disintegrator damage

off the charts… im using a T2 mk2 weapon, 2 levels below experimental and i’ve seen my damage hit as high as 11.5k…

 

so… with experimental i’m guessing 13k?..

 

what? are you serious?.. that can 1-shot any interceptor, and any fighter that has even had their shields scratched a bit…

 

furthermore, i’m being hit by them when flying/dodging on tacklers and intys… and i have no problem doing the same…

 

what again? say… what… again…

 

this thing is BROKEN a thousand times over…

 

if you ever wanted to find a easy-button lotto cannon, this is it right here, folks.

 

edit: oh and let’s not forget about mixing T3 in with the T2s… what is their max damage like, 15-17k? hahaha… kidding me, right?

 

also, 11.5k? there’s no way that can be anything but a crit… even with overcharge on i see damages in the 3.5-5.5k range… it would have to be a crit…

 

why do disintegrators have crits?.. that is so lame…

 

they need to do less damage per shot, no crits, and less damage to smaller targets like fighters/intys… or they can 1-shot them.

Actually disintegrators are completely worthless in T3 because their damage does not increase at all while everyone else gets tankier.  And in T4+ they are basically ignored and nonexistant.  People fly LRF for the extra guns and the mines now, not the disintegrator. :)wt

the damage of disintergrator does not increase to do suitable amount of dmg at higher tiers, so it is basically useless at t3 and up…

i just went 20-2 in a game , where i did most of the damage, above and beyond my 20 kills, and we still lost…

 

but i literally murdered everyone… fighters, intys, covops sneaking up… yes, tracking them thru scope with no target indicator 10+km out…

 

about 5-7 kills were engineers and guards.

 

easy sauce… even killed 2 after they cloaked… oops…

 

btw, theres a bug with screenshots and network drives. it said it saved but didnt, because it never attempt to create the screenshots folder :\

 

also, it does increase at higher tiers, looks like about 1000 damage per tier, and you gain projectile speed with an active, or a cloak… def a problem in T3 as well, and needs serious damage nerfs… especially since people bring those T3 boats into T2 matches…

You say all this.  But personal experience tells me LRF are garbage and even though the .9 patch made them a little less garbage they are still garbage.

 

A disintegrator bullet does 1/8th of my shield.  I’m an hull tanked engi.  As it stands really an LRF is really like -1 person on a team.

I have no feelings for or against the disintegrator. Back when people were moaning how crap LRFs were, I was reminded that they were the highest fragging ships I ever saw when first coming on to SCon. I think in the region of 30 or 40 kills in a single game. Yus either T1 or T2 but still.

 

But then after thinking and exploring the LRFs a bit more I realised that they are more or less passive area denial vessels. They cannot dictate the game as much as any of the other ships can. Even Guards have a larger say on how fights develop. ie

 

Disintegrator LRFs can deny Frigates from transversing certain portions of the map or force them to play tighter at chokepoints or points of interest but that’s about it. As for fighters and interceptors, well you’d get them to dance harder or face the consequences but short of sitting still (say - arrogantly trolling poor frigates on their blindspots) you won’t be able to consistently one shot them all the time. I have decent aim and I don’t land all my shots when I should have etc. There are pilots out there with better hand-eye coord than I do but I believe it’s fair reward for getting born with the right genes.

 

And in public games, they’re mostly left to defend themselves on their own and a single recon can pretty much have his way with him Karma Sutra. I’ve seen a couple of Corps try to play with LRFs as a central ship within their blob and it still wasn’t convincing enough to be OP. I say we balance the other things out first and wait until someone somewhere proves that LRF frigate is out of control OP first. Then react.

 They cannot dictate the game as much as any of the other ships can. Even Guards have a larger say on how fights develop. ie

 

you mean the 3-4 guards that i killed i assume… they didnt have much of an impact i guarantee…

 

and yes they CAN dictate a battle because of the sheer amount of damage they do. sometimes you must engage the enemy at a beacon and cannon stay out of the line of fire.

 

then they just shoot you down like flies literally. especially if slowing field missiles, tacklers or ecm ar being used.

 

the reason they can dictate a game is because as long as the rest of your team does their job, you can rack up massive amount of damage.

 

other ships need to take time to fly to the battle, during which they have an effective DPS of absolutely zero… the LRF doesn’t have to… it can keep DPSing the entire game almost except when there are no targets obviously… most maps can be fully covered with correct placement.

 

other ships also need to maneuver in combat and play strategically which further reduces their DPS…

A disintegrator bullet does 1/8th of my shield.  I’m an hull tanked engi.  As it stands really an LRF is really like -1 person on a team.

 

wait, so you have 44,000 shield strength?.. make sense please and thanks… if its a crit, you mean to say 88,000 shield strength? what tier is that? 37?

Talk you want.  But LRF do not even exist to me.   Any T3 player will know how to avoid them and not get hit.  The frigates won’t even care if you hit them.  The highest damage I’ve seen come on me off of a disintegrator hit is ~4k.  Something I can nearly heal back to full before the next volley.

The disintegrator seems OP damage wise, until you consider that…

 

1. Using it automatically makes you a xxxx and will have interceptors jumping on your xxxx for the lulz, regardless of whether or not you’re prepared for such attacks.

2. Because of T3’s playerbase consisting of players that know how to stack resists, use cover, and can dodge like hell (T3 ints are hella fast), LRFs using disintegrators become double dead weight unless you’re using it in stage 3 of Hidden Maintenance Shop (and even in that case, you need to hide to do it right).

3. Having more dudes using disintegrators means more guys not taking objectives. Which can lead back to 1. , good luck comfortably sniping.

 

The disintegrator, even with the damage you speak of, is, at best, a suppression tool when flying solo/pubs.

i think you are hallucinating… the resistances for thermal are the same… so it’s 5.5k per shot (6k for T3)… furthermore, you heal 6k per 3 seconds? 2k per second? wow, you’re pro… godlike in fact… and if you ever come across a T4 they will be doing 6.5-7k per shot :slight_smile: double that on crits…

 

oh and this is with T2 mk 2 weapons, experimental will be 6k per shot T2, 6.5k+ T3, 7-7.5k+ T4. that’s half your shields there dude… you entire shields witha crit…

 

and i don’t know how i got 11.5k damage hit before, since i haven’t gotten another since then… about 7k max (which might have been 3.5k damage crits, not sure), so needs more testing. would be nice to have an answer on whether disintegrator can crit with the 10% crit implant.

1. Using it automatically makes you a xxxx and will have interceptors jumping on your xxxx for the lulz, regardless of whether or not you’re prepared for such attacks.

 

that’s if those intys even get past your team, because you’re killing everyone, which makes their job easier in chasing down those intys…

 

in fact you can spawnkill easily with 2 LRFs… SO EASY…

 

plus, the only unit that even stands a chance is a recon… but if the LRFs are guarded by your spawn, or otherwise, that won’t work… plus, coil mortars work short work of recons, so 1 recon vs 2 LRF = dead recon…

 

furthermore… time spent chasing LRFs is time wasted for the recon not doing anything else… while the LRF doesn’t have to move, go anywhere… just shoot people at random… so at most you are taking 1 unit out of the battle (a recon) in trade for the LRF, and that’s it.

 

2. Because of T3’s playerbase consisting of players that know how to stack resists, use cover, and can dodge like hell (T3 ints are hella fast), LRFs become double dead weight unless you’re using it in stage 3 of Hidden Maintenance Shop.

 

stack what? thermals? regardless… you can’t stack enough… at most on a fighter/inty it’s 1 extra shot… if even that… and if everyone stacks thermal they are at a disadvantage because the rest of your team can be using kinetic/emp, what now? a wasted mod…

 

3. Having more dudes using disintegrators means more guys not taking objectives. Which can lead back to 1. , good luck comfortably sniping.

 

obviously… but the 1 or 2 LRFs can devastate an entire team, making it uber-easy to take the objective for your team… like 1 recon could do it… and if its a tackler spamming slowing field at the beacon, good luck taking it…

 

and of course having 6 LRFS or 4… like i have in some of my games will lose you the game because you have nobody to keep the enemy team occupied while you murder them all from a safe distance with you point-and-click lotto-cannon… also nobody to capture beacons…

 

logic… use it…

 

ah but furthermore, i already stated, that in higher tiers the damage may not be that bad, judging on what people are saying. maybe T4/T5… what im saying is they need to do LESS damage slightly overall, especially in lower tiers, and they also need to do LESS damage to inty/fighters (damage that scales based on unit type). or you can 2 or 1-shot those things… especially if they’re already in a fight… so easy.

But then after thinking and exploring the LRFs a bit more I realised that they are more or less passive area denial vessels. They cannot dictate the game as much as any of the other ships can. Even Guards have a larger say on how fights develop.

 

 

you mean the 3-4 guards that i killed i assume… they didnt have much of an impact i guarantee…

and yes they CAN dictate a battle because of the sheer amount of damage they do. sometimes you must engage the enemy at a beacon and cannon stay out of the line of fire.

 

the reason they can dictate a game is because as long as the rest of your team does their job, you can rack up massive amount of damage.

 

Multi points here (not disagreeing with you specifically - just saying things work not as exactly as you say it does with re: to how others play at upper tiers)

 

  1. Disintegrators are opportunistic. They cannot decide who to kill but frag whatever opportunities that are given to them

  2. Guards and everyone else can *Actively* deny you your shot by either taking cover which is plentiful or fly evasively better

  3. When they perform either of those in point #2 - you are; as an LRF, passively denying them space and that is all

  4. Guards performing Area Denial role is right up there on point whilst dealing with his threats as part of the job description and having the tank to do them

  5. LRFs performing Area Denial is detached locally from the geography. You cannot present opponents with a problem and force them to deal with it above all else

  6. When engaged while carrying out your job, you have to cease doing your job for self defense. Guards on the whole is doing their job WHILE defending themselves.

  7. At upper tiers - (and I mean teams evenly matched against each other above a specific minimum skill / team level) Teams are heavily limited as to how much they can influence each other or dictate pace. Which the LRFs need his team to do in order to capitalize on. You see this even at T3 where LRFs get MUCH less opportunities simply because things get bogged down in technical stand-offs for extended periods of time before an opening gets created (if it ever)

 

 

other ships need to take time to fly to the battle, during which they have an effective DPS of absolutely zero… the LRF doesn’t have to… it can keep DPSing the entire game almost except when there are no targets obviously… most maps can be fully covered with correct placement.

 

Theoretically yes. As I said - I’d rather wait and see a team do this successfully on a regular basis. Only then react by tweaking things around. Currently it isn’t happening despite being possible. And I’ve never spent the time thinking over why not …

  1. Disintegrators are opportunistic. They cannot decide who to kill but frag whatever opportunities that are given to them

  2. Guards and everyone else can *Actively* deny you your shot by either taking cover which is plentiful or fly evasively better

  3. When they perform either of those in point #2 - you are; as an LRF, passively denying them space and that is all

 

beacon space… which is the key issue. some beacons have rocks near them, but almost all actual beacons are open to sniping.

 

also, reinforcement routes to the beacons… basically spawncamping… it’s the most effective way to kill as LRF…

 

  1. Guards performing Area Denial role is right up there on point whilst dealing with his threats as part of the job description and having the tank to do them

 

i’d like to see that guard make it all the way to the bacon ;p vs any frig, hit rate on LRF is 100%… vs fighters like 50%, vs inty if timed properly on their straight bursts in combat it can approach 33-40%.

 

  1. At upper tiers - (and I mean teams evenly matched against each other above a specific minimum skill / team level) Teams are heavily limited as to how much they can influence each other or dictate pace. Which the LRFs need his team to do in order to capitalize on. You see this even at T3 where LRFs get MUCH less opportunities simply because things get bogged down in technical stand-offs for extended periods of time before an opening gets created (if it ever)

 

simple solution: snipe anything that moves… problem solved. if you have nothing to do, snipe drones at bacons… if you have nothing further to do, position yourself for a better angle… in almost every map you can control all the bacon from a single location…

 

also, LRF are what leads to the hiding behind rocks in the first place…

 

plus, as i mentioned… in combination with slowing field missiles, this can get pretty ugly…

We all know how LRF are at higher Tier. I don’t feel like we need to to argue about this matter anymore, especially in this case.

As a Jericho LRF pilot, I’m entitled to say these Frigates are, quite possibly, the best damned ships in the game. And here are my reasons:

 

  1. The fact that you have 6 guns is magnificent. It gives you an immense boost in firepower that no other ship has. That’s 6 guns shooting at your enemies. This is the SOLE reason you’re primaried, not because you’re “easy to kill”. Anyone who’s ever fought against my Templar and/or Priest Bartle know how sturdy they can actually be. I’ve survived not 1, but 2 Arcs one after the other more times than I can account for purely because they thought I was an easy kill.

 

  1. “Click the F to kill”. As long as there is no Guard where you’re shooting, you’re the dps king and get more kills than anything else. The fact you’re not using the Disintegrator also means they KNOW they can’t hide from the Torpedoes; this is the advantage Jericho LRFs have over Imperial ones, Empire can only shoot what’s right in front of them. However, there’s still the Guard weakness and that is annoying as all hell because you can’t get to them without help.

 

  1. The lack of hp is compensated by the fact that you have Minefields (now more important than ever) meaning you can either feed your ego of sitting perfectly still and get curbstomped by Ceptors or fly in with the rest of the group and provide the support they can use from your ship.

 

If I think of anything else, I’ll add it later.

first post was also in that thread lolol awww how nice

 

yus I got bored.

Posting in a nerf LRF thread and laughing.

And for what it’s worth, T2 disintegrator hits for up to 8504 thermal damage (with experimental guns equipped). That’s before resists. So in practice you’ll hit for less, even at T2. Guards with thermal phase shield just shrug it off. And T3+ you get the passive slots to stack resistances even better (and thermal is one of the first you go for because of nukes, plasma arc, etc.). Hell, even my own rank 6 empire LRF has stacked thermal resists and just face tanks other snipers while taking them down.

In addition you get both an audio and visual notification once an empire LRF starts aiming at you, so any pilot with half a brain will evade, look for the bright red light and either stay out of your line of sight or - more likely - come kill you.

In other words, at most you’ll kill inexperienced players or steal some lucky kills.

No red line when quickscoping :stuck_out_tongue:

This is the SOLE reason you’re primaried, not because you’re “easy to kill”.

No, we go after you because you’re an easy enough target and you’re annoying enough to the rest of the team.  If I see a long LRF at the right distance, and the circumstances are good, I might just go in for a kill.

 

  1. The lack of hp is compensated by the fact that you have Minefields (now more important than ever) meaning you can either feed your ego of sitting perfectly still and get curbstomped by Ceptors or fly in with the rest of the group and provide the support they can use from your ship.

And being blind to everything while firing a torpedo is one of the worst decisions from the devs.  Get a cloaked CO behind you, you fire a missile that’s plainly visible, free kill.