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.
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
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.
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…
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.
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:
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.