Useless LRFs

Sittin in LRF is efficient, I have no idea what’s the problem with it…

 

Bad pilots will be bad no matter what class they use.

I’ve thought about this a bit, and honestly the best fix might be to make LRFs fly faster. Changing positions is a chore (especially if you don’t have reverse thruster, but even if you do), as is getting set up in a position the first time.

Newbies want to start sniping ASAP, which is why they sit in spawn. They think it works, and their ship is too slow to move somewhere else and set up there, so they’re too lazy to move.

This is particularly exacerbated by the volume boosters - Shield Splitter and Armor-Plated Hull - reducing speed. Newbies love their volume because they don’t know how resists work yet, so some ELRF might bring 3x Armor Plated Hull and sit in spawn because they’re far to slow to ever move.

 

This isn’t a problem for experienced players - they know how to LRF and how to build said LRF. The big problem is terribad pubs who do this, and the best way to fix a problem that’s across an entire game population is to nerf, or give an incentive that corrects the problem. Obviously a nerf isn’t needed here, so I’d suggest perpahs a 20% speed boost across the class. Not so much that they can dogfight or run from a fighter, obviously, but some in-between that lets them actually get into position.

 

LRFs don’t need to be gunboats - making them Long Range support/suppressing fire is a very effective thing, and good LRFs do this very well.

speedy lrf + em anti-radar field = nothing good

 

It would be nice indeed

 

but… no

Yeah Long Ranges suck!

No Spoilers for intention

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Yeah because Mauler is your average LRF right.

speedy lrf + em anti-radar field = nothing good

 

It would be nice indeed

 

but… no

I don’t think this is a big deal, since you have to coast it anyway. If you trade out the 2 extra guns for the increased speed, this is especially true. Then they’re less gunboat-y and more of a fire support role, which is kinda what it feels like it should be.

 

I dunno. Perhaps other fixes in addition would help. I’m trying to analyze the problem from the perspective of both newbies and vets, and take into account what people are used to. There isn’t a great solution, this is one of the least impactful ones that may help solve it.

Yeah because Mauler is your average LRF right.

Archdragon or Dragon would look similar. But who doesn’t want to fly a video card.

solution: if a lrf is supposed to change positions, then increase the strafe speed by 100%

solution: if a lrf is supposed to change positions, then increase the strafe speed by 100%

What¿?¿?¿? 100% You wanna have a dragon with more strafe speed than a sword with 3 inertial stabilizer?

Exactly

Jk. Lrfs are fine as they are now.

Archdragon or Dragon would look similar. But who doesn’t want to fly a video card.

Actually not, because one of the powers of the Mauler is that the shape is really difficult to see against the usual map debris, and the ship is already black. Also, it is really small and hard to hit even if you know where it is.

 

If you try that with the epic big dragon model + the stock colours, the results are not that good.

 

In fact, for me the Atlas is much better ship than any of the dragons.

Generally the Mauler is more maneuvereable and has excellent positron ability. Dragons are probably better suited to beams however you can still do fine with positrons. And if you are a good pilot then you will do ok in most high dps ships XD

In those games i went Laser Mauler, need to prepare for my Black Dragon when i’m going to get it, so i have Positron Mauler and Laser Black Dragon in my lineup at once. >:D

Does no one but me fly the stock r14 jerry lrf? because i think its got its own strong points, like a stronger tank than a mauler.

Does no one but me fly the stock r14 jerry lrf? because i think its got its own strong points, like a stronger tank than a mauler.

Premium ships provide more credits and free synergy, plus they cover all expenses of repair and resupply, which means that they are more desirable, but not necessarily more reliable.

Does no one but me fly the stock r14 jerry lrf? because i think its got its own strong points, like a stronger tank than a mauler.

LRF is all about dmg (and some distance), not tanking (if you are getting shot you are in big trouble usually), so yeah, premium have advantage since they punch much harder than stock LRFs (why would i want a hull slot for inq AE if once my shields are down it gets blown up in less than 3 secs? missile pylons dont sound better than another cap/CPU slot XD).

Well, if problem come from newbies, why dont you make a tutorial so you dont mess up veterans gameplay? LRF are fine from skilled players…just teach rookies and problem solved.

LRF is all about dmg (and some distance), not tanking (if you are getting shot you are in big trouble usually), so yeah, premium have advantage since they punch much harder than stock LRFs (why would i want a hull slot for inq AE if once my shields are down it gets blown up in less than 3 secs? missile pylons dont sound better than another cap/CPU slot XD).

Well, if problem come from newbies, why dont you make a tutorial so you dont mess up veterans gameplay? LRF are fine from skilled players…just teach rookies and problem solved.

What ive noticed about at least my lrf playstyle is that if im able to open fire im probably also being shot at. i tend to use them as fire support, which means sometimes im within about 4k of the enemy, in the center of my team. as for that hull slot i put a galv in there to buy me a few extra seconds to move into cover. but what i really mean is the 3slot vs 2 slot shield setup. thats what i like about the ae. as for making a guide, thats an idea ive thought of, but it would take a bit.

The Mauler almost has an extra shield and hull slot anyway due to the extra 35%. Inquisitor AE lets you customise for a more specific build, eg being high thermal resist for long range torping etc. Normally the standard ship is better at actually sniping however the Inquisitor AE gets energy reduction of lrf modules which is not that great in most cases ;p

Perhaps a higher average base sensor range for lrf would be nice, as most of the armament available for the cerberus outrange it’s base sensor rang without the use of enhanced scanners and implants. With an implant it’s a rather sad 4.6km. A base cap of 6km seems reasonable for long range support, however.

why would i want a hull slot for inq AE if once my shields are down it gets blown up in less than 3 secs? missile pylons dont sound better than another cap/CPU slot XD.

Well, CPU slots are already at the cap of three, but another Capacitor slot would be welcome. Anyhow, Hull slot does have its uses…

If Thermal Insulation and Rank 1 hull resistance implant are being used, one can survive detonating Mark 5 Guided Torpedo under the ship while shield is down (if Repair Kit is used just before it). In combination with Minelayer, this can often destroy enemy Covert Ops trying to use Plasma Arc.

Both Lightweight Hull and Passive Armor have their uses, and their negative effects are negilible since durability comes almost entirely from the shield. Getting out of a bad position and into a good position faster sounds good to me. Being able to afterburn indefinitely and still use modules at will without delays sounds good to me as well.

 

Perhaps a higher average base sensor range for lrf would be nice, as most of the armament available for the cerberus outrange it’s base sensor rang without the use of enhanced scanners and implants. With an implant it’s a rather sad 4.6km. A base cap of 6km seems reasonable for long range support, however.

That would be logical. It makes no sense that biggest ships intended for longer range fire support have shortest sensor ranges.