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The Disintegrator is the long range weapon of Empire LRFs. It is essentially a frigate-sized sniper rifle. When used, the LRF will stop moving and the view switches to a zoomed in scope. You can't move while in scope mode! The disintegrator fires a focused beam of thermal energy that deals heavy damage (high-ranked LRFs can "one-shot" interceptors and certain other ships!). 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, so after shooting a few enemies, it is a good idea to relocate.
The Disintegrator is the long range weapon of Empire LRFs. It is essentially a frigate-sized sniper rifle. When used, the LRF will stop moving and the view switches to a zoomed in scope. You can't move while in scope mode! The disintegrator fires a focused beam of thermal energy that deals heavy damage (high-ranked LRFs can "one-shot" interceptors and certain other ships!). 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, so after shooting a few enemies, it is a good idea to relocate.


Best used from around it's maximum range, which is between 8000m-9000m depending on ship rank.
Best used from around it's maximum range, which is between 9000m-12000m depending on ship rank.


==Guided Torpedo==
==Guided Torpedo==

Revision as of 18:05, 27 September 2016

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 frigate-sized sniper rifle. When used, the LRF will stop moving and the view switches to a zoomed in scope. You can't move while in scope mode! The disintegrator fires a focused beam of thermal energy that deals heavy damage (high-ranked LRFs can "one-shot" interceptors and certain other ships!). 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, so after shooting a few enemies, it is a good idea to relocate.

Best used from around it's maximum range, which is between 9000m-12000m depending on ship rank.

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 steer the torpedo to its target. When detonated it deals high damage in a 300m radius, and produces a heat cloud that continues to deal moderate damage in that radius for about 5 seconds. Torpedoes can be used to hit enemies around cover, flush opponents away from beacons (with the lingering AoE damage), and can even be used to scout ahead! 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.

Unlike the Disintegrator, the Guided Torpedo does not give a visual reference to enemies (aside from the big missile gliding towards them), but instead sets off the "Missile Incoming" audio alarm. Attentive players will hear the alarm, but notice that the "Missile Incoming" icon will be missing (which only comes on when a lock-on missile is launched)... meaning a Guided Torpedo is heading their way.

Long Range Frigate Modules

Weapon Overcharge

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

Activate it before you fire... using it while guiding a torpedo (or while a Disintegrator charge is in flight) will not affect it.

Tachyon Charge

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

This reduced the lead required for Disintegrator shots. It may or may not be helpful on Jericho LRFs, since it increases the speed of the torpedo (making it get to the target quicker, but drastically reduces missile maneuverability).

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, as well as the SPACE and ALT keys) will break the effect. Also, inertia from movement PRIOR to activating the EM Field will NOT break the effect.

In Open Space, AI enemies CAN see through the Scattering Field, and will still attack like normal once alerted. However, the EM field will prevent enemies from firing guided missiles (and launching negative effects) at you.

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.