Please remove Reverse Thruster from the game

At the difference that you can use it every 47 secondes.

 

t5 purple archdragon/mauler 31 seconds

Go to hell.

Go to hell.

 

So you can tease Rakza about his Frengrish, but I can’t poke good-natured fun at your response?

 

I was actually laughing at the exchange between you two, btw.

So you can tease Rakza about his Frengrish, but I can’t poke good-natured fun at your response?

 

I was actually laughing at the exchange between you two, btw.

You don’t tease LRF players cause of the “Hype”.

 

They remind me Guard Players pre v.0.7.x, when the guard was nerfed nearly every patch cause of abuses. (I miss the Multi-Stacking Pulsar). Everytime someone was pointing true problem, they were trying to trashtalk on another Subject.

You can Trashtalk my Franglish as you want, you are not bringing real arguments nor answering to what I asked.

 

Or maybe you just don’t want to answer due to the fact you know what it will imply (or you just don’t know the answer).

 

And you can say what you want, it will not change the fact that players complaining about the Reverse Thruster have the right to do it, you can’t change the fact that compared to all other “Mobility” modules the Reverse Thruster is imbalanced ( Overpowered if you need the exact term).

As well as you can’t change the fact that LRFs are actually broken and have no place in a balanced Meta.

Razka, I’m perfectly fine with a civil argument. I do agree that RT is imbalance but it’s not overpowered. It is easy countered with a good ship or active mind. You can still die if you use RT to escape but to survive you have to practically 1hitKO the enemy’s remaining health or stay inactive for a couple seconds so they don’t notice you. Even then, if they are smart, they still will be able to notice you. The statements above regard coupling RT with EM Scattering Field.

As for the broken LRFs in the balanced meta please explain further.

Razka, I’m perfectly fine with a civil argument. I do agree that RT is imbalance but it’s not overpowered. It is easy countered with a good ship or active mind. You can still die if you use RT to escape but to survive you have to practically 1hitKO the enemy’s remaining health or stay inactive for a couple seconds so they don’t notice you. Even then, if they are smart, they still will be able to notice you. The statements above regard coupling RT with EM Scattering Field.

As for the broken LRFs in the balanced meta please explain further.

 

 

It’s OP in the way that it give too much mobility to a ship that already have long range and hight firepower. 

 

 I got once 4 caps in a LRF, without dying and still getting 12+ kills easily. 

Capture a beacon with an LRF also mean minefield and watch them explode. 

 

Without RT, it’s impossible as a solo player. 

Well, they could always lengthen the cooldown of RT to that of Warp Gate.

 

OR, they could scrap the entire LRF idea and instead change their role into a Heavy Gunship.

 

Take the Jeri Torp and change it into a medium-range auto-guided cluster rocket barrage (Kinetic). Take the Disintigrator and change it into a hip-fire ion cannon without the scope or the warmup (EM). Up their respective shields and armor a bit, and you have changed the ship’s purpose completely.

 

So it would look something like this:

 

Engineers- Healers and Defensive Emplacements

 

Guard- Armor/Shield Tank (Best Defensive Frigate)

 

Heavy Gunship- Damage Tank (Best Offensive Frigate)

 

If they did this, it would make more sense for the RT to become a Forward Thruster: Propelling the Heavy Gunship forward into the fray.

Well, they could always lengthen the cooldown of RT to that of Warp Gate.

 

OR, they could scrap the entire LRF idea and instead change their role into a Heavy Gunship.

 

Take the Jeri Torp and change it into a medium-range auto-guided cluster rocket barrage (Kinetic). Take the Disintigrator and change it into a hip-fire ion cannon without the scope or the warmup (EM). Up their respective shields and armor a bit, and you have changed the ship’s purpose completely.

 

So it would look something like this:

 

Engineers- Healers and Defensive Emplacements

 

Guard- Armor/Shield Tank (Best Defensive Frigate)

 

Heavy Gunship- Damage Tank (Best Offensive Frigate)

 

If they did this, it would make more sense for the RT to become a Forward Thruster: Propelling the Heavy Gunship forward into the fray.

 

So you want to boost even more these LRF? 

So you want to boost even more these LRF? 

 

Heck no. I was just saying that this whole debate over the reverse thruster is just proving that the idea behind the LRF class is the real problem. A frigate that camps makes little sense.

 

I’m suggesting that another solution to this whole problem would be to take away the LRFs extreme range and make their purpose to be close-range damage-dealers. Scrap RT entirely or modify it to suit the new role.

I would remove RT and make a Forward Thruster the Special Module of the LRF. A slow, but gun-heavy frigate capable of warping forward into a fight, hurling mines around and generally ruining your day sounds a far more interesting ship than the “sit at spawn and shoot xxxx rocks” brigade.

Cloaks and warps tend to be used for survival, not offense.  It wouldn’t encourage running into action.

As well as you can’t change the fact that LRFs are actually broken and have no place in a balanced Meta.

Well, before RT, LRF were quite balanced. They had great firepower, but lower survivability than the other two frigate classes, and their modules were focused in damage and defence, but with perks.

 

IR pulsar mechanics reward you for being exposed. Now with the 30 sec long duration is useful if played with some knowledge.

EM scattering field was (I mean was, more later) supposed to give you cloak at the expense of mobility. This is, you were cloaked but you had to be still, so anyone who sees you, can kill you or at least try it. As long as you didn’t move, the module served as a defence against typical debuffs, but you couldn’t move.

 

The main problem is that now, they EM scattering field + RT combo gives the LRF the perfect combo of Firepower, range, survivability and cloak, all in the same package. 7 km 4000 dps range lasers with total inmunity to debuffs and an always ready panic button? check. Inmunity to ECM stuns? check. Inmunity to tackler or recon debuffs? check

 

And in case you use the A1MA in the Atlas with mark 5 beams, well, that thing is just so cheesy that it should allow you to put a grouyere cheese skin on it.

 

LRF were good as they were, perfect balance between mobility (poor) survivability (mediocre to good) and firepower (supreme)

 

Now it is just perfect. Mobility (superior) Survivability (inmune to all debuffs and ECM modules) and firepower (still supreme)

 

And maybe you don’t remember or haven’t noticed, but I’m a well known LRF player. And I refuses to use the RT and the A1MA at all. It just feels wrong.

I use RT to see both sides of argument. I have to play against it yet i can use it as well. I still think it needs to be nerfed.

Well, before RT, LRF were quite balanced. They had great firepower, but lower survivability than the other two frigate classes, and their modules were focused in damage and defence, but with perks.

 The lower survivability of the Jericho LRF’s really hurts.  It’s factionally balanced with the Jericho guards, but on their own they suffer.  The Empire ones are still tanky.  The biggest hit is the restoration modules.  Guards have great restoration modules.  Engineer’s undeniably the best.  LRF heals suck.  They still have the maneuverability of a frigate so they can be easy victims.

Well, before RT, LRF were quite balanced. They had great firepower, but lower survivability than the other two frigate classes, and their modules were focused in damage and defence, but with perks.

 

IR pulsar mechanics reward you for being exposed. Now with the 30 sec long duration is useful if played with some knowledge.

EM scattering field was (I mean was, more later) supposed to give you cloak at the expense of mobility. This is, you were cloaked but you had to be still, so anyone who sees you, can kill you or at least try it. As long as you didn’t move, the module served as a defence against typical debuffs, but you couldn’t move.

 

IR pulsar only affects ships locked onto you when you activate the module, not new locks.  That’s it’s greatest weakness.  If you’re spotted at all, you’re liable to get another ship coming in to help for the kill.  You have no speed to run and escape, unlike WNJ where you can run.  IMO, you’re better off with something else.

IR pulsar mechanics reward you for being exposed. Now with the 30 sec long duration is useful if played with some knowledge.

EM scattering field was (I mean was, more later) supposed to give you cloak at the expense of mobility. This is, you were cloaked but you had to be still, so anyone who sees you, can kill you or at least try it. As long as you didn’t move, the module served as a defence against typical debuffs, but you couldn’t move.

 

EM scattering is best for sniping.  It requires your enemy to visually lock on to a stationary target.  If you activate it while moving, you can’t control where you stop and keep the scattering.  If you’re not moving, you’re just dead in the water.  It’s good for the Empires, and decent for the Jericho’s, but not great.

 

The main problem is that now, they EM scattering field + RT combo gives the LRF the perfect combo of Firepower, range, survivability and cloak, all in the same package. 7 km 4000 dps range lasers with total inmunity to debuffs and an always ready panic button? check. Inmunity to ECM stuns? check. Inmunity to tackler or recon debuffs? check

 

Microlocators can still reveal an LRF so they’re not perfected protected.  The EM and RT combo does require pixel hunting, time, and patience.  Not all kills are fast.

The main problem is that now, they EM scattering field + RT combo gives the LRF the perfect combo of Firepower, range, survivability and cloak, all in the same package. 7 km 4000 dps range lasers with total inmunity to debuffs and an always ready panic button? check. Inmunity to ECM stuns? check. Inmunity to tackler or recon debuffs? check

 

And in case you use the A1MA in the Atlas with mark 5 beams, well, that thing is just so cheesy that it should allow you to put a grouyere cheese skin on it.

LRF were good as they were, perfect balance between mobility (poor) survivability (mediocre to good) and firepower (supreme)

Now it is just perfect. Mobility (superior) Survivability (inmune to all debuffs and ECM modules) and firepower (still supreme)

And maybe you don’t remember or haven’t noticed, but I’m a well known LRF player. And I refuses to use the RT and the A1MA at all. It just feels wrong.

I got the T5 version and tried it out some.  Throw in a one second warm up and double the cool down and I don’t see a major problem with it.  Many ships have their get out of jail free card, why not LRF’s?  For a real nerf, make it only work more than 5k from spawn.  People use a gunship’s overdrive to run away and not to attack.  Every module gets misused. 

Make it work only 5k around the spawn, are you joking? 

The purpose of this module is to escape. Why would you do that? 

And will destroy the ability to go in too when following beacons.  

Cloaks and warps tend to be used for survival, not offense.  It wouldn’t encourage running into action.

 

Offer a short damage boost after warping, a la tackler cloak style. 

Offer a short damage boost after warping, a la tackler cloak style. 

 

OR, use it to ram the enemy battlewagons! Collision Compensator + Heavy Armor + Forward Warp = BOOM

That is my Guard Impact Shield Suggestion…

I wouldn’t mind a “Heavy Gunship” class. It sounds kinda fun. It’d have to have more energy and more armour tho. LRFs are kinda made of tin-foil atm.

It’d have to have more energy and more armour tho.

 

Not necessarily. Consider that if the LRFs were converted in the way I suggested, that they would be the only ship class with 4 turrets, special abilities that deal massive raw damage, and a reverse thruster (or ramming thruster).

 

I could understand buffing energy, but armor should probably be left as-is, considering I can already survive an entire match in my armor-tanking LRF. Add too much armor or shields, and suddenly the Heavy Gunship would make Guards useless.

 

(I’ll probably go ahead and make a suggestion post about this eventually, and we can discuss it more there.)