Useless LRFs

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

It makes perfect sense. It stops the LRF acting as a lone wolf and makes them dependent on allies to act as spotters.

Or did you not notice one of the ship classes is called “Recon”?

It makes perfect sense. It stops the LRF acting as a lone wolf and makes them dependent on allies to act as spotters.

Or did you not notice one of the ship classes is called “Recon”?

Not it wouldn’t, actually as good player you can not always rely on your teammates sensors. Because often your team just sucks, i’m an experienced player and i take the LRF mostly in the games where i know that my team needs it. I don’t want to rely on my team if i’m LRF.

 

Usually LRFs don’t even have much Sensor range, Mauler - 3km

And note how I said 6km minimum.

A recon could get up to, oh I don’t know, 15KM?!

But LRF is Long Range Support.

Currently all we have are short ranged gunboat brawlers and long range ELRF Snipers sitting alone with their special active or Missile Silos sitting very close to their targets.

Actually the situation with the LRF is the same as with other ship i don’t get the sense of complains or “balance suggestions”

Good players are good with it

Bad players are bad with it

As with any other ship, same thing.

Actually the situation with the LRF is the same as with other ship i don’t get the sense of complains or “balance suggestions”

Good players are good with it

Bad players are bad with it

As with any other ship, same thing.

The thing is however that recon suggests running around tagging enemy locations, and being the first to secure a capture, from what Ive learned from TF2 (Scout Class). Currently recons rely on speed and insane sensor range, rather than high speed and extendable sensor range with a moderate sensor range to detect nearby threats. The LRF meanwhile is meant to be a sniper, thus it should be able to detect targets at a range unassisted, on their own. A base stat of 6km is fine, max cap at 20km to prevent unreasonable abuse of modifications to sensor range.

The thing is however that recon suggests running around tagging enemy locations, and being the first to secure a capture, from what Ive learned from TF2 (Scout Class). Currently recons rely on speed and insane sensor range, rather than high speed and extendable sensor range with a moderate sensor range to detect nearby threats. The LRF meanwhile is meant to be a sniper, thus it should be able to detect targets at a range unassisted, on their own. A base stat of 6km is fine, max cap at 20km to prevent unreasonable abuse of modifications to sensor range.

No they shouldn’t. The role the LRF fills, especially the JLRF, is more akin to artillery than a sniper, and artillery rely quite heavily on spotters to hit anything mobile.

 

Again, it’s part of the balance. Arguing the LRF needs sensor range boosts because your teammate sucks is as stupid as arguing every ship needs hull regeneration as standard because your team Engi is too dumb to equip heals. You have to design the classes assuming they are used in a halfway competent manner.

But even assuming your team is useless, in most games they are still going to provide you with sufficient sensor coverage to snipe with. If you need your team to light up specific targets so badly, get on teamspeak and get in a squad.

 

The LRF, like many classes, is built assuming a squad scenario. Frigates are all but blind and generally too slow to run away. Interceptors have great fields of vision but are too fragile to hold ground alone. Fighters occupy a middle ground, which means they don’t really excel anywhere. All of the ships, alone, are lacking. That’s the point - it encourages teamwork!

 

No ship, especially not one that is already toxic in the hands of your average player, should reward lone wolf behaviour.

 

 

I’d just like to add as a final point that as someone who mainly flies frigates in Invasion, I would be all for a sensor range boost IN THAT MODE ONLY! But I recognise why, for balance reasons, it should not be applied to PvP.

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.

i doubt those 34,6 resist points (and less turn rate) are going to be substantial with 6-7k hulls with little resists, RennieAshll made my point :stuck_out_tongue: (read below)

 

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

thx :smiley: those 35% work as a shield proyection splitter and a plated armor hull without the acceleration and speed decrease.

 

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.

Sigurdr does that :slight_smile: btw i agree that big ships should have longer range (regarding to being realistic, not to make a fun and balanced game) since they have much more space to equip better systems unlike interceptors…but in game this is ok, no need to change ship stats.

 

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.

 

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

you are right, you cant have 4 CPU slots, but instead prem ships do get a crit chance/dmg bonus (its much more evident between blackdragon vs archdragon)…inq AE has 10% dmg wich is ok. That thermal thing with the hull slot seems a little complicated and unpracticall to get done well in the heat of battle xD. Lightweight gives about 30 extra m/s with AB…wich is meh xD i totally prefer a 10% dmg/rate of fire/10% crit chance or 20% crit dmg over that. Passive armor seems a total waste for me, since at full synergy and without any energy booster in cap inquisitor AE can permanently use AB and 2 modules without need of stoping AB to get the energy, that reduced energy cost is much worse than reduced cooldown.

Honestly i tend to default to galvs when i dont know what to put in hull slots, what would you suggest putting there?