It’s the same with engineers, if you look closely. Unless they are safe, they won’t try to capture a beacon and shot at range. And you know that an ace engi in mid range will just : Don’t have heals; miss their shot with guns; die in a second.
Useless ? YES.
At least they try ? LRF newbs try too.
LRF newbs don’t try. Ever.
I realised what the real issue here is with the LRF. The Devs justify its inclusion because in “similar” games there are always sniper classes and they aren’t an issue there.
But let’s look at a few aspects of similar games; first and third person shooters. For the sake of shorthand I will use Call of Duty, but it does equally apply to other games like Space Marine or Gears of War.
First, the maps. Star Conflict’s relative map size (ie: how long it takes you to travel the map) is very large. This is especially true for slower ships. As such, it is much easier to establish map control, as outflanking is more easily spotted and requires the team to give up on survivability in the centre for longer periods.
Combined with that is the fact that faster ships have less damage output, which in turn makes ambushes harder. In CoD, a single outflanking player can potentially kill the entire enemy team in a single rush. At best, an outflanking CovOps will kill 1-2. Clearly, the lone wolf capabilities in Star Conflict are noticeably reduced.
What does this mean? It means that the power of long-range firepower is artificially increased. Slower speeds mean your range advantage lasts longer, and reduced stopping power means allies can come to your aid in time if counter-attacked.
Next, let’s talk range. In many of these games, max range is essentially infinite, limited only by spread. In theory, a shotgun and a sniper rifle have the same range, but the former’s high spread means it quickly becomes useless. This is important for balance as it means that players always have potential to counter-snipe; the sniper rifle simply has the scope advantage.
Here, that’s not true. The Disintegrator can have a 3x range advantage or more over its target. Jerry Torps need to be closer, but also don’t require line of sight. Either way, both snipers are protected by a hard range cap that guarantees no retaliatory fire.
These factors ensure that the LRF is a broken build; a ship that cannot be properly countered without an LRF of your own. Slow ships cannot counter at all; fast ships can only counter if the LRF is not escorted, or is not so far back that the counter-ship itself will be unable to reach it.
So the LRF isn’t just broken in the hands of a bad player; it’s also broken in the hands of a good player, especially with RT equipped.