Jericho LRF Special Module

Crappy idea. Deleted.

Go to post #5 for real suggestion.

What kind of missile with no explosion radius?This make it look like the old ammunition system.

And btw:What’s the meaning of your signature?

I ment no radiation cloud. Edited to fix mistakes

You have Emma Watson, a pretty white girl, so I put my own pretty white girl. She is a bit young for most of you guys but not for me. Hence the pedobear

No! No! No!

You really want to make the most annoying ship class moar annoying? Had u smoked smth?

No kinetic damage on this range! Would be OP.

Perfect name for your suggestion - AKM (Annoying Killstealer Missile)

Better idea:

I have to say the JLRF is really underpowered compared to the ELRF, because the flight time of the Torpedo is so damn long, and the survability is just bad.

Edit on JLRF:

Increase amount of hull by 10%

Increase amount of shield by 5%

Increase damage of guided torpedo by 10%

Increase speed of guided torpedo by 45%

Increase rotation of guided torpedo by 25%

Decrease reloading time of guided torpedo by 50%

Decrease the plasma field visibility by 75%

A setting in HUD to deactivate the BIEPBIEPBIEP of the guided torpedo and just show a warning icon.

Additional* : Set the range of guided torpedo in 9km to infinte but if the torpedo is more far away than 9km then it explodes, because just 10km is lame.

Way to stop guided torpedo:

Stun the owner.

Missile shield.

Kill the owner.

Maybe it seem a little bit OP, but the ELRF is anyway better, you deal so damn much Dps if u hit and u don’t get annoyed by guards.

I’m not a JLRF expert but i can say that this ship deals almost NO damage with his special module.

I have to say this ship class needs a push.

Compare: My ECM is fitted on Thermal resistance,

Incoming damage: Torpedo (Mk4) - 3,3k

Disintegrator (Mk4) - 5,5k

Now the fact that the disintegrator can shot in 3 seconds again, for a new torpedo you have to wait ~ 20/30 seconds.

It’s almost impossible to kill a ship with guided torpedo which is under good healing. Especially with high thermal resistance.

Maybe is this suggestion (my one) not the best idea but it’s more balance and not kinetic rocketstorm.

Screw the original post. Crappy idea to begin with. Anyone know why the missile gets staticky and I can’t control it sometimes?

@Omega - about your last paragraph - the guided torp is extremely situational. You have to make the best decisions, launch it at the right time, have excellent teamwork and so on. Like you said it is almost impossible to destroy someone under heals.

I have only done this once before but I have been able to destroy 3 weak Inties around a beacon before.

The guided torp is only good for close to mid range combat. Long range and you need TO

New suggestion:

Enable the guided torp to strafe in all directions.

Allow it to speed up or slow down within certain parameters.

The above will consume missile fuel at a higher rate.

Increase Missile damage.

Screw the original post. Crappy idea to begin with. Anyone know why the missile gets staticky and I can’t control it sometimes?

 

Flares.

 

 

Increase speed of guided torpedo by 45%

Increase rotation of guided torpedo by 25%

 

Me no really like. Sometimes I use guided torps to scout (lame, I know, but it works!) and a fast missile isn’t what I want. If I want a quick missile, TC is enough. Furthermore, my ping is bad enough that it’s hard for me to sling regular speed torps through narrow gaps. Up the speed and rotation, and I’ll have wobbly torps.

 

EDIT: 

 

 

New suggestion:

Enable the guided torp to strafe in all directions.

Allow it to speed up or slow down within certain parameters.

The above will consume missile fuel at a higher rate.

Increase Missile damage.

 

This looks fun. 

Flares.

They have an effect on the guided torp?

 

Anyway, this is what I think of the torpedo at the moment.

 

Visual wise, you can’t see the torp at all (except for at the source, you can see the actual torpedo itself in the light).

Damage wise, can’t nail a beacon anymore so really… rather pathetic unless you have Mk4 gear which in T3+ can be a pain to get.

Explosion Radius, nothing wrong with it.

Thermal ball, it’s alright at the moment… might need a nerf if the damage itself gets a buff.

Range, I was playing since 0.7 era and I didn’t really know anything about the game then. So I think 10k is fine.

Variability, I have no what the factor is over the main weapons DPS, but 6000K damage for a Mk2 coil mortar is a bit shy of the 10k that I’ve seen on Mk4 weapons.

 

May the derp be with you.

if JLRF get buffed damage wise or spamabilty wise then the torpedos should become visible again. those things are -bad word- annoying

if JLRF get buffed damage wise or spamabilty wise then the torpedos should become visible again. those things are -bad word- annoying

 

That’s why usefulness and skill ceiling has to go up. 

I kinda like the way the torpedo works now

 

You can knock  3 out of the 4 beacons drones if you hit it right  at least knock out 2 consistantly.   

 

If you make the torpedo too fast… your turn radius will be affected.      Try going around an astroid with the Tackyeon module on… very hard.    

 

  This recent patch has improved the turn radius so now have slight better chance to reach around and hit targets hugging the astroids\rocks. 

 

  I do like the idea of reducing the time for the radiation cloud.   Only newbies who have not quite grasped the concept that you do have to move if your hit with the torpedo are affected.  ( or the poor friendly who happens to be near by and has to fly through it)

 

 Why not just have the initial explosion radius just like the EM torpedo?   You see it and it goes away.

  

 

   Or the MOST annoying when you have those DANG BOTs that seem to GET IN THE WAY of your shot so now it explodes in your face.   

As far as I can tell it is really good in OS, and is ok for blowing up guard & combat drones. As a bonus you can make a ECM pilot in a field more or less blind…

 

Intrestingly I am finding that I am getting good at guessing where the missles are coming from even though, they apparently are the only thing in the game that has no exhaust. I assume they fly via warping space infront of the torp.

 

Joking aside they are great in T3 or less.

 

For me it’s been all about the six guns, heavy lasers, acceseration coils, less range more damage munition & Electronic guidence, lots and lots of guidence.

BTW how does a coild speed up plazma & light frequncies? Why does light have a projectile speed, it should just real -really really fast-.

 

As a final bonus you get to not blink because you die in 3 seconds vs a cloaked CO.

 

Really like 6 guns & Guidence myself though.