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.