Long Range Frigate: Most useless class?

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:

I only use my LR Frigate IN Detonation matches. And that’s after I die on my Ceptor (god, I love dumping Minefields all over the bombs).

When I bring it out, I usually cover one of the stations and fire from there. Very rarely do I ever venture outwards from there because I often have a clear view to every station and (in some cases), I’m also in range of all of them. That is all you need to be a successful Jericho LRF pilot.

Solution for missile shield on torpedoes:

 

Make them damage the torpedo so it’s hard to see where you’re aiming and where your targets are, but still allows you to make it go BOOM.

Missiles should have hit points on them as sabre suggested and immune to missile shield, but still allows you to shoot it down manually. Though the missiles need to be about 100M/s faster for that to work

Missiles should have hit points on them as sabre suggested and immune to missile shield, but still allows you to shoot it down manually. Though the missiles need to be about 100M/s faster for that to work

Oh god, yes. This. I can’t tell you how many times I could’ve just shot down a Torpedo just by looking at it other than having to use Flares or the Missile Defence…

woohoo

 

Nfq0oxg.jpg

 

end of 1st day testing LRF. I remember seeing a sniper getting 30+ kills when I first started in T2. 6 turrets + friendly guard = hellyea

 

better LRF pilots prolly see double digit kills every game i reckon and consider me nubfrig. anyways - i’m happy with imperial snipers. gonna go try Jerry next before lurking T3… lets see how it goes.

2nd time as Jericho LRF

 

g3z6383.jpg

 

1st time was in a mixed tier game against ESB. Beacon hunt. 2 Guards shot every single torp down. 0 points scored :stuck_out_tongue:

 

can kinda guess my future in the Templar already lol

2 Guards shot every single torp down. 0 points scored :stuck_out_tongue:

When this happens it’s time to change tactics. Either change ship, the spot you’re firing at or use head-on mounted guns. You have to adapt, just shooting missiles to their doom won’t work better with every launch.

Jericho Templar

Kills - Assists

 

0-0

1-0

3-7

0-2

3-2

3-1

1-1

1-1

0-1

2-2

2-1

1-5

1-5

3-3

 

Empire Hydra

Kills-Assists

 

11-5 T2

11-1 T2

6-4 T3 mix

12-6 T2

6-1 T3 mix

1-10 T3

4-3 T2 <— Coz Kipps from Wolfpack kept hunting me down every respawn damn you!

 

Jericho Long Range Frigate is ineffective as a combat or support ship. It does nothing.

Jericho Long Range Frigate is ineffective as a combat or support ship. It does nothing.

You must have those reversed, I’m always getting high kills and low assists on Jericho snipers.

Screenies? coz i cannot make the Templar work. Lo kills - Lo assists.

 

and my Templar numbers dont show the fact that most of those kills were self-defense using rapids and mines.

 

As for Empire LRF, I pretend I was playing third person shooters, quickscoping things left and right :stuck_out_tongue:

 

or even better: post up a short how-to on Jericho LRFs

I might do better than that, I think I recorded a few vids with the Templar, lesse if I still have those…

Wow. I just found out that on Jericho LRFs, you can’t even use BOTH the increased speed and the damage. Only one or the other.

 

Way to gimp LRFs even more. 

Does the increased speed for Jericho LRFs also give you additional range?

 

BTW… had a conversation with a friend today about Jericho LRFs. Since the torpedoes ARE missiles (they can be shot down by the missile shield system), what if they also benefited from implants and other missile-related stuff? :stuck_out_tongue:

Does the increased speed for Jericho LRFs also give you additional range?

 

BTW… had a conversation with a friend today about Jericho LRFs. Since the torpedoes ARE missiles (they can be shot down by the missile shield system), what if they also benefited from implants and other missile-related stuff? :stuck_out_tongue:

 

Firstly, the implant does not work for that.

Secondly, as far as I know, they do not receive benefits from missile type bonuses.

 

HOWEVER, one handy dandy tip is to fire a missile (usually a medium or cruise) at a guard to eat up it’s defenses and IMMEDIATELY (I mean fire it IMMEDIATELY after you fire your first missile) fire your torpedo. Preferably with a power boost enabled. It will eat up about half the guard’s armor and shields and your team can do the rest. Or do it yourself with long-range weaponry.

 

Okay, so I take it back. Jericho’s rock but you REALLY have to know how to use them. Avoid guards and attempt to veer away from them at all times. If there is a guard where you need to put your torps, try and take him out with your stab rails/lasers/hail cannons OR mark him for your team. It’s surprising how soon your team will turn to engage a target that lit up with a giant red circle. Plus, considering they’re so slow, most games require mobile units so they’re not that difficult to dodge.

 

I just went 22 and 0 with 10 assists in detonation earlier and after that went around 8 and 1 with 3 assists. 

 

The trick is knowing when to use speed and power. Speed boosts are good for taking out lightly defended but quicker targets, such as interceptors and the like. They’re also good for needing a torpedo to get somewhere FAST. Use power for the heavier but slower targets, usually engineers. One torpedo will easily eat an engineer’s drones along with almost all his shield and some armor depending on the make and model. 

 

The radar block is really really good too. It will NOT come off if you fire torps, missiles, your guns, anything really. They only kick off if you engage your engines. If you are moving but not engaging engines (DO NOT TOUCH W A S D), it stays on and you can even drift a while. It’s basically the spaceship equivalent of a ghillie suit. However as soon as you realize they’ve made you, bugger off to a new location. 

You have to use these things like you would a proper sniper. Set up, take your shot, pack up, go home.

 

Died twice, killed a whole bunch including a Swift Mk3 that came after me a second time. I usually sit on the Beacons, protecting them, but couldn’t fly fast enough to properly camp one as effectively as I usually do…

 

The rest is on the description. I’ll try to get another one soon-ish. Synergy is at… 5/7, iirc, so still levelling it. Also, vid was recorded in 1080p, jewtube’s still processing it, but it’s viewable.

 

Fit:
http://steamcommunity.com/sharedfiles/filedetails/?id=156774889

 

Premium Minefields are about the only thing worth buying when your ship only has 1-2 Large Missile slots. They’re VERY worth the expenditure.

Inspired. gonna try jericho again.

This is the LRF I’m aiming for:

Ira Deus

Actives: EM Scattering Field, IR Pulsar, Tachyon Charge, Multiphase Shield Adapter

Passives: Horizon Module, EM Diffusor, Auxiliary Shield Projector

Weapon: Heavy Laser/Long Range Laser

Wpn Mods: Flat Reflector, Curved Reflector

Capacitor Mod: Capacitor Power Relay

Shield Mod: Adaptive Shield/Shield Projection Splitter

Hull Mod: (I’m not sure here. I was thinking Regenerative Coating, but that seems too UP. 26 pts per second? Should really be double that)

CPU Mod: Infrared Scanner/Overclocked CPU

She’s meant to be more front line, hence the durability mods.

Inspired. gonna try jericho again.

My advice is to not move your xxxx until the EM Field is under 10 seconds. Take cover, use it. Also, the Tachyon Charge is EXTREMELY useful on the Jericho Snipers due to the huge recharge time on the Torpedo. I get frustrated about it, sometimes and that’s what killed me once on that vid.

I’m definitely aware that Jericho torps don’t benefit from implants and stuff (duh), but I’m just asking if Jericho LRFs would perform better if they did.