Now there are plenty of ways to counter ecms, but for this particular comment…Increase the time to
the amount that the lrf’s module, IR pulsar, does for anti lock-on. Lrfs will gain the covert ops’ time for their module. I trust you’d find this satisfactory? they can also increase the range of the covert ops module to match that of the normal ecm’s module range.
Actually this is anyway a mechanic idea that i never understood. the lrf ir pulsar is a passive mass debuff module, but has more than double the penalty time of a locked single-target debuff module. I would not completely give the COs that power, since they have their damage as excuse; but the white noise could clearly need a bit of help, while the IR pulsar could need a small area effect additionally, but generally shorter times.
The missile spam nerf was needed, CO interceptors could obliterate or at least severely damage a Jericho guard in a matter of seconds then run away. A single interceptor should not be capable of dishing out this much firepower. This nerf will allow frigate pilots to have a better chance of survival against CO interceptors and additionally, Empire recons fitted for missile spam. Getting killed by a CO interceptor is 10 times more fustrating than getting killed by a Empire Gunship in my opinion. I respect Gunship pilots, not so for CO ones.
oh rly. i fly all of them, because I love damage dealers. gunship might take its time to master, but ultimately, its the CO, which deserves the respect if he pulls things off. if your team is around you, no way for the co to pick you out. the gunship will still tear you to pieces.
anyway, it was not such a nerf for COs ultimately, and i find more missile reloading time okay, i just find the reduction of the cartridge a bit overkill. finally its now the fighters that lost a bit of killing power, and atm. guards are strong as ever. there is nothing more frustrating than a guard, which does practically nothing in terms of play, but cannot be killed, and expects his ship should naturally withstand multiple ships, and moans if a single ship which is designated to be a pure damage dealer can actually do its job on him. Of course that living missile will kill u better, that’s its job.
I hope you fly a co yourself before you judge those pilots. it’s not the experienced pilots fault, that there are more of them active who are decent with ceptors. it’s just logical because they are more challenging, need faster reflexes, more adrenaline. More exercise. It also needs this feeling of invulnerability sometimes, but since I do fly ceptors with nearly no tank inbetween, I can tell you, it’s definitely the experience which makes them most dangerous, not the fact that they are naturally a bit harder to hit.
Against a well fitted good positioned tanky guard, with mass prop inhibitor, pulsar or missile shield, aim and facetorps a CO has really really bad cards. thats the only reason, why some used their whole rocket salvo on the guard. Guards generally work pretty decent with green modules, ceptors on the other hand almost need you to purple up quickly.
Frig balls are still damn good strategy, its just harder to carry a team in a guard, if your team cant do the objectives, and you learn a lot more about movement if your ship is fast. May sound patronizing, but it helps a lot to fly the smaller classes to get really good in the big ones, and you can actually watch that players who play mostly guard or LRF only at start, take a lot longer to learn certain things, like not flying straight at the enemy ball.
Just saying, it is pretty logical, the small ships have usually - not always - more experience. This is true for most games where it is about mobility, the slow things need the experience to be a small thing; it also increases your effectiveness, if you see how other guards deal with you as a CO.
Not denying that many guards are pretty easy to kill, and COs are still easier to fly than a recon, which gets its glory more through objective strength or helps the team by sensor range and needs a lot more module timing.
