Jericho frigate module nerf

I’m not here to complain but I think we can all agree that the Guided missile module needs some changes.

Some may say that it isn’t that great but think about it, it can pack a powerful punch from a big distance and can be spammed from behind asteroids. The last games I played begun with 4+ players from each team using this missile from behind asteroids, it is boring for fighters and interceptors.

First of all, it needs to be less spammable, so cooldown time should be increased alot, maybe doubled.

I understand also the point of the missile and the fact frigates should place far from the enemies, but 10 km distance is way too much, maybe bring it to 8 km.

I also suggest to add a way to visually see enemy guided missiles, like the “triangle” that helps targeting ships, just playing the alarm sound confuses players as you have no way to see where it is coming from.

I wanted also to ask, does the explosion have a damage falloff? If yes I suggest to highly increase it maybe in exchange of bigger radius, the explosion we have right now is too forgiving,

Tell me your opinions and suggestions about this, we may discuss and come out with something good eventually.

I would remove it as its one of them skills that is all ways going to be to powerfull or just useless.

I think it should be changed to some kind of shield skill and have the attack ship have an attack skill that been said not sure what you could give it thats not going to copy some thing all ready in game.

To be fair tho if some thing is not done soon i am gone not wasting time if there just going to keep doing silly things like this made the desin stupidly op needing i think 3 nerfs to fix and did not learn and added a better much stronger version later on that has killed the game play down to who torp spams first or the most wins.

I haven’t used it yet but according to the OP’s experience I think it just needs some balancing, not removed.

you are seeing them a lot because they were added few days ago, they are the novelty and everyone is trying them.

1 AMS and the skill is completly negated, olso note the missile is quite slow in both speed and turning (not sure if the skill that improve large missiles affects them) making it nearly imposible to catch fighters let alone interceptors.

I also suggest to add a way to visually see enemy guided missiles, like the “triangle” that helps targeting ships, just playing the alarm sound confuses players as you have no way to see where it is coming from.

old janes combat simulator had a very nice solution to this wich could be added to the actual radar:

left botton square: small flashing dots represent the missiles tracking you, non flashing one represent missiles not tracking you.

I just had a fight against a group of Jericho frigs. Obliteration is not the real word for that. You can´t even run for cover. This Module is way too powerfull in my opinion. i´ve played it too, but it´s just too strong. One hit and a small ship like the interceptor is almost gone. Either replace it by something else or nerf it quite heavily, but at it´s current state the guided missile is too strong to be balanced.

you are seeing them a lot because they were added few days ago, they are the novelty and everyone is trying them.

1 AMS and the skill is completly negated, olso note the missile is quite slow in both speed and turning (not sure if the skill that improve large missiles affects them) making it nearly imposible to catch fighters let alone interceptors.

Yeah but trust me, there will still be “packs” of Jericho frigates around games, as it was for Empire ships, but after nerf it was easier to fight them while they still had an advantage if taken too lightly.

AMS can put them out of play but I’m not always that near to a frigate of my team being very often on active offense, and anyways sometimes the missiles are just too much and coming at a too high rate.

Yeah the arch is very wide, that’s why they put themselves at 8-9k, enough to let their missile turn without it exploding before. Then you have to take in account the ENORMOUS blast radius, which is right for this kind of missile, I like it, but has little-to-no falloff. I was destoyed by just 2 missiles while hiding behind an asteroid, being in a medium-far distance from the center of the explosion, and that is ridicolous.

About your suggestion yeah it could work, but remember these missiles do not track one person, in fact it is not shown the “targeted by missile” icon, the alarm just starts playing whenever the torpedo is within range.

Also, even if just showing the missile on the radar in different colour, it could bring some confusion, as we’re talking about a tri-dimensional radar.

My suggestion instead offers a pratical solution and maybe confuse less players: friendly missiles will not be marked, and enemy missiles maybe marked by a square (in opposition to the triangle) with “Enemy Missile” written next to it.

Yeah but trust me, there will still be “packs” of Jericho frigates around games, as it was for Empire ships, but after nerf it was easier to fight them while they still had an advantage if taken too lightly.

AMS can put them out of play but I’m not always that near to a frigate of my team being very often on active offense, and anyways sometimes the missiles are just too much and coming at a too high rate.

Yeah the arch is very wide, that’s why they put themselves at 8-9k, enough to let their missile turn without it exploding before. Then you have to take in account the E NORMOUS blast radius, which is right for this kind of missile, I like it, but has little-to-no falloff. I was destoyed by just 2 missiles while hiding behind an asteroid, being in a medium-far distance from the center of the explosion, and that is ridicolous.

About your suggestion yeah it could work, but remember these missiles do not track one person, in fact it is not shown the “targeted by missile” icon, the alarm just starts playing whenever the torpedo is within range.

Also, even if just showing the missile on the radar in different colour, it could bring some confusion, as we’re talking about a tri-dimensional radar.

My suggestion instead offers a pratical solution and maybe confuse less players: friendly missiles will not be marked, and enemy missiles maybe marked by a square (in opposition to the triangle) with “Enemy Missile” written next to it.

may be that is the problem, a smaller blast radius will make the life of interceptors and fighters a bit easier.

as for people hoarding them i have seen this before, people think something is op so everyone picks it making it look even more op untill someome else figure out a more op build or at least something to counter the current op build and all of a suden everyone switch to the new op thing of the week, before patch people complain about groups of desintegrators, now is groups of jericos frigates and it would not surprise me if at some point people will start complaining about gang bangs of camoed/sneaky ships that will kill frigates with surprise rear rape before they can even turn around to face them.

as for the missile thingy anything that gives a clue where the missile is coming from and the distance from our ship is enought to give us a chance to do something.

may be that is the problem, a smaller blast radius will make the life of interceptors and fighters a bit easier.

as for people hoarding them i have seen this before, people think something is op so everyone picks it making it look even more op untill someome else figure out a more op build or at least something to counter the current op build and all of a suden everyone switch to the new op thing of the week, before patch people complain about groups of desintegrators, now is groups of jericos frigates and it would not surprise me if at some point people will start complaining about gang bangs of camoed/sneaky ships that will kill frigates with surprise rear rape before they can even turn around to face them.

as for the missile thingy anything that gives a clue where the missile is coming from and the distance from our ship is enought to give us a chance to do something.

The Desin did use to be OP and 5+ frig balls would rape the whole enemy team why been all most unkillable as nothing could move out of cover and get more than 1 attack off then bang dead and 1 attack was seen as lucky. The missile is OP its not just people thinking its OP it is AMS is only a soft counter and its easy to just force enough torps past as even close to max blast range you can all most strip a frigs shields you will take a inty or attack ship shields right out and odds are there will be another torp close by to then kill them form 100% hull.

I know people will all ways hunt for what is OP but the Desin was OP and the Torp is OP now as it gives all most full map control and puts you at no real danger and its not some thing you can counter with out losing a repair mod or support why they give up nothing.

The Desin did use to be OP and 5+ frig balls would rape the whole enemy team why been all most unkillable as nothing could move out of cover and get more than 1 attack off then bang dead and 1 attack was seen as lucky. The missile is OP its not just people thinking its OP it is AMS is only a soft counter and its easy to just force enough torps past as even close to max blast range you can all most strip a frigs shields you will take a inty or attack ship shields right out and odds are there will be another torp close by to then kill them form 100% hull.

I know people will all ways hunt for what is OP but the Desin was OP and the Torp is OP now as it gives all most full map control and puts you at no real danger and its not some thing you can counter with out losing a repair mod or support why they give up nothing.

I haven’t played since the patch but I saw it got a buff in damage, so I am going to go ahead and say the desint is still overpowered. I really don’t like the desint, it ruins the smaller ships dog fights.

The desin is only OP against small ships. Against the Jericho shields it’s really weak.

The desin is only OP against small ships. Against the Jericho shields it’s really weak.

That is what people are complaining about, perhaps the devs should add a damage falloff for smaller ships. There are multiples of things that can affect action in space - including gravity and anomalies so if they don’t want to add a damage falloff against smaller ships perhaps they should make the weapon more difficult to use like I suggested in the other post I made in someones thread in suggestions.

I haven’t played since the patch but I saw it got a buff in damage, so I am going to go ahead and say the desint is still overpowered. I really don’t like the desint, it ruins the smaller ships dog fights.

I can not say since i see maybe 1-2 players using it a game the rest are just mass spam torps at each other till one side wins the frig war then carry for quite an easy win.

That been said the Desin is not as good since you are open to counter attack when trying to use it since you need to be able to see the enemy and that means they can see you back not that its going to balance it but more balanced than been able to fully hide and do that kind of damage.

Actually I never said the guided torpedo was really OP, because just letting us visually know where it is, be it from the radar or with an indicator, would certainly help small ships alot. Yeah it is normal that if many people use it at the same time it becomes OP but personally it isn’t THAT bad, it just needs some adjustments.

OT: If you’re using a small ship well you should be capable of evading a desintegrator shot, especially with the new boost system, I do it many times. Some falloff wont hurt though, as when there’s more than one frig with desin targeting you you’re dead for sure

I can not say since i see maybe 1-2 players using it a game the rest are just mass spam torps at each other till one side wins the frig war then carry for quite an easy win.

That been said the Desin is not as good since you are open to counter attack when trying to use it since you need to be able to see the enemy and that means they can see you back not that its going to balance it but more balanced than been able to fully hide and do that kind of damage.

You are playing with the new patch, everyone is using torps now - so my experience came from the last version where you basically couldn’t go from behind cover in an interceptor or fighter because someone was just waiting, 10km away point and clicking you with the desint.

If they just made it slow down a bit the further it traveled, giving people at distance a chance to actually dodge it - that is all I am saying, doesn’t even have to have a nerf in dmg just make it easier to dodge and not an instant hit weapon.

There’s nothing to explain about this issue, just have a look at this image, no need of words,

Enjoy:

i786957_Immagine2.jpg

This was a 2 vs 2 match…can u figure out what happens during 4 vs 4 and so on… nice fighting…

Just be patient :slight_smile: Everything will be taken on soon.

There’s nothing to explain about this issue, just have a look at this image, no need of words,

Enjoy:

i786957_Immagine2.jpg

This was a 2 vs 2 match…can u figure out what happens during 4 vs 4 and so on… nice fighting…

to bad i didnt took a pick when a guy with 3 interceptors beat 3/4 of my team alone only loosing 1 ship, he rack olmost 20 kills.

not saying they are fine but they are not as op as many seems to think, as you stated in another post removing the early detonation is all what the need to do.

people are stuck with the idea that frigate partys are the ultimate strategy to win, i am quite sure that if people actualy try other startegys and builds they will sooner or later figure out a strategy that beats them.

here is a posibility: grab 4-5 cloaked/sneaky ships, sneak into enemy territory, grab the frigate partys from behind and using those skills that disable movement, lock, etc… nail them.

to bad i didnt took a pick when a guy with 3 interceptors beat 3/4 of my team alone only loosing 1 ship, he rack olmost 20 kills.

not saying they are fine but they are not as op as many seems to think, as you stated in another post removing the early detonation is all what the need to do.

people are stuck with the idea that frigate partys are the ultimate strategy to win, i am quite sure that if people actualy try other startegys and builds they will sooner or later figure out a strategy that beats them.

here is a posibility: grab 4-5 cloaked/sneaky ships, sneak into enemy territory, grab the frigate partys from behind and using those skills that disable movement, lock, etc… nail them.

Thanx for posting this m8, i was gong to post that in this thread again lol

You guys did not stop to think that out did you when you said removing the early detonation is a fix that will do one of two things stop the use of the skill or stop the use of the frig.

I guess the best way to just fix the problem is to turn it in to a free normal missile lock on fire and it works as a standard missile only its 100% free.

That been said we could add fall off to the AOE so none point blank hits do not all most instant kill a Inty add longer cool down maybe lower the range or just less damage as a whole.

You guys did not stop to think that out did you when you said removing the early detonation is a fix that will do one of two things stop the use of the skill or stop the use of the frig.

I guess the best way to just fix the problem is to turn it in to a free normal missile lock on fire and it works as a standard missile only its 100% free.

That been said we could add fall off to the AOE so none point blank hits do not all most instant kill a Inty add longer cool down maybe lower the range or just less damage as a whole.

may be the solutions is to just half the explotion radius so interceptors and fighters are less likely to get cought, on a side note i start tring alternative builds and i found something quite interesting, using the jericos fighter lv 1 axe-x by stacking as much thermal ressist as posible (special + pasive) i could literaly run into these torpedos and only loose 1/4 of my shield.

i have yet to unlock ship modifiers but combining special + pasive + ship modificers these fighters will be olmost inmune to this torpedos.