Minimum number of Fighter Sqads needed to pop LRM Frigates?

What is the least amount of Fighter Squadrons needed to destroy an unupgraded TEC LRM Frigate in a single volley?
6,495 views 12 replies
Reply #1 Top
I haven't done this because fighters aren't the counter to lrms, scouts are, but I believe it's 7-ish. It depends on how much time is in between the hits from the fighters. If they're far apart, the ships shield mitigation will go up, negating more of your fighter's damage, and it'll take more fighters to do it in "one run"
Reply #2 Top
....fighters aren't the counter to lrms, scouts are, . . .
End of quote



Whoa, scouts have a military role in this game?
Reply #3 Top
Yeah, scouts are anti long-range frigates, lmao. Just hope that they are only spamming LRMs, and not mixing them with heavy cruisers. Flak frigates also work well against LRMs, just because they are really tough to kill, and if you put them into a crowd of LRMs, can fire with all four gun ports.
Reply #4 Top
do the scouts need to be upgraded with timed explosives or anything? or do u just send 5 scouts against 5 illuminators and expect them to win??
Reply #5 Top
If they are the counter - why did I own the guys who sent a fleet of scouts to my roid in a MP game a few weeks back? Iron Man was laughing and the guy didn't stick around long afterwards as I rolled him
Reply #6 Top
Because, they're good against ONLY lrf's. They do anti light, and you need a lot of them, but not more ships slots than your opponent.

Consider this:

3 TEC Scouts vs. 1 Illum

Cost: 600 credits vs. 380 Cred, 60 Metal, and 55 Crystal Winner: Scouts
Used Ship Slots: 6 vs. 6 Winner: even
Damage (With percentages calculated): 18 dps vs. 13.7 dps Winner: Scouts
Hull: 1350 vs. 620 Winner: Scouts
Shields: 525 vs. 550 Winner: Illum(Ok, it's advent, they should win this category)
Production Time: 36 seconds vs. 26 seconds Winner: Illum

(Yup, production time is a drawback, but you can build scouts from the beginning, other players can't build LRF's from the beginning, and eventually, it should be scouts and lrf's vs. lrf's)


I'd like for the Counter to a unit to be more apparant, like, it should be the scouts do twice the damage to lrfs that lrfs do to scouts, but hey, that's the evidence right there.

The figures for Vasari and Advent scouts are similar.

I'm sure he was laughing. A bunch of scouts are the most laughable thing in the game, but they stop an opponent from making the best unit in the game while the guy with scouts is free to make as many lrm's as he wishes.

I said they were the counter, I didn't say they were a good unit.

Also, fighters are the counter to scouts because fighters are the only thing that can chase down scouts. It only takes 4 runs-ish with a fighter group to kill a scout, but it takes 7-ish to kill an lrf with fighters.

My point is that scouts kill LRF's much more effectively than fighters.
Reply #7 Top
While your figures probably are correct (I haven't done the maths - will take your word) there is one extra factor in play here - the range at which a ship can fire. LRMS will get the first shot off assuming they are correctly orientated, even though the scouts will be able to quickly close the gap. They may end up with more DPS, but the starting hull/shield values will be lower the that of fully intact scouts once the scouts first shots off.
Never the less, I am more mindful of how I can use scouts then I was when I started playing MP and am always considering if a fleet of them would be better to take something down then a different fleet - e.g. LRM one.
Reply #8 Top
No doubt range is an advantage, but scouts turn the quickest of any ship in the game. Very helpful for taking out lrms.

If I'm using scouts, I'm not focusing on them. I only make like say 20-25 to start a match until I can start making lrf's non-stop, and I mean make them and never have to stop making them. They're nice cause I think you'll agree everyone uses lrf fleets early, so I have lrf's + a small contingent of stuff that counters the lrf's. The scouts help me expand early like light frigs but aren't cannon fodder like light frigs.
Reply #9 Top
scouts may counter LRM frigates, but im skeptical about flak efficiently defeating LRMs since TEC flak frigates do do much damage. by the time ur flak has killed the LRMs, the LRMs have done sufficient damage. there r better ways 2 beat them such as with fighters
Reply #10 Top
I don't think flaks ever countered LRFs efficiently.
Reply #11 Top
Well, one run at a TEC LRF takes about 7 squads of fighters along with a squad or two of bombers, however the Javelis is built like kindling...
Reply #12 Top
Well the numbers for fighters in 1.05 are:
TEC: 6 fighters, 19.5 dmg each = 117 dmg per squad.
Advent: 9 fighters, 16 dmg each = 144 dmg per squad.
Vasari: 4 fighters, 30.75 dmg each = 123 dmg per squad.

All fighters have "Anti Light" attack type which means 200% dmg aginst LRFs.

LRFs have:
TEC: 500 Hull, 280 Shields, Armor 1.
Advent: 620 Hull, 550 Shields, Armor 2.
Vasari: 600 Hull, 360 Shields, Armor 2.

So the worst case scenario, TEC fighters vs. Illum:
Shield mitigation rise: 400 / (117 * 2) = 1.7 Squads. dmg will be 250.
Shields left in max mitigation: 300 / ((117 * 2) * 0.4) = 3.2 Squads.
Hull: 620 / ((117 * 2 * 0.4) / 1.1) = 7.3 Squads.
1.7 + 3.2 + 7.3 = 13 TEC fighter squads are required to bring down an Illum in one attack run.

The best case scenario, Advent fighters vs. an LRM:
Shields mitigation rise: 400 / (144 * 2) = 1.4 Squads. dmg will be 250
Shields left in max mitigation: 30 / (144 * 2 * 0.4) = 0.25 Squads.
Hull: 500 / ((144 * 2 * 0.4) / 1.05) = 4.5.
1.4 + 0.25 + 4.5 = 7 Advent Squads are required to bring down an LRM in one attack run. Vasari and TEC do slightly less dmg but the real figure is 6.15 so I guess it will still round up to 7.

Looking at the Assiliants stats I'm guessing 8 or 9.

Keep in mind that there may actually be an advantage for not trying to do it in one go since the shield mitigation will drop between runs. This means that 3 squads may pop it in two runs.