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By Jeff Wile (Jswile) on Monday, August 16, 2004 - 02:55 pm: Edit |
MJC-
You are missing the "Cheap Kill" advantage of ADD's if it kills the drone at range 3...no further effort need be expended on the incoming drone...and if you miss you have the ability to target it with another system (such as a phaser or type IX) at range 2 or 1 hex...
Jeepers, use your own math..at range 2 or 3 ADD's kill 5 time out of 6 shots...thats a 85% success rate.
for the 15% that miss, you still have the other options available for use.
By Mike Raper (Raperm) on Monday, August 16, 2004 - 03:05 pm: Edit |
Not to mention that:
ADD's can fire more than once per impulse.
ADD's are auto kills.
ADD's are unaffected by EW.
ADD's cannot be intercepted, tractored, shot down, outrun, or avoided.
An ADD launcher carries more rounds and reloads than any E rack or G rack carrying dogfight drones.
Just what else do you need?
By michael john campbell (Michaelcampbell) on Monday, August 16, 2004 - 08:40 pm: Edit |
Quote:Jeepers, use your own math..at range 2 or 3 ADD's kill 5 time out of 6 shots...thats a 85% success rate.
Quote:ADD's can fire more than once per impulse.
Quote:An ADD launcher carries more rounds and reloads than any E rack or G rack carrying dogfight drones.
Quote:Just what else do you need?
By Jeff Wile (Jswile) on Monday, August 16, 2004 - 09:31 pm: Edit |
MJC-
If all you are worried about is some one using MW drones to kill your ECM drones, then you worried about the wrong part of the battle.
The MW drones do not represent a material danger to your ship (as say drones with explosive payloads with some multiple of 6, 12, 18 or 24 points of ship damage potential.)
if you are in a postion where there are more drones targeted on you than you have the ability to destroy, then the issue really is not the possibility the ADD might miss...the problem is the ship commander putting his ship in a dangerous place without a plan to deal with the challenges.
By Mike Raper (Raperm) on Tuesday, August 17, 2004 - 08:02 am: Edit |
Quote:If you have two add racks ( GX-racks ) and X-Aegis, then I supose so...but doubling the GX-racks doubles the number of type IXs that can be chucked out.
Quote:It the GX-rack doesn't get the ability to fire type IXs at E-rack rates than yes you'ld be nuts not to use ADDs.
By michael john campbell (Michaelcampbell) on Tuesday, August 17, 2004 - 09:56 pm: Edit |
Quote:ADD's can fire more than once per impulse.
Quote:Because it can fire only once every eight impulses, my X E-rack is going to get to shoot down a whopping two of these drones before they've closed with my ship, unless I run like hell to keep them at bay for the entire next turn...and that's only if I hadn't already fired a drone of my own, and the rack was free to fire as soon as possible. Even with two such racks, I'd still only get four of them.
Now, with my trusty X ADD rack or GX rack, I could easily knock down all six, and not have to change speed or course. The point? That E-racks are not the best or most efficient anti-drone platform out there...that's what Anti Drones are for. E racks work great against fighters or other attrition units, but against drones - particularly top speed X-drones - they just can't fire fast enough to handle even a medium sized drone wave. Oh, sure, you can pick off the rest of the drones with tractors or phasers. But why would anyone put themselves in such a situation when a plan old ADD rack or GX rack would do the job so much better?
Quote:I suppose you could lobby for some kind of super drone rack that will do both; that is, fire ADD's or type IX's at E-rack rates, with the freedom to switch between modes at no penalty. I doubt it'll happen, though...that's just a bit too much, even for X2.
By Mike Raper (Raperm) on Wednesday, August 18, 2004 - 08:07 pm: Edit |
Quote:Can you do the math on that.
By michael john campbell (Michaelcampbell) on Wednesday, August 18, 2004 - 10:02 pm: Edit |
Quote:Yes...apparently better than you can. I notice you left out the fact that ADD's can fire at range one.
Quote:What will you do when the launching ship is too close for you to fire more than one piddly type IX drone? And that doesn't have to be very close; not at the speeds these drones travel.
Quote:I've said it before; I'll say it again. ADD's are the best anti-drone system you can get. They're cheap, fire quickly, they auto-kill any drone they hit, they aren't affected by EW, you can fire them while performing EM, and with X-aegis you get plenty of flexibility. I mean, sure, some kind of uber-rack that's part E rack, part G rack, and part ADD would be great; unless you're a Kzinti, because any ship carrying one - or worse, two - of these racks, in combination with phasers, is now completely drone proof against all but the most massive drone wave. Why would anyone want this to part of X2? Must we improve everything to the point of ruination? What is this exactly the "best" solution to?
By michael john campbell (Michaelcampbell) on Wednesday, August 18, 2004 - 10:07 pm: Edit |
If the Ph-5 can rapid pulse as pairs of Ph-6s and trios of Ph-3s then this is less of a problem.
By R. Brodie Nyboer (Radiocyborg) on Tuesday, April 19, 2005 - 07:30 pm: Edit |
Here's my X2 ADD, which I've broken down and started calling CIWS:
(XErbn.CIWS) X2 Close-In Weapon System (CIWS)
1. HISTORY: Several races developed Close-In Weapon Systems (CIWS) to replace ADD systems in Y205. This advanced defensive weapon can protect against not only drones, but also against plasma torpedoes and even direct fire weapons. This represented an exponential improvement in fleet defenses and it wasn't surprising that the technology appeared across the Sector.
2. DESCRIPTION: There are four CIWS munitions available. Only X2 units can have CIWS racks. CIWS can be fired from CIWS racks or specific X2 drone racks. Use the Close-In Weapon System Table to resolve CIWS success rolls.
CIWS Munitions
Type | Designation | Description |
ABL | Ablative | Counter-Direct Fire |
ADD | Anti-Drone | Anti-drone defense |
APD | Anti-Plasma | Anti-plasma defense |
CHF | Chaff | Seeking Weapon jammer |
By Roger Dupuy (Rogerdupuy) on Thursday, April 21, 2005 - 02:30 pm: Edit |
RBN, I had an 'ablative' kinda itch for the X2 Klingon's defensive system replacement. Can you give a 'real game' example of the ablative munitions?
By R. Brodie Nyboer (Radiocyborg) on Thursday, April 21, 2005 - 08:34 pm: Edit |
An example:
A Federation XCA and Klingon XD7 are in battle and the XCA has closed to within 4 hexes of the XD7's #6 shield. The XCA fires all four fast-load photons with no overloads. All phasers were fired earlier to snipe down drones and batter the XD7's shields. The XD7 player elected not to reinforce his #6 shield as he was saving the power for his boom disruptor.
The XCA has no more DF weapons to declare firing so the XD7 player announces firing an ABL against the photon fire from each CIWS and rolls. The first result is a 5 (miss) and the second result is a 3 (hit). The second ABL bursts and covers the #6 shield.
The XCA player rolls for hits and results in a 5 (miss), a 2 (hit), a 2 (hit), and a 6 (miss). Consulting the photon table (using the standard chart for sake of argument) two standard photons would score 16 points of damage (8x2=16). At range four, an ABL provides 1 point of protection per DF weapon so 2 points are reduced from the photon barrage resulting in 14 points of damage.
The earlier Ph-5 fire scored 22 points against the XD7's #6 shield, leaving 14 shield boxes. The photon fire reduces the #6 shield to 0 boxes, but without the ABL the photons would've score internal damage.
By michael john campbell (Michaelcampbell) on Thursday, December 29, 2005 - 08:48 pm: Edit |
Just out of curiosity, how many points do people think should be held in a Ph-6 cap?
I think since it fires for half the cost of a Ph-5 ( 0.75 points ) that a 1.5 point cap would be silly and therefore it'ld have a 2 point cap.
That being said I think 2Ph-6 are better than 1Ph-5 for yet another reason because you would be able to store 4 points of power in said caps instead of three.
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