Regarding Guard Frigates

Instead of a guard i prefer command to fight… guards are not meant to fight they need to guard , and they do not seem to do this…

Instad of having mines on LRF they should be on Guards also… Mines are close combat defensive… put it on guards :wink:

 

Hahem, we use to have minefields on guards… Not ended very well xD

You limit the “Guard” gameplay to its name, and you’r wrong by doing this.

Oh what the heck while we are at it …why not put the Eclipse into the weapon arsenal as well.   So now you can be Guard and be a mini-semi-Healer   

 

 

:facepalm:   PS;  I ment this to be sarcastic 

 

I guess I couldnt find a tongue in cheek Smiley  :blink2:

Oh what the heck while we are at it …why not put the Eclipse into the weapon arsenal as well.   So now you can be Guard and be a mini-semi-Healer   

 

Bad idea, i mean, wouldnt help much, has low dammage, overheats to fast, and it is useless to heal moving friendly targets…

 

 

 

Evicerator, i know what you mean, i can do some pretty good dammage on guard (crusader too) and survive quite a bit, but, only as long noone notices where you are, if 1 Recon sees you, you are pratically dead if its piloted by someone with a brain.

 

The problem is, that 90% of the guards currently is how can i say this politely, lack intellect to fly it, so they are just cannon fodder (is this the expression?) I mean, just look at the surv. I fitted a Crusader, with purples, got around 57k surv (maxed), Styx got to 62k and it is not maxed yet. But then they say: But you have phase shield and crusader is r8, compare it to crus S… perhaps 65k surv? Even so, everybody knows all the enemies focus on the engie, so it is easy to stack 9 targets, thus boosting the gigas to awesome values, making it a hard to crack ship. While the guard can be soloed by virtually any class, even with phase shield.

 

In some games i played, i soloed guards on ECM, Recon, CovOps, gunship, tackler, guards, LRFs (heavy gunship mode), Engie (styx rulz), Even on command ships. Just get him good with the alpha strike and prob you wipe their shield before they switch resists.

 

I mean, guards are good? Yes, on the hands of a GOOD player. But in the hands of the common people it is garbage because it is not as noobfriendly as other classes. The moto of this game should be: Easy to learn, hard to master, and guard is hard to learn, and VERY hard to master, while engies for example, are easy to learn and medium to master.

The only thing “hard to learn” about a Guard is that you aren’t meant to be in the thick of it. The Pulsar is a last resort to try and buy time to escape, not your primary attack plan.

90% of Guards I see rushing forward to “clear” a beacon explode a few seconds later.

Instead of a guard i prefer command to fight… guards are not meant to fight they need to guard , and they do not seem to do this…

Instad of having mines on LRF they should be on Guards also… Mines are close combat defensive… put it on guards :wink:

Mines on a guard.  Are you crazy?  They’re ridiculously OP at beacons!  No, not even no, never again!

 

The horror…

The horror…

 

P.S. I assume you weren’t around when frigates and fighters had minefields.

 

Bad idea, i mean, wouldnt help much, has low dammage, overheats to fast, and it is useless to heal moving friendly targets…

Imagine a self healing Empire LRF.  You can self heal with the weapon.

Mines on a guard.  Are you crazy?  They’re ridiculously OP at beacons!  No, not even no, never again!

 

I usually have guards for breakfast when they are at the beacons, even more if im using a LRF as a heavy gunship with positrons critting for 13k dammage on their shields. Of course, as i stated, 90% of the guard pilots are braindead, so those kills dont apply, but ive fought some alegedly good guards, and they died all the same, and im not even a good pilot.

 

 

P.S. I assume you weren’t around when frigates and fighters had minefields.

 

Imagine a self healing Empire LRF.  You can self heal with the weapon.

 

Well, the Bad idea i was refering to was to put that in a guard, so i dont know why you posted this. And theres a good reason only engies were given this weapon, because it was too OP on LRF, so again, why you posted this.

Well, the Bad idea i was refering to was to put that in a guard, so i dont know why you posted this. And theres a good reason only engies were given this weapon, because it was too OP on LRF, so again, why you posted this.

The idea was removing the class restriction on the weapon.  If it can go on a guard as well as an engineer, why not an LRF as well?  The only weapon that shouldn’t have a restriction is the Kinetic Supercharger because it’s lack of a real “special feature.”  If the weapon drained a little energy when hitting a target it’d be more ECM style.

The idea was removing the class restriction on the weapon.  If it can go on a guard as well as an engineer, why not an LRF as well?  The only weapon that shouldn’t have a restriction is the Kinetic Supercharger because it’s lack of a real “special feature.”  If the weapon drained a little energy when hitting a target it’d be more ECM style.

 

The whole purpose of restricting eclipse to engeneer was for the fact they were TOO OP and were anoying on LRFs, enabling it to be equiped on LRFs would ruin the game.

Guards are slightly lacking right now imo, and I have put many hours into them trying to figure out how to use them correctly.  They are okay at holding their ground, but can’t handle many people at once especially in the lower tiers.  If it is meant to hold ground and deny a push, then it should be able to tank several opponents for a moderate duration and have enough dps to push back opponents. 

 

Its annoying getting in my purple fit Anaconda-M and Crusader-S and getting into matches where half the people are flying broken purple fit nukems, desert eagles, and eagle-Bs and are absolutely vaporizing my shields (after I slow-boated across the map to a beacon for 2 minutes) while I cower behind an asteroid trying to protect our team’s engineer/command ship.  I’ve learned how to fly the guard very well, but still can’t do much against larger groups of people as am reliant on having a good team which doesn’t always happen. 

 

Other ships can warp off, cloak, warp-gate out, or just speed away when getting focused while the guards just have to sit there like a xxxx and take it.  As far as the phase shields go, I love them.  It adds skill and tactics to the class making you think before you act.  But, it is a bit lacking compared to other ship’s survival mechanisms.  And for peete’s sakes the Styx is a MUCH better tanker and does more dps with guns and a total of 4 drones.

 

My ideas to buff the ship:

Jericho guards: “Uber tanks”

-Shield resists +30 from current

-Phase shield blocks 200 points instead of 150

-Lower total shield HP by 15~20%

-Change synergy level 4 bonuses to effect strength of Guard modules 35% or Range of Guard modules 50%

 

Federation Guards: “Escort Ships”

-Phase shield resist changes to 100, but also adds an equivalent Rate of Fire bonus to the Damage bonus recieved

-Speed increased 15% (Or at least as fast as the fed engies)

-Hull and shield HP decreased 10%

-Shield/Armor Resists +20 from Current

-Change synergy lvl 4 bonuses to Reloading rate of Guard modules to 35% or Range of Guard modules 50%

 

Just my thoughts anyways, numbers could be a bit high in some areas.  Would help out some of the newer players while still not making the guards overpowered.  Less of a buffer tank and more of a resistance tank.  Engies have a hard time repping all that HP lol!

Maybe give them a special octopus launcher that actually launches 8 missiles?  :stuck_out_tongue:

Always, always, if you favor guards being buffed, think about frig balls. Before you write anything, think about frig balls. 

 

My ideas to buff the ship:

Jericho guards: “Uber tanks”

-Shield resists +30 from current

-Phase shield blocks 200 points instead of 150

-Lower total shield HP by 15~20%

-Change synergy level 4 bonuses to effect strength of Guard modules 35% or Range of Guard modules 50%

 

 Think about that 90k surv guard posted on this topic, add these bonuses, multiply it by 3, add 2 engies to that, and think how you can break it. 

I think guards are ok as they are, in lower tiers aswell if you play it decently. Yes, they are a bit more noob_unfriendly, but nobody forces new people to play guards. Let them try, let them learn…

But i say again: before proposing a buff to guards, think about frig balls. 

Nice necro dudes

WEll to be hobest still an interesting thread lol And i do thinbk guards would need a little buff expecially the fed ones…(i play t5 anyway) I mean once u r good enough in game killing guards it’s so easy, and you can do it with any kind of ship… No one of the top players fly guards…The onmly one is rakza who has full purple ships and if he’s not in squad not a problem anyway… Giards work only coupled with other ships…and this means tyhey r not very well balanced too me…

 

As far as i know theer r only 2 viable builds on guards atm the speed tank on fed ones (tried it many times and not that great anyway but fun) and the long range build with positrons… quite viable  but nothing that LRF can’t do better…

The problem of the Actual Guard is that to be at full power, you need to be in Squad or to Frigball. It’s not a problem of tanking, it’s a problem of design.

The problem of the Actual Guard is that to be at full power, you need to be in Squad or to Frigball. It’s not a problem of tanking, it’s a problem of design.

 

Sooo the problem is that it forces teamplay? How dare!

Can someone post a Screen Shot of the new Blood Tormentor? 

Sooo the problem is that it forces teamplay? How dare!

Don’t misunderstand me, The Guards have multiple gameplay and not only as a supportive job.

 

The Guard is an “ALL-IN” Ship when this “ALL-IN” is not a viable meta for this game.

Always, always, if you favor guards being buffed, think about frig balls. Before you write anything, think about frig balls. 

 

 

 Think about that 90k surv guard posted on this topic, add these bonuses, multiply it by 3, add 2 engies to that, and think how you can break it. 

I think guards are ok as they are, in lower tiers aswell if you play it decently. Yes, they are a bit more noob_unfriendly, but nobody forces new people to play guards. Let them try, let them learn…

But i say again: before proposing a buff to guards, think about frig balls. 

It would loose total shield HP/armor HP in replacement for the reisist increases.  Most of those huge 90k suvival gaurds are all buffer fit.  Sure they can survive awhile on their own against a few low damage railgun ships, but against a group using EM, they melt faster than butter in the Gobi Desert because of lower reistances.  Having higher resists will help when actually trying to defend for more than 15 seconds against a mob.  I’ve melted a mostly blue and green t5 Inquisitor S in a  t4 castor gunship with a purple em gun and firestorm missiles in under 10 seconds (within engineer range to).  He couldn’t do anything about it. 

 

Buffer tanks aren’t effective for something that is supposed to deny passage, they need to be resiliant and take as little damage as possible while taking a ton of fire.  You can only be repaired by the Engineer with the highest repair points anyways.  Having 2 is kind of pointless unless you are worried 1 might die.  Same thing with the Gaurd’s modules, only the strongest one will hit, the other pulsars/damage reduction ect. will not affect you. 

 

If you are worried about frig balls, have a couple ecm ships to shut things down and dps to back it up and problem solved.  Long ranges can wittle away frig balls too if they are good.  As an interceptor, you can outrun frig balls pretty easy as they are slow. You will have to use TEAMWORK to take a frigball down, just like the frig balls are using TEAMWORK to stay alive.  The frig ball pilots are usually more defensive and try to help the team, where the average gunship/interceptor wolfpack is only worried about getting their kills and beating everyone else in kills/captures for points.  Its not the frigs that are OP, its the pilots working together to survive.

 

Half the game modes you are in require you to travel vast distances too making it painful for you to do anything in a guard.  That is the advantage of being in a faster ship.  Gaurd’s role is to tank and support and deny access. 

 

I’ve played frigate alot, and the only way I found to have them be effective in any fight is sacrifice everything to increase resistances.  Otherwise you will die, and fast against your high dps wolfpack.  That is why I think they are okay right now, but not where they need to be.  Having all resist implants and purple resist mods makes them moderately tanky. 

The main point when you buff your Shield Size is “What Kind of Fitting are you using”. The fitting on my Inquisitor S is not mean to be on the frontline. That’s why I was buffing my shield Size.

If I have to use a FrontLine Guard, first It will not be a Jericho Guard, secondly, that will never be this fitting.

 

In T5 Guards can’t tank due to the Dammages Implants Snowball.

I could explain a lot more but I’m too lazy xD

Resist tanking is the rule i live by. Most of my ships are meant as “fleet” fits, meant to stay close to the main body of the team. That means constant heals, thus maxing my resists is the name of the game.

The key is: know ur surroundings. If u dont pay attention to ir radar 3 ships could b on u withn seconds. Know when to retreat. And u should b fine