Long Range to Destroyer POLL

The idea is to change the ships from “snipers” to some kind of artillery. Keeping the low survivability (not as low as it is now) with normal to almost high area damage.

 

For the desintegrator, some projectile that explodes dealing most of the damage and liberating more explosives that deal minor damage but in an larger area.

 

 

For the guided missile, could still be big missile that when near the target split in several small missiles that track enemies in the range.

 

 

Fell free to optimize or change the ideas. 

The first step is removing the missile shield defense against Jericho LRF’s.  Second, is making Jericho LRF’s able to hear what’s going on instead of having a missile taken out and then find out half their shields are gone.  Once those two things are done, at least the Jericho’s will be in battle more and comparable to the Empire’s.  I don’t think the “survivability” is an issue since you’re normally being attacked by a much more maneuverable ship who will kill you unless your teammates save you.  That’s a separate issue.  Right now Empire’s superior because of these two flaws.  Adding combat drones or an automatic pulsar would help a lot.  Then you might possibly stand a chance.  The effectiveness of a LRF depends on the incompetence of the opposing team.

[http://forum.star-conflict.com/index.php?/topic/20735-petition-to-remove-long-range-frigate-entirely-and-replace-it-with-something-useful/](< base_url >/index.php?/topic/20735-petition-to-remove-long-range-frigate-entirely-and-replace-it-with-something-useful/)

The first step is removing the missile shield defense against Jericho LRF’s.  Second, is making Jericho LRF’s able to hear what’s going on instead of having a missile taken out and then find out half their shields are gone.  Once those two things are done, at least the Jericho’s will be in battle more and comparable to the Empire’s.  I don’t think the “survivability” is an issue since you’re normally being attacked by a much more maneuverable ship who will kill you unless your teammates save you.  That’s a separate issue.  Right now Empire’s superior because of these two flaws.  Adding combat drones or an automatic pulsar would help a lot.  Then you might possibly stand a chance.  The effectiveness of a LRF depends on the incompetence of the opposing team.

Totally agree with this, preferring automatic pulsar (or activable while you are guiding the torpedo) as combat drones last nothing, need a big chunk of energy and take too much time to respawn.

 

Regards.

 

Mesh.

I personally love playing a sniper or long range suppression role.

it’s my favorite.

 

and in games like eve and other star combat games i’ve always found myself in that role as well - however

 

the current games mechanics don’t permit LRF’s to be a big benefit to their team - forcing me to forgoe using them-, given how little damage they put out in the medium to low skilled hands, and how easy they are to take out, ontop of their lack of speed prevents them from securing beacons.

 

even a limit of 16.6% of team size cap on LRFS would go a long way to helping the situation (aka, 12 player team, 2 LRFS max, 6 player, 1 max)

 

and adding some kind of alertnate low skill damage output that relys on other players spotting similar to WOT would help entry LRF players crutch their way to higher skill levels.

 

im talking like a long range instant hit laser that does some 2000-3000 damage, large aoes also are a good idea.

I personally love playing a sniper or long range suppression role.

it’s my favorite.

 

and in games like eve and other star combat games i’ve always found myself in that role as well - however

 

the current games mechanics don’t permit LRF’s to be a big benefit to their team - forcing me to forgoe using them-, given how little damage they put out in the medium to low skilled hands, and how easy they are to take out, ontop of their lack of speed prevents them from securing beacons.

 

even a limit of 16.6% of team size cap on LRFS would go a long way to helping the situation (aka, 12 player team, 2 LRFS max, 6 player, 1 max)

 

and adding some kind of alertnate low skill damage output that relys on other players spotting similar to WOT would help entry LRF players crutch their way to higher skill levels.

 

im talking like a long range instant hit laser that does some 2000-3000 damage, large aoes also are a good idea.

Now as recent as over the weekend in T2 I counted at least 5 Snipers on one side… in a couple of domination games. Alot of times I see at least 2 to start. Once in awhile they actually seem to be coordinated… as they covered each other as well other ships. Of course it tied up a bunch of ships… but that is a whole nother issue.