Jericho: Instead of Guided Torpedo, it fires a *slow* volley of 5 homing missiles that fly around objects and leave a small radi-cloud. I say slow so that IR flares will only be effective for the first few missiles unless used an very long range. Max range, maneuvering speed, and damage dependent on tier.
Federation: Hip-fire Ion-cannon that deals huge damage to a target in line-of-sight. Like sniper but without scope. Essentially a Disint that can be used while fighting. Slightly slower cooldown. Max range and damage depend on tier.
Forward Thruster: Works just like Reverse Thruster but in the direction you are pointing with your crosshairs. 60s cooldown at Mk4.
IR Pulsar: works the same.
EM Scattering Field: instead of cloaking you completely, it just increases resistances to all dmg and makes you un-lockable. Time, recharge and resistances vary by Mk#. And you can still move. But using afterburners cancels effect.
Weapon Overcharge: all damage-dealing weapons/modules fired from ship do additional damage for a short time.
Tachyon Charge: makes all damage-dealing projectiles fired from ship move faster for a short time.
Has 6 turret mounts and increased energy well/regen. Also has increased radar range for using main modules.
Jericho: Instead of Guided Torpedo, it fires a *slow* volley of 5 homing missiles that fly around objects and leave a small radi-cloud. I say slow so that IR flares will only be effective for the first few missiles unless used an very long range. Max range, maneuvering speed, and damage dependent on tier.
Federation: Hip-fire Ion-cannon that deals huge damage to a target in line-of-sight. Like sniper but without scope. Essentially a Disint that can be used while fighting. Slightly slower cooldown. Max range and damage depend on tier.
Forward Thruster: Works just like Reverse Thruster but in the direction you are pointing with your crosshairs. 60s cooldown at Mk4.
IR Pulsar: works the same.
EM Scattering Field: instead of cloaking you completely, it just increases resistances to all dmg and makes you un-lockable. Time, recharge and resistances vary by Mk#. And you can still move. But using afterburners cancels effect.
Weapon Overcharge: all damage-dealing weapons/modules fired from ship do additional damage for a short time.
Tachyon Charge: makes all damage-dealing projectiles fired from ship move faster for a short time.
Has 6 turret mounts and increased energy well/regen. Also has increased radar range for using main modules.
So, make LRF more OP in the hands of experts but worthless in the hands of newbies? I like the second consequence, hate the first.
Except the RT thing, like seriously that needs to change
If it still allow me to jump 25km with LrF i don’t care. I agree the RT is kinda OP and need to be fixed. But we already told this thing everyone on the forum and it’s now the Dev’s job to do that. With 5000 RT threads it wouldn’t be become faster.
Except the RT thing, like seriously that needs to change
+92737394943939373737
Tho -RT. That module makes LRFs so much easier to use. It is the one and only “haha I survive” module for them. Like Metastable, but just going from A-B without invincibility.
The LrF deals huge DPS. Can be absolutely tanky. And now is very fast on the way, and this backwards. Go into Bubble with ECM while i’m in line of sight with a LrF. I tell you. You won’t survive anything.
I like the RT. I can deal with it. But i understand other pilots who have issues with it. And i agree.
Easier to use put’s it into the hand of nubs. Because any no skill guy can get the stuff for the RT. They craft it, install into LRF and use it. They like the module. And then the ship. But they are still useless for the team bacause they hit nothing.
Worst ships for your team while be flown by a nub:
And back on the topic of RT: Just park your xxxx behind them and unload. If they shoot you, (because 99.99999% of LRFs use coils/mines,) they’ll end up killing themselves. I’ve taken down too many LRFs like that. Even the wimpy 5 second cloak on Recons can park you behind them safely.