Long Range Frigate: Most useless class?

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.

They should, really, considering they _are _missiles, right?

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.

They would perform a LOT better. However, I don’t want to see the missile extra range implant at use, here, otherwise you’d be shooting at 15km+ or have an insane turn rate. I don’t mind seeing the cooldown reduced (to maybe 8/10 secs), but I definitely don’t want to see those implants at work on these things.

They would perform a LOT better. However, I don’t want to see the missile extra range implant at use, here, otherwise you’d be shooting at 15km+ or have an insane turn rate. I don’t mind seeing the cooldown reduced (to maybe 8/10 secs), but I definitely don’t want to see those implants at work on these things.

 

Given the travel time for the gorps, the additional range really doesn’t help much.  Their effective DPS craters even more when they spend 30s trying to fly to their target.  

Given the travel time for the gorps, the additional range really doesn’t help much.  Their effective DPS craters even more when they spend 30s trying to fly to their target.  

 

Tachyon charge to the rescue?

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.

I feel with you, and i came up with a suggestion to help with mobility: [http://forum.star-conflict.com/index.php?/topic/20019-module-for-lr-power-redirector/](< base_url >/index.php?/topic/20019-module-for-lr-power-redirector/)

 

I use my mainweapons alot (jericho) and my F for “utility”.

 

Actives: EM Scattering Field (this is what makes you survive, most players ignores me when this is on), Multiphase Shield Adapter, Shield booster and last slot is always changing, Tachyon Charge atm.

Passives: Flat Reflector, Curved Reflector, Emergency shield. Rest is damage wherever possible to fit, and if its imposible, durability (armor-plated hull).

 

I get within 3-6km away from the objective and start shooting with my long range lasers. Use my F key for AoE/reaching where my main weapons can not/extra damage when main weapon is cooling down. Get ignored by the enemy team and rack up kills.

 

I feel usefull, but not as usefull as in my fighters. I belive LR needs a buff (not boosting F key damage) since i preform worse in them, and i pretty much never see someone who preform better than me with a LR (consider myself above the avrage player, but nothing special).

I belive LR needs a buff (not boosting F key damage) since i preform worse in them, and i pretty much never see someone who preform better than me with a LR (consider myself above the avrage player, but nothing special).

 

Considering how LRF modules are faction-dependent, that might be a much easier way of balancing LRFs. 

I want a module for the long range class that boost main weapon range/damage/projectile speed but restricts your movement in some way.

(I also want to change the EM scatter field into a toggle that prevent you from moving with a CD at maybe 20 sec in addition to how it currently works)

What purpose are the LRF supposed to serve?  The obvious answer is sniper/artillery, given their F function, but the fact that they are the only frigate to retain 6 main guns suggests a second roll: gunship/fire support.  But at present, they seem to be sub-standard at either role.

 

I think one problem with the ships that affects both roles is speed.  They shouldn’t be zipping around the battlefield, let alone outrunning fighters, but they need to be fast enough to get where they will be most usefull, and to reposition themselves as the battle unfolds.  So I would suggest giving them a slight speed buff.  Not much, but just enough to bring them level with engineers.

 

Improved agility or toughness may help with the gunship role, but I’m not sure this would need a specific change.  They shouldn’t be dogfighting or tanking, and the necessary improvements can probably be achieved just by using existing restoration/resistance mods rather than F-mode mods.

 

What does need improving though, IMO, is their stealth.  The EM scattering field is fine when you are stationry, but you lose it as soon as you move, and then have to wait ages before you can use it again, which is a problem if you need to adjust your position.  I would suggest one of two changes: either give it a much shorter cooldown (e.g. 3-5 seconds) so you can move and hinde, move and hide (but not move about invisibly like a Covert Ops or Tackler).  Or change it to a “continuous effect/energy drain” mode that makes you invisible when stationary and hard to see (but not completely invisible) when moving.  Additionally (whichever version is used) it should also reduce (but not eliminate) the disintegrator flash.

 

A third change that could make things more interesting would be to have various mods that change how the F-weapon functions.  E.g.:

Disintegrator mods:

* Rapid fire: twice the rate of fire but half the damage.

* Artillery: slower projectile (and longer reload), but does more damage and does splash damage as well.  (Not as much as a torp though).

* Target designator: very fast/instant hit: does little/no damage, but puts a de-buff on the target: (prevents stealth, makes the target ship glow, and reduces resistances and/or makes missiles home in on it better).

 

Torpedo mods:

* Shielded torpedo: harder to stop with Guard modules, but does less damage.

* Cluster munition: instead of one big explosion, it lays down several proximity mines, or a minefield.

* EMC torpedo: instead of damage, it debuffs enemies in the blast radius (e.g. disables weapons & mods / supresses engines / etc).

LRF aren’t really underpowered for the Gunship roles, they do have enough hp to survive many Ceptor pilots and even the occasional non-Gunship Fighter. At least I manage to on a Templar.

 

I do like the idea of F-skill mods for all ships, not just LRFs.

I think we need a epic suggestion topic of F-skills having multiple functions!

Don’t really know where else to put this… but this is a prime example of why Long Range frigates suck.

 

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Five players who sat and did sod-all whilst the opposing team had near total map control. This is the real problem with Long Range.

My first post here,  I join the global chat a lot, so some may know me already, the flying sponge.

 

I’m not entirely sure if this is right, but it seems the developer have the idea of Interceptor being deadly in close range, while LRF, obviously, is deadly in long range. As a result, Interceptor is blessed with super speed and damage burst to close in, and kill; while LRF is blessed with super long range Special modules. So here are my points:

 

  1. While Interceptor active modules work fine for their roles, LRF modules are a lot more inferior, both in term of supporting damage or survivability. And in T3, it’s almost impossible for LRF to kill anyone, you either can’t take them down before they hide (there was a match when an Engy let me shoot him for the whole match,I couldn’t even take down his shield), or can’t hit them. LRF should be known for their highest damage output, that’s how they are supposed to be.

 

  1. Interceptor can do 12k~20k damage burst in a few seconds, while LRF can only do a few thousand damage every 5~10 second without any guarantee, so much more inferior, and we don’t even know what the idea of developer for LRF is: high damage burst or high DPS?. And the damage part certainly needs a buff, in either way. And I think with the current situation, even if an Interceptor or a Fighter got killed  by LRF in 1 hit or 2, they deserve that, LRF barely hit them anyway.

 

  1. The point of having 6 guns is unclear, even with 6 guns, LRF barely win against any one in a close fight with that kind of Hull and shield. I’d rather have 4 guns in exchange for deadly damage at long range, then having 2 bonus guns to struggle in a close range fight. 

 

  1. Changes suggestion: 

-For Empire: there are many ways, buff the damage of the special modules, or add an AoE effect, or a mode change that allow them to shoot fast-moving target (with unpredictable maneuverability) for lower damage, or a DPS mode that works like Assault  lasers. and a zoom feature would be good too. 

 

-For Jerico: the torpedo got shot down by a missile-counter module, it should have the effect of missile-related implants, with a few changes here and there. And allow them to let the torpedo auto-guide when they feel that it doesn’t need their control anymore, to get back to control the ship. And either reduce the cooldown a little, or increase the explosion radius.

 

 

And in general, the point of  roles in a game is the new trend, but it also causes reverse-effect if you stick to it too much. Like in LOL, the idea of roles is too heavy that you either pick a champion for the role, and play in a pre-determined way with certain items, or you will be given a troll tittle.

The frigate pilots wanting to get rid of the long range frigate is like the proverbial turkeys voting for Christmas.

Really? I feel like the long range frigate is in need of a buff an a fix.

I feel Jericho LRF’s need a range buff to 13k or 14k, but other than that they don’t seem bad in the current meta.  When you have too many of anything you’re at a disadvantage, LRF’s are no different than any other class.

The frigate pilots wanting to get rid of the long range frigate is like the proverbial turkeys voting for Christmas.

Really? I feel like the long range frigate is in need of a buff an a fix.

Touchscreen issues sorry

IMO many people don’t know how to play LRFs. I’ve seen some really good LRF pilots who can snipe down inty bomb carriers while standing guard at a friendly beacon. These pilots are definitely welcome in a detonation match.

IMO many people don’t know how to play LRFs. I’ve seen some really good LRF pilots who can snipe down inty bomb carriers while standing guard at a friendly beacon. These pilots are definitely welcome in a detonation match.

The problem is everyone thinks of themselves as the next top-notch sniper, and 90% of the LRF users SUCK, and they are a minus for the team.

The problem is everyone thinks of themselves as the next top-notch sniper, and 90% of the LRF users SUCK, and they are a minus for the team.

 

90% of the LRF users SUCK ,

 

Ouch that is harsh  

 

Like Jacxis said… I guess the other 10% know quite well how to take out the opposing bomb carriers … Also some know how work multiple beacons  or in beacon hunt work the active beacon to the advantage of the team.

 

When you have a effective torpedo ship working … you will notice the strategy change as opposing team will not be rushing to the next beacon as fast.         

90% of the LRF users SUCK ,

 

Ouch that is harsh  

 

Like Jacxis said… I guess the other 10% know quite well how to take out the opposing bomb carriers … Also some know how work multiple beacons  or in beacon hunt work the active beacon to the advantage of the team.

 

When you have a effective torpedo ship working … you will notice the strategy change as opposing team will not be rushing to the next beacon as fast.         

First of all, I’m sorry if I offended you, that wasn’t my intention. I don’t know you nor how you play, so please excuse me.

Back in topic, the only “good” LRF pilots that I’ve seen are playing in the upper tiers, and they don’t stay in the spawnpoint shooting asteroids or spamming torpedos like there’s no tomorrow.