Well, i think that, again, the one to blame for the no-use of projectile weapons is bad lag compensation, astronomical speeds and distances. Try to hit with any projectile weapon on a mosquito from hell flying in circles. It is simply impossible to hit with it, unless you are a supernatural being. So, the solution for that is either missiles, or AOE thing like torpedo LFR. Why would anyone use a weapon that does more dammage (because noone fits against it) if you miss 80% of the shots?
Coil mortar at least has a detonation detection. It’s probably the best kinetic weapon at the moment. Tonight I was dodging assault rails at range in a Styx. Singularity requires a playstyle where you’re close enough so that frigates can’t dodge. Lasers can’t be dodged, and gauss is weak. The devs have finally weakened other weapons enough to the point of lasers being dominant on fighters and interceptors. I am up for grabs about plasma gun though.
And about some guards someone was talking about. All guards are rubish (i play only up to T3) they die so fast they dont even have time to switch resistances. If he is on kinectic, comes a bubble from an int hitting for 12k kills half its shield, and usually theres another bubble right after the first that hits for another 12k and there goes the shield, not even time to cycle those shields they have. If they are on EM to prevent bubble guns, they are raped by thermal, 1 or 2 snipes and there goes the shield. Or 1 or 2 torps. And when you are on thermal, you get raped in 2 seconds either by coils or bubbleguns.
Guards are rubbish until a Crus S, and since the guard nerf I haven’t really played it. The biggest problem with the phase shield is you must often press it multiple times to reach the desired resist and if you don’t have the energy available you die. At least the default is thermal, which is the most common damage.
And about range, skilled interceptors with very low latency are basically indestructible, it takes half a team of average player to kill 1. And an average player on a interceptor only dies due to missile spam or torpedoes, because even snipers have a gigantic trouble trying to land a hit on them.
I’ve come to like frigates a little, but I do still make sure to carry at least one interceptor. An interceptor must dodge fire, not absorb fire. A frigate must tank an interceptor. It’s as simple as that. Too many battles end up as a 1v1, especially since teams are smaller recently.
1vs1 int kills em all, even guards this times, just wait for the pulsar to wear off and the guard is an easy prey for prox mine + EM weapon.
It depends on the guard. In a 1v1 the guard/engineer does have the advantage, but he won’t be ready for the next fight. The interceptor can get away from death, heal quickly, and you wait to heal knowing that you only survived due to your tank. If he has an engineer with active heals, you might die since he could stay confident due to heals. The worst is when it’s a recon attacking you and he warps away before dieing because he knows he can’t do it. I do the same when I’m in a recon.
I dont want to sound rude, but this sounds more to me, like if you were in a bad position.
Positioning is mandatory now for all frigates (thanks god).
Extremely true, but I wonder if sensor range on frigates is becoming an issue. It’s harder to position yourself when you can’t see the enemy team.