LRF sneaking is best left to covert ops who can cloak and then arc them to death or tacklers who can go invisible and then lower their resistances whilst putting heavy fire on them. If you see the little Red beam, full afterburner, corkscrew, dive behind an object, make yourself a very hard target. Or go invisible.
LRF sneaking is best left to covert ops who can cloak and then arc them to death or tacklers who can go invisible and then lower their resistances whilst putting heavy fire on them. If you see the little Red beam, full afterburner, corkscrew, dive behind an object, make yourself a very hard target. Or go invisible.
10km sensor range, mines, 360deg pewpew area with F module, warp, EB. 5km+ of open space
It’s not easy to just sneak up and kill
When I play ELRF I get snuck up on all the time. That’s likely because I’m charging straight at the beacon to string up explosive Christmas tree lights around it and I’m so busy trying to deal with the two guys in front of me I don’t see the other eight attacking from every other direction.
10km sensor range, mines, 360deg pewpew area with F module, warp, EB. 5km+ of open space
It’s not easy to just sneak up and kill
Higher tiers is more difficult, lower tiers is easy, you can panic the pilot by rushing at them and disappearing before their eyes.
My higher tier LRF killer is a 700m/s cov ops. Hard to see coming with EM scatter on, as fast as possible, high damage short time, quick regen and reload
Harpy sucks against frigates though, especially Guards. When I was maxing out my T1 / T2 ships I would occasionally come under fire from a low-end LRF and I’d just be like “huh, am I under attack? Let me just stay perfectly still and - oh, my shields dropped a tiny, tiny amount! I’d better slowly coast into cover or I’ll be dead in five minutes!”
Yeah, but Ace pilots being easy to shoot is more of an advantage than the higher ranking ships better stats I would imagine. I’ve only got to tier II barely though.
Yeah, but Ace pilots being easy to shoot is more of an advantage than the higher ranking ships better stats I would imagine. I’ve only got to tier II barely though.
Rookie pilots are easy to kill in any ship. I could bring an LRF and snipe in T2 all day long, but I’d actually do more for the team if I brought an alternative ship and did my killing up close.
The thing about LRF pilots, especially lower down, is that they don’t have the ability to look at the big picture. I can come very high in the scores with a very low kill count by focusing on capping beacons and landing a few assists. Being able to kill twenty players in a single match doesn’t mean squat if the enemy caps the beacons. This is why I always say any ship is better than an LRF - even if you are totally useless, you do more for the team by flying in a straight line toward a beacon than you do camped in spawn.
When flying LRF, make use of the 6 turrets. It gives you huge firepower. If you can build a LRF that heals fast, you’re onto a winner. Disintegrator works just as well at 5k as it does 12k. Except now you’re up close and dealing plenty of damage. Helping your team.
Disintegrator works just as well at 5k as it does 12k. Except now you’re up close and dealing plenty of damage. Helping your team.
The enemy is closer making you have to move you scope further and faster to compensate. If you can aim good for you but the Guided Torpedo works better up closer.
Rookie pilots are easy to kill in any ship. I could bring an LRF and snipe in T2 all day long, but I’d actually do more for the team if I brought an alternative ship and did my killing up close.
The thing about LRF pilots, especially lower down, is that they don’t have the ability to look at the big picture. I can come very high in the scores with a very low kill count by focusing on capping beacons and landing a few assists. Being able to kill twenty players in a single match doesn’t mean squat if the enemy caps the beacons. This is why I always say any ship is better than an LRF - even if you are totally useless, you do more for the team by flying in a straight line toward a beacon than you do camped in spawn.
c’mon dead enemy cannot cap beacons
Take a hint from Freelancer:
If you hang around not doing anything, Juni/King popus up in the corner of teh screen to nag you until you move.
Why are you going so slow? Give more power to the engines!
Trent! We have to go faster!
Or even:
[dx_s029x_1804_juni.wav](< base_url >/applications/core/interface/file/attachment.php?id=9137)
Take a hint from Freelancer:
If you hang around not doing anything, Juni/King popus up in the corner of teh screen to nag you until you move.
Why are you going so slow? Give more power to the engines!
Trent! We have to go faster!
Or even:
Necropooooost
5-) (new) we know problem is player based, there is nothing wrong with game mechanics. Instead of changing mechanics best way to fix is educating players … what am i saying lol it is impossible!!
so return to game mechanics ;
__how about we add gravity to pvp maps?__
lets say all ships pull to center per 10 speed , you base speed is 240 , if you are going to center your speed is 250 , if you fall back to spawn your speed 230. If you siting with lrf ok than 2 mn later you will be on the front line ,
That would mean placing a small moon in the center of every map and having to scale gravity with it, meaning that attraction is greater closer to the surface of said body, with a limit on how far it’s gravity can reach based on mass (also affecting the strength of the gravity).
good idea for a black hole/“Maelstrom” type map (dogfight around a supermassive black hole), bad idea in a smaller star conflict map.
option 6 - LRF within 2km of spawn after 1min become targetable and killable by its teammates… too cruel?
option 7 - LRF within 2km of spawn after 1min will be swarmed by bios
Reminds me of the old /maul [player] command from Gmod’s uLib admin system.
just type /maul Error1537 into chat, hit enter, and watch him get chased around by fast zombies before being killed (either by the zombies or “induced damage” (after 20 seconds, that was more recently added) which has an INSANE DPS. Also the fast zombs respawn quickly should one die.).
My suggestions are that something be done to either force newbies to use LRF is a better way (a way that benefits the team more) or to encourage players to actually learn the role, instead of sit in the back missing every shot.
1.) Reduce resistances (by maybe 40-50 points) while the LRF is within a certain distance of spawn (maybe within 4k of spawn). This would encourage the LRF pilots to move away from spawn, and take up more tactical positions where they are actually useful.
2.) Change the special module to make it better the closer you get (to an extent). Making it do far more damage at close-range (4k-6k away) than it would do at long-range (9k-12k). This would encourage LRF pilots to be closer to the action, without being in the middle of it. This way, LRF pilots would be forced to use their primary weapons if enemies attack, instead of never having to worry about players killing them, since they are sitting in spawn.
3.) Give LRFs a bonus when they are within a certain proximity to teammates. (For example, a 5-10% damage increase when 2k away from at least 3 teammates). This would encourage the use of the heavy gunship mechanic of LRF, and encourage players to stick with their team and provide fire support.
I’m sure these options present certain balance issues or possible problems, but they are just a baseline to get started with. They could easily be modified to work.
Leave comments on other suggestions you may have.
1- Okay first that is quite far, and second that would open up a whole new can of worms and encourage spawn camping.
2- This sounds like a nerf for the ELRF, and would make the JLRF more useful, still it’s quite bad (Guided torp and missiles have a constant damage, you can’t give it a damage reduction for distance) and unbalanced (LRF modules are for long range support, not close range slugfests.)
3- Encourages frigballs and frigball killsquads. Combined with 1 and 2, you’d turn star conflict into frigball simulator 2015.
Oh I’d love a 5-10% damage increase XD
Oh I’d love a 5-10% damage increase XD
there’s implants that give damage bonuses.
There’s a rank 15 implant for 7%, a rank 10(?) implant for either +2% damage per kill/assist stacking up to +20% or +15% damage(??) for 10 seconds(?) after a kill or assist, and some other modules for damage bonus to main armament or missiles or both.
No offense, but as a JLRF fan I think all this hate isn’t really needed (even though watching option 7 would be awesome) since I play my tormentor ae as a combination of a LRF and a gunboat during beacon games.
there’s implants that give damage bonuses.
There’s a rank 15 implant for 7%, a rank 10(?) implant for either +2% damage per kill/assist stacking up to +20% or +15% damage(??) for 10 seconds(?) after a kill or assist, and some other modules for damage bonus to main armament or missiles or both.
Well yeah there’s that implant but it is time based. Could still be cool but it’s in the “OP E13” which I use to recharge hull and shield and other things. Everything else is setup to deal damage XD
I think one gets +2% for every kill/damage assist up to 20% (I assume until you die?), the other is 20% for 10s after damage or kill.
Well yeah there’s that implant but it is time based. Could still be cool but it’s in the “OP E13” which I use to recharge hull and shield and other things. Everything else is setup to deal damage XD
I think one gets +2% for every kill/damage assist up to 20% (I assume until you die?), the other is 20% for 10s after damage or kill.
yea the one that is +2% per kill up to 20% is perm until you die. I’ve used it before and it vanished after I died.
I still find it better than 10s of 20% more damage after kill/damage assist, especially for a frig.
I think you are missing the main problem here. It’s not about being unable to kill LRFs sitting in spawn on the enemy team, it’s when _ your own team _ does it, costing you the match by giving you several players who are essentially worthless. There’s no way to get them to leave spawn, even if they are being killed there.
Most LRF pilots sit away from the middle of the battle because the LRFs are a bit fragile ships. Possibly removing the 20% hull and shield strenght would encourage the LRF pilots to move forward and and use their ship as a heavy gunship. I also have an idea for Jericho LRFs, guided torpedo with shorter range, but bigger explosion radius.
LRF is the most dps ship in the tree , giving them hull/shield strenght will break the balance… good lrfs like tillo become god , watch his videos if you want to learn how to use long range frigate. The key is sitters gonna sit what ever you do even you give them dreadnought.