Petition to remove Long Range Frigate entirely and replace it with something useful.

I agree on the defensive side but the issue with LRFs is that they are glass without the cannon. They have rather low dps which does not scale the same way as their target’s defenses going up the tiers.

I’d rather see them actually do their job as LRFs, which, by the way, they do not, because their sniping skill is utterly useless in T3 and above.

I agree on the defensive side but the issue with LRFs is that they are glass without the cannon. They have rather low dps which does not scale the same way as their target’s defenses going up the tiers.

 

LRF’s actually have one of the highest dps of any class in the game but they’re rarely in range to use the major source of their dps:  their main weapon.    Their special module really shouldnt be relied upon for most of your damage…think of it more like an added boost to help take down targets.  

LRF’s actually have one of the highest dps of any class in the game but they’re rarely in range to use the major source of their dps:  their main weapon.    Their special module really shouldnt be relied upon for most of your damage…think of it more like an added boost to help take down targets.  

 

Well that’s how we currently play them (or at least those with a clue), but they are “long range” frigates, so you can’t really argue it’s intended like that. Their special ability should be their main source of dps as far as I’m concerned. Or remove the -20% defense disadvantage from them.

Disintegrators and Guided Torpedoes have their banes and boons against different ships and compositions; the option to lay mines means you can frigball and tell everyone “I’m stealth-ed in this glowing portion of the map guys!”, or plant them on a Nav beacon/station so when an enemy comes along they can’t necessarily hide on the objective, forcing them to stay in the open or risk blowing up; and the reduced defenses forces you to play with you always checking on your surroundings (increased radar detection range helps).

Overall, I find the LRF to be great at defending objectives with coil mortars and minefields, or burning targets at a distance with lasers. I say keep 'em but perhaps turn that -20% armor penalty to -10%, and put a fail-safe on guided torpedoes that are Missile Shielded (1-2 second self-destruct perhaps?); I spent the time to carefully guide my missile to where I want it to be, and gosh-darn it I don’t want to feel that my time was wasted. Countering is one thing, completely shutting down is another. You get time to move away from a nuke, so if you see a green laser go off and the projectile isn’t spinning out of control then MOVE.

Oh, and:
6 Beam Cannons + Flat Reflector + Fed R2 Implant + Horizon Module = Cooking hulls from a distance (8870 meters with all rank 3)

Overall, I find the LRF to be great … with coil mortars and minefields,

 

+1 for being new to the forums to then actually write something 90% of the others deemed irrelevant it’s ignored.

 

LRF = 6 turrets

 

not F-module.

 

[edit]

 

as for range, it is not a big plus for frigates in general as their counters (fighters) have it at farther out.

I really like Jericho ships, and I find guided torpedoes to be more of a luxury module rather than the defining feature. I love spewing out tiny explosions onto interceptors that think they’re going to plant the bomb with little resistance, or think that I’m just a free kill. As for the Empire LRF, I won’t lie that I had the most evil sense of satisfaction when I 1-shot a captain within a minute of the match start with a Weapon Overcharged Disintegrator at max distance (It was T1, against an idiot Interceptor).

I’ve been moving away from LRF and Tacklers simply because I’m really starting to love Commands and Engineers for the moment, but it won’t change that the LRF is my favorite ship class to fluff stuff up.

Edit: Not to mention how insanely fun it is to pop tacklers back out of stealth by going all spazz with lasers when they’re trying to reposition or flee

The force is strong with this one … except maybe the brony thang.

Don’t look too far into the icon; I just think its both funny and cute, and I never changed it when I made a Wordpress account. Only other icon I see myself using is Mordekaiser from League of Legends. Actually, I think I’ll change the icon in a bit to save myself from unnecessary pony comments.

Don’t look too far into the icon; I just think its both funny and cute, and I never changed it when I made a Wordpress account. Only other icon I see myself using is Mordekaiser from League of Legends. Actually, I think I’ll change the icon in a bit to save myself from unnecessary pony comments.

*inhales deeply*

yay

 

This is what a lot of people fail to realize. LRFs have SIX turrets. That’s more firepower than a Guard or Engineer. Even Gunships going full out. The counter is that they’re just a Glass Cannon. Literally. And they don’t even need to fit any weapon modules to be effective gunships. Coil Mortars on these ships makes them a massive threat in any field of play and, considering how mobile Jericho LRFs are, they are excellent at this job.

 

However, that’s not the role of an LRF. Their role is to hide behind lines, killing from that distance so that the Disintegrator is their main usage. Jericho, however, fits the niche of a medium range Gunship, sitting at 3-5km, lobbing Torpedoes from there and providing fire support.

Finding a niche/role for a ship is what I’m loving about this game at the moment; I found my place with the Jericho LRF that I would very much like to not have taken away. Turning an objective I need to protect into a death trap while bombarding the area with mortar fire is a job I like to carry out that I’ve noticed virtually no one else doing, and I’ve been pretty successful at it. Do I expect other people to do it? No, but it’s a pretty decent method and I recommend at least giving it a try.

Not counting overheat/cool-down, a single Coil Mortar can only fire 10 rounds per minute, and while on a Guard/Engineer that is terrible since they only carry 4, that’s a round per second on a LRF. Throw in the Jericho R6 implant, Uranium Shells, and Acceleration Coils, and you have some seriously consistent firepower with a VERY forgiving blast radius that will wreck just about any unprepared opponent.

Unless you’re a suicidal moron that only uses the Torpedo to kill yourself and praying you kill 1-2 ships around you.

…People do that? The torpedo camera tells you right from the get-go how many targets it will hit (HINT: the first and usually only target is always the person who fired the torpedo).

Yes. They do. There’s one idiot that specifically built his LRFs around that strategy. Many others just love to suicide themselves for the sake of it, seeing as the game does NOT penalize you for it at all.

Aside from an increasing amount of time waiting for your next respawn? The longer you are dead is more time you’re giving your enemy an opportunity to win.

So do their enemies.

To kill, or to be killed, or both.

Isn’t it just so simple?

Any smart pilot can still follow the missile trails and tracers back to where your ship is…oh and did I mention it’s bright red?  

 When the patch came out that produced these aiming lasers i thought it was a very bizarre thing to add, but interesting.

 

I like LRF’s. I agree they aren’t super effective and your mileage varies. It depends highly on the map. I’m all for situational ships and LRF is alot of fun, but when you hide the next eng frig on the tier behind a bunch of LRF’s it becomes frustrating when you cant even use it half the time anyway while trying to build up synergy to get to the ship you want even more.

 

Ive killed ints trying to pick me off in a LRF but it is extremely challenging. So some better ways to scoot your butt out of there would be nice. I agree with some of the other buff suggestions as well. I definitely wouldn’t get rid of them, they are a unique playstyle and are deadly in the right hands [not mine].

Disintegrators are extremely efficient killers. The old LRF thread had a log of my scores on it … I think if I really tried I could score 9 Maniac badges out of 10 games maybe. This ofcourse only down the lower tiers. That said I do empathize with Engineer pilots who do not wish to go through the line of LRFs because it requires basically the same level of skill needed to play sniper in COD for eg. And not everyone is a sniper so being forced into it is mindbogglingly silly.

 

At the same time, if you happen to be one of those - don’t discount the 6 turrets. That’s an extra +50% damage right there relative to other frigates … you don’t get that big a damage boost anywhere else in the game outside of Gunships and a few other things. So make use of that. And be mindful that you always need a wingman everytime you fly out in the LRF.

Overall, I find the LRF to be great at defending objectives with coil mortars and minefields

 

+1 for being new to the forums to then actually write something 90% of the others deemed irrelevant it’s ignored.

 

Corentin, let me upvote you for making so much sense.

It may be because I am new into this game but it seems to piss off a few folks they were killed by a LRF that they make it a point of coming after you. I know its not because you have that painted bull’s eye, or that you by your lonesome and it is not randum because at the end of the game when you know your kills were defensive, the medals indicate x2 x3 same enemy killed without losing your ship.

So I can just imagine what the seasoned LRF pilots have gone through.