Now I just want to play Jeri LRF. Thanks for the vids
Now I just want to play Jeri LRF. Thanks for the vids
Just what we needed, more LRF pilots⦠great job guys, great job⦠xD
you gonna be much-much more useful to your team if you donāt do that
I suck as a sniper so I can only manage gunship-style LRFs. But I believe strong snipers with a good perch can cover a good portion of the map, not just beacons, but the entire route from the spawn point to the objectives.
Just what we needed, more LRF pilots⦠great job guys, great job⦠xD
ya. but what if Jericho LRF
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isnāt annoying
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isnāt useless
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doesnāt fill a damage dealer role but is made to be a multi-purpose long range support ship
because ā¦
Biggest difference is Jericho torp boat is not Long range frigate, it is a mid range fire support
See. I have an issue with that. Not because Kosty is wrong but because he is right.
A long range frigate whose job is to play mid range fire support.
What Iām trying to sell is the idea of :
What if - Jericho LRF is changed from a medium range damage dealer to a long range tactical support ship ?
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Then it stays true to itsā intended class role; a long range frigate
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Be totally different from the Empireās version
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Not useless when inexperienced pilots use them
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Gives support type pilots a new toy to play with
Basically replace the slow, weak damage, can be shot down by AMS, red ball of flame you can fly around Guided Torpedo with another Tactical Guided Torpedo
preferably one that can
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make moving from cover to cover harder for enemies
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make it harder for enemies to work in a specific area when LRF targets it
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help increase efficiency of friendly ships DIRECTLY from long range.
Well, strong long range snipers killing with impunity invisible to the enemy is not exactly what most players want. The devs are moving away from that and I cannot really say I disagree. For a while after Jerry LRF became unaffected by AMS they were so prevalent that half of each team was using them. It was just constant torp spam from both sides, not all that funā¦
Change the guided torpedo from damage dealing to buff / debuff / tactical ordnance
By tactical I mean - micro locator, defender drone, slowing missile, ion missile type tactical
Non damage, Benefits the team
Except it is on Jericho LRFās F-module with the same fly-by-wire delivery and all the advantages that come with that.
Since you cant kill with it, you would need to use main guns to inflict damage just like how it is now except you are able to contribute assists for the team all the way across the map using F-module
One that isnāt bogus like the fire ball we have now but something that actually benefits the team.
So for eg. you could defend one of your beacon with main guns and in-between shooting could deliver a tactical torpedo to another part of the map say the next beacon or the route enemies are taking to get there.
Or in combat recon, guard the captain physically but support the frontlines by placing tactical torps here and there. etc.
It wouldnāt be overpowered even when pros use it not directly because it doesnāt kill hardcore
Beginner friendly because it will mostly appeal to support type players who generally have the aptitude to play strategically.
And if the mechanics is solid enough, wont be ignored by top squads at higher level play assuming it has potent strategic influence on matches or the map
and I get a new toy to play with that suits my playstyle - proactive support
most āsupportā type ships in this game are passive ⦠switch on and forget
ECM is fun because the timing needed requires you to stay active in team moves rather than just ābeing thereā
But I cant fly inties no more so I want frigate support
Large radius and/or long duration ion missile type tactical would be rather massive. Sounds like fun.
This clears things up for me⦠(my brain is clogged with film theory stuff for my last exam of my undergrad life tomorrow)
Doesnāt really solve the long range issue IMO, since you still can fly a Jeri LRF as a midrange ship and use the guided torps to debuff first, then move in to attack. But Iād agree very much with the change in the torpās purpose. It sounds more in-line with that Jericho would do as well.
Side note: weapon overcharge will need to affect the special moduleās parameters, not damage. Iām not sure if a huge boost to a debuffing missile would be OPed, given the rate of fire.
I never had survivability problems in them, quite to the contrary. They have so much burst AOE damage that anything coming for them close range typically just explodes before it can kill them, and if attacked from range just duck behind cover and send a torp out for suppression.
Just had two experiences that point to the opposite direction.
First, I def our last beacon alone in Detonation, I see an ECM coming with a bomb. Itās that weird map with many asteroids and there is much cover, so I preapre to make a double positron shot and finish with a tachyon torp, as usual. In comes the ECM, disables me without me being able to shoot the second positron, and almost plants the bomb when my torp hits it.
Second, similar situation but with a CovOps, he finished me within 1.5 seconds. I got 10k damage from RFB alone, plus unguided missile plus one or two ticks of plasma web. Had no chance whatsoever.
Yes, maybe a bit better positioning would have been helpful, but I wanted to see all entrances to the beacon.
If we talk about good use of both LRFs then:
T1-3 Emp>Jeri
T4-5 Jeri>Emp
Just had two experiences that point to the opposite direction.
First, I def our last beacon alone in Detonation, I see an ECM coming with a bomb. Itās that weird map with many asteroids and there is much cover, so I preapre to make a double positron shot and finish with a tachyon torp, as usual. In comes the ECM, disables me without me being able to shoot the second positron, and almost plants the bomb when my torp hits it.
Second, similar situation but with a CovOps, he finished me within 1.5 seconds. I got 10k damage from RFB alone, plus unguided missile plus one or two ticks of plasma web. Had no chance whatsoever.
Yes, maybe a bit better positioning would have been helpful, but I wanted to see all entrances to the beacon.
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If you have to solo def your last beacon in an LRF you probably lost anyway.
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If you didnāt see that covops sneak up on you then you messed up, thatās not the fault of the ship you were flying either.
That aside:
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Pulsar is your defense against ECM.
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EB is your defense vs covops.
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Fit multiphase + shield booster as well of course.
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With guided torp + EM torp close range double blast you can kill any plasma arcing covops coming for you. If they manage to trigger your EB before you trigger theirs (overcharged torp to the face will insta-EB pretty much all of them so unless youāre afk youāll have them first) youāll probably die along with them but die they will.
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If any of all that is on cooldown then avoid a brawl.
Why not add a Module that makes any LRF frigate an artillery frigate?
Make an āOverchargeā module that for the next 30 seconds, all MAIN WEAPONS have increased range and +15% weapon speed. Thats it. Same everything. Just the range and speed.
Make it for both LRF classes. And thatās it. Problem slightly solved.
Then the F key would be something you would use if you WANT to use it, not because you HAVE to.
Why not add a Module that makes any LRF frigate an artillery frigate?
Make an āOverchargeā module that for the next 30 seconds, all MAIN WEAPONS have increased range and +15% weapon speed. Thats it. Same everything. Just the range and speed.
Make it for both LRF classes. And thatās it. Problem slightly solved.
Then the F key would be something you would use if you WANT to use it, not because you HAVE to.
Untargetable basically invisible empire frigates close to the spawn point being a pain to kill without getting yourself killed because of the constant respawnsā¦they already exist. Iām good in that department i donāt think we need more buffs. on them. You already need a squad or another Emp LRF to take them down. Hello sniper wars.
+, it would be a great encouragement for people to play even more LRF.
Lots LRFs = easy win
I still donāt get why you guys are looking for problems in place where are none.
Both LRFs are good with different play style.
And Idk why you think that standard Emp LRF user can deal a lot of dmg and stop frigball, If they stay team spawn main battle will be 8km+ from them itās way to easy to avoid desintegrator from that range in any ship(unless itās tachyoned) and Jeri LRF is perfect for medium range support/main DD, Coil/positrons deal ton of dmg and guided torp is perfect to finish enemy
Itās not exactly team spawn. Iām not talking about the aces here. Iām talking about people that know a bit of positioning. Me for example, after getting pawned by some good sniper dudes, i said ādamn it, gotta try it myselfā. Got blown to pieces a couple of times and that calmed my titties. But decent people in LRF kick xxxx. As in any ship yes. Point is, they donāt need another global buff. Maybe the Jericho, but not sure. From my point of view, they are more of a long range scalpel than a long range axe. They donāt do as much damage, but are an a lot better finisher than the Empire ones.
If you have to solo def your last beacon in an LRF you probably lost anyway.
If you didnāt see that covops sneak up on you then you messed up, thatās not the fault of the ship you were flying either.
That aside:
Pulsar is your defense against ECM.
EB is your defense vs covops.
Fit multiphase + shield booster as well of course.
With guided torp + EM torp close range double blast you can kill any plasma arcing covops coming for you. If they manage to trigger your EB before you trigger theirs (overcharged torp to the face will insta-EB pretty much all of them so unless youāre afk youāll have them first) youāll probably die along with them but die they will.
If any of all that is on cooldown then avoid a brawl.
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Yeah, we lost already. But still, you try.
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I did see the CovOps, just as I saw the ECM, but could not target it because too far, sometimes it was behind asteroids. So when it came to the clear there was like 3k distance.
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I donāt use Pulsar. I need the damage and the multipurpose.
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Maybe.
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No place for 2 multipurpose. Though I think I will drop the EM field (donāt use it anyways), then I will consider.
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No plasma arc. That what got me off guard. It killed me clean from more than 1k away, just with RFB (+Orion I guess) and missile. I launched one missile, one volley of positron and started a torp, but was dead before it travelled for 100 meters.
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I would avoid, but you canāt avoid it when you are the only one standing between an enemy with bomb and your beacon.
I donāt use Pulsar. I need the damage and the multipurpose.
Maybe.
No place for 2 multipurpose. Though I think I will drop the EM field (donāt use it anyways), then I will consider.
Well itās just my suggestion for a brawling Jerry LRF. Overcharge, Pulsar, Multiphase, Shield Booster in the actives and EB is a must for self-defense torps. Your mileage may vary of course but since you said you had survivability problems you should try it, always worked well for me.
ECM are your #1 enemy due to the way it interacts with the Jerry LRF special module as opposed to the Empire one, so you need a defense vs them. I choose Pulsar over EM because it allows me to move yet retain the effect of not being targetable. Of course if you choose the battles where you field your LRF wisely you may be better off with EM for permanent (T4/T5) anti-targeting effect - a good ECM will only target you at the last possible moment and you need to be very fast to get your pulsar off in time.
- No plasma arc. That what got me off guard. It killed me clean from more than 1k away, just with RFB (+Orion I guess) and missile. I launched one missile, one volley of positron and started a torp, but was dead before it travelled for 100 meters.
Yep, T5 supernova RFB covops with crit build hits nearly 10k DPS under Orion. If you donāt hit it until it gets in range your chances are minimal.
I have all the LRF in the game elite, except the inquisitor AE (comming soon), and I canāt see anything bad with them. They are different. The empire ones have more staying power, and DPS if you have good aim with desintegrator.
Jerry ones have more raw dps at medium range thanks to tachyon torpedo.
They serve different purposes.
As always, donāt let bad players dictate the power of the lack of utility of classes.
I have all the LRF in the game elite, except the inquisitor AE (comming soon), and I canāt see anything bad with them. They are different. The empire ones have more staying power, and DPS if you have good aim with desintegrator.
Jerry ones have more raw dps at medium range thanks to tachyon torpedo.
They serve different purposes.
As always, donāt let bad players dictate the power of the lack of utility of classes.
That should be the only answer in this topic.
That should be the only answer in this topic.
Then how could I tell my awesome anecdotes?