*Kof Kof* Dammages scaling compared to Tier Resistance/Durability Scaling *Kof Kof*
What are you trying to tell me?
What about if AMS got nerfed to 1km. And as incentive to use it, Guards get 5-10 eff. Points per shot down missile?
*Kof Kof* Dammages scaling compared to Tier Resistance/Durability Scaling *Kof Kof*
What are you trying to tell me?
What about if AMS got nerfed to 1km. And as incentive to use it, Guards get 5-10 eff. Points per shot down missile?
What are you trying to tell me?
It’s not for you xD
It’s for all the players who ruins my games by taking 1000000000000000000000000000000 LFR for nothing.
What about if AMS got nerfed to 1km. And as incentive to use it, Guards get 5-10 eff. Points per shot down missile?
AMS is bad. and will stay bad.
Compared to the Signature Masking or the MPI, what the AMS do is nothing.
The true nerf on the AMS was when Devs choose to change the missile mechanics aka “Free Reload in battle”
Before it was super effective because this module was able to counter missiles and able to reduce a huge amout of dammages because we do not had any Missile “Regen”.
The only moment when AMS become Worth It is on a guard with “Guard Module CDR reduction bonus + Rapidus II Implant” (You can have a Perma AMS with the Rapidus III combined with an Inquisitor S)
Most LRF pilots are just terribad and contribute nothing… I see that its not the Job of a LRF to capture beacons or carry bombs… they are there to kill and soften up.
I needed 2 Guided Torpedo kills for a contract… the result (with the Templar AE):
So, its possible to kill with the Jerry-LRF (as long as there are no Guards in the game with AMS).
Makes me wonder why so many players fail… (btw.: only one kill was done with main weapons)
For every match that this is possible, you’ll probably have ten more where you get fewer kills and maybe some assists or just end up doing area suppression.
For every match that this is possible, you’ll probably have ten more where you get fewer kills and maybe some assists or just end up doing area suppression.
Thats true. Especially if there are Guards with AMS.
Thats why I prefer Empire LRF: You cant distract a desintegrator-shot.
I get my 8 average kills pretty much every battle with it.
Why not buff the Jericho LRF’S and overhaul the Empire ones completely?
Jericho LRF’s should be faster, to compensate for the low durability and to quickly change positions, to guarantee for saftey at one hand and to ensure for optimal fire support at the other hand
Empire LRF’s would become the exact opposite:
* remove the shield, add all shield hp to the hull hp
* passive hull regen
* higher than normal hull hp
* 8 guns total
They would be some sort of heavy battle frigate, center of the action and meant to deliver as much damage as possible, while their massive armour gurantees for extendend lifetime
I didn’t spend a thought on how to nerf this ship yet, but we could remove the special ability → you have an extreme durable high damage ship, which is limited to the standard main weapons / missiles and has no shield or special module …
It’s just a mad man’s thought about the LRF’s so please don’t hang me for it 
Why not buff the Jericho LRF’S and overhaul the Empire ones completely?
Jericho LRF’s should be faster, to compensate for the low durability and to quickly change positions, to guarantee for saftey at one hand and to ensure for optimal fire support at the other hand
Empire LRF’s would become the exact opposite:
* remove the shield, add all shield hp to the hull hp
* passive hull regen
* higher than normal hull hp
* 8 guns total
They would be some sort of heavy battle frigate, center of the action and meant to deliver as much damage as possible, while their massive armour gurantees for extendend lifetime
I didn’t spend a thought on how to nerf this ship yet, but we could remove the special ability → you have an extreme durable high damage ship, which is limited to the standard main weapons / missiles and has no shield or special module …
It’s just a mad man’s thought about the LRF’s so please don’t hang me for it
:what:
Why not buff the Jericho LRF’S and overhaul the Empire ones completely?
Jericho LRF’s should be faster, to compensate for the low durability and to quickly change positions, to guarantee for saftey at one hand and to ensure for optimal fire support at the other hand
Empire LRF’s would become the exact opposite:
* remove the shield, add all shield hp to the hull hp
* passive hull regen
* higher than normal hull hp
* 8 guns total
They would be some sort of heavy battle frigate, center of the action and meant to deliver as much damage as possible, while their massive armour gurantees for extendend lifetime
I didn’t spend a thought on how to nerf this ship yet, but we could remove the special ability → you have an extreme durable high damage ship, which is limited to the standard main weapons / missiles and has no shield or special module …
It’s just a mad man’s thought about the LRF’s so please don’t hang me for it
That… that’s actually good, tbh… But then those ships lose the whole “F-key” thing… I would lose to see a heavy Gunship, of sorts… as a role…
the better part, they were bottom of the efficiency list
and 8 torpedos, not a single sniper
Have you seen the patchnotes? Thanks to the change now it is priority to do dammage, doesnt matter if the target dies, let the other “Aces” run away after the kills, alll i want is to do dammage (Leikis way of playing), since in the end i get all the points and shi t…
Now we have 50%-80% of the players playing torpedoers due to their aoe dammage capability, all of them there just to anoy everyone (yes, they are able to anoy everyone if theres a 4-man good squad able to defend them).
I used to love my Empire and Jericho frigates, but lately I feel like I’m more of a burden on my team than anything else.
The role of a Long Range frigate, one would think, would be as sort of a quasi-Guard; setting up an overwatch position and denying access, keeping the enemy bottled up hiding behind cover. Instead, Long Range frigates as they are presently implemented seem to almost force the player to camp in their own spawn rather than moving anywhere tactically advantageous.
LRFs are as slow as Guard frigates but without the shields, hull or close-defense modules to make them anything other than a suicidal sitting duck in close support, but they also lack the speed or utility modules (Warp Gate) of the Engineer allowing them to actually navigate the battlefield. Often, by the time you reach an advantageous position, the battlefield has changed and your position is no longer relevant.
Their module selection is nothing to write home about either. A 20% damage boost to sniper/torpedo damage that lasts for 20 seconds, which is long enough for just 5 sniper shots and barely long enough for 2 torpedos, and a module to make you untargetable for 20 seconds as long as you don’t move which I have yet to discern the use for as you’re still a giant stationary target and, at least with the Empire frigates, have a giant glowing red spotlight indicating exactly where you are to whomever you’re firing at.
But the final nail in the coffin of LRFs is that the one thing which their supposed to excel at - long-range damage - they aren’t even particularly helpful with. Yeah, the Disintegrator sniper can deal pretty good damage (almost 7500 with a Mk III weapon equipped) but it’s basically impossible to hit an Interceptor unless they’re standing still, and even a Fighter can easily dodge your shots at 75%+ of max range. The only thing you can hit reliably are other frigates, and they have enough HP that they can usually get behind an asteroid to heal unless you manage to catch them completely out in the open. Often I find myself thinking that I could be doing more damage reliably with my lasers at medium range save for the whole suicidal sitting duck thing. As for the Jericho torpedo, it can be completely neutralized by a single Guard frigate with a missile shield.
So am I alone in thinking that the Long Range frigate kind of sits in a No Man’s Land of uselessness? In my opinion, a speed buff bringing them in line with Engineers would go a long way towards correcting that. They don’t have the “tonnage” of the Guard frigates, after all, so why should they be as slow as them? It’s not as if a little extra speed would suddenly make them overpowered, and it would at least allow them to actually adapt to changing battlefield conditions. That and/or give them access to the Warp Gate module. I understand the rationale for giving it to Engineers, but their increased speed I feel allows them to keep up well enough with the front line as it is that they don’t need warp gates to traverse the battlefield nearly as much as LRFs.
but remember, empire lrfs have distinagrator cartridges which add to their weight, and jericho lrfs need to hold torpedos which add weight too now, u might be saying " if i shoot off a few cartridges or torpedoes that would make my ship lighter right? Well i have no idea thats the only logical explination a got
but remember, empire lrfs have distinagrator cartridges which add to their weight, and jericho lrfs need to hold torpedos which add weight too now, u might be saying " if i shoot off a few cartridges or torpedoes that would make my ship lighter right? Well i have no idea thats the only logical explination a got
“Keiichi81, on 30 Apr 2013 - 10:06 PM, said:”
"Keiichi81, on 30 Apr 2013 - 10:06 PM, said:"
i wasnt directly talking to him…
i wasnt directly talking to him…
you have quoted him…
:facepalm: locked