Jericho T3 command premium- Strong , HMS concern.

HMS- heavy missile slot

so yeah, the Strong ship is a premium jericho command ship

it can carry 9, thats 1 2 3 4 5 6 7 8 NINE (9) heavy artilary

is this a bug or is it working as intended, because quite frankly, thats batshit crazy.

and yes, its too much, its abusable and its BEING abused.

the same guy with 1 ship shouldnt be able to ruin a whole game with nukes.

I’m that guy with nukes spamming your entire team because nobody wanted to bring a Guard frigate along for the fun.  Guard frigates counter nukes.  I’ve had games where I couldn’t get a nuke off to save my life because the guards kept shooting them down.  If you don’t bring a guard though…be prepared to glow in the dark.

Played a game where 4 people on the other team where using Strongs. That’s 36 nukes between the four of them. Guard frigates can’t be everywhere, all the time.

 

Also: Step 1 Firestorm, Step 2 Nuke  :taunt:

9 heavy missiles is pretty powerful, in a void. But then, we are not in a void. Nukes can be as hurtful via friendly fire as they can be to the enemy. The Strong is not the most maneuverable or fastest ship in its tier. Likewise, being a command ship, it doesnt get many of the special buffs or debuffs that the tacklers, gunships, or Interceptors. It doesnt have any bonus damage or critical hit increase. I think that the heavy missile slots are a way to compensate it for its lack of other features that actually help you in a quick jam.

 

All ships have their upsides and downships, Strong has an upside of heavy use of missiles/torpedos, which goes along with both the command type (setting the lines of battle with heavy artillery), and the jericho faction (heavy use of missiles).

 

If you run an interceptor, tackler or gunship, just get in close and dogfight with it. They wont be able to use their nukes or they will blow themselves up. Likewise, hit them from a distance with EMP dmg to eat their high shields and they will be sitting ducks.

 

Again, every ship, paid and free, has certain things about them that make them appealing to certain players, and other aspects that make them less so. Different types of players will find that they do better with different ships and will suffer while battling certain types of ships.

You know the rank 8 Jericho Guard frigate also has 8 large missile slots.  I did the same thing with that ship…guard the beacon until the enemy is overtaking it and I’m about to die then drop a nuke.  Works like a charm if you know when to use nukes.  As Exterminans said it can hurt your own team as much as the enemies.

 

Also Madeix using Firestorms instead of slowing field missiles might mean you can get guaranteed nukes off but now you have no way to prevent their team from getting to objectives.  Slowing field missiles have a range of over 5000m.  That means you can shoot an unlocked missile from across the map and prevent their entire team with good placement from getting to objectives before yours.  

I’m that guy with nukes spamming your entire team because nobody wanted to bring a Guard frigate along for the fun.  Guard frigates counter nukes.  I’ve had games where I couldn’t get a nuke off to save my life because the guards kept shooting them down.  If you don’t bring a guard though…be prepared to glow in the dark.

 

as Madeix said, they cant be everywhere and quite frankly they barely move around.

my main concern is any game type with beacons, having 2-3 nukes for TACTICAL use is FINE, spamming the god damn hell out of them IS NOT.

and as an inti, my main objective is to cap beacons, NOT glow in the dark from bad dev decisions.

Played a game where 4 people on the other team where using Strongs. That’s 36 nukes between the four of them. Guard frigates can’t be everywhere, all the time.

 

Also: Step 1 Firestorm, Step 2 Nuke  :taunt:

my god i would just log off, and i never do that.

 

9 heavy missiles is pretty powerful, in a void. But then, we are not in a void. Nukes can be as hurtful via friendly fire as they can be to the enemy. The Strong is not the most maneuverable or fastest ship in its tier. Likewise, being a command ship, it doesnt get many of the special buffs or debuffs that the tacklers, gunships, or Interceptors. It doesnt have any bonus damage or critical hit increase. I think that the heavy missile slots are a way to compensate it for its lack of other features that actually help you in a quick jam.

 

All ships have their upsides and downships, Strong has an upside of heavy use of missiles/torpedos, which goes along with both the command type (setting the lines of battle with heavy artillery), and the jericho faction (heavy use of missiles).

 

If you run an interceptor, tackler or gunship, just get in close and dogfight with it. They wont be able to use their nukes or they will blow themselves up. Likewise, hit them from a distance with EMP dmg to eat their high shields and they will be sitting ducks.

 

Again, every ship, paid and free, has certain things about them that make them appealing to certain players, and other aspects that make them less so. Different types of players will find that they do better with different ships and will suffer while battling certain types of ships.

by void im assuming you mean an empty space without any obstacle or end,how does it have to do with anything?

nukes should be tactical area denial, not " i can block an entire game by myself".

 

command ships have 1 use, survivability and aggro control aka tanking, theyr actualy better than guards at that because they have double the maneuverability and the same fire power, theres a reason people that know better use them in captian recon.

the command ship abilitys is ALL ABOUT quick jam, the extra timed survivablity is there for when youre outnumbered and cornered.

i dont see how heavy artliary is used in a quick jam, its tactical usage only, using it means you have a desirable condition.

desirable conditions take time and planning, spaming nukes when you only have 2-3 of them  at every group of enemies without thinking

makes your contribution minimal as opposed to planned attacks.

timed denial is the keyword, 9 removes the need of thinking and planning when the moment comes.

 

no other command ship in the tier has heavy slots except the prometheus 2 (only 1 mind you), as for jericho speciality, its the implants and long range frig ability.

 

thats where youre wrong, iv had a fight against a guy that just shoots off a nuke when you dont notice and blows you up while surviving.

again, command is survivability, they survive nukes like its pebbles.

 

the roles are there for a reason, YES, ships have their ups and downside, but the command ship is not a game changer, its a support, a tank, whatever you call it, its not a bomber, and not an area denial ship, especialy at this magnitude.

You know the rank 8 Jericho Guard frigate also has 8 large missile slots.  I did the same thing with that ship…guard the beacon until the enemy is overtaking it and I’m about to die then drop a nuke.  Works like a charm if you know when to use nukes.  As Exterminans said it can hurt your own team as much as the enemies.

 

Also Madeix using Firestorms instead of slowing field missiles might mean you can get guaranteed nukes off but now you have no way to prevent their team from getting to objectives.  Slowing field missiles have a range of over 5000m.  That means you can shoot an unlocked missile from across the map and prevent their entire team with good placement from getting to objectives before yours.  

its 7, which is still a bit over the top imho, but its a guard frig, which quite frankly is a different playstyle compeletly, its slow , its tanky and it lacks damage, the pulsar and its debuffs should already keep you far from it, giving it nukes only makes sense, not that magnitude though.

and thats a realy nice tactic, although personaly i dislike missile fields because FF is just horrible and i rather do direct damage as an inti pilot.

by void im assuming you mean an empty space without any obstacle or end,how does it have to do with anything?

nukes should be tactical area denial, not " i can block an entire game by myself".

 

command ships have 1 use, survivability and aggro control aka tanking, theyr actualy better than guards at that because they have double the maneuverability and the same fire power, theres a reason people that know better use them in captian recon.

the command ship abilitys is ALL ABOUT quick jam, the extra timed survivablity is there for when youre outnumbered and cornered.

i dont see how heavy artliary is used in a quick jam, its tactical usage only, using it means you have a desirable condition.

desirable conditions take time and planning, spaming nukes when you only have 2-3 of them  at every group of enemies without thinking

makes your contribution minimal as opposed to planned attacks.

timed denial is the keyword, 9 removes the need of thinking and planning when the moment comes.

 

no other command ship in the tier has heavy slots except the prometheus 2 (only 1 mind you), as for jericho speciality, its the implants and long range frig ability.

 

thats where youre wrong, iv had a fight against a guy that just shoots off a nuke when you dont notice and blows you up while surviving.

again, command is survivability, they survive nukes like its pebbles.

 

“In a void” is also a figure of speech meaning “absent all other factors”. Sorry, I should have been clearer.

 

How are command ships any tankier than other Fighters? Because they have group resist buffs? Yes, those buffs increase everyones survivability by slightly, but by no mean single out the command ship as a “tank”. Yes, the command special can be used to get out of a few messes, but just read here on the forums how ineffective it is in practice.

 

As I said before, if you are just spamming them and not “waiting until the moment comes” - you are not using them effectively and are likely killing your own teammates.

 

As for your last bit, without specifying what build the “guy” uses, I can’t really comment other than to say - look out for nukes. Pebbles is a bit of a stretch - seeing as how when I run my command ship I get one shotted by nukes. I am sure there are builds that can survive it, but no t3 fighter of ANY kind can shrug off 13k thermal damage like its nothing.

If you build for max energy regen and capacitor volume, you can pop your special, use a Multiphase shield adapter or the hull variant if you’re flying Empire, and you’ll only take around 2k dmg from a nuke.

 

as Madeix said, they cant be everywhere and quite frankly they barely move around.

my main concern is any game type with beacons, having 2-3 nukes for TACTICAL use is FINE, spamming the god damn hell out of them IS NOT.

and as an inti, my main objective is to cap beacons, NOT glow in the dark from bad dev decisions.

 

A smart guard pilot will stick next to the engineer’s for warps to the next objective…not to mention heading to the next beacon before the prior one is even up.   

 

As far as avoiding nukes goes…I play against plenty of Strong pilots who nuke spam but I rarely get hit by one.  If you pay attention, when a nuke is dropped it makes the loudest beep ever.  That’s your cue to get the hell out of dodge (aka over 1000m from where you heard it).  Wait for it to blow then go back to what you were doing.   Also when both teams are rushing the beacon it’s almost guaranteed a nuke will be dropped in the first 30 seconds of fighting.  Wait until they’ve been used, then go in to capture the beacon.  With all the dogfighting going on odds are they aren’t going to capture it in the time you’re patiently waiting for the nukes to get used.    This isn’t going to totally cutout deaths to nukes, but it will drastically improve how long you live flying your interceptor.

If you build for max energy regen and capacitor volume, you can pop your special, use a Multiphase shield adapter or the hull variant if you’re flying Empire, and you’ll only take around 2k dmg from a nuke.

 

As far as avoiding nukes goes…I play against plenty of Strong pilots who nuke spam but I rarely get hit by one.  If you pay attention, when a nuke is dropped it makes the loudest beep ever.  That’s your cue to get the hell out of dodge (aka over 1000m from where you heard it).  Wait for it to blow then go back to what you were doing.   Also when both teams are rushing the beacon it’s almost guaranteed a nuke will be dropped in the first 30 seconds of fighting.  Wait until they’ve been used, then go in to capture the beacon.  With all the dogfighting going on odds are they aren’t going to capture it in the time you’re patiently waiting for the nukes to get used.    This isn’t going to totally cutout deaths to nukes, but it will drastically improve how long you live flying your interceptor.

 

Interesting. I don’t run nukes, so I missed the practical combo of those two. I guess there ARE builds that can shrug off 13k dmg, albeit at the cost of all energy. My bad!

 

But what JavaJunkie said is true, know when to look out for nukes - if their interceptors are not rushing a beacon but are instead flying around in wide circles around it and engaging your rear line - don’t be at that beacon for the next 10 seconds. Likewise, assume that someone on either team is going to drop a nuke on a beacon right when the fighting starts. Nukes are powerful, no doubt - but they are not inescapable.

Yeah sometimes I’ll fake out the enemy team and just sit right next to where I dropped my nuke.  They assume that since I’m not running it must be safe to close in…until a few seconds later then booooom!    I mean yeah, sure I have no energy afterwards, but with all the regen I build for it comes back quickly.  Blowing all my cooldowns at once though means I have no utility beyond my main weapon for the next minute at least.    

as an inti, i play in the core of every fight, i run when i have to but covert ops is a “melee user”.

the amount of chaos near beacons can get insane, hearing that beep is almost impossible unless youre looking for it, but thats not my point.

i get nukes, i never said its over powered or inescapable,personaly.i prefer using mine fields because as far as area denial goes its superior.

i simply said that 1 ship shouldnt carry so many,espcialy not a fighter.

it just makes every beacon game a joke of friendly fire and “delete threat” buttons.

 

what you say is true, avoiding nukes is simple but there IS a limit to how much time you can be outside of combat without forfieting the battle.

i dont have a problem staying alive, i get the survivability accolades every game, but THAT MUCH power of AD is again,batshit crazy.

seems like the strong population grew by about 300% since i made this thread

yippy.

NUKE SO STRONG

seems like the strong population grew by about 300% since i made this thread

yippy.

NUKE SO STRONG

 

the friendly fire nerf made nukes a lot better

the friendly fire nerf made nukes a lot better

 

I think that the main reason that Strong is being called OP is because Nukes are OP right now. Strong just happens to carry alot of them. I use Strong as a ship, and I am all for banning Nukes completely. 

 

Whether the ship that launched it carries 1 or 9, it is just as lame to be one shotted by any non-aimed weapon (or one shotted by an aimed weapon, for that matter). When I insta-die along with 3-4 other teammates, I dont care about the ship that launched it, its the nuke that was OP.

i disagree,its not because of friendly fire removal,nukes were always OP.

there have been threads about nukes since CBT , T3-4 is called “cold war” and people hate it, myself included.

the FF didnt change anything, it was always like that, its just that now you dont die after the first FF and you can see how many nukes are actualy being used on both sides.

and still, its still an OP ship that should be changed, no ship should have more than 2-3 heavy slots,even frigs.

i say we make a nuke tribute and paint all the beacons glowy green.

i disagree,its not because of friendly fire removal,nukes were always OP.

there have been threads about nukes since CBT , T3-4 is called “cold war” and people hate it, myself included.

the FF didnt change anything, it was always like that, its just that now you dont die after the first FF and you can see how many nukes are actualy being used on both sides.

and still, its still an OP ship that should be changed, no ship should have more than 2-3 heavy slots,even frigs.

i say we make a nuke tribute and paint all the beacons glowy green.

Yes, nukes have always been OP. They were overused even before the FF patch, I agree. My point is that if nukes were removed, the heavy missile slot, while still being powerful, wouldn’t be the device through which game-ruining mechanics are delivered.

 

Strong is a good ship, no doubt, but its hardly sitting on top of the world all by itself. The only reason people run them right now is to spam nukes. Remove the heavy missile carrying ability, and you plummet the Strong down to very weak levels. Command ships lack the modules and stats necessary to be good at dogfighting, and lack the firepower to be good at long range sniping.

 

Looking over the premium ships for each class (tackler, gunship, and command) they each seem to be at the same level when compared to their free counterparts.

Minefields are OK, and even without nukes I would definitely see some serious defensive usage for the “Strong”.

 

No, I do not own the mentioned ship. No, I haven’t personally ever (yet) launched a nuke in this game (might soon, due to latest patch).

 

 

 

But I do like everything that has the heavy missile slots, even without considering nukes.