Frigates and they role.

Hey there fellow pilots!

 

I’m really new to this game (been playing for about 3 days now). And I have a question for Frigates. I joined the Federation so I picked up a Engineering Frigate early on. I figure that its a support/healer role. 

Then up in the frigate line there’s the Guard frigate. I’m not quite sure whats Guard’s frigate’s role.

 

Also is the long range frigates role to sit in a god spot and snipe people out? Or do they offer some other kind of support too?

 

I also want to know which kind of weapons are good for Engi frigates? Long range lasers? Or Close quarter weapons like Rapid fire plasma.

Hello there fellow frigate pilot!

 

Engineers have 2 distinct roles in public games

  1. Traditional healer - hangs back behind the frontline and wait for damaged ships to fly back to you for heals - float within heal range whenever you can

  2. Guardgineer - Your ship fitting is solely geared to increase your own survivability (health/HP) so that you may operate up front with the rest for as long as possible

 

Guardgineers tend to use one of their active slots for a warp gate, traditional healers will go full on repair modules

Traditional healers are harder to get to hence harder to kill, Guardgineers will always be priority targeted and be the first one killed every game

Choice is yours

 

Guards are mainly area denial vessels

  • Pulsars and Engine inhibitor will make it hard for enemy interceptors to fly near the area

  • Your job is purely to survive in the frontlines adding damage on targeted enemies

 

Long Range Frigates have a dual role

  • Sniper; the basic camp and damage easy targets

  • Fire support; the only ship with 6 turrets but survivability of a fighter moving at frigate speed. Mixing special module weapon and 6 turrets, fire support LRFs have a niche role they can fill. Very hard to play alone made easier when flying as a pack together with Guards and Engineers.

 

 

Weapons:

  • you mount depending on what you intend to kill and at what range

  • Fire support LRFs do good with assault weapons or even rapids to utilize their 6 turret advantage

  • Traditional healers with long range weapons like Hail, guardgineer with shorter range easy to hit weapons like assault lasers.

 

 

Very general description but I hope it helps.

 

Welcome to the Conflict freedom fighter!

Weapons:

  • you mount depending on what you intend to kill and at what range

  • Fire support LRFs do good with assault weapons or even rapids to utilize their 6 turret advantage

  • Traditional healers with long range weapons like Hail, guardgineer with shorter range easy to hit weapons like assault lasers.

Basically, Hail Plasma, Stabilized Railgun or Heavy Laser/Plasma. Rule of thumb is keep your projectile velocity HIGHER than weapon range. An exception to this rule can be made for Heavy Plasmas with the Supernova modifier, the extra damage you apply is excellent at close range.

 

Hail Plasma, in the hands of a capable LR pilot, are deadly weapons. You disappear from enemy radar and enemy pilots are often too busy to notice you until they’re dead or dying. You don’t even have to use the Disintegrator or Torpedo, at all. Just keep firing those 6 beautiful guns strapped on your back as they’re the only thing that can kill Fighters with extreme ease.

 

I use Stabilized Rails on my T2 Guard and they are magnificent. 5700-ish meters range and damage applied in less than a second after firing. Hail Plasmas have that charge effect that also makes them an excellent burst weapon where the Heavy Plasma is lacking. In T3 Guards, I’ve seen debates rise from picking Heavy Plasma/Laser or Hail Plasma/ Stab Rails. My preference is Heavy Plasma for the EM/Kin damage bursts you can apply onto enemy ships.

 

Engineers would likely benefit from either Hail/Stab or Assault weapons if you have enough manoeuvrability to use them effectively, but I’m unsure as I hardly ever fly them…

I am using a T2 Hydra with Rapid fire railguns for mid-close-ish killing and being an empire frig, it has the desintegrator cannon for sniping people down.  Havent been on in a while but if I recall, I have minefields, a pulsar, and some other crap on it.

 

This works as a hybrid between sniper and mid range fire support.  Perfect for if you want to get into the fight but still have the range to stay clear.

what does the LRF’s pulsar do? I have never used it…

what does the LRF’s pulsar do? I have never used it…

The pulsar is an active module that fires a pulsed beam of energy at any nearby enemies.  it is T2 and up, frig only.  It can kill an inty easy if they do not get out of range or break line-of-sight.  It’s great for keeping people at bay.

 

Personally, if you find yourself in a swarm of enemies, trigger the pulsar and blow a minefield.

what does the LRF’s pulsar do? I have never used it…

Before the ship revamp, ALL Frigates could use the Pulsars. Can you imagine? Every T2 Frigate geared with Pulsars?

Before the ship revamp, ALL Frigates could use the Pulsars. Can you imagine? Every T2 Frigate geared with Pulsars?

 

Federation frigate with drone + pulsar + Mass propulsion inhibitor + minefield + 6 stabilized railgun.

but the LRF pulsar isnt the same as the Guards… or is it?

but the LRF pulsar isnt the same as the Guards… or is it?

It was.

To add - in the old days pulsar was not limited by LoS, it even went through an asteroid

To add - in the old days pulsar was not limited by LoS, it even went through an asteroid

It was limited by FoV in PvP. If you went behind an asteroid or structure, you wouldn’t get hit. In PvE, it’d cross everything.

Later yes, but earlier hiding behind asteroid or any other structure didnt do a jack. Only way was to endure it, or fly out of range, or kill that frig. Also frigs were not as durable as they are now(guard and engi). In case you don’t believe me here are some old topics mentioning that: 

[http://forum.star-conflict.com/index.php?/topic/18019-frigate-module-pulsar/?hl=pulsar#entry184353](< base_url >/index.php?/topic/18019-frigate-module-pulsar/?hl=pulsar#entry184353)

[http://forum.star-conflict.com/index.php?/topic/17678-the-pulsar-is-op/?hl=pulsar](< base_url >/index.php?/topic/17678-the-pulsar-is-op/?hl=pulsar)

 

@KerbalManSC

For Engy my favoriy are:

1)assault lasers. backdraw is the limited range, and usualy i spend passive module or weapon modifier to increase it.

2)hail plasma (i think it’s starting T2)

what does the LRF’s pulsar do? I have never used it…

 

Are you referring to the IR Pulsar? I think it messes up with the enemy’s targeting systems or something like that… it’s a T3 and above module so I’ve only seen it in the warehouse shop.

Are you referring to the IR Pulsar? I think it messes up with the enemy’s targeting systems or something like that… it’s a T3 and above module so I’ve only seen it in the warehouse shop.

A worthless mod, tbh…

When you are targeted by enemies, using the IR pulsar will do the same effect as white noise at the people who are locked on you.