By Carl-Magnus Carlsson (Hardcore) on Wednesday, June 17, 2009 - 01:13 pm: Edit |
Tnx, I got the PDF all right. I will go away for a few days so will get back to the calculations later.
I am
By Carl-Magnus Carlsson (Hardcore) on Thursday, June 18, 2009 - 12:10 am: Edit |
Two Photons | Range 8-5 | Range 4-3 | Range 2 |
2 hits | 25% | 44.4% | 69% |
1 hit | 50% | 44.4% | 27.8%% |
0 hit | 25% | 11.1% | 2.8% |
Three Photons | Range 8-5 | Range 4-3 | Range 2 |
3 hits | 12.5% | 29.6% | 57.8% |
2 hits | 37.5% | 44.4% | 34.7% |
1 hit | 37.5 | 34.7% | 6.9%% |
0 hit | 12.5% | 2.7% | 0.5% |
By Carl-Magnus Carlsson (Hardcore) on Thursday, June 18, 2009 - 12:28 am: Edit |
Michael, I did some searching on Wiki, but maybe you, with your education better know what to look for.
Tnx.
By Michael C. Grafton (Mike_Grafton) on Thursday, June 18, 2009 - 06:03 pm: Edit |
Well, some of that crap is pretty useless in "real life" but required in some construction safety and environmental work.
Mikey
By Stefan Lenfest (Himosan) on Saturday, June 20, 2009 - 10:48 pm: Edit |
Carl, BINOMDIST is a handy Excel function for modeling hit/miss weapons (good old AVERAGE does fine for Range of Effect weapons IMHO):
Some examples, incl your OPT packages:
http://spreadsheets.google.com/ccc?key=ruyJYwkSu6SVF-Nj1q_5-YA
(you can export the googledoc to either Excel or OpenOffice)
By Peter D Bakija (Bakija) on Wednesday, October 07, 2009 - 09:33 pm: Edit |
Marcus wrote:
>>But I don't think the Gorn is a total dog against the Orion, I just think that Peter has an aneurysm every time he plays one. Remember the game we had at Council 2 years ago where you won?>>
I think that was last year, actually. I'm not saying the game is impossible. I win once and a while. But I don't think it is at all out of the realm of reason to, in an RPS sense, give the Gorn a 4-6 or even 3-7 vs the Orion.
The problems include:
A) The Orion can move 31 and HET all the time. If you slip or point the plasma in the wrong direction, the game is over. Most of the time, all you can hope to accomplish with the plasma is to make the Orion attack from a slightly suboptimal direction.
B) The Orion never has a down turn--it can move speed 31 and attack every turn, even when reloading. That off-turn R0 gat/P1/P3/drone overrun is often the thing that kills the Gorn.
C) The dual HBs that don't die are murder in the long run, and the long run is the only thing the Gorn has going for it. Much like the reliable gatling that doesn't die.
Yeah, once and a while, you can accidentally anchor the Orion who wasn't expecting it. Or you can get a good Bolt shot on an unreinforced back shield and hit a lot. Or something else good can happen. Or whatever. But of all the match ups for the Gorn, this is the one where I (maybe it is just me) have no solid, reliable plan that pays off. The game is completely reactive.
In other bad match-ups (ISC and Tholian, say), like, it isn't a great game, but there is a proactive game plan to follow most of the time. Just follow a plan, and if you do ok or get lucky at that plan, you can win the game. The Orion? Completely reactionary game--do what you can based on what the Orion is doing, hope you get lucky somewhere along the line. And even then, you are fighting up hill.
>>I actually think that Roms have it worse since it's tough cloaking against hellbores.>>
Maybe. That the Rom can cloak can help getting it's old lady's car out of a bad area. But yeah, it isn't a good game for the Romulan, either.
By Carl-Magnus Carlsson (Hardcore) on Thursday, October 08, 2009 - 05:21 am: Edit |
I am not sure i should help the competition but I think you made a serious mistake in your game vs Fiver. A repeat of the mistake you also did when fighting me!
By Peter D Bakija (Bakija) on Thursday, October 08, 2009 - 08:52 am: Edit |
Oh, I know I made a serious mistake. Plenty of them. But that isn't really the point.
It's a bad match up. Ships have bad match ups. Making mistakes only makes it worse.
Which mistake are you referring to?
By Marcus J. Giegerich (Marcusg) on Thursday, October 08, 2009 - 10:31 am: Edit |
See, as the Orion the Gorn is probably my least favorite plasma match up. You've really got to beat the snot out of the thing before your engines putter out. That's not to say that its an even match, because it's not. And there's nothing wrong with being reactionary in a Gron. It's a decent ship for playing the reactionary game. But not too bad IMO. I just think that Orions are Peter's Kryptonite when he's in a Gorn.
And you're right Peter, I think that game was last year. Great, close one. Year before that I was in a Hydran.
By Carl-Magnus Carlsson (Hardcore) on Thursday, October 08, 2009 - 12:58 pm: Edit |
The first, of course You let the Orion of the hook on T:2.
By Brian Evans (Romwe) on Thursday, October 08, 2009 - 03:07 pm: Edit |
I agree with Marcus. The Gorn was the toughest of the plasma ships to fight in the Orion. Of course that might have been because it was usually Peter that I was fighting.
By Peter D Bakija (Bakija) on Thursday, October 08, 2009 - 05:14 pm: Edit |
Carl wrote:
>>The first, of course You let the Orion of the hook on T:2.>>
There is only so much you can do--the Orion can fight on T2 almost as well as on T1, and in the case of the game I just got pasted in, not letting him off the hook on T2 means eating a full strength F torp. Which is another down shield and running up hill at a ship moving speed 31. Best case scenario, you end up cornering the Orion just in time for it to mangle you with OL HBs on T3.
The Orion doesn't have down turns. Well, not for the first 5 or 6 turns. After that, every turn is a down turn, sure. But by then, the Orion has either done a ton of damage or is probably dead anyway.
By Carl-Magnus Carlsson (Hardcore) on Thursday, October 08, 2009 - 06:12 pm: Edit |
Fight you with what? Fiver fired both HBs, and the real F on T:1. So T:2 he would have five phaser-1s, 6 ph-3s and a maximum of two drones, versus one EPT on the map plus phasers and 70 pts more plasma on your Gorn. I seriously doubt he turns around to fight against that;)
If you had phasered the plasma and taken it on flank shield T:1 you would have clamed the center of the board and could either chase him down for a anchor next turn, or get in position for another EPT he could not run out.
No fun any of it so he would be seriously tempted of cloaking out. That would mean doubling at least the imp and probably a warp engine too. Then he must struggle get out of cloak with any speed too.
[edited]
HBs are nice but you got to calculate likely damage. In your game you took standard HB damage all round on T:1 IIRC. That mean 2-3 pts on each shield, right? After that you could have taken the F on a flank shield for 9 pts (assuming crappy reduction by 11 pts) and have a flank shield of 19 pts. 23-24 if you use rsp.
Given that OL HBs do no more than 11 pts to the weakest shield at range 3-4 you would be quite unharmed on Fivers second fire even if he goes to range 1 and fire.
Or to put it another way; Fiver could have done the real damage to you on his third firing of the HBs. But that is assuming he hit with them all the time, and that he roll well on the dac, and requires that he get so close that you also can hurt him.
But if you only loose the Fs and he has taken damage too, then he would need is fourth firing to win.
That is on T:7, when he is short on engines and shields.
By Peter D Bakija (Bakija) on Friday, October 16, 2009 - 12:17 pm: Edit |
Carl wrote:
>>Fight you with what? Fiver fired both HBs, and the real F on T:1. So T:2 he would have five phaser-1s, 6 ph-3s and a maximum of two drones, versus one EPT on the map plus phasers and 70 pts more plasma on your Gorn.>>
Sure. But to possibly catch him on T2, I would have had to eat a full strength F to get there. Which seemed like a bad idea. Chasing him into the corner on T2 results in another down shield (from the F torp) and then getting hit in the face by phasers. And then watching the Orion HET out of the corner and get away till T3 anyway.
In that particular game, I totally had the upper hand until I forgot to avoid R1 at the end of T3, allowing him to tractor and kill me over a couple turns.
-Peter
By Carl-Magnus Carlsson (Hardcore) on Friday, October 16, 2009 - 02:48 pm: Edit |
The curse of the last word, eh?
By Peter D Bakija (Bakija) on Friday, October 16, 2009 - 05:09 pm: Edit |
Wha? Nah--I just didn't notice that you posted a response to that till today :-)
By Carl-Magnus Carlsson (Hardcore) on Saturday, October 17, 2009 - 05:35 am: Edit |
I know, just pulling your leg!^^
By Jon Berry (Laz_Longsmith) on Tuesday, December 08, 2009 - 01:44 am: Edit |
Based on Brian Evan's comment in the RAT33 thread, are there any decent Orion options that implement a PPD?
By Carl-Magnus Carlsson (Hardcore) on Tuesday, December 08, 2009 - 08:23 am: Edit |
Orion: PPD, 3 option mounts, 4 ph-1s, 4 ph-3s.
Aux: PPD, 2 option mounts, 4 drone racks, 4 ph-1s, 3 ph-3s.
ISC: PPD, 2 Pl-G, 2 Pl-F, 6 ph-1, 4 ph-3
The Orion has engine doubling for reinfocement, and all the maneuverability in the world.
Still I don't think that is enough.
By Ted Fay (Catwhoeatsphoto) on Tuesday, December 08, 2009 - 11:38 am: Edit |
In RAT 33, I'm taking a pgff package as the Orion, primarily for use against plasma. Frankly, it's a crappy package at least because it's Mizia vulnerable - but I thought I would have fun with it. The basic idea is to fight a running battle and have the fusions and gat as overrun threats.
The ISC is the king of the PPD, though, because it can force you to take damage at range - and to take it again from plasma if you chage him. In the Orion it's just a plaything.
By Marcus J. Giegerich (Marcusg) on Tuesday, December 08, 2009 - 02:59 pm: Edit |
Ted said "In the Orion it's just a plaything."
I agree 100%. It is REALLY tough to be competitive with a PPD on an Orion. It takes up 2 option mounts that could be occupied with 2 hellbores, which are just so much more damaging and useful. Or plasma Fs. Or Photons. Or p1s. Whenever I see a 2 space option mount on an Orion it's usually just a good player having fun with it.
By Carl-Magnus Carlsson (Hardcore) on Tuesday, December 08, 2009 - 06:05 pm: Edit |
like the ESG package in the last RAT (IIRC).
By Stephen McCann (Moose) on Tuesday, March 23, 2010 - 06:22 pm: Edit |
Wow, 3.5 months with no posts here. C'mon people, lets keep tourney tactics thread alive
By Ted Fay (Catwhoeatsphoto) on Tuesday, March 23, 2010 - 07:15 pm: Edit |
All tourney tactics are known. It's just a question of implementation.
Well.... we're (or I) just not clever enough.
By Robert F Estrada (Racerx) on Saturday, April 10, 2010 - 09:12 pm: Edit |
Hello Guys
I worked on this during a few moments of slow time at work. Copy/paste from a word document
My orginal intent was to email most of this to my team members. Mostly this is general knowledge, with more specifices in RPS for team memebers only
I am flying the Aux I am not an ACE
However I have had more success with this ship vs other ACES ( online) than any of ther ship.
Face to Face play is entirely different
My favorite ship is the HYD
Well ...Here is the Essay
The Wyn AUX Tournament Cruiser
The WYN Auxiliary cruiser is one of the best ships in the tournament field. The ship has many reputations. Flown correctly, the AUX can many give “Aces” serious headaches. The ship is blessed with some extraordinary qualities. These qualities, far outweigh, a few~ although glaring, weaknesses the ship inherently has.
Overall the AUX ranks in most “Aces” Top 5 list of best ships in the field of RPS (Rock-Paper-Scissors) matchup brackets.
This essay will examine all aspects of the AUX such as Power curve, Durability, Option mount selection, Drones, and RPS matchups. Tactics are discussed. Weaknesses should be minimized.
Power Curve
The Wyn AUX is blessed with an insane power curve. Technically the AUX is a CW or war cruiser. With a base 24 warp and 2/3’s movement cost. Devastating! Wow! The ship also has 10 Apr + 3 impulse.
Speed! Speed! Speed! Fast ships usually win!
Speed, Weapons, Reinforcement! All three.
Power curve favors lower option packages
Used wisely this power-curve can be deadly.
Even to suspecting Ace level players
Durability
The Wyn Aux has 10 cargo & 8 central hull as base ship protection.
Drones will also severely limit enemy firepower. The phaser suite is well protected by (2) 360 degree ph3’s, plus RX ph 3’s.
Carefully chosen, option packages can be easy to repair & manage.
Option Mounts:
The Aux has “4” option mounts. These selections are under severe restrictions known as "Local" or near the Cluster of Wyn space! .
Only a single package is available for selection, unlike the Orion which may switch packages between games.
Lower power packages have had a much higher degree of success than higher power packages. Balance is best. Careful thought about “options” strategy is highly recommended.
Does your package compete effectively versus a cloaked ship?
Or does your ship roll over on its back like a sun-backed turtle.
The Orion will always be this ships main nemesis. Give the devil his due!
(FA) Forward Arc mounts
(FA) mounts are generally the “Offense” of the ship
1. Hellbore(s)
Hellbores are great weapons. They deliver heinous damage at point blank range, generally being reliable out to mid-ranges. Hellbores can break games wide open, threatening down or weak shields in mid-late games. (1) Hellbore is very manageable, while (2) Hellbores completely change the dynamics of the ship design. Opponents will seek to get behind your ship to avoid the Hellbores. Plan accordingly.
2. Phasers
A single gatling = 4 phaser 3’s. Center mount limits are a 120 degree arc or FA.
Good but not great. Seriously challenges the ships synergy. Phasers 1’s are a great choice. Phasers all around are versatile and efficient.
3. ESG
a gimmick weapon. A very poor choice for Center option selection.Plus, they take up 2 FA slots.
4. Plasmas
Plasma F’s (1 or 2), a plasma S is possible (not recommended) Plasma F’s are much underrated weapons. Combined with up to (2) psudeo’s, plasma F’s become formidable weapons.
5. Photons
They are very power hungry weapons.
questionable at best.
6. Drones/ADD
both weapons have 360 degree arcs. Drones are extremely flexible in usage. ADD’s could be useful vs. HYD fighters. ADD’s would also lessen the pressure on the phaser suite of the AUX.
7. Disrupters
Disruptors are average weapons at best. Relatively cheap to arm, effective vs cloak. Overall not too shabby. Phasers in the (FA) are much better. Disruptors can protect other weapons, high profile weapons such as F torps or Hellbores, very nicely
Side Mounts
Side mounts are generally LS/RS 180 arcs. Some weapons are exceptions.
(I will list only the common choices)
1. Phasers
Gatling phasers are considered the weapon of choice for side(s)Phaser 1’s are also very desirable, providing better/acceptable range
but with less firepower.
2. Disruptors
See above better arcs though 180 vs 120 degrees
3. Drones
See above
Good Packages (Current tournament rules)
HBgD/HDGg
The LIIT (Long Island Iced Tea) This package is the default for Masters play. Very Balanced in design. This design can mix it up close or dance around the map. The extra drone threatens a wicked anchor. The single Hellbore and gatling
11g1/111g
The Phaser AUX a very underrated weapon package, that utilizes supreme reinforcement to control an opponent. 7 ph1’s on an opening/later battle pass is very formidable. SFRer “Moose” has “Aced” several times in this package.
HHDD/HHBD
The Hell-boat(s) WYN AUX Both packages favor (2), twin Hellbores in their path to victory. The Drone variant is much more playable. Both favor the (FA) to extreme, and entirely too power hungry to be a winning package consistently.
FFBB/FBFB/FFDD/FDFD/DDFF
The new plasma Wyn AUX (2) Twin Plasma F’s
Psuedo F’s can greatly complicate an opponents decisions. The Drone variant telegraphs its intentions~~ the Anchor!. A limited choice that is entirely one dimensional. A patient player may make this design work though. Side Disruptors can be successful.
Experiment Packages
ESG-F-F
The Bubble Pig not playable vs. Aces.
Ace Sir-Starfurry may have arguments to the contrary!
HH11
no padding for Hellbores
1111
Quick. err…bolt on a gatling! I have never seen it Never will
PBPB/PB1B
a Ken Burnside production…. Moderate success Photon madness
PPD-D-D
another exclusive Burnside project, still in the lab stage. Myopic anchor!
HF11
a third Utopian hatchling, from the Burnside design team!
BBBB
Octo-pig! A John Rigley amusement.
You have been warned!
FF11/11FF Unknown
either could be playable
FF1D another rare unknown design
could move quickly to “good” status
Extinct Packages
Blasts from the past!
FFgg/ggFF
(2) Gatlings & (2) Plamsa F’s
A close-n-hose nightmare! Totally broken from the early days (2) Gatlings in (FA) or LS/RS were brutal. Banned
HHPP
(2) Hellbores/ (2) Photons a direct fire bonanza poor package thankfully Banned
HHgg/HPgg/
PPgg /HHgP several players flew these to great success Banned
Chris Mazza FC’s 3rd place
Doc Pundy 2nd place FC's
Hellbores or Photons mixed very well with gatling phasers.
“Drone” hits protected the Hellbores many years ago, sans changes
HHgD
A Pundy family recipe for winning AUX tournaments Banned
Hellbores/Disruptor/gatling
very,very successful
g1g1
Totally broken phaser boat AUX
Courtesy of Paul Scott & Steve McCann
the ship is now banned
FFFF
A (4) plasma F powerhouse now banned
could outmuscle ANY existing PLASMA SHIP OF TODAY
BBgg
“The Care-bear” Steve McCann won an Orgins patrol 2000 Banned
Drones *** The Aux has 2 Heavy drones *** ,
The Aux with (4) base drone racks, plus (4) available option mounts can must some serious drone waves. Drone channel control is limited to (6) at any one time, as total controllable seeking weapons. Ballistic launches can be effective. Drones, used properly, can be nasty. They can set up a nice battle pass or assist in a retreat.
4 Racks
4+4 drone launch over 2 turns is more than respectable.
A direct fire focus + (4) standard drone racks + power curve = very good!
5 Racks
5+5 over 2 successive turns! Wow! Scary indeed! A LIIT favorite Very balanced, and with careful launch~~ extremely manageable
6 Racks
Great in theory. Poor in application. This design telegraphs its intent.
8 Racks
An opponent foolish enough to get snagged by a ship with 8 drone racks deserves what he gets. You have warned ~~ again~!
Tactics with RPS sprinkles added
Basics
T1 Corner dodge. Launch a drone wave near/at end of turn.
T2 follow the drones in. Generally hold (2) suicide shuttles. Smash-mouth all the way! An aggressive captain is a winning captain. The goal is to outmuscle the opposing ship with drone threats + AUX power curve.
Games longer than 5 turns may be problematic.
Advanced
T1 High Speed ~ keep an eye on turn-mode
The goal is bleed enemy resources (EPTs, Drones, Web etc…)
Challenge for center board control.
Stagger drone launch or save them.
Special Shuttles are purely optional.
The early focus is on movement & maneuver.
Attack mid-game means turns 4-5-6, after he is down in speed & resources. Or by Opportunity as the game unfolds.
Direct Fire Ships (Fed, HYD, Selt, Lyrans)
Fed Basics an easy kill
HYD Basics Fighters should be the primary focus, then slay the ship.
Engaging both simultaneously is suicide.
Careful drone launch can help.
Selt Basics an easy kill
Beware a 28 HET after he blasts you
LYR/LDR Basics Drones + power curve will trump ESG’s
Web ships (ATC + NEO)
ATC Advanced
use maneuver + reinforcement to survive early engagements. Careful drone launch will slow down the ATC. Otherwise a very difficult opponent tango with.
Enemy (B) turn-mode + web use are headaches.
Neo Advanced Challenge with drones during the approach. Not as hard as ATC
Droners (AUX, GBS, Kzinti, Klingon)
AUX Basics or Advanced Depends on options
GBS B/B = Basics B/1 Basics B/a Advanced ( due to ADD)
Kzinti Advanced
bleed the fast drones, beware of the scatter pack.
Klingon Advanced
Beware of scatterback + UIM. Turnmode(B),ADD will chew you up~~ if you let it 2nd Hardest Opponent
Plasma ships ( TKE, TKR, FH, Gorn, ISC)
TKE Advanced
beware aggressive early cloaking .
Always respect the “R” torp
TKR Advanced
ballet master on a klingon hull.
Attack mid-game, bleed “S” torps
FH Advanced
very balanced design, FA bolt arcs. Pressure him into mistakes
Gorn Advanced
8 ph 1’s , durable hull, ballet arcs
Attack mid-game
ISC Advanced
Reinforce PPD, bleed “G” torps
attack mid-game
Stay committed on & during an attack run
Weird ships (Orion, Andro, Jindo)
Orion Advanced
Easily the hardest ship for the Aux to fight. Bleed power carefully off of a glowing Orion
Offensive cloak is devastating during his setup
RPS is 1/9 vs High packages
RPS is 3/7 or 4/6 vs low packages
Andro Advanced
The new Andro is not a hard ship to beat.
Play a modified starvation game
Take the T1 blast, pressure him into a failed DD
Jindo Basic Easy kill
Aux Weaknesses
Turn mode D
The Aux has a poor turn mode of “D”
The worst in the game. It is unwise to attempt to outmaneuver a ship with a “B” or “A” turn mode. At speed 31 most/all~~become equal
Except for the “Orion”.
A 17/24 split is good. A 21/31 split is common
No HET bonus
Never do this. Ever. If you are a daredevil
read carefully all of the “Breakdown” rules.
Single Drone control
This ship, like most, can only control 6 seeking weapons.
The Kzinti is sole exception, and only with drones
Acceleration limits
The Aux wondrous power curve is effectively neutralized when it stops. Consider hitting the wall, then TAC-ing on reserve
From a dead stop{ 0-5-10-20-30-31}.
Only 1 extra turn
Plot carefully~ if going below 21. Remember your speed 20 drones
Read for thy amusement
Feed back and tactical banter more than welcome
Racer Out
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