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

AS an Command\Guard\LRF guy… :facepalm:

 

Now now, there’s nothing wrong with a frigate shooting down another frig, it happen all the time already don’t you agree. With this it would only happen faster and faster gameplay give you the freedom to do more things. You don’t hate freedom do you?

*swats peoples hands* Stay back from my empire LRF! Back! Back i say!

That’s only because you’re an easier target than a Jericho LRF.  Jericho could at least double F and kill you.

Disintegrator is very visible and easily avoided. That makes it more of a nuisance than a threat. It only works well if your target is distracted.

Torpedoes in their current state are extremely dangerous and very hard to avoid. They’re hell in realistic. I wonder why I haven’t seen LRF squads in recon yet. I imagine they’re even more game changing there, because slow captains will always die.

If you want to talk about balance, take a look at nukes. CovOps have to get in there and drop it. Then AMS goes off and just pops it. Or people hear the beeping and scamper away. No effect at all.

Not that I think nukes need a buff, god forbid. They’re fine the way they are. Best used when people are distracted (or can’t hear the beeping over explosions) or for area denial. Just saying if you want to keep your torpedoes as devastating as they are right now, make them harder to use. For starters, less maneuverability, speed and range would be good.

riDDi you must be joking.

The only fix needed for torps is a way to block them.

The AMS used to pop them very easily, but now they are invincible. I think we need to reach a middle ground there(Perhabs require 2 AMS to block it, or have AMS kill the guiding ability like flares do)

 

And the Disintegrator is a very large threat in good hands. Used with the Tachyon Charge(100+% in speed increase of the projectile) you can basicly hit everything without a problem.

Disintegrator is very visible and easily avoided.

Tachyon charged disintegrator in interceptors that can no longer fit EB? Not so easily avoided unless they want to spend the game hiding.

That’s just my perception.

big red targeting laser = fly to the next structure and wait a bit until he gets bored (or with my Styx, drop a barrier)

missile warning without missile lock = brace for impact and hope for the best

 

I think I can count the times I’ve been hit by disintegrator while piloting an inty on one hand.

 

I know it must’ve sucked to steer a torpedo across the whole map, only to have it destroyed by an always-on module. Needing 2 guards to stop 1 torpedo seems underpowered to me. Just like it was overpowered to need 2 LRFs to hit 1 guard. Apart from making the torpedo less capable, having the AMS destroy the torpedo’s electronics so it can’t be controlled anymore seems like a viable solution.

The only fix needed for torps is a way to block them.

 

I recall a recon match where there was a torpedo coming straight for my capt (who was a frigate, and probably couldn’t avoid it in time). I literally blocked it by flying my fighter into the torpedo. 

I recall a recon match where there was a torpedo coming straight for my capt (who was a frigate, and probably couldn’t avoid it in time). I literally blocked it by flying my fighter into the torpedo. 

I often do this to friendly Torps, just to troll them. They get ever so mad at me… But I only do it when there are 4 LRFs on the field, doing jack xxxx to help the team.

I often do this to friendly Torps, just to troll them. They get ever so mad at me… But I only do it when there are 4 LRFs on the field, doing jack xxxx to help the team.

 

In T2, I was always tempted to drop a warp gate on them.

 

I digress.

I would like to reactivate this topic, because indestructible torpedos are simply broken.

 

In one realistic match today, I was hit by 3 torpedos in quick succession. I survived just barely, because Styx is that awesome tanking 3 direct hits. This was 20 or so seconds after game start. Had there been a 4th LRFs aiming for me, I would’ve been dead already, with no way to counter it or fight back.

 

 

Let me see if I got it right …

 

3 LRF ships focused on you and failed to killed you. And the LRFs are … overpowered ?

 

I’d like to make the half serious proposition to greatly reduce the aoe radius of the torpedoes and double the damage.

 

Their AoE radius was reduced. Ninja nerfed in one of the recent patches. It is no longer possible to get 3 beacon drone kills per shot. 2 drones if you aimed right. Detonating the guided missile behind a fleeing frigate will not inflict any damage where only direct hits on hulls or near shield hitbox counts.

 

Doubling their damage WILL however make it OP. Any increase in damage will break it. The damage it does is already fine. A lone Jericho LRF cannot 1v1 an Engineer and kill if it relied solely on it’s F module and that’s perfectly fair.

 

 

Torpedoes in their current state are extremely dangerous and very hard to avoid.

 

 

I’ve seen you fly and I’m not sure if you’re being serious here because avoiding a guided torpedo involves in you simply deciding to move in the right direction.

 

Torps cannot reverse nor slow down

Torps cannot circumnavigate an asteroid or many of the other cover objects

Torps do not have a leading reticle to aid aiming in long distances ie. hitting anything out of sensor range is guesswork

Torps can be beaten by anything with more than 7m/s² - most ships can do that

 

They are only dangerous in medium range where you do not have ample warning. But at those distances, they are the weakest Frigates on the field of battle.

 

** For the record I am flying a T4 Jericho LRF in order to unlock their Guard ships. A third of the time playing against T5’s. Only a handful of times being ever put in a T3 match. And I can guarantee you more than half the people who complain about LRFs being OP will NEVER pick it up ever again if you spend enough time flying one to rank up to Synergy 9. **

 

If you think it’s such a badass ship - Fly it in T5. 

 

Coz I really see them elite corporations using them as an integral part of their squads soon I swear.

3 LRF ships focused on you and failed to killed you. And the LRFs are … overpowered ?

No, the Styx is. ;) 

 

Their AoE radius was reduced. Ninja nerfed in one of the recent patches. It is no longer possible to get 3 beacon drone kills per shot. 2 drones if you aimed right.

Radius wasn’t changed. Your 3 drone kill experiences must have been in lower tiers where the drones should have less HP relative to the torp (or maybe the drones got buffed, would have to check logs).

 

I’ve seen you fly and I’m not sure if you’re being serious here because avoiding a guided torpedo involves in you simply deciding to move in the right direction.

 

Torps cannot reverse nor slow down

Torps cannot circumnavigate an asteroid or many of the other cover objects

Torps do not have a leading reticle to aid aiming in long distances ie. hitting anything out of sensor range is guesswork

Torps can be beaten by anything with more than 7m/s² - most ships can do that

Sure, you can move out of your way. But with several LRFs on the field that means you have to permanently stay out of the way of the objectives. That’s why they’re a problem.

Radius wasn’t changed. Your 3 drone kill experiences must have been in lower tiers where the drones should have less HP relative to the torp (or maybe the drones got buffed, would have to check logs).

 

I swear it’s been ninja nerfed coz I’m missing hits where it would’ve registered before this patch or the last. Drones weren’t the only ones. Even frigates. If I detonated just behind him in his wake it’d do damage. No longer the case now where their shields would animate but not drop.

 

Sure, you can move out of your way. But with several LRFs on the field that means you have to permanently stay out of the way of the objectives. That’s why they’re a problem.

Was the first thing I looked at when they received AMS immunity. Took me exactly 3 Combat recon games before deciding I liked the change they brought with it. Frigate spheres used to have (still do without good LRFs on the field) the ability to relocate safely despite their mobility handicap. Even in game modes where moving between points isn’t required, pressuring them to relocate essentially tests the enemy’s support structure as heal and inhibitor range are being forced to constantly change.

 

Add to that with every extra LRF you lose one pilot fulfilling another role. Big 12v12 games may dilute this effect but in small skirmishes where each role brings alot to the table, multiple LRFs isn’t necessarily a good thing.

Maybe the damage distribution within the 300m explosion radius was changed then. I’m not flying them so can’t say.

As to frig balls, the problem is they are not affected by the torps? You need a lot of torpedo boats to break a properly fit guard’s tank (assuming he’s paired with an engineer). And that’s only if you can even hit them at all. If they have 2+ engineers in that ball then proper static barrier placement should deny you any opportunity to hit them at all except between beacons.

It’s only fighters and interceptors that suffer from the torps really.

As to frig balls, the problem is they are not affected by the torps? You need a lot of torpedo boats to break a properly fit guard’s tank

 

Just the one to provide that insane burst damage. Not on its’ own ofcourse. Previously you’d need something like a CovOps to supply that but since they are no longer viable LRFs fills in the gap nicely. Unfortunately - that one implant is messing things up as it’s helping frigates tank guided torps but on those without it does help.

It’s only fighters and interceptors that suffer from the torps really.

 

I deleted that video of me sidestepping a regular guided missile on my gunship. that was impossible previously but now I’m doing it unintentionally. and guided missiles have better turning rates than LRF’s torp. only situation where inties and fighters are hapless victims is at close to point blank range or if they were for some obscure reason unable to move. Both cases - I’ll blame the attack ship rather than the frigate regardless.

 

Or the OP ECM than stunned them effectively to death ← sarcasm

I’m was only talking about area denial for fighters and inties. Of course you can avoid them. But between a guided torp hitting the beacon every other second, cov ops nuking and indeed ECM preventing you to get out that means you’re effectively denied. Even if you don’t die the incoming AOE damage is enough to prevent you from capping. No skill involved.

oh that … I blame game mode more than anything. chokepoints are okay in some games but not for Star Conflict

3 LRF ships focused on you and failed to killed you. And the LRFs are … overpowered ?

 

Considering that it was a 0 risk situation for them, where I hadn’t ventured into enemy territory, yes, I do think so. If it had had a bit less thermal resist, my Styx would’ve exploded 20 seconds after match start.

I guess this was actually a freak accident, cause it never happened after that. Consider what would happen if they did this all the time: we lose 3 ships per minute, they lose 0. Until someone notices what is going on and does a kamikaze run right into most of the enemy team and probably fails.

I guess this was actually a freak accident, cause it never happened after that.

That statement means it’s not OP.