Long time ago, the Jericho snipers were used to be strong, especially the guided torpedo. Now they became extremely vulnerable and the guided torpedo does at least no damage. Where are those good times when I could kill an interceptor with one shot? Why the Empire snipers stayed strong? Please bring us back the power, because now Jericho snipers became too hard to play. Make the shots stronger, the shield or the hull better or just increase range of the guided torpedo to 12 km even if I we have to activate an active module or put in a CPU/Capacitor. Let the Jericho shine again!
And let paint the Desert Eagle! It has no complex paint job, you could just make it simply paintable. Give us the chance to play with a golden/silver Desert Eagle. Amen!
No thanks they’re annoying enough and in proper hands as always they’re dangerous too.
Only problem bout them and almost all jericho ships excluding interceptors is how bad shield is compared to hull.
Make the shots stronger or just increase range of the guided torpedo to 12 km
I don’t think this would be a good idea, it would become OP. It’s fine how it is, nicely balanced I’d say
Well it worth a shot. But I still think the Jericho snipers are too easy cake to the interceptors. I would increase at least the shield to be a bit more tanky.
I would say Jeri snipers have less bite because of the hull/shield disparity more than anything else. The torp isn’t that damaging, but it has its advantages and it can be effective if used well.
It’s always a question of positionning.
Jericho LRF are supposed to move with the Core of the team. While Empire Sniper are more free to have differents positionning.
buffing the hull might help but I think the torp missiles should be slightly more visible. they are too ninja at the moment
Gone are the days were you can get mutiple kills directly with the torpedo.
The complaints were over the top for awhile as people were complaining of being SPAMMED with torpedo’s.
Now the use of the torpedo is support to wear down the opponents shields and make them move from thier location so as they are vulnerable for the rest of the team to target.
Yes they still may get the occasion kills but it is usually at the point where thier health is already extremely low.
You can get more kills and assists now directly through the main weapon such as the positrion or coil mortar as you have a pretty good rate of fire.
I question why the Empire LRF has not been nerfed as much yet whenever you hear complaints of too many LRF’s in a match and you look 90 % are Empire.
IMO it is not being addressed as there are more UPPER echolonand or certain segment (RU) players utilizing EMPIRE class then the Jericho
thats my 2 cents
Smaller shields would be marvelous. Passive modules give less resistance to shields as well.
Guided torpedoes are just fine. 100x Damage boost maybe? 
the desert eagle part interests me. but i’d also like the sai and the reaper, or other ships to be paintable (even if the colorfading would disappear). i can understand tho if ships like the blood tormentor do not get paintjobility.
jericho sniper hightime also had infini guard shields. was very different.
Last time I used a Crus AE (3 days ago) I racked 14 kills with it no problem, without dying. They have more DPS than the empire ones, are faster (not that much but still) and have a little less survivability, mostly for the difference between the shield booster (over time healing) and the hull repair (instant repairing)
They are fine. But you need to use them. If you are spawn camping and firing a torpedo every 20 seconds, yeah, of course they are xxxx, but it is the players’ fault, not the ship.
Don’t blame the ship if you haven’t figured out how to best use ALL it’s abilities. Most players flying LRF forget… it can actually move from the spawn point! You can even put guns on it! And move around the map and kill stuff. LRF’s are fine just the way they are. Learn to play them better.
If you are spawn camping and firing a torpedo every 20 seconds, yeah, of course they are xxxx
Most players flying LRF forget… it can actually move from the spawn point!
And there you have it, gentlemen, the reason behind the LRF special module range nerf. Let’s hope it stays that way; players need to learn.
On Empire, you wouldn’t hit xxxx from 12k away anyway, even with Tachyon.
On Jerry, you don’t have the time to wait for the torp to get there. I only launch long range torps when i really, really have to, like trying to help stopping a bombplant from afar.
On Empire, you wouldn’t hit xxxx from 12k away anyway, even with Tachyon.
Wasn’t really a problem when the range was still 12k. The targets that fly evasive maneuvers you won’t hit at any range and the rest of them the range doesn’t matter.
Protips I’ve been reading thus far is:
Jerry LRF bla bla bla dont use F-module bla bla bla They have 6 main guns etc etc
So all the other ships have a useful F-ability and Jerry LRF pilots should be content using it ‘the right way’ * once in a blue moon.
So fun. Totally worth grinding it out to R15 all blues.
-or-
Dev could actually fix it and make the damn thing useful beyond the main guns. Poor thing is already handicapped on survivability.
* the right way - close range torp to the face when baddies get too close.
Protips I’ve been reading thus far is:
Jerry LRF bla bla bla dont use F-module bla bla bla They have 6 main guns etc etc
So all the other ships have a useful F-ability and Jerry LRF pilots should be content using it ‘the right way’ * once in a blue moon.
So fun. Totally worth grinding it out to R15 all blues.
-or-
Dev could actually fix it and make the damn thing useful beyond the main guns. Poor thing is already handicapped on survivability.
* the right way - close range torp to the face when baddies get too close.
Use torpedo by Tycheon charge cooldown on enemies ~<5000 range and you are golden, there is nothing to fix.
The only problem left is Jer LRF vs EMP lrf tanking capabilities.
Protips I’ve been reading thus far is:
Jerry LRF bla bla bla dont use F-module bla bla bla They have 6 main guns etc etc
So all the other ships have a useful F-ability and Jerry LRF pilots should be content using it ‘the right way’ * once in a blue moon.
So fun. Totally worth grinding it out to R15 all blues.
-or-
Dev could actually fix it and make the damn thing useful beyond the main guns. Poor thing is already handicapped on survivability.
* the right way - close range torp to the face when baddies get too close.
This is the testing game I did for my jerry LRF tutorial. It is in spanish, but you don’t need to know spanish to watch the game and how I used the LRF
http://youtu.be/YrFWdqkj1xg?t=11m55s
You are welcome.
nevermind … watched the video and kinda came off feeling rather stupid at myself.
- there is nothing new in that gameplay video that i do not already know
- im not a frikin newbee who is moaning about my powertoy no longer being overpowered.
- I am putting the point across out there that the F-ability for Jericho LRF is RELATIVELY less useful compared to any other ship in the game. And it wouldn’t hurt to give it something better or new.
put simply … if Jerry LRF F-module did not exist … I wouldn’t even notice.
I tested and played the LRF Gunship back in September 2013 after the patch that gave it immunity to AMS. That was during the time where top corps wrote it off as useless and would sneer at the mere mention of it being used in higher level squad play.
[http://forum.star-conflict.com/index.php?/topic/21262-the-zapping-drawl/](< base_url >/index.php?/topic/21262-the-zapping-drawl/)
LRF Gunship has been more common ever since. So please … lend me some benefit of the doubt when I say Jericho LRF can be made more fun.
Yes you can say there is nothing wrong with it and can be used in PVP matches. My point however is that there is nothing special about the Jerry LRF whereas all the other ships have something to set them apart.
J-LRF is a shield biased frigate with 6 guns. whoopee.