Long Range

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Revision as of 18:20, 13 July 2016 by Rangertre (talk | contribs) (→‎Role: Added "Player Opinion" - Can remove if preferred)
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Long Range Frigates (or LRFs) do exactly what their description suggests. They have long range special weapons designed to deal damage from far away, and are unique in that these abilities vary depending on whether the LRF is Empire or Jericho. However they are slow and have poor defense, so any enemy that closes with them will make short work of them.

Modules

Disintegrator

The Disintegrator is the long range weapon of Empire LRFs. It is essentially a classical sniper rifle. When used the LRF will stop and the view switches to a zoomed in scope. The disintegrator fires a thin beam of thermal energy that damages an enemy if it hits. The Disintegrator gives off a telltale laser sight when aimed near someone, allowing them to see if they're about to be sniped and from which direction.

Guided Torpedo

The Guided Torpedo is the long range weapon of Jericho LRFs. When fired the view switches to that of the torpedo and the pilot can then fly the torpedo to its target. When detonated it deals damage in a 300m radius. The main weakness of the torpedo is that it can be shot down by Guard frigates' Anti-Missile Systems, so it should not be used on targets with Guards near them.

Long Range Frigate Modules

Weapon Overcharge

The Weapon Overcharge greatly improves the damage of the LRF's special ability when it is next used.

Tachyon Charge

The Tachyon Charge greatly improves the shot speed of the LRF's special ability when it is next used.

IR Pulsar

The IR Pulsar disables the targeting systems of any enemy currently locked on to the LRF.

EM Scattering Field

The EM Scattering Field hides the LRF from enemy sensors and prevents any enemies from locking on to it. Unlike other stealth and cloaking devices it is not broken by firing, but it is broken if the LRF's engines are used. You can freely rotate your ship and fire at enemies without breaking the EM Scattering Field's activation. But any use of engines (e.g. the WASD keys) will break the effect. Also, inertia from any engine use PRIOR to activating the EM Field will NOT break the effect.

Factions

The Empire produce LRFs armed with disintegrators, while Jericho produce LRFs armed with guided torpedoes.

The Empire Wardens and Jericho Raid offer Mk 3 LRF modules.

Role

The LRF is designed to deal high damage from long range. All LRFs are slow, fragile and difficult to move in to position. The disintegrator has the potential to do much more damage, but requires line of sight with the target and is easily traced back to its source, so is easy to hide from. Guided torpedoes do considerably lower damage over time, though they can do it with an area of effect, and can steer around corners, but the torpedo is almost completely neutralised by Guard frigates. LRFs are the only role in the game with 6 turrets, so their damage with conventional weapons is quite good, though their weak tank means they should focus on fire support, and avoid getting in to brawls.


Player Opinion:


The bane of large, slow targets like Destroyers and other Frigates, LRFs are perfect for players who either like to snipe (Empire) or strike from a distance while behind cover (Jericho). Very weak and an easy target for even interceptors (especially Covert Ops), LRFs are quite bad at frontline fighting. Instead of charging into a fight, use cover and the 3D aspect of the game's maps to get unexpected angles on enemies while remaining largely unseen. Then, support the fight from a distance. If you think that you have been spotted, which happens a lot with Empire frigates (who are easy to spot due to the laser they show), move to another position and keep shooting. Minefields are a great missile slot weapon, since they will protect you from close in enemies and can act as a warning that someone is closing in on you. Pairs well with a Recon to spot targets for you, since your view range is rather bad.