Suggestion: remove jericho LRF

a) you can dodge

In most situations no, you can’t. I’m saying it as someone used JLRF

 

b) you can equip thermal resistances

c) you can equip Armadillo implant (granted for hull tank only)

Requirement to optimise specificaly against JLRF indicates that it is OP.

 

I mean, how hard is it to see a slow moving missile coming towards you?

Usually you are either busy or it comes around the rock.

 

you can hear it coming in advance at least couple seconds, and i don’t mean HUD alarm, the actual trail sound is so loud

If enemy has atleast one JLRF you hear it all the time, it doesn’t mean it is going for you unlike red line of Impire’s LRF.

 

in medium range they die real easy. fair trade.  

Unless it is realistic combat and they are part of ball

I’m still unsure about tachyon on Jericho LRF though. I don’t use it - way I fly mine, it’s not worth sacrificing the active slot. But it can be slightly imba if used in a certain fashion. That said, I haven’t see anyone making use of it properly so … dunno really.

Last I played Jericho LRF was before they became easy mode. One great use of tachyon charge was to sneak a torp past a guard. Of course that’s not relevant anymore since nobody can stop you now.

So that leaves sniping someone. At those speeds it’s hard to evade and the missile warning doesn’t tell them that a fast one is incoming so they won’t go into emergency evasive maneuvers until it’s too late.

Besides, missile warning gets ignore a lot because it is constantly on anyway with all the torps and missiles in flight at any time. Hence my suggestion from a while ago to let me turn it off. I’d still like that.

Tachyon is an indirect DPS active module and a Survival module packed into one. And it’s only relevant at ranges close to the limit.

 

Say distance to target is 9km - it’d take you over 13 seconds to take your missile there. Tachyon cuts that by half giving you:

 

A. 6 seconds of extra DPS from main weapons

B. 6 seconds less of vulnerability

C. 6 seconds of additional movement

 

I don’t spawn camp and / or shoot from range so that is why its’ of lesser value to me. But even if you did, there are bigger things going for the Jerry LRF that makes shorter missile travel time a minor advantage. In any case; and this is why I’m undecided on the module:

 

It’s not like the Tachyon on a Jerry LRF allows you to kill a target that is otherwise unkillable.

 

People might be tempted to argue that the ‘no warning’ distance gets increased but seriously? by how much? it’s intangible due to multiple externalities including ability to discern game sounds, headphone quality, soundcard, monitor size and resolution, inherent reflex time of individual pilot, health of pilot’s eyes (and possibly brain rawr) etc its’ too ridiculous to take into account. For all you know that distance probably only got extended by mere meters.

 

Now Tachyon on an Imperial LRF on the other hand…

That module allows a pilot to kill something that would otherwise be unkillable. Interceptors flown by good pilots.

 

But why isn’t it perceived as OP there? wherelse on a Jerry LRF it is ?

 

At 7m/s² you’d be able to move 100 meters in less than 3 seconds. That’s enough to take a partial hit instead of full damage. I haven’t measured the blast radius but I’m assuming 300m which; lets grossly generalize, translates to about 3-4k damage on shields. Hardly life threatening to a frigate. 4k damage to inties might prove fatal but inties accelerate twice faster and rarely float static all the while buzzing about at insane turn speeds well beyond the ability of a guided torp to track. Add that you lose significant turn rates on the missile at higher speeds make it even easier to evade. All this is assuming the culprit has perfect aim. Most people including me dont land deadon hits all the time. Missing by 50 meters or more is rather common.

 

Personally - I get hit at a rate of 1 in 6 and that’s while flying frigates. That’s also from not even caring to find out the approaching angle of the inbound torp. I just randomly GTFO of the way.

 

 

@ Thrael

 

Requirement to optimise specificaly against JLRF indicates that it is OP

 

These are the standard things you do to tank thermal/aoe damage. Sources of which are numerous and not exclusive to LRF torps

 

Usually you are either busy or it comes around the rock.

 

This here differentiates a good pilot from bad ones.

 

  • which tier and ships are you flying in that find LRF so difficult to avoid?

  • Just curious. Screenshots or your ship wouldn’t hurt either just for reference.

Can someone please 1 V 1 in a LRF, I want to test some things…

Now Tachyon on an Imperial LRF on the other hand…

That module allows a pilot to kill something that would otherwise be unkillable. Interceptors flown by good pilots.

 

But why isn’t it perceived as OP there? wherelse on a Jerry LRF it is ?

Because the fewest Empire LRF pilots quickscope, and those are very dangerous indeed. With the rest of them you get ample warning to evade.

 

At 7m/s² you’d be able to move 100 meters in less than 3 seconds. That’s enough to take a partial hit instead of full damage.

Are we talking about EM Torps now? Because the guided torps certainly are maneuverable enough to easily keep up with your 7 m/s evasive maneuver. :wink:

4 minutes – 110 MB

 

 

17 sec - Guided Torp fired under 2,000m - Cannot track, leaves LRF vulnerable during cam switch. Followed by my general failure to anticipate while using main guns

 

55 sec - Twiddlez fails to connect as interceptor goes beyond his screen

 

1m 9s - Twiddlez point blank torped JP approaching headlong - Massive damage to inty, takes out 30% of own shields.

 

2m - Prime example of NASA’s custom rockets one shotting an almost full health LRF - Thx JP

 

2m 40s - Here’s a good one

 

  • Guided torp shot from 5,500 meters

  • JP’s acceleration I’m guessing 12m/s² or more

  • Simply moving straight across the torp from stand still

  • Timed right and even a slow guided torp CANNOT track.

  • If delayed properly, you cannot even guesstimate a speculative shot

 

3m 45s - LRF’s biggest advantage is it’s 6 turrets. Nicely shown on video. Notice Twiddlez’s Guided torp manually detonated early I’m assuming because JP has escaped outside of his screen and is considered a lost cause. And ofcourse the OP EM Torp and a suicidal pilot insisting on coming in melee.

I have proven that LRF are not OP, and the original Poster lacked true skill. There, I said it. (flame me, hate me, just dont date me, I’m not ready for a relationship)

 

Sure you can look at the above video and point out some things. 

 

  1. As an interceptor, I would’ve normally activated Cameo and come in all sneaky like from the top or the sides, but usually at a blind spot for the pilot. (The game mode was Combat recon, so cameo was not available to use)

 

  1. NEVER fight a LRF head on. With Torps, missiles, and 6, not 4, but six guns bearing down on you, you can clearly see that one shot of those plasma cannons ripped my shields in one hit, and then one shotted me right after. (Also bear in mind that I didnt use any cover to defend my self and have 0 EM resistance on sheilds)

 

  1. I had more then enough time to dodge all missiles, torps, and such as they threw at me. Only thing that really killed me was out right main weapons fire with well timed shots, which is something that most LRF pilots lack. As they only shoot torps or use the F key all the time. But kine and MR. T showed me their skills which definitely would’ve paid my repair bills. Lol. 

 

  1. If you look at the damage I was dealing, and considering that they kept me from using my plasma arc, and actually forced me to evade most of the time, then the LRF is a good choice and NOT OP. 

 

This concludes that as of now, LRF are fine as they are, and should not be tweaked in terms of balance, but only increased speed would be nice. 

 

PS. also like to note that most LRF pilots are not usually aware of there surroundings and 98% of the time, I can kill one in about 3 seconds. 

JPhack where are the pictures of your burning PC? >:(

 

And LRF are rarely dangerous to good inty pilots.

AMEN!

I have proven that LRF are not OP, and the original Poster lacked true skill. There, I said it. (flame me, hate me, just dont date me, I’m not ready for a relationship)

 

Sure you can look at the above video and point out some things. 

 

  1. As an interceptor, I would’ve normally activated Cameo and come in all sneaky like from the top or the sides, but usually at a blind spot for the pilot. (The game mode was Combat recon, so cameo was not available to use)

 

  1. NEVER fight a LRF head on. With Torps, missiles, and 6, not 4, but six guns bearing down on you, you can clearly see that one shot of those plasma cannons ripped my shields in one hit, and then one shotted me right after. (Also bear in mind that I didnt use any cover to defend my self and have 0 EM resistance on sheilds)

 

  1. I had more then enough time to dodge all missiles, torps, and such as they threw at me. Only thing that really killed me was out right main weapons fire with well timed shots, which is something that most LRF pilots lack. As they only shoot torps or use the F key all the time. But kine and MR. T showed me their skills which definitely would’ve paid my repair bills. Lol. 

 

  1. If you look at the damage I was dealing, and considering that they kept me from using my plasma arc, and actually forced me to evade most of the time, then the LRF is a good choice and NOT OP. 

 

This concludes that as of now, LRF are fine as they are, and should not be tweaked in terms of balance, but only increased speed would be nice. 

 

PS. also like to note that most LRF pilots are not usually aware of there surroundings and 98% of the time, I can kill one in about 3 seconds. 

 

AMEN! ( Again)  You hit on the Head ! 

 

Also add Coil Mortar (when not jamming) it can be even more deadly. 

Let me add you better be quick and again pray the Coil doesn’t jam. 

PS. also like to note that most LRF pilots are not usually aware of there surroundings and 98% of the time, I can kill one in about 3 seconds. 

This is true. As an LRF pilot, right before I shoot, I take a look at the radar to see for any red icons, then fire. It’s still not enough, as the Torpedo takes over 15secs to reach anywhere important and they can very well kill me in that time frame.

This is true. As an LRF pilot, right before I shoot, I take a look at the radar to see for any red icons, then fire. It’s still not enough, as the Torpedo takes over 15secs to reach anywhere important and they can very well kill me in that time frame.

+1

This is true. As an LRF pilot, right before I shoot, I take a look at the radar to see for any red icons, then fire. It’s still not enough, as the Torpedo takes over 15secs to reach anywhere important and they can very well kill me in that time frame.

You can look at the radar for 1-2 seconds when the torp leaves your ship. It’s usually the moment they decloak and go for you.

Detonate the torp - defend yourself

You can look at the radar for 1-2 seconds when the torp leaves your ship. It’s usually the moment they decloak and go for you.

Detonate the torp - defend yourself

Doesn’t happen often enough to me. Usually, when I die on my LRF is because:

 

  1. Other friendlies just don’t give a toss about you.

  2. You get swarmed.

  3. They decloak after you fire the Torpedo and it’s far enough away that they’re already invisible to you.

 

Nmbr 3, for me, is a bit of an incognit due to how I usually hide my ship. I always have to veer the Torpedo away to prevent it detonating in my face.

[…]

  1. Other friendlies just don’t give a toss about you.

[…]

Sounds familiar… *whistles away*

Are there any weapons that could cause you to fall under destruction by “Friendly Fire”

Are there any weapons that could cause you to fall under destruction by “Friendly Fire”

If someone blows up an enemy ship near you, you take damage IIRC, so if low on health you die as well. Most possibly taking them out with explosives. Other than that - warping. Dunno of anything else, i don’t think there is.

If someone blows up an enemy ship near you, you take damage IIRC, so if low on health you die as well. Most possibly taking them out with explosives. Other than that - warping. Dunno of anything else, i don’t think there is.

You can’t kill friendlies as far as I know. Only placing a warpgate in front of them and warping them into something works.

You can’t kill friendlies as far as I know. Only placing a warpgate in front of them and warping them into something works.

There is no friendly fire anymore, save fire from yourself.

 

If you blow up AFTER a friendly kills a ship next to you, the kill goes to the enemy (From the Grave medal).

What is the point showing that LRF can’t handle duel with interceptor?? Can you read at all? LRF is OP because of its potential in realistic combat and any other combat allowing forming of fronts. If you want analogies from WoT it is su-5  in T3-5 battles with splash of T-92. It is not a problem for now because there is too small player base and metagame is immature, people tend to get more “fun” ships.

 

If you want to show that it is not OP get squad of two JLRF and guard/engi in realistic combat. Don’t overextend and just hammer ships within range. BTW mines and lasers much better on LRF for protecting against Inties and so.

 

Other thing is ILRF vs JLRF.

While i agree that LRF can be played effectively in a squad with coordination, still not to the OP extend imho.

 

but this:

. BTW mines and lasers much better on LRF for protecting against Inties and so.

 

 

is wrong, EM torp >Mines as self deffence 24/7, if you want self defense weapon get a coil mortars, or positrons for more offencive setup, lasers just plain wrong for many reason:

a) it gives away your position (positrons are kinda close on this one but not as bad)

b) they do crap dmg

c) in close range vs inty (granted inty has to be at least of an average skill) they will do even worse than crap dmg due to its mechanics.