Fly like a hawk - Sniped like a bunny.

None of the friends I usually play games with ended up actually playing more than a couple of matches. All they experienced was a wall of death coming from million miles away. This huge FLAW is keeping many new players at bay. This game WON’T GROW MUCH LARGER if these stupid issues are not adressed immediately. 

Agree with OP fully.

 

They either need complete reworking or a good old fashioned slap with the nerf stick.

 

ppl like you are here posting, cos you actualy give a dam.

but these trolls in here are all torpedo whores, please ignore them and only reply to ppl with actual skil.

thats right, i went there ^^

It isn’t a flaw in the game, your team can make strategic use of sniping on some maps but in most cases snipers aren’t terribly useful to the team.  Maybe the mechanics and the cooldown of the disentegrator beam could be changed a bit, but for the most part it isn’t imbalanced, it doesn’t ruin the game, and the majority of players are perfectly happy with it.  Some people like to play as snipers, leave them be.  I usually pilot an overdrive fighter, so before you accuse me… no I am not a sniper.

I will agree that at tech 1 snipers probably need a nerf.

agree

We’re giving you multiple suggestions on how to very effectively counter frigates, with suggestions from both sides of the argument (that is, snipers, and sniper-hunters), explaining how to avoid, find, and deal with enemy snipers. These are not excessively focused tactics that completely hinder your ability to brawl and dogfight. Hell, my interceptor can hold its own in a fight and turn the tide of what would otherwise be an ‘even’ brawl thanks to the ion beam shutting down an enemy’s weapons and special ability usage for several seconds. It’s a great beacon-capper in Domination. I can handily assassinate enemy Captains in Combat Recon, just as I can deal with enemy snipers. With one ship slot, I gain tactical and strategic flexibility.

 

Whilst you’re at it, ditch the hyperbole. No Disintegrator, regardless of tier and subfaction, can snipe past 12km. Guided Torpedoes have a maximum range of 10km - or a flight time of 16.6~18.1 seconds depending on which subfaction variant you go with. The distance between spawns is ~20km give or take.

 

Unless you have some amazing suggestion for what to replace their abilities with, I don’t see this element of gameplay changing significantly in the near future.

Actually Solo, I never used a single frigate until T4 and that was the Fed one even. IIRC I also have never used a torpedo ever. However, I do hunt snipers specifically, so you can sort of guess my opinion of “snipers are OPed”. If they are so OPed, how am I able to hunt them? It’s practice, all practice. Next time you get sniped, turn towards him, hit the burners and move your cursor in a circle around the edges of your screen. It makes the lead indicator go crazy. Cloaking devices help too. Once you get close, use Electronic Interference or Ion Beams if you have them.

Disentigrator beams fire from the ship’s facing. lasts longer, longer windup, warning to those in region. Beam’s wider, secondaries extend beyond that, pierces through solid objects. . 40-60 second CD. 

 

I think given the current meta-game, frigates should be anti clumpers.

Actually Solo, I never used a single frigate until T4 and that was the Fed one even. IIRC I also have never used a torpedo ever. However, I do hunt snipers specifically, so you can sort of guess my opinion of “snipers are OPed”. If they are so OPed, how am I able to hunt them? It’s practice, all practice. Next time you get sniped, turn towards him, hit the burners and move your cursor in a circle around the edges of your screen. It makes the lead indicator go crazy. Cloaking devices help too. Once you get close, use Electronic Interference or Ion Beams if you have them.

Unsupported snipers are fairly easy targets, but once a second set of guns are on you, your chances of taking down the enemy gets greatly reduced. Factor in regeneration mods and a well camped frigate group can’t be broken up in one spawn. Bigger problem when they surround an objective. 

As a constant Interceptor Pilot i disagree with the notion that snipers need to be nerved, Flying both Hawk and Swift it has been 2 days since an Imperial Sniper had more than one pot shot at me. Thats their Role, get over it guys. Strap in kick in the Afterburners and than flail that unmoving xxxxxxx Alive.

A real issue are the not Penalized Team Kills by Jericho Frigates you should get a massive minus on your score for blowing up your team mates for YOUR easy kill.

I just took part in a 5 interceptor clump up. 4 frigates in our path, all gone, no losses, 3 sec per ship. If anything else, I’d say interceptors are OPed, you just need to get the team working together. They can’t be shot down easily, they got cloaking, they can survive a single disintergrator hit while closing and their specials totally cripples ships.

 

The problem is co-ordination. It’s easier to get 5 people to clump together than to get 5 people to fly together. We really need better intra-team communications, starting with more noticable message bars.

Hmm… and again i got a huge load of Icecream to share…

We all know that Disintegrator and Guided Torpedo is powerfull, for me they are to strong in general. They should be finishers not constant harrasment.

Right now we have a general Problem with the Frigates. They are the Ships with the highest Lifetime as well as they deal the most Damage. They are also allowed to harras to a Distance of 10km and up to 17.5km with the Torpedo fuel on the Jericho Ships.

they are to strong o.O where when? t1?! becouse everywhere else they become basicly useless vs decent players…

at t3 i NEVER use disint becouse it does 1/2 or 1/3 of my lasers and there is NEVER los futher then they can hit anyway…

how can you say they are too strong when they are REALLY up at t3+ … so wierd…

you do realise WHY they survive the longest right? becouse you have to play them extremely defensive and all your mods is used on survival instead of cc or dmg, when i build a fighter as i build frigs and i play it in the same manner it seriously NEVER die! becouse the extra mobility and extreme base tank lets it move to safety instead of as the frig being force to fight if you suddenly get rushed…

looking at numbers of “who survives the longest and who can theoretically do the highest dps” is completely warped and doesn’t really show much at all. a good fighter pilot EATS frigates easy mode :confused:

the really sad thing here is that EVERY ONE complaining about frigs are people that isnt even at t3 -.- meaning they don’t even have access to half the modules, so it gives a completely and utterly warped idea of how things are…

disint and torp are the worst special in the game in my oppinion at t3+, auto missile defence completely shots down up to 2-3 jaricho frigs specials (if they timed them wrong) and else it completely shots down 1-2 and thats a passive module, imagin if i could bring a passive module which completely negated the special of any other ship o.O

both torp and disint have the MAJOR!!! disadvantage of ALWAYS being thermal dmg, so if you feel like your build it weak vs these or you need to be able to get hit by them well then just throw on 1-2 mods of thermal resist and your basicly immune to their special again and you rander them useless if they are trying to play “sniper mode AKA if they use their special at all”.

personally at t3+ i would exchange it with any special of any other ship in the game, thats how completely useless it is (properly not with camo since when you move that slow your gonna get instant hit and get out of camo, but even camo would be better then disint and torp at t3+) -.-

I can’t speak for higher tiers, but in T1 i feel like it is typically interceptors who carry the game by doing objectives. But frigates are understandably frustrating to starting players who are in a rank 1 default modules fighter that is too slow to dodge, and too new to use cover.

Disentigrator beams fire from the ship’s facing. lasts longer, longer windup, warning to those in region. Beam’s wider, secondaries extend beyond that, pierces through solid objects. . 40-60 second CD. 

 

I think given the current meta-game, frigates should be anti clumpers.

something in stile with a very long range DEATHRAY with much higher aoe effect :stuck_out_tongue: haha

or a giant Laser beam just destroying everything it touches very fast :smiley: that would be fair as well :wink:

None of the friends I usually play games with ended up actually playing more than a couple of matches. All they experienced was a wall of death coming from million miles away. This huge FLAW is keeping many new players at bay. This game WON’T GROW MUCH LARGER if these stupid issues are not adressed immediately. 

and that my friend is how you do a true hyperbole :stuck_out_tongue:

 

i think the only thing which is truly needed is to allow ALL modules at t1+. this would completely shut down the early issues with sniper ships and give people the tools to counter them…

we would see some high buffs to the disint and torp skills as well since they are petheticly weak once you got the tools to deal with them

Biggest probblem atm is theres no way to counter the decintegrator weapon since they have more hull and sheild than the other two frigates.  A frigate that is the strongest in litterally every way is unbalanced to the extreme.

 

currently in t1 it takes a decintegrator 2-3 shots to destroy an enemy with a shot every 3 seconds from 16k range.  Considering the fed range is 1500 and the jerhico requires to sit completely vulnerable during the guide time i dont consider this a fair ability due to the lack of downsides.  

You mean apart from all the ways we outlined before about, say, attacking them with ships that can shut down or evade their weapons and whatnot? Those are counters. Again with the range inflation people. Disintegrators cannot shoot past twelve kilometers.

 

Not counting implants and synergy;

Harpy Hull: 9585 / Shields: 6165 (Total: 15750) - maximum artillery range: 12km (LOS-restricted)

Raptor Hull: 5480 / Shields: 6115 (Total: 11595) - bees!

Zealot Hull: 4260 / Shields: 10700 (Total: 14960) - maximum artillery range: 10km (not exact due to flight range/NLOS)

 

Hull and Shield resists are identical. Zealots crumple a lot faster under interceptor assault than Harpies.

 

I don’t think an artillery/sniper frigate has any right to be that tough, even if being hull-tanky is the Empire’s defensive specialty. Perhaps reduce it down to around 6,000-7,000?

 

Ed: Okay, now some actual thought on the matter of Disintegrators. As I see it, there’s a couple of ways of going about nerfing them without being too harsh-

 

Damage Falloff

In this case, the weapon has an optimal range and maximum range like any other. Let’s say that it does the maximum ~2k out to about 7.5km, and drops to around one third to one half that amount at the maximum 12km. This means snipers still have to get fairly close to the battle if they want to do any significant damage to anything other than an interceptor.

 

Damage Charge-Up

An alternative is to look at how TF2 handled sniping, with the charge meter. What if the beam was ready to fire again in 3.5 seconds, but would only deal around half damage if fired immediately - and wouldn’t reach maximum power unless it was allowed to charge for another 2 to 2.5 seconds? That way, if a sniper wants a killshot, they have to wait ~6 seconds between shots - but they can easily harass and earn assists.

I dont know about tier 3 and 4. but in tier 2. theyr op as hell

 

A good dogfight game ruined by them. 

 

The sniper can be avoided. but the missile frigate. not

 

and 20km. no. never. 15 max.

 (and by sniping I mean anything that can kill you from +5k) !?!??!?

 

I believe long range lasers can have around 9km range…

That Vilmu is why the Empire frigate specials die off after T2. A Dissy/Main Gun duel almost always ends up bad for the Empire due to sheer DPS.

 

Solo, torpedos can be dodged, a tricked out speed interceptor (Light Hull mod, sacrifices hull for speed) can actually out turn or out run a torpedo’s blast radius from the time the torpedo is triggered to the time it blows.

 

That is why a co-ordinated interceptor swarm is almost unstoppable, it’s hellishly difficult to hit, almost never able to kill before they are on top of you like piranhas.

 

Just don’t fly straight unless you are sure you’re not targetted. See the “eye” icon? Dodge like mad.