Long Range Frigate: Most useless class?

i just picked up a priest bartle as part of a pack.  I figured I’d take it out for a spin.  What a TOTAL DISASTER.  *1* guided torpedo hit its target… *1*.  Just *1*.  The other 9 got shot down.  By more than just guard frigs too (unless they have a much greater range than it says)

 

I’ve never been more useless in a match than I was in a LRF firing torpedos.  Really guys, this needs to be fixed.

I agree. It`s also disheartening to see more than one LRT in your team, cause the ods are tipping in favor of the enemy. For some time I tried to play it myself. You described the feeling pretty well - never been more useless in a match.

 

On the other hand, the concept is brilliant. It just needs a little buff. Ok, maybe not a little but much much more. Still, I love the idea.

<talking about T2>

 

Actually, LRF are mostly fine IMO, atleast the empire ones. They do a ton of damage, can tank a bit of damage and are a real pain in the xxxx if the user is any good with it. A single shot will half your engi’s shield.

 

Now, the jericho is a whole other story, their tank is -mostly- fine, but their torpedo isn’t, it needs a buff to resist Guard Missile Fields, without becoming OP, so maybe a buff so that you will need *atleast* 2 guard missile shields to take the torpedo down. so that you can still block it, but not make em useless.

 

Don’t forget, hiding behind an asteroid won’t save you from a torpedo while it does save you from the Empire’s integrator.

Speaking as a kinda new player, i’ve been very productive using the Empire long range frigates, downing even up to 15 ships in a game. Still, i’ve never touched any jericho frigate so i’m not sure about them.

Although i agree that LRF needs a serious speed buff, because i feel very discourauged to relocate or  to find strategical positions around the map.

Except you people seem to have forgotten one basic thing…

 

YOU STILL HAVE 6 EFFING GUNS! That alone gives you more dps than any other Frigate in the game. Use them as a Gunship.

 

Hey, Junior, they’re smaller than you! You still have a foot, don’t you!

I was thinking about this, and it seems to me the best solution to fixing the Jericho LRF is to make guard’s missile shield act similarly to flares, where they disrupt the missile for a few seconds, but don’t kill it completely.  This would allow Jericho LRFs to still be useful.

I was thinking about this, and it seems to me the best solution to fixing the Jericho LRF is to make guard’s missile shield act similarly to flares, where they disrupt the missile for a few seconds, but don’t kill it completely.  This would allow Jericho LRFs to still be useful.

this would be viable, but only against jeri torpedoes (did i just nerf my guard?)

I was thinking about this, and it seems to me the best solution to fixing the Jericho LRF is to make guard’s missile shield act similarly to flares, where they disrupt the missile for a few seconds, but don’t kill it completely.  This would allow Jericho LRFs to still be useful.

 

It still wouldn’t fix the extremely low DPS on the torpedoes vs. the sniper.  Right now a engineer can out heal the torpedo at mid to long range.  

this would be viable, but only against jeri torpedoes (did i just nerf my guard?)

 

That’s kind of the point.  Currently, the Jericho LRFs are pretty much useless, because one guard with a green/blue/purple missile shield can effectively shut down two Jericho LRFs without any effort at all.  I agree that there’s probably a damage balance needed, but currently the biggest issue is that the Empire LRF is unblockable [other than by using cover], while the Jericho LRF can be easily stopped by a ship that is in nearly every game [and usually more than one per game, too].

I was thinking about this, and it seems to me the best solution to fixing the Jericho LRF is to make guard’s missile shield act similarly to flares, where they disrupt the missile for a few seconds, but don’t kill it completely.  This would allow Jericho LRFs to still be useful.

I’ve never had problems with Guards shooting down my Torpedoes. Then again, I don’t SHOOT it directly at them.

I’ve never had problems with Guards shooting down my Torpedoes. Then again, I don’t SHOOT it directly at them.

 

My guard shoots down any missile within 2900m, and has a cooldown of 8.5 seconds.  Seeing as I’m usually near objectives [beacons, captains, etc.], which is where most missiles are fired, it knocks down a lot.  I long ago got the achievement for 1k missiles shot down.  In most matches that I’d play guard the whole time, I’d typically shoot down 20-30 missiles.  It’s absolutely useful, but perhaps a bit OP, IMO.

My guard shoots down any missile within 2900m, and has a cooldown of 8.5 seconds.  Seeing as I’m usually near objectives [beacons, captains, etc.], which is where most missiles are fired, it knocks down a lot.  I long ago got the achievement for 1k missiles shot down.  In most matches that I’d play guard the whole time, I’d typically shoot down 20-30 missiles.  It’s absolutely useful, but perhaps a bit OP, IMO.

Yeah, that it is. The earlier suggestion to make it act like Flares would be nice, but it’d defeat the purpose of it being a Missile Defense to just being automated Flares for torpedoes. It works, but I wonder if there’s a better solution for it… Maybe just reduce its damage?

Yeah, that it is. The earlier suggestion to make it act like Flares would be nice, but it’d defeat the purpose of it being a Missile Defense to just being automated Flares for torpedoes. It works, but I wonder if there’s a better solution for it… Maybe just reduce its damage?

 

My thought here was that the missile shield would still destroy small automated missiles, but the much-larger, player-guided torpedoes would have better defenses against instantly being shot down like that, so the missile shield would act as a deterrence or interference, but not a completely block.

who the heck has a guard in NASA. that alone should point out a problem with a specific ship class if not a single member, new or veteran, use it. 

This thread has caused me to play T2 long range frigate. OMFGITSAWESOME. I sat at spawn, make 8 or more kills a game. Once in awhile I have to fend off bloodthirsty pro interceptor pilots but so far it’s been you go down with me Son!

 

And I LOVE the beep beep beep Empire frigs make. Like i’m this badass rogue russian submarine commander looking down the scope going FOR THE MOTHERLAND! whilst launching nuke warheads or w/e.

 

But the HP … ogawd, my command fighter has more ??

 

Would be awesome if the F weapon uses the same main weapon mods. Tons more useful than some of the active mods they get.

Cycling damage types for the LR modules would be awesome.

Sooo, played sniper for the first time last night to see wtf is wrong with them (namely jeri templar t2). Indeed they are totally useless as damage dealers. Torp explosion radius vs it’s maneuvering speed is underpowered. Also, the missile shield makes it even more underpowered. They have quite a decent damage ratio with the normal guns tho (the 35% bonus projectile speed is awesome), tried em with stab rails and it just fries enemies. Didn’t die a single time so far (except in a recon match where we lost), knowing what to fit and how to react can make it live in 1v1 unless the enemy is mad skills. Even so i scored some of the lowest points since i play SCon. Played even in a combat recon match (not as capt), lost the match but i was the last to go down (add that i was in the middle of the field) and came on 2nd place. They are good in the right hands and can perform well with normal guns, but their special power is way underpowered. I think the previous lower damage and larger effect radius was a better option than it is now.

also noticed, hard to score assist points for the empire LRFs atleast.

This thread has caused me to play T2 long range frigate. OMFGITSAWESOME. I sat at spawn, make 8 or more kills a game. Once in awhile I have to fend off bloodthirsty pro interceptor pilots but so far it’s been you go down with me Son!

 

And I LOVE the beep beep beep Empire frigs make. Like i’m this badass rogue russian submarine commander looking down the scope going FOR THE MOTHERLAND! whilst launching nuke warheads or w/e.

 

But the HP … ogawd, my command fighter has more ??

 

Would be awesome if the F weapon uses the same main weapon mods. Tons more useful than some of the active mods they get.

Silly Imperial Frigates, thinking they’re superior… And the HP is exactly the way it should be, low enough to make up for its role (Disintegrator or Torpedo storage) and high enough not to get murdered in one second.

 

Imperial Snipers are a-ok. Jericho Snipers get pushed aside because of the Guard’s effectiveness at nuking those Torpedoes down to nothing. That’s their only setback and if that’s somehow looked sideways, Jericho Snipers will become far more used due to the AoE.

Played a couple more matches with jeri LRF… holy crap if there are no missile shield guards these things are almost op lol (am i the only one?)… 1st match deto, near middle of the field, got killing spree, didn’t die at all even if i was attacked by the usual surprise punishment interceptor strike. Next match was combat recon, again no deaths, not so many kills as before, but i was literally in the front lines mopping the dust in space with the enemies (LOTS of assist counts). Again was attacked several times to no avail, even primed… I’m starting to like this thing :slight_smile:

 

A little advice to people who want to fly LRFs: fly something else before you get these, learn to maneuver and fight at close range combat. Preferably guards are the best exercise here since you get some hp to survive the combat until you get the ropes of frigate brawling. Trust me, it will help a lot. Guards still count among my main ships and they are good to train even for inty close combat - the jump from almost no mobility to near-insta spins will make you more confortable about spinning around without the fear that running into something will necesarily end bad. Advice goes for both types of LRFs.

 

Even so, i still aprove of the fact that the missile shield must act different against LRF torpedoes. On top of that, give them fed frigate agility and speed, to both empire and jeri snipers.

I haven’t played empire yet but i’ll probably put one to the test. Will hurt my wallet a bit :frowning: