 -
[35] - Quote
Vyzion Eyri wrote:Mary Sedillo wrote: The forge projectile is too effective against aerial targets. A veteran of the skies, I have to near always recall my vessel if the team is fielding ONE forge gunner.
quoted for truth. I'm sorry, but for those who say "forge guns are fine, dropships suck": If we buffed dropships now to make them able to survive or against forge guns to the point they're actually effective on the battlefield, dropships WILL become OP. Undoubtedly. Without a forge gun I survive full games in my Prometheus. Add one Ishukone Assault FG and I'm gone. A prototype forge gun is equal to two prototype swarms, and 3 prototype swarms if I'm using an afterburner. I believe the aiming reticle on the forge gun should reflect a little dispersion. Make that reticle a little smaller but have forge gun rounds fire randomly within the reticle. That means as long as your target takes up the whole reticle (a tank or LAV/dropship in close-medium range) you will definitely hit it. But at longer ranges, dropships become harder to hit and infantry too. No need to change damage, projectile speed, range. Just add a little dispersion. Then the FG skill can lower reticle size and hence dispersion, instead of charge time, because charge time is meant to be a key weakness to the FG and should be highlighted. Don't touch the forge gun lol seriously. This is sad |
Thurak1
Psygod9 RISE of LEGION
31
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Posted - 2013.08.05 01:05:00 -
[36] - Quote
Alabastor 'TheBlaster' Alcar wrote:what i wanna know is why tank railguns dont do near the damage of a higher level forge wtf is the reasoning behind that, i mean comon its a damn tank turret, tank rails should alays do more dps than a forge Probably because they have infinite ammo. |
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
336
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Posted - 2013.08.05 01:13:00 -
[37] - Quote
DJINN leukoplast wrote: Well, as an assault/ground-pound player I can't deny being hit from some unknown location and losing a crap-ton of health is annoying (*cough*snipers*cough*)
I witnessed this tonight in the first match I played with the assault forge, was that the tank I was hitting was absolutely oblivious to where the shots were coming from. He started to back up, not knowing it made him more vulnerable to me and my forge.
But hey, until we get the ability to locate sniper hits as infantry, tanks should be just as oblivious to forge hits. This isn't just a forge problem, it is a universal problem.
You are not allowed to talk about AV or vehicles, because you clearly want them to be **** or removed. Get out. |
Thurak1
Psygod9 RISE of LEGION
31
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Posted - 2013.08.05 01:15:00 -
[38] - Quote
I use the forge gun a lot and yes i manage to down dropships but its not as easy as you make it seem. Once your shilds drop to nothing instantly you should know its time to grab some altatude and boogy if you cant do that in 2.5 seconds yep your done but you have 2.5 seconds. Which in this game is nearly an eternity.. My heavy suite can be destroyed by a AR in less than 2 seconds and i have over 1k ehps between shields and armor. What would be nice is if forge guns had an accurate targeting reticle.
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Jeremy House
Ahrendee Mercenaries EoN.
15
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Posted - 2013.08.05 01:18:00 -
[39] - Quote
I'm going to have to disagree with you Nick. Forge guns against infantry are perfectly balanced. People are just too lazy to come after me when I am on my perch or in my nest. If they would come after me with snipers, dropships, and orbitals more often then I would have no choice but to eventually back down a bit, maybe even totally if their methods prove efficacious.
I'll say it once as I have before on another thread.
Stop crying nerf and face adversity in the face. Beowulf did not once cry to nerf Grendel. The minutemen of the American Revolution did not cry nerf when the red coats came to town. Both faced their challenges head on, and succeeded. While many others have faced adversity and failed, they faced it none the less. The ARVN fought a tough battle for South Vietnam, but they had failed. Players should not be afraid of such failure, for if it does befall upon them we can always respawn and try again. This is a game after all.
But no really, the forge gun is fine as it is. I would be all for us being lit up like Christmas trees. Just please make an attempt at killing us before you go crying momma to CCP. |
castba
Penguin's March
48
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Posted - 2013.08.05 02:27:00 -
[40] - Quote
To all those that say the FG is OP...
If it was truely OP, would be not be seeing 10 or so on the opposing team ala CalLogi/Devole AR or CalLogi/Core Flaylock pre 1.3? How many Forge gunners do you usually see in a game? Most I see is 3-4 total...
To the DS pilots. Not all maps are equal. Forge gunners have it easy with you guys on some (Manus Peak springs to mind), whereas on other maps the DS pilot can use structures and elevation to easily drop mercs in advantageous positions (you really need an eject button sometimes) and make life difficult (sometimes next to impossible) for AV to bring them down. I should also mention that, barring the pussies up on the spires, forge gunners have to take note and contend with the enemy infantry threat before going after drop ships. |
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N1ck Comeau
Ahrendee Mercenaries EoN.
909
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Posted - 2013.08.05 11:35:00 -
[41] - Quote
People seem confused here, but let me be clear.
I use the forge gun, i like the forge gun.
I don't want a nerf, i want a balance.
All i really want to see, is the ability for a tanker (for example) to see someone charging a forge gun.
This would solve many problems, including, rooftop forge gunners. dropship hunters.
With the ability to shoot a massive high damage energy weapon, how come we can't see them being charged?
We can see swarms in the air (mostly) but forge gun shots are so fast, it's hard to tell where they came from. You can't see him high up on the roof, most likely sitting where only his head would poke out anyways. So if we could see them charging up, that would be perfect in my opinion.
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TheD1CK
Dead Man's Game
1
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Posted - 2013.08.05 11:43:00 -
[42] - Quote
CCP need to give thier Forge Gun variations more effective, Breach FG - Long range High power, Assault FG - CQC, fast but lower damage, leaving the regular with a balanced style, imo |
Jeremy House
Ahrendee Mercenaries EoN.
16
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Posted - 2013.08.05 11:56:00 -
[43] - Quote
N1ck Comeau wrote:People seem confused here, but let me be clear.
I use the forge gun, i like the forge gun.
I don't want a nerf, i want a balance.
All i really want to see, is the ability for a tanker (for example) to see someone charging a forge gun.
This would solve many problems, including, rooftop forge gunners. dropship hunters.
With the ability to shoot a massive high damage energy weapon, how come we can't see them being charged?
We can see swarms in the air (mostly) but forge gun shots are so fast, it's hard to tell where they came from. You can't see him high up on the roof, most likely sitting where only his head would poke out anyways. So if we could see them charging up, that would be perfect in my opinion.
Proposing just that would be a fair balance.
Proposing a smaller blast radius or a lower splash damage against infantry is asking for a nerf. I two shot any suit, other than heavies and scouts. It already takes me 4 shots or so to down a heavy. This is only because I have spent the time to get a large quantity of my skill points into it. The damage itself is balanced imo.
If a guy stands in the open, running in a predictable path for 4 seconds, I will kill him. He should have knowledge enough not to do that. Same thing would go if I was a sniper. |
Victor889
The Unholy Legion Of DarkStar DARKSTAR ARMY
1
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Posted - 2013.08.05 11:57:00 -
[44] - Quote
I think it's perfect where it is - The only addition I'd make is I'd give the FG a thermal scope perhaps - something to spot ONLY VEHICLES easier.
As it's an AV weapon, this would help identify LAV'S/HAV's.
Or maybe so you can spot those pesky redline Thale/charge snipers ;) |
BL4CKST4R
WarRavens League of Infamy
913
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Posted - 2013.08.05 11:58:00 -
[45] - Quote
I think the forge gun should be made to do 110/90 instead of 90/110, and the projectile should not be slower since vehicles are pretty fast. Although there should be a specific damage indicator for when your being hit by a forge gun, or make forge gunners stick out like a sore thumb in the TACNET. |
Vyzion Eyri
The Southern Legion
1124
|
Posted - 2013.08.05 12:46:00 -
[46] - Quote
FLAYLOCK Steve wrote:Vyzion Eyri wrote:Mary Sedillo wrote: The forge projectile is too effective against aerial targets. A veteran of the skies, I have to near always recall my vessel if the team is fielding ONE forge gunner.
quoted for truth. I'm sorry, but for those who say "forge guns are fine, dropships suck": If we buffed dropships now to make them able to survive or against forge guns to the point they're actually effective on the battlefield, dropships WILL become OP. Undoubtedly. Without a forge gun I survive full games in my Prometheus. Add one Ishukone Assault FG and I'm gone. A prototype forge gun is equal to two prototype swarms, and 3 prototype swarms if I'm using an afterburner. I believe the aiming reticle on the forge gun should reflect a little dispersion. Make that reticle a little smaller but have forge gun rounds fire randomly within the reticle. That means as long as your target takes up the whole reticle (a tank or LAV/dropship in close-medium range) you will definitely hit it. But at longer ranges, dropships become harder to hit and infantry too. No need to change damage, projectile speed, range. Just add a little dispersion. Then the FG skill can lower reticle size and hence dispersion, instead of charge time, because charge time is meant to be a key weakness to the FG and should be highlighted. Don't touch the forge gun lol seriously. This is sad
So an Assault Rifle can't attain 100% accuracy firing from the hip but a giant-ass cannon can? Unless forge gun bipods are implemented, dispersion makes sense.
To the argument "not all maps are for dropships". No ****! That's because all maps have wide open skies begging for AV to shoot us down!
To the argument "dropships can get away after the first hit". Oh, great. Only to be shot down if we try do our job once we've repaired. That's 20-30 seconds waiting for our HP to regenerate with our reppers, then another 30-40 seconds waiting for the cooldowns so we can survive, all this time I have 2-3 people on my team spawning in who have to wait and do nothing because I NEED full HP to go out, or that forge gun will have me.
Do you guys even understand the role of the dropship? We want to get troops to positions they couldn't normally access quickly or effectively. This means we can't simply skirt the edges of the redline, avoiding AV all game. Sure, we'd stay alive, but what's the point of my in-built mCRU? We have to get people to places, and when we do we die way too quickly.
Effectively, you've denied at least an eighth of the other team from doing anything, and you can still kill the rest of the team using that same weapon. Could the CalLogi do that? No. Could the flaylock do that? Nope. |
Thurak1
Psygod9
33
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Posted - 2013.08.13 09:38:00 -
[47] - Quote
Vyzion Eyri wrote:FLAYLOCK Steve wrote:Vyzion Eyri wrote:Mary Sedillo wrote: The forge projectile is too effective against aerial targets. A veteran of the skies, I have to near always recall my vessel if the team is fielding ONE forge gunner.
quoted for truth. I'm sorry, but for those who say "forge guns are fine, dropships suck": If we buffed dropships now to make them able to survive or against forge guns to the point they're actually effective on the battlefield, dropships WILL become OP. Undoubtedly. Without a forge gun I survive full games in my Prometheus. Add one Ishukone Assault FG and I'm gone. A prototype forge gun is equal to two prototype swarms, and 3 prototype swarms if I'm using an afterburner. I believe the aiming reticle on the forge gun should reflect a little dispersion. Make that reticle a little smaller but have forge gun rounds fire randomly within the reticle. That means as long as your target takes up the whole reticle (a tank or LAV/dropship in close-medium range) you will definitely hit it. But at longer ranges, dropships become harder to hit and infantry too. No need to change damage, projectile speed, range. Just add a little dispersion. Then the FG skill can lower reticle size and hence dispersion, instead of charge time, because charge time is meant to be a key weakness to the FG and should be highlighted. Don't touch the forge gun lol seriously. This is sad So an Assault Rifle can't attain 100% accuracy firing from the hip but a giant-ass cannon can? Unless forge gun bipods are implemented, dispersion makes sense. To the argument "not all maps are for dropships". No ****! That's because all maps have wide open skies begging for AV to shoot us down! To the argument "dropships can get away after the first hit". Oh, great. Only to be shot down if we try do our job once we've repaired. That's 20-30 seconds waiting for our HP to regenerate with our reppers, then another 30-40 seconds waiting for the cooldowns so we can survive, all this time I have 2-3 people on my team spawning in who have to wait and do nothing because I NEED full HP to go out, or that forge gun will have me. Do you guys even understand the role of the dropship? We want to get troops to positions they couldn't normally access quickly or effectively. This means we can't simply skirt the edges of the redline, avoiding AV all game. Sure, we'd stay alive, but what's the point of my in-built mCRU? We have to get people to places, and when we do we die way too quickly. Effectively, you've denied at least an eighth of the other team from doing anything, and you can still kill the rest of the team using that same weapon. Could the CalLogi do that? No. Could the flaylock do that? Nope. If a couple of forge gunners are preventing your entire team from using drop ships something is wrong. It takes seconds to charge up a charge and shooting at a moving target isnt easy. Its not like forge gunners are all that mobile either they are in heavy suits so if they are moving somewhere in a hurry they are probably in a lav. Swarm launchers are far more effective vs dropships. You can run around in a fast suit you gain a lock fire and forget maybe duck into cover and poke out again and repeat. Heavies can sort of do that but running is wicked slow and forge rounds dont track so we have to have a really nice clear line of sight. |
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