Just a small tweak suggestion, but I think it would be great if the Long Range Frigates’ special sniper abilities received a large damage boost (150%) but the recharge time for using said special abilities was increased (75%-100%).
Snipers just don’t feel powerful enough or scary enough at the moment, but their special abilities seem to recycle a little too quickly. I wouldn’t mind it if LR frigates were able to one-shot kill any enemy ship so long as their recharge time were increased to 60 seconds or so.
I also wouldn’t mind if the EM scattering field stayed active during movement, so snipers could relocate when ambushed.
I find jery long range usefull and good but the empire disentegratore need more danage. I try it in t2 and can stay the danage i use purple weapon to up it.
But in t3 with fast int and infinite regeneration can’t be real usefull.
Dam the name Disentegrator must be a weapon very powerfull for a light carrier.
I think that the Jericho LR suffers from being too easy to shut down. The moment a Guard Frigate moves anywhere near they are rendered absolutely useless. I’m all for the idea of one class being a counter to another, but to cripple another class to the point of not being worth bringing? That isn’t right.
I think a better idea for the Guard Frigate would be to reduce the range of the Guided Torpedo every time it is hit by a missile defence beam. Say… by 1km. That way you can lock down extreme-range missiles, but short range (and thus more dangerous) launches can still power through and deal damage.
I think a better idea for the Guard Frigate would be to reduce the range of the Guided Torpedo every time it is hit by a missile defence beam. Say… by 1km. That way you can lock down extreme-range missiles, but short range (and thus more dangerous) launches can still power through and deal damage.
I think that the Jericho LR suffers from being too easy to shut down. The moment a Guard Frigate moves anywhere near they are rendered absolutely useless. I’m all for the idea of one class being a counter to another, but to cripple another class to the point of not being worth bringing? That isn’t right.
I think a better idea for the Guard Frigate would be to reduce the range of the Guided Torpedo every time it is hit by a missile defence beam. Say… by 1km. That way you can lock down extreme-range missiles, but short range (and thus more dangerous) launches can still power through and deal damage.
Occasionally, if I’m close enough to the guard frigate, with line of sight to it, I’ll launch a normal missile to take down the missile shield, then follow up quickly with a guided torpedo. Otherwise, I’ll ping it and hope my allies kill the guard frigate.
convert these long range ships to missile boats just remove thous sniper and jericho missile and make them usefull! =) in the game there is no missile weapons that you can just fire allday long becouse you just run out of ammo just firing 2-3 cruise missiles or standard missiles :/
I fought in T2 and snipers abosuletly raped my ships, 40-60% shieds gone in 1 shot. The jericho torpedo needs a slight buff(Like needing 2 missile shields to stop it instead of only 1) and then they are good.
I fought in T2 and snipers abosuletly raped my ships, 40-60% shieds gone in 1 shot. The jericho torpedo needs a slight buff(Like needing 2 missile shields to stop it instead of only 1) and then they are good.
In T3, interceptors can pop EB in one shot. Luckily it requires a bit of a fail on your part to get hit, though jericho sniper can basically deny beacons and EMP bomb planting exceptionally effectively.
It’s a bit too bipolar though. It’s either utterly awesome, or completely gimp. Just like how people figured out just how OP having a single jericho sniper frigate in the tournament to quickly clear drones from beacons, cause false gank alarms, scout without risk of losing ships and generally contain enemy lighter ships within AMS range of guard frigates. Awesome in some situations, but very useless in the rest.