Jericho frigate module nerf

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.

That is Jericho fighter though, if I am not mistaken it has a special ability of selecting which damage type to have resistances too. Other ships aren’t so lucky.

@ that other post - the one time I did sneak up on a sniping frigate it was able to completely ignore my damage as it repaired it all and blow me away no matter what I tried.

That is Jericho fighter though, if I am not mistaken it has a special ability of selecting which damage type to have resistances too. Other ships aren’t so lucky.

@ that other post - the one time I did sneak up on a sniping frigate it was able to completely ignore my damage as it repaired it all and blow me away no matter what I tried.

yes is jericho fighter special, as for the damage it depends on the gun type, i have seen more than a few times how a fighter or even interceptor of same tier destroys a frigate in 10-15 secs, a group of them doing focus fire will do the job in 3-4 secs, using those modules that disable enemy ships will remove any chance to fight back.

yes is jericho fighter special, as for the damage it depends on the gun type, i have seen more than a few times how a fighter or even interceptor of same tier destroys a frigate in 10-15 secs, a group of them doing focus fire will do the job in 3-4 secs, using those modules that disable enemy ships will remove any chance to fight back.

Yeah I have to admit when I am low HP and get hit with the ‘disable system’ I just give up and crash or let them blow me up because there is nothing I can do at that point.

I have taken out frigs on my own but it takes concentrated fire, dodging, and focus with some luck. Luck being that you face someone either lesser skill or lesser tier so you can handle them.

I have only one time came up against a frigate that I was unable to destroy even when I got it to incredibly low hull, it would just repair more then I could damage it, thus it got me eventually.

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.

Removing the early explosin is the only way to fix the problem, missiles will explode only if they get close enough to the target, stop. Obviously that range will have to be well balanced :slight_smile:

whats damage type of desin and guided torp?

Removing the early explosin is the only way to fix the problem, missiles will explode only if they get close enough to the target, stop. Obviously that range will have to be well balanced :slight_smile:

Thats the thing it will fix it by more or less removing any use the skill has and such removing it form been used.

You can not just do such a massive nerf and think you have fixed it thats the kind of fix EA did with warhammer online and bang over half the player base left with in a month followed by most of the player base not long after its only just still been kept alive by its tiny player base.

Thats the thing it will fix it by more or less removing any use the skill has and such removing it form been used.

You can not just do such a massive nerf and think you have fixed it thats the kind of fix EA did with warhammer online and bang over half the player base left with in a month followed by most of the player base not long after its only just still been kept alive by its tiny player base.

i guess is quite a harsh nerf but the early detonation is one of those things that are nearly imposible to balance specialy against smaller ships, a smaller aoe could do the trick but is another borderline stat i prefer not to touch.

if the change prove to make them useless it can then be improved in other aspects such as range, speed, turning and dmg to help them reach their targets, making AMS not target them will olso help a lot.

i guess is quite a harsh nerf but the early detonation is one of those things that are nearly imposible to balance specialy against smaller ships, a smaller aoe could do the trick but is another borderline stat i prefer not to touch.

if the change prove to make them useless it can then be improved in other aspects such as range, speed, turning and dmg to help them reach their targets, making AMS not target them will olso help a lot.

That just made me think of EVE online why not make it damage scale with the enemy ship size it would be the best fix to be fair.

Say it deals 3k damage Inty take 1k max attack 2k and frigs 3k when at point blank and just add damage drop off that way you make people try to aim at frigs more since it is better at killing them but its still usefull when used on smaller ships but not to the point its overpowerd. There might then be a case to make it immune or more resistant to the AMS but that can be done later after we got the damage right.

Thats the thing it will fix it by more or less removing any use the skill has and such removing it form been used.

You can not just do such a massive nerf and think you have fixed it thats the kind of fix EA did with warhammer online and bang over half the player base left with in a month followed by most of the player base not long after its only just still been kept alive by its tiny player base.

You joking…?

haven’t you seen this

You joking…?

haven’t you seen this

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eb6.jpg?1307463786

Dunno what’s this trolling but for sure i’m not stupid thrust me if you want…

Really can’t see why removing early explosion is rfuinig this special…have u tried playng jerich frig and not using early exp? I did, and hitting targets is not so difficault anyway. Simply tinking that each torpedo have to hit the target with the early exp to be valuable is wrong…

Have you noticed that ppl use tporpedo to cleans beacons of drones just simply hitting the beacon? Have you noticed that ppl just use torpedop to defend beacons just hitting the beacon…

Yeah maybe removing early exp is not enough, radius should be reduced by 50% at least i think. so hitting the beaons won’t get any effect on drones and if you want to clean beacon from drones (as for defending your beacons under attack) you got to attack one target at time with theese torpedos exactley the way all other players do :wink:

If it was for me i remove this special at all and think about another one…In the game presentation movie you can see that the jericho frig redirect energy to fornt shield…I thoght this would have been the special, and vary useful when you are fighting on distances, you can put energy in fornt shields making them nearly unattackable for certain time but if you get damaged form behind in that time, damages affects directly on hull till you redirect energy to whole shields…this will be great and useful too. That’s what i saw in that ciinematic… or am i wrong? lol

Frigate missile defence makes guided torp useless.

Dunno what’s this trolling but for sure i’m not stupid thrust me if you want…

Really can’t see why removing early explosion is rfuinig this special…have u tried playng jerich frig and not using early exp? I did, and hitting targets is not so difficault anyway. Simply tinking that each torpedo have to hit the target with the early exp to be valuable is wrong…

Have you noticed that ppl use tporpedo to cleans beacons of drones just simply hitting the beacon? Have you noticed that ppl just use torpedop to defend beacons just hitting the beacon…

Yeah maybe removing early exp is not enough, radius should be reduced by 50% at least i think. so hitting the beaons won’t get any effect on drones and if you want to clean beacon from drones (as for defending your beacons under attack) you got to attack one target at time with theese torpedos exactley the way all other players do :wink:

If it was for me i remove this special at all and think about another one…In the game presentation movie you can see that the jericho frig redirect energy to fornt shield…I thoght this would have been the special, and vary useful when you are fighting on distances, you can put energy in fornt shields making them nearly unattackable for certain time but if you get damaged form behind in that time, damages affects directly on hull till you redirect energy to whole shields…this will be great and useful too. That’s what i saw in that ciinematic… or am i wrong? lol

I agree, I saw the same thing and thought that would somehow be in the game…I don’t want to be too critical or anything but I think too many changes have come at once and it has ruined the gameplay we had from previous versions. ~ Basically just have to wait for it to be balanced… :frowning:

Gentlemen, I have to say that two days ago I had to sacrifice one of my two fighters (I use 2 fighters and one interceptor) for a frigate, in order to get those rep points with the guided missile kills contract.

I rarely use it because I prefer leveling up my fighter and interceptor but when I use it… usually we win.

I mean, it is too darn easy to kill with that thing! Who said that it is slow turning? It is not, I find it too agile for it’s purpose, if someone is smart enough he can make the missile make a wide turn to get people behind objects.

Having tried it myself, right now I may give my suggestions.

This weapon should be more of a support weapon, not a substitute to main (that’s what it is right now) so it should undergo some changes:

I offer two different solutions:

The small torpedo

  • Increased maneuverability;

  • DRASTICALLY decreased damage but direct hits should do a consistent damage to reward precision (like, more than medium missile but less than big one);

  • Highly decreased explosion radius OR slightly decreased explosion radius and high falloff;

The “Train” torpedo

  • Drastically decreased maneuverability;

  • Damage about the same but only for direct hits

  • Increased torpedo speed by about 50%;

  • Decreased explosion radius OR High falloff for explosion;

(Little extra:

  • Increased knockback;)

Yes, as of now that explosion is ridiculous, you don’t even have to try to hit him. These missiles should be rewarding direct hits and fixing the explosion radius or explosion damage would also stop frigates from nuking beacons at 10km distance using just 1-2 missiles.

Edit: Oh and also cooldown time should be increased to now allow people to just shoot missiles one after another, maybe double it. Energy consumption should be increased a bit.

loot of good sugestions heer guys, devs are woring on this, i’d like to know what they r trying :slight_smile:

Gentlemen, I have to say that two days ago I had to sacrifice one of my two fighters (I use 2 fighters and one interceptor) for a frigate, in order to get those rep points with the guided missile kills contract.

I rarely use it because I prefer leveling up my fighter and interceptor but when I use it… usually we win.

I mean, it is too darn easy to kill with that thing! Who said that it is slow turning? It is not, I find it too agile for it’s purpose, if someone is smart enough he can make the missile make a wide turn to get people behind objects.

Having tried it myself, right now I may give my suggestions.

This weapon should be more of a support weapon, not a substitute to main (that’s what it is right now) so it should undergo some changes:

I offer two different solutions:

The small torpedo

  • Increased maneuverability;

  • DRASTICALLY decreased damage but direct hits should do a consistent damage to reward precision (like, more than medium missile but less than big one);

  • Highly decreased explosion radius OR slightly decreased explosion radius and high falloff;

The “Train” torpedo

  • Drastically decreased maneuverability;

  • Damage about the same but only for direct hits

  • Increased torpedo speed by about 50%;

  • Decreased explosion radius OR High falloff for explosion;

(Little extra:

  • Increased knockback;)

Yes, as of now that explosion is ridiculous, you don’t even have to try to hit him. These missiles should be rewarding direct hits and fixing the explosion radius or explosion damage would also stop frigates from nuking beacons at 10km distance using just 1-2 missiles.

Edit: Oh and also cooldown time should be increased to now allow people to just shoot missiles one after another, maybe double it. Energy consumption should be increased a bit.

Good post, I wanted to comment that what I bolded and underlined in your post is the reason I refuse to play the game until it is corrected. That just ruins gameplay and makes me not even remotely interested in even starting the game.