It was supposed to be hidden until Yurka got his list set up properly and all I believe. :dntknw:
It was supposed to be hidden until Yurka got his list set up properly and all I believe. :dntknw:
But people actually need to see it to give feedback on it.
But people actually need to see it to give feedback on it.
The (New & veteran) forum warriors are spamming the View New Content so they will in that case
I hid it partly because with a system of one suggest and two seconds, the beginning of the list would be compiled by the people who care enough to find this forum, state their issue, and be supported by two others that are not blindly just agreeing because they can [and it’s working, except for the pink ships]. The second reason was because the off topic section was the easiest to find for me. Also, I made up the first sentence.
We have a new issue on the Master List:
LRF Ship Revision - Similarly titled as the ECM ship revision issue, the LRFs don’t have so much ship issues as they do team issues. Being built specifically for long range is fine for its namesake, but older pilots long for the old days when the sniping function was a secondary system to still being able to pilot a ship into battle. It is suggested that the current module support and stats of LRFs insist to the newer players, when trying to learn the ship, that they should resort to sniping at spawn [which everyone just seems tired of seeing] and never grow out of this comfort zone.
Currently actual revisions suggested for the LRF vary widely, between giving them more purpose by sharing their masking technology, or by buffing and shortening their long-range weapons so they are constantly pushed closer into battle, akin to when sniping modules were standard on every frigate. But no matter the separation, people agree that the LRFs simply need to be more interesting.
Or bring back friendly fire so we can ram them out of spawn.
/topic moved.
I think this is relevant for the game and should not be hidden in the off topic
Then it will get locked for not being limited to one suggestion!
Then it will get locked for not being limited to one suggestion!
It is one suggestion. The suggestion is clearly that there should be a master list of everything we expect from Star Conflict.
You cannot defy my logic.
*gets locked*
Crud.
The Jericho R2 implant as well as proton wall should reduce the duration of all time limited debufs. If one type of time limited debuf can be limited, all should be, i.e. spy drones.
Optionally, JR2 and and proton wall could reduce the effectiveness of LOS debufs.
I disagree jrisom. Having a way to reduce all debuffs just makes it impossible to take some ships down. You could make a ship with 3x proton wall and laugh at everyone and everything…
The issue with Long Range basically comes down to the fact that most game modes require players to get OUT OF SPAWN and capture, hold and / or deny parts of the map. Most Long Range pilots don’t do this.
The issue with ECM is that it is not fun to be on the receiving end. The issue exists with Jericho LR, but the class overall is not fun to fly alongside. Of all the classes, the LR is the only one that consistently fail to play for objectives. It is the only class that routinely camps in spawn. It is, in fact, the only class whose presence is considered an indication of whether your team is going to lose by default.
That, to me, shows there are serious, fundamental flaws in the class. It has to go.
All I’m really wanting for LRF’s is some new module that can do something other than hide from radar, block locks, and increase special weapon damage. It needs some ability that’ll encourage a objective focused style to get that quarter of your team out of spawn. Perhaps some module that reduces sensor range of enemy ships? Say all ships in a 2000m radius have their sensor range reduced to 1000m?
What if the spawning itself was more dynamic? A larger spread for where you may warp in plus an ‘energy disruption’ caused by intersector warp that increases engine speed at the expense of locking out F commands. I don’t know if that will help the spawn snipers stop spawn sniping, but it does make it harder to spawn camp [the exact opposite of what we’re trying to do…]
I just hate that a perfectly fine class of ship has to be changed because no one will properly pilot it.
Move warpgate to LRF?
I’d massively increase reload times on both ships to around one shot per minute, then give them a module that increases rof based on proximity to an active objective (the Captain in combat recon, or live beacons elsewhere). This would force the LR to move up and be useful, actively defending beacons or supporting the attack.
That is the thing LRF can already do. They defend objectives by shooting the people going for it or taking it.
Just ask NeoCodex how useful they can be ;)
It is the pilot, not the ship that is at fault.
It is the pilot that is at fault, but the way LRF are designed encourages its user to sit at spawn and pick off stray enemies.
I say increase their speed and lower their torpedo/disintergrator range
It is the pilot that is at fault, but the way LRF are designed encourages its user to sit at spawn and pick off stray enemies.
Exactly. Every class is built around a role, but even used badly 8/9 classes are still useful. Engineers that don’t heal still try to kill things or capture beacons. Gunships that don’t use overdrive can still make a difference, if only to draw fire briefly. But a bad LR? They may as well have disconnected. They don’t capture, don’t defend and don’t kill. The class needs to be forcing them into do-or-die situations, whereupon the either learn to be useful, or quit and fly a useful ship instead.
IT IS THEIR ROLE TO SIT BACK AND SNIPE PEOPLE.
They don’t got the tank nor the modules to be at the front for any reason what so ever!
Even bad LR pilots can make a huge difference by simply damaging the enemy ships and making it possible for the team to finish him off quickly.
I was in squad with neocodex and dreamscape and in a realistic match our LRF made a huge difference by damaging the enemy camp at their beacon making it possible for us to take the beacon and win the match.
Edit: this is not CoD where you can quick-scope people and be at the front line in a sniper, these snipers need to stay back or get killed in an instant.
Edit: this is not CoD where you can quick-scope people and be at the front line in a sniper, these snipers need to stay back or get killed in an instant.
This is not CoD where sitting in the corner and shooting people is what wins matches. I am sick and tired of losing games because half my team never leaves spawn.
Than the problem is again with the pilots not the ship.
If half your team chooses LRF, then the fault is at them not the ship.
Than the problem is again with the pilots not the ship.
If half your team chooses LRF, then the fault is at them not the ship.
It is the fault of the ship!
If half my team goes Gunship, we can still win.
If half my team goes Guard or Engineer we have a pretty good shot at winning!
If half my team goes CovOps… well, Inty spam is pretty normal in T2 / T3, so we have a good chance of winning.
But having a third, or even a quarter of the team as LR? Unless the other side also has the same number of players disconnected, we’ve lost.
That’s a badly designed class right there.