LRF re-assignment

I don’t care about the opinion of other about the LrF, they are not valid.

LRF is this since years. (Except the introducion of the RT) Jericho was and is still weak.

I understand this with the RT but not more.

@ All who have problems with the LRF.

DEAL WITH IT!

What people think.

Rakza - Buff guards

Tillowaty - Buff gunships

Me - Buff Long Ranges

Koromac - Buff Engineers

Crystaljack - Buff Crystaljack

Efefay - Debuff Omega (BUFF ANY SHIP I AM CURRENTLY USING)

You know

Each one has his favourite ship.

With the right Long Range setup you have a heavy gunship, there is no complete ship class change needed.

I’m not afraid of you. I just know how to deal with you. Hide then hide again. Then self destruct. Then spawn. Then dance. Then fight you. Fight me bro.

Yeah, that was because I suggested it somewhere in the middle of another suggestion thread. I couldn’t find the original either.

Then I changed tactic to this: [http://forum.star-conflict.com/index.php?/topic/24023-lrf-role-change-and-frigate-tweaks/](< base_url >/index.php?/topic/24023-lrf-role-change-and-frigate-tweaks/)

Not surprisingly, it wasn’t that popular either.

Yeah. The idea sucked. It essentially turned LRF in to a gunship with no modules.

Buff for the guided torpedo:

Push F.

Search a target with the torpedo.

Lock on a target.

Push F again.

Target blow up.

Actually that sounds like a more realistic Anomaly Generator. I love it. And instead of *insta-kill* it could do 80% of target’s max health so that if they’re damaged a bit they die, and it isn’t too OP against inties. +29474893923628

*edit*

And I assume you mean press F to open radar-ish screen to search for targets>select target>F again to boom, right?

Buff for the guided torpedo:

Push F.

Search a target with the torpedo.

Lock on a target.

Push F again.

Target blow up.

 

Mental image:

Launch hugeass torpedo.

Torpedo’s on-board computer selects target.

Hit F again.

Torp discards outer shell to reveal superfast unguided armour-piercing projectile.

Projectile decimates target. 

Mental image:

Launch hugeass torpedo.

Torpedo’s on-board computer selects target.

Hit F again.

Torp discards outer shell to reveal superfast unguided armour-piercing projectile.

Projectile decimates target. 

Dealing more damage the further it was detonated from target, until a certain point.

Fight me bro.

ok

Mental image:

Launch hugeass torpedo.

Torpedo’s on-board computer selects target.

Hit F again.

Torp discards outer shell to reveal superfast unguided armour-piercing projectile.

Projectile decimates target.

Meh. If LRF is going to stay campish, then this would be fine. But camping on one spot not doing anything is what people don’t want.

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.

Tachyon Charge: makes all damage-dealing projectiles fired from ship move faster for a short time.

 

 

well, forward thruster could be renamed blink, tachyon charge overcharge, and a slight redesign of the beam cannon and voila: you got a void ray!

as its my favourite star battle ship, i would be up for it.

 

i know you wanted to present something new, which is lovely, however, this is even more overpowered - imagine the outcry if forward thrusters, aka blink, get implented.

besides a really bad naming for that module, since i think they don’t mean thrust in the sense of drives, but rather in the sense of the action of throwing probably, since it’s clearly a displacement, not a movement module.

well, forward thruster could be renamed blink, tachyon charge overcharge, and a slight redesign of the beam cannon and voila: you got a void ray!

as its my favourite star battle ship, i would be up for it.

i know you wanted to present something new, which is lovely, however, this is even more overpowered - imagine the outcry if forward thrusters, aka blink, get implented.

besides a really bad naming for that module, since i think they don’t mean thrust in the sense of drives, but rather in the sense of the action of throwing probably, since it’s clearly a displacement, not a movement module.

I too like LRF as-is and it is my favourite, but everyone has been begging for something new in terms of the LRF, so I just spit out some ideas. I like the blink drive idea and the void cannon. Both are cool names.

I was just throwing out an idea that would still be acceptable for pilots like me, and somewhat satisfy the rage in everyone else. And, they don’t realize it, but even they were shouting “LRF is too weak! Buff it!” Just before RT and a billion nerfs to LRFs. Now, it is “LRFs are too powerful! Turn them in to defenseless pudding!!!”

And, they don’t realize it, but even they were shouting “LRF is too weak! Buff it!”

Webcomic_xkcd_-_Wikipedian_protester.png

 

Seriously, though, I know for a fact that a lot of people thought LRF was fine as-is, but a bit too attractive for newbies. Myself, for one. LRF didn’t really need a buff, especially if used by someone actually good at it.

 

Seriously, though, I know for a fact that a lot of people thought LRF was fine as-is, but a bit too attractive for newbies. Myself, for one. LRF didn’t really need a buff, especially if used by someone actually good at it.

 

The way you guys talk…it’s like the LRF has been slightly buffed by the RT, a small off-hand buff. 

When it’s actually breaking Tier 5. It wasn’t enough that >2 squads are impossible to find, player pop is low in T5. Now you wait for 5 minutes and get a game with 3 people, out of those 2 guys have Maulers with RT.  Most of their mothers also have Maulers with RT. 

The way you guys talk…it’s like the LRF has been slightly buffed by the RT, a small off-hand buff. 

When it’s actually breaking Tier 5. It wasn’t enough that >2 squads are impossible to find, player pop is low in T5. Now you wait for 5 minutes and get a game with 3 people, out of those 2 guys have Maulers with RT.  Most of their mothers also have Maulers with RT. 

I’m well aware that it’s game breaking. Just stating that before it was added, LRF was actually rather balanced, and perhaps even a bit OP. Add an invicibility module to that and it’s entirely broken.

Better idea, make a penalty for all LRF to MOVE AWAY FROM SPAWN. Mabye they can be an asset to the team if they actually position themselves. 

 

This should go for all ships. If within 1000 M of the spawn location, your shield drains at 500 pts every 4 seconds. 

 

Of course this should be in general suggestions. buts okay here I guess. 

Better idea, make a penalty for all LRF to MOVE AWAY FROM SPAWN. Mabye they can be an asset to the team if they actually position themselves.

This should go for all ships. If within 1000 M of the spawn location, your shield drains at 500 pts every 4 seconds.

Of course this should be in general suggestions. buts okay here I guess.

How to force JP to play LRF.

1 Kill he receives one sweet roll.

1 captured beacon he receives 3 sweet rolls.

1 planted bomb he receives 5 sweet rolls.

1 killed captain he receives 10 sweet rolls.

For killing 1 NASA guy he receives 100 sweet rolls.

And i mean of course sweet rolls, real yummy sweet rolls. Those rolls which are sweet, SWEET ROLLS, dude!

How to force JP to play LRF.

1 Kill he receives one sweet roll.

1 captured beacon he receives 3 sweet rolls.

1 planted bomb he receives 5 sweet rolls.

1 killed captain he receives 10 sweet rolls.

For killing 1 NASA guy he receives 100 sweet rolls.

And i mean of course sweet rolls, real yummy sweet rolls. Those rolls which are sweet, SWEET ROLLS, dude!

 

Omg…

 

47d9c92134daba9635fd92e639edbbac.jpeg

 

But in all seriousness. Spawn sniping is NEVER a good idea. 

Sniping in the own spawn -> Bad idea.

Sniping in the enemy spawn -> Good idea.

(If you camp them down successful.)

I camped today 3km above their spawn, and had to kill 16 guys in their spawn until they saw that i’m there.

4 guys were coming for me.

RT.

Then i had 20 kills.

Sniping in the own spawn -> Bad idea.

Sniping in the enemy spawn -> Good idea.

(If you camp them down successful.)

I camped today 3km above their spawn, and had to kill 16 guys in their spawn until they saw that i’m there.

4 guys were coming for me.

RT.

Then i had 20 kills.

 

But…but Omega, your a pilot that actuall has skills and uses your head during battle racking up kills and assisting the team, but you and me, both are in the top 10% That actually do this…The problem is the 90% that ruin it for the majority! 

The problem is the 90% that ruin it for the majority! 

Really good at math, aren’t you. :00444:

 

To be honest, I don’t think there’s really a way to “force” people to play better. Newbies gonna newb, and all that. As for that spawn thing, if it’s beacon hunt and I don’t feel like dying because the entirety of my team is busy respawning, I usually fly over to spawn instead of the next beacon. The only thing I can think of would be to encourage players to be better somehow. Easier said than done, though.

Sniping in the own spawn -> Bad idea.

Sniping in the enemy spawn -> Good idea.

(If you camp them down successful.)

I camped today 3km above their spawn, and had to kill 16 guys in their spawn until they saw that i’m there.

4 guys were coming for me.

RT.

Then i had 20 kills.

Ikr. I love doing this.

Cloak while moving.

Float over their spawn un-detected.

Own everything they love and hold dear.

RT if someone spots you.

Really good at math, aren’t you. :00444:

To be honest, I don’t think there’s really a way to “force” people to play better. Newbies gonna newb, and all that. As for that spawn thing, if it’s beacon hunt and I don’t feel like dying because the entirety of my team is busy respawning, I usually fly over to spawn instead of the next beacon. The only thing I can think of would be to encourage players to be better somehow. Easier said than done, though.

Like my “better tutorials” post. If the tutorials actually showed pilots how to use each individual ship, instead of giving them an OP Promethius Fire with RF Blaster and aiming overcharge and a 1 min long cloak, they’d be WAY better from the start.