LRF role change and Frigate tweaks

Fed Guards are not that slow. Anacondas or Reapers could easily fill a dive bomber role, rushing in to drop mines on beacons or captains or clusters of enemies and then fleeing to safety to heal. The slower ones are tough enough to advance under fire and mine a live objective; they don’t need to wait until it’s “safe” to approach.

LRFs are not suited to this role. Believe me, I try. The big difference aside from raw survivability is module support - you can’t move a Guard with a lone inty, but you can kill a LRF. Mines + Pulsar + overpowered self heal = broken ship you can’t approach under any circumstance.

Offensive mines should be a high risk strategy. If you put them on ships that don’t die, where is the risk?

…dont you take my IRA away… la la la la *giving threatening looks*

An LRF can plant mines on a beacon (And thanks to RT, it’s no more that dangerous).

That’s how I play my LRF in fact. Rush beacons, leave minefield + IR Pulsar + flee with RT and kill them from distance.

Now, you are proposing to add even more firepower to this ship, but leave him with absolutely nothing to escape.

Warp gate… Who will fit this? It’s destroyed before beeing warped.

And 6k dps lasers + 50% firerate + crit chance bonus + cri damage bonus.

Well, 9k dps and 50+ % chance to deal a bonus of 150% damage.

You really want a Frigate to have over 15k dps with 5k+ range lasers + Anomaly generator?

Squads with a “Destroyer” will be completely broken.

And soli Destroyers will just be raped.

I’m already thinking on killing the enemy captain in recon mode, with a Destroyer.

Warp + A1MA + special + crit bonus = dead in 2 secondes.

Squads with a “Destroyer” will be completely broken.

And solo Destroyers will just be raped.

 

That’s kind of the point. Their weakness (poor armor) is offset by their firepower.

 

Caught solo, this ship should be a sitting duck. It is designed to be part of a team.

 

The gunship-like modules are up for debate. The change in their purpose was the main focus of this post.

That’s kind of the point. Their weakness (poor armor) is offset by their firepower.

Caught solo, this ship should be a sitting duck. It is designed to be part of a team.

The gunship-like modules are up for debate. The change in their purpose was the main focus of this post.

It is just weird to think that a ship should be super-bad alone, and broken in a squad.

It doesn’t have to be broken in a squad. ECMs are pretty weak alone, but they are nightmarish if they time their debuffs alongside supporting fire. They are a “group strong” but “solo weak” unit.

ECMs are pretty weak alone

mmmmmm

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They are weak alone, especially vs ships that recover quickly from debuffs.

 

By contrast, ships like Covert Ops or Gunship don’t really become a lot more powerful in a group. They are more powerful obviously, but not through any particular synergy; they just throw damage on top of damage. Classes like ECM and Tackler though actively weaken the enemy, meaning that they are more powerful because you kill more with one of those ships assisting than another ship with equivalent DPS.

 

There’s probably some broken build in a broken tier that means a single ECM can kill three Guards alone and can never ever die, but for the bulk of the game that isn’t true.

Everything has its weakness, every build has a counter or undesiarable situations, just because there are some ships that can deal with disables, does not make ecm weak solo, and t3 + ecms have enough punch to kill anything efficiently, except for super tanky jer guards.

And dps classes becomes tremendously stronger in squads, for the same reason ecms gets more efficient in a groupbecause there is something that you dont have and it complilents each other. Disablers,get raw dps from CovOps/Gunships, and vice versa, dps classes important disables it is mutual for every single class.

At the end every role becomes equally strong in a squad, because they are together and share the power level as a team

If there is one thing i never want to see gone from this game its the Jericho LRF class.True they may be hard to start of with as a ship and the description is misleading but learn to use it in many ways other than hiding, get in the thick of the battle and use all you have at your disposal, everything has a purpose. My favourite ship atm is the Jericho LRF class easily topping top 3 of most matches. Taking away the class is a huge slap to the face

If there is one thing i never want to see gone from this game its the Jericho LRF class.True they may be hard to start of with as a ship and the description is misleading but learn to use it in many ways other than hiding, get in the thick of the battle and use all you have at your disposal, everything has a purpose. My favourite ship atm is the Jericho LRF class easily topping top 3 of most matches. Taking away the class is a huge slap to the face

Don’t worry, that won’t happen.

Don’t worry, that won’t happen.

they already nerfed ELRFs so why not delete JLRFs?

they already nerfed ELRFs so why not delete JLRFs?

 

Since this got necro’d, why don’t we ALL post?

So what if it was necro’d.  It’s actually a decent idea.  I can’t stand having games with 4-5 LRFs.  As ANY OTHER CLASS, most hate not having the extra allies with them to help take the fight.  It’s ridiculous that there are so many LRFs in this game while there are practically no engineers.  Why?  Because you get focused as engineer and no one likes getting focused; especially if half the team was LRF anyways.

 

So in my opinion, a destroyer class really would be good because it then forces all players to stick together instead of allowing players to sit at spawn and camp.  Sure, there are great LRF players out there, but I’d rather see great destroyer players. They’re weak in tank, but dealing in damage?  Sounds like a powerful frigunship.

So what if it was necro’d.  It’s actually a decent idea.  I can’t stand having games with 4-5 LRFs.  As ANY OTHER CLASS, most hate not having the extra allies with them to help take the fight.  It’s ridiculous that there are so many LRFs in this game while there are practically no engineers.  Why?  Because you get focused as engineer and no one likes getting focused; especially if half the team was LRF anyways.

 

So in my opinion, a destroyer class really would be good because it then forces all players to stick together instead of allowing players to sit at spawn and camp.  Sure, there are great LRF players out there, but I’d rather see great destroyer players. They’re weak in tank, but dealing in damage?  Sounds like a powerful frigunship.

why do that when you can make a decent analouge with a guard

why do that when you can make a decent analouge with a guard

Eh?

Eh?

a team destroyer ish vessle. a fed guard with say…coils and pulsar can actually pu out a LOT of damage, especially against enemys that group up

a team destroyer ish vessle. a fed guard with say…coils and pulsar can actually pu out a LOT of damage, especially against enemys that group up

 

Anyone can escape pulsar if they’re smart, unless it’s a fed guard right behind them with mass prop enabled; but still, pulsar can be tanked relatively easily in most tiers.

this is meant as an anitFRIGATE brawler, and most frigates cant get away. add torps and the thing can melt stuff

Can I get some clarity here? So first off there were LRFs in the Jericho main line; with commands having phase shield instead. Then the Role system was reworked and Jericho LRFs became secondary and Guard became main line with Command receiving the almighty ‘Diffusion shield’. Then the nerfs started to role out against Jericho LRFs.

 

So is this the whole story or was there something else pre 0.7-8?