Last ditch, radical LRF Rework; the Assault Frigate.

Overview: The Assault Frigate is a linebreaker and area denial assault ship. It is slow and lightly armoured, but possesses considerable firepower and has numerous modules to grant it short-term enhancements to its straight line speed.

The Assault Frigate is intended to stay close behind the front line and give supporting fire. When a beacon is taken, or when the team needs to withdraw, it can use its mines and modules to provide area denial and extract itself and others. Assault Frigates can also take advantage of self-destructive modules that increase damage as health decreases, or even those that cause damage to themselves. This is intended to provide high-risk, high-reward play options

 

The intent is to produce a ship that can and will engage at close quarters, dealing high damage and generally making a nuisance of itself. However, the ship should be relatively slow, weak and hard to maneuver so as to require support to work efficiently.

 

Stats: Not sure on the specifics here yet, but for now same as current LRF. Empire Assault Frigates would have to be nerfed considerably to get rid of their insane hull-tanking; this ship is NOT meant to be acting as a bullet sponge!

 

Special Module - Assault Thrusters:

Cooldown: approx. 40 seconds. Assault Frigate teleports 5000m directly forward. This teleport can take it through objects and ships, but the Assault Frigate is destroyed if it materialises inside an object.

 

Active Modules:

 

_Reverse Thruster:   _As now, save that cooldown is linked to the Assault Thruster - if one is activated, both go onto cooldown - and the same criteria (killed if teleporting inside a ship or object) applies.

 

IR Pulsar: Module redesigned as follows: All enemy ships within 800m are unable to lock on to any enemy ships. Existing locks are broken upon entering IR Pulsar range. The Assault Frigate is affected by its own IR Pulsar - this is to encourage coordinated pulsar strikes. Duration approx 10-15 seconds.

 

EM Scattering Field: Module redesigned as follows: ships more than 1,500m away cannot lock on to the Assault Frigate while the EM Scattering Field is active. Moving does not deactivate the field, but Micro Locators and Spy Drones disable the field. EM Scattering Field cannot be active at the same time as IR Pulsar, Reverse Thruster or Assault Thruster.

 

_Martyrdom Overdrive:   _Duration: about 6-8 seconds. 40 second recharge. While active, main weapon damage is increased proportional to the amount of health lost (health being calculated by (hull + shield) / 2), up to a maximum of +50% damage, plus a base damage modifier of +1%. Higher models increase base damage %. 

 

Reactor Overload: Active duration 8-10 seconds, recharge time 80 seconds. If the Assault Frigate is killed while Self Destruct is active, they explode. This explosion uses the same damage, radius and aoe duration as a guided torpedo.

 

Killsight Designator: Duration 12-15 seconds. While active, all friendly ships engaging a ship locked onto by the Assault Frigate inflict +8% damage.

 

_Assault Protocol: _Duration 4-6 seconds. While active, the Assault Frigate may continue to capture beacons even while taking fire.

 

Missiles:

Unique missiles available to the Assault Frigate are:

 

Minefields.

 

Hull Bombs: Hull Bombs cause a large explosion centred on the Assault Frigate, dealing heavy damage to all ships in range (about 1000 to 1200m) and line of sight. Weapon also deals hull damage to the Assault Frigate. Damage is Kinetic.

 

Main Weapons:

Unique main weapon available to the Assault Frigate are:

 

Disintegrator: This functions as a Singularity Launcher, but causes Thermal damage instead of EM. It also has a slower, but larger projectile similar to the red singularities fired by certain PvE boss ships.

Some ideas are funy.

But close range weapon on a slow Frigate, it’s just a suicide.

Still prefer LRF anyway.

Some ideas are funy.

But close range weapon on a slow Frigate, it’s just a suicide.

Still prefer LRF anyway.

LRF is broken and promotes terrible play. This is why it has to go.

 

Close range weapons on a slow frigate are not suicide; it’s just suicide if unsupported. I feel confident that a class like this could work and has a clear role to play that fits with the team-focused ethos of the game. Put simply, think of it as a Guard that abandons all defensive capability for raw offensive clout.

LRF is broken and promotes terrible play. This is why it has to go.

 

Close range weapons on a slow frigate are not suicide; it’s just suicide if unsupported. I feel confident that a class like this could work and has a clear role to play that fits with the team-focused ethos of the game. Put simply, think of it as a Guard that abandons all defensive capability for raw offensive clout.

Would an interceptor abandon it’s speed for more firepower?

Singularity cannon is really close range. So in a ship were you can’t escape and have to face Covert ops, it’s suicide.

Why not trying it by yourself? Take heavy blaster cannon + the range malus amo on LRF and try yourself.

Your attitude shows exactly where this game went wrong.

 

The counter to a CovOps in this class, or indeed in any Frigate, should be as follows.

 

*via teamspeak* “Hey [squad member]! There’s a CovOps attacking me! Kill him for me!”

 

You are a Frigate. Dealing with Interceptors is someone else’s job.

Stop here!

LRF is NOT broken.

Deal with it.

The only thing that is broken is maybe the RT, and only because the most pilots just too lazy to encounter it.

End of story.

I accept this as suggestion for a new ship class, but a LRF rework is definitely not needed.

IR Pulsar need a little nerf.

RT need more ways to be encountered.

Mauler should a little bit edited to reduce the firepower.

The LRF is weak until a strong pilot is flying it.

And this fact meets each ship class.

For example Takamina on Covert Ops.

Or Rakza on a guard.

I would count this as rework for the JLRF. :smiley:

Of course i accept your opinion about the Long Ranges but me and most of the players do not think the same about it, LRF is OK.

And you know like me, the devs NEVER reworked any ship class completely to another, and they will never do so. Maybe add more ship classes, in the far future.

Btw… I want a button to deactivate the new sounds and stuff in the hangar…

And the Esc Menu button back…

And the hangar button…

:frowning:

Devs did make some major class changes once upon a time. It cost them about 80% of their daily active player base, but they did it.

For the sake of choosing the lesser of two evils, I will support your idea. At least we won’t have frigates camping at spawn anymore.

I’m gonna have to agree with Omega. Just because newbs suck it up in LRFs, doesn’t mean that the entire class should be changed. It’s already a great area denial ship with its disintegrator, and wonderful second line assault with its six cannons. It’s also really hard to tank well in one, and has plenty of counters. Well, unless it has RT. But that’s a different matter entirely.

 

If you want new players to improve, give them a reward for improving, and show them a correlation between improvement and reward. The people sitting at spawn shooting at rocks don’t improve, not just because they don’t know how, but also because they don’t know why they’d want to.The solution is not to change the class.

Idea!

Amount of PvP Battles to unlock this Rank ships.

(Rank) - (PvP Battles)/(Won Pvp Battles)

R1 - 0 / 0

R2 - 5 / 3

R3 - 15 / 10

R4 - 25 / 20

R5 - 40 / 30

R6 - 60 / 50

R7 - 100 / 75

R8 - 250 / 175

R9 - 500 / 300

R10 - 750 / 500

R11 - 850 / 600

R12 - 1000 / 700

R13 - 1300 / 950

R14 - 1500 / 1150

R15 - 1750 / 1300

Stops tier rushing and nubs coming up to high tiers with only lost battles. That means they never take the initiative.

What would help HUGE to train ALL players.

Each corporation is able to choose a main language which is shown in the corporation discription.

A player get explained how corporations work and how useful they are as tutorial.

Integrated tutorial that explains contracts/aura modules/LONG RANGES/and how the gamemodes work (objectives).

More tutorials would solve many problems & could increase the amount of skilled pilots.

They newbs have to finish the tutorials until they can start playing.

Loose and lose are 2 different things…

The only thing that is broken is maybe the RT, and only because the most pilots just too lazy to encounter it.

 

Based on your initial post in your anti-RT guide, I have nothing in my current T3 lineup that is capable of taking down an LRF with RT.

 

For the sake of choosing the lesser of two evils, I will support your idea. At least we won’t have frigates camping at spawn anymore.

 

My sentiments exactly. Of course, the idea is there, might need some tweaks though.

Your attitude shows exactly where this game went wrong.

 

The counter to a CovOps in this class, or indeed in any Frigate, should be as follows.

 

*via teamspeak* “Hey [squad member]! There’s a CovOps attacking me! Kill him for me!”

 

You are a Frigate. Dealing with Interceptors is someone else’s job.

Funy.

The time for your allies to turn around and you’ll already be dead PLUS you say that solo player must die ?

Without RT, covert ops use to camo, come at their back, ARC + Orion + rockets => dead in 5 seconds.

Then maybe the covops should be nerfed instead. In T3 at the very least I am able to survive covops strikes by calling for backup. ECM + Gunship wingmen ensures my engineer is unkillable.

Funy.

The time for your allies to turn around and you’ll already be dead PLUS you say that solo player must die ?

Without RT, covert ops use to camo, come at their back, ARC + Orion + rockets => dead in 5 seconds.

Still the same, you can’t jump while being attacked from behind.

Still the same, you can’t jump while being attacked from behind.

But LRF don’t have singularity cannon like proposed here.

2k range = much more exposed to Covert ops.

But LRF don’t have singularity cannon like proposed here.

2k range = much more exposed to Covert ops.

But look at the total options on the board here; plasma arcing an Assault Frigate down to near death could result in him having enough of a damage boost to one-shot you if you stray into his fire arc. Outright killing him could give you a torp to the face.

 

And if he’s got regular guns, he can still pull the current LRF trick of using RT to bail on you and then beating you with main guns fitted for range.

Problem is low range and low Tanking on a slow ship to have firepower.

Nobody will choose you close range weapon over others choice and play with 9k range guns + damage buf²

Even guards stay mid range and come only when they are supported enough.

There’s one rule in every game : Squishy things have either long range or enough mobility to dodge fire and high power spells.

If you don’t have a way to dodge/tank fire, then you’ll become useless on the field because you’ll be taking too much risk to go in and will probably die.

Btw, that’s why many LRF players stay at spawn and why RT is OP.

Well, low tanking should be “no Empire tanks”. Some of the survivability Imperial LRFs and Engineers get is way, way too high for a “fragile” sniper class.

 

Assault Frigates shouldn’t be made of paper, but they shouldn’t be tanking either.