By Loren Knight (Loren) on Sunday, February 02, 2003 - 05:14 pm: Edit |
I imagine that X2 will be able to load and move easier than a DN.
You could fast load standards or normal load a 20 point for the same power. Or you could really sink in the power and fast load 16s.
**sigh** I guess it makes little difference 20 or 24. I think 24 will be less fun in the long run. Close, blast and hose will be the Fed. tactic. Something no one else will be able to do.
The Fed. has always been on the edge of being able to pull that off(C+B+H) but the X2 with 24 point OLs can do it with little fear (unless he tries to narrow salvo). If only one hits along with Ph-V fire he will have dealt serious damage (same with 20 pointers) but if two or three hit the enemy is screwed. That extra twelve (over the 20 point OL) will make all the difference. Even with as SIF that twelve will be all meat hits. Those meat hits would come with work anyway but these are basically free at this point, all in the first Alpha strike.
I want the photon to get tougher but I think 24 is too much. 20 is a hard punch, but there are other options that will deal out more damage over time. Twenty point max OL will make you think about your intentions and make the Feds more interesting. I would be OK even with keeping the Fast load maximum at 12. That would really make you think, and make it harder to track the Fed EA.
By Jeff Tonglet (Blackbeard) on Sunday, February 02, 2003 - 06:36 pm: Edit |
In the X0 period, 4x16 plus a decent phaser strike will kill most cruisers in the game. Very few races can match that kind of crunch.
In X2, shields will be thicker, batteries will be improved, phasers will be stonger, ships maneuver better. But if 4 X2 photons and a decent phaser strike hit an X2 cruiser, that cruiser should still be trashed. If 3 photons hit, the enemy will be in bad shape, but still able to fight.
So the first question is: Is 4x16 + a phaser strike from medium OL torpedo range still enough to trash an enemy ship?
If not, then neither will 3x24, so going up to 24 won't be a problem.
Second: What will X2 disruptors look like?
If
By John Trauger (Vorlonagent) on Sunday, February 02, 2003 - 07:52 pm: Edit |
That's why I kinda want the photon to be a definite cut above the disruptor in terms of damage.
X1 kinda blurred the lines a little
By michael john campbell (Michaelcampbell) on Sunday, February 02, 2003 - 08:06 pm: Edit |
Quote:Okay, how about this. Leave the number of photons the same, i.e., four on a cruiser. Bump the damage base from 8 to 10, with a max of 15 point, fast load overloads. However, you can have the option of 20 point 2=turn overloads if you want them. Use 1X hit charts. That gives a modest damage incrase overall, a better fast-load damage maximum than 1X, but still retains the photon "flavor" of needing 2 turns to fully overload it.
Quote:Note: with the 20 point OL a rule should be added the restricts the maximum one turn power INput to 6 energy. This is so that on an off turn we don't see players putting in 8 power the racing in with only 2 in each photon ready to fire 20 point OLs.
Quote:24 point OLs give the Fed a crunch power that will defeat any GW or X1 on the attack turn. How can that not break the game (given SVCs guide lines).
Quote:24-point overloads will devestate one ship, true, but the damage is equivalent to what's dealt by a Fed DN and DN's do not break the game.
SVC's guideline was that equal BPVs of X2,X1,GW could fight as equals, not that X2 not be able to fry a hull with one shot.
If we can give a 24-pt OL photon ship a BPV that plays nice with X1 and GW and that BPV is not excessive, we're good.
Quote:20 is a hard punch, but there are other options that will deal out more damage over time. Twenty point max OL will make you think about your intentions and make the Feds more interesting. I would be OK even with keeping the Fast load maximum at 12. That would really make you think, and make it harder to track the Fed EA.
Quote:In the X0 period, 4x16 plus a decent phaser strike will kill most cruisers in the game. Very few races can match that kind of crunch.
Quote:So the first question is: Is 4x16 + a phaser strike from medium OL torpedo range still enough to trash an enemy ship?
If not, then neither will 3x24, so going up to 24 won't be a problem.
Quote:Second: What will X2 disruptors look like?
If
X2 disruptors fire once a turn,
1-turn photons do 16 ,
2-turn OL stay at 16
6 UIM O/L Disruptor Shots at R8 will generate 30 points of damage every turn on average.
Four 16 point R8 overloads will generate 32 points of damage every turn.
What you're really saying is that the two turn becomes redundant, and thus we get bad turn mode, all Ph-5 Klingons.
Then the Fed vs. Klink look a lot more like a mirror match, since both sides have 1 turn weapons.
If
X2 disruptors fire once a turn, (including a capacitor that allows 2 standards or 1 OL)
1-turn photons do 12,
2 turn photons do 24
6UIM R8 Diruptor Overloads will be 30 points of damage ( 4 will be 23.33' ) and the Photons will be 24 points every turn or 48 points every other round...which isn't such a bad situation because the ammount they are falling short by is about the same amount as they over shoot by when switching to two turns.
A Pair of Disruptor shots at range should be consider to do 3 points of damage ( 50-50 to hit and 2 shots, and about 3 damage ) so we'ld get 3 damage by the Klingon on the off turn ( likely on a different sheild ) and 6 damage 5/6 of the time on the one turn.
I'm still not sure if the 24 point photon is that much ahead, it depends on if we claw back to 4 or stay at 6 Diruptors.
Then the Feds could dance with the Klingons as they can in X1, but also can fight X0 style and pull out for a turn and come back next turn.
If
X2 disruptors fire two OLs a turn, (with or without a capacitor) Or for that matter a double damage Disruptor HyperOverload.
1 turn photons do 16,
2 turn photons do 16
Then we have the same dynamic as X0 (disruptors fire two shots for every photon), but we have a faster tempo to the battle, except for the phasers. Traditionally, two OL disruptor shots are the equivalent to an OL photon.
Four 16 pointers at R8 will do 32 points of damage, 6 UIM Overloaded Double shot Disruptors will do 60 points of damage ( 40 if you drop back to 4 Disruptors).
We'ld be putting the disruptor at quite an advantage, unless 1) we make it damned near impossible to get both Disrutor shots to fire, and we drop back to 4 disruptors...4 standard disruptor shots at R15 plus 4 O/L UIM Disruptors @ R8 should inflict 28 points of damage which comes out nicely against the 32 of the Feds, but the feds are cruicified if the Klingons have 6 Disruptors.
Quote:If we raise standards to 10 or 12, then we need some increase in the disruptor (either accuracy or damage) to keep the balance between the Klinks and the Feds.
By michael john campbell (Michaelcampbell) on Sunday, February 02, 2003 - 08:10 pm: Edit |
Quote:That's why I kinda want the photon to be a definite cut above the disruptor in terms of damage.
X1 kinda blurred the lines a little
By Shannon Nichols (Scoot) on Sunday, February 02, 2003 - 08:10 pm: Edit |
Go to a 1 or 2 turn arming cycle.
The 1 turn cycle would generate 2pts damage per point of arming energy. Be limited to a max 6pts of arming energy a turn. Have a max range of 15 hexes, and a overload range of 8 hexes.
The 2 turn cycle would generate 3pts damage per point of arming energy. Be limited to a max of 4pts of added arming energy a turn. Have a max range of 40 hexes, and a 10-12 hex overload range.
When starting to arm a torpedo it must be assigned as either a 1 or 2 cycle arming torpedo, this can not be changed later.
Any 2 cycle torpedo adding more than 2pts of energy a turn would be a overloaded torpedo.
1 or 2 cycle torpedo can have a max arming energy of 8pts.
By John Trauger (Vorlonagent) on Sunday, February 02, 2003 - 08:26 pm: Edit |
Shannon,
What we're kicking around right now is a 16/X
Where 16 is the max fastload damage and either 20 or 24 is the max 2-turn.
By Mike Raper (Raperm) on Sunday, February 02, 2003 - 08:36 pm: Edit |
24 is too much, IMHO. Yes, a 0X DN can dish that out, too, but it has to work harder at it, and can't follow it up with another 64 points the following round.
By michael john campbell (Michaelcampbell) on Sunday, February 02, 2003 - 08:38 pm: Edit |
J.T.:
No we're not.
You might be trying to justify a 16 point Fastload through the sujestion of the Power Disruptors.
The rest of us are kicking around X2 Photon Designs.
.
A 3:1 damage to power ratio will generate ( over 2 turns ) a 24 point warhead and won't break the bank to do it.
It'ld also generate 12 point standards, which would by default generate a 6 point Proxies, but these would take two turns to arm.
I'm, okay with the 3:1 ratio for a two turn-er so long as we don't need to stipulate the arming cycle during EA.
I think it'ld be kinda neat if standard Fed practise was to flood 6 points into fastloads ( for 12 pointers ) and if a firing opportunity didn't present it'self, to then simply top them off with 2 points ( of warp ) and have ready the 24 point warheads that'll really smash things.
By John Trauger (Vorlonagent) on Sunday, February 02, 2003 - 09:04 pm: Edit |
MJC,
The photon was always meant to be a serious crunch weapon. Perhaps a 20-point photon preserves that.
A 24-pt photon is worth consideration whether using a 2:1 or 3:1 damage:energy ratio.
The 3:1 is a separate thought and also worth consideration, but I'm not arcturan megaleech-grade attached to either.
Either way, photon damage (16 vs. 20 vs. 24) is the topic of discussion.
By Shannon Nichols (Scoot) on Sunday, February 02, 2003 - 09:16 pm: Edit |
24point overloads give you the same one turn fire power as a DN or BCHj. Now is that to much when you have ships that have shield strengths of general war dreadnoughts and battleships.
Also people talk about how the game is won or lost in the EA phase. This makes the feds have to think.
Also it is being assummed that shields of 2x ships will be similar to x1, maybe maybe not.
By michael john campbell (Michaelcampbell) on Sunday, February 02, 2003 - 09:30 pm: Edit |
When we look at the defenses over an X1.
The same or possibly 4 or 5 point BTTYs.
Better or the Same sheilding.
An ASIF to make the same or larger sheild 7 of the vessel, 80+% bigger.
Possibly Caps-to-SSReo.
Since the R8 effect of the CX was 24 points every turn and the DX was 30 ( a 25% increase ), it seems to me that 50% increase in the offensive power of the Photon would indeed set the things to right and even a 100% increase wouldn't be that much of a game breaker.
33-66% increase in sheilds.
A completely new ability.
A 33-66% increase in BTTY
A 80+% increase in sheild 7
I think a 50% increase in damage output will be of little effect.
Quote:Also people talk about how the game is won or lost in the EA phase. This makes the feds have to think.
By Jeff Tonglet (Blackbeard) on Sunday, February 02, 2003 - 10:57 pm: Edit |
What is SSReo?
By michael john campbell (Michaelcampbell) on Sunday, February 02, 2003 - 11:33 pm: Edit |
Specific Shield Reinforcement.
The reinforcing steel inside reinforced concrete is generally refered to as Reo, so hence S.S.Reo or SSReo.
By Shannon Nichols (Scoot) on Sunday, February 02, 2003 - 11:50 pm: Edit |
I think there is a misunstanding about the arming cycles in my post. If you fast load a torpedo on a turn and hold it to a later turn. Your able to up load it to 8pts of power. But you will only get 16pts of damage. If you fast load as a 8pt warhead and dont overloaded you get a 15 hex range torpedo when you do fire it, no matter now long its been held.
By michael john campbell (Michaelcampbell) on Monday, February 03, 2003 - 02:31 am: Edit |
No misunderstanding.
By Aaron Gimblet (Marcus) on Wednesday, February 12, 2003 - 03:43 am: Edit |
Is there a KISS solution available? Id like to see Feds use their two turn Photon.. maybe leave the hotloads as they were in X1, and have fed research have gone into improving the potential of the Photon as the two-turn, one-shot shipwrecker that it was in Y140... Since the X1 improvement for the photon was the fairly impressive semi-OL fastload, how about R10 OLs (since were discussing that for all heavies) X1 Fastloads, and a snazzy 20 pt OL. If we limit them to X1 Fastloads, then a 20 point 2-turn OL will still be a tempting use, at least for the first shot.
Then again, maybe we just take away the fastloads as a failed development (say the navies never could get them reliable enough, and in the 'peacetime' enviorment, without the throw-it-all-at-them mentality of an ongoing major war, they stop enginnering in such a dangerous capability) and give them fairly 12 point normals and 24 point OLs...
By michael john campbell (Michaelcampbell) on Wednesday, February 12, 2003 - 08:02 am: Edit |
Almost all the Photon solutions stay under the KISS dictum, it's getting ones that everyone is willing to hold with that's the problem.
Personnaly I'ld rather keep fast loads at 12 and then have the Fully overloaded Torp got to 24, so as to make the Photon a two turn weapon again.
And then solve the EW problem / ECM drone problem with Proxi Overloads.
But a lot of people think that's to powerful...I wonder how they'll feel about focusing the entire damage of a hellbore onto one sheild!?!
By John Trauger (Vorlonagent) on Wednesday, February 12, 2003 - 03:40 pm: Edit |
Too powerful also, but that's off-topic here.
I have no problem with 12/24 photons. I tend to like 16/24 but that's nothing I'm attached to.
the one change I might make is allow the 12-point overloads to be held over rather than use/lose as is the case with X1.
By Mike Raper (Raperm) on Wednesday, February 12, 2003 - 04:54 pm: Edit |
If that's the group concensus, I can live with it, though personally I'd rather see 16 point fast loads that can be held, and max 20 point overloads that MUST be done over two turns.
By Aaron Gimblet (Marcus) on Wednesday, February 12, 2003 - 04:58 pm: Edit |
Mike, the question is 'would people bother to plan and play a two-turn fed' if the increase in yeild is only 4 points per torp. No doubt tactics would exist, and it would occur on occasion.. but given access to 16 point loads every turn, I dont see myself using 20 point loads every other turn very often.
By Mike Raper (Raperm) on Wednesday, February 12, 2003 - 06:03 pm: Edit |
I can see that; I'm just leary of 24 point photons, and would prefer a cap of 20. Maybe 12 points in one turn (can be held) and 20 over two turns might induce players to use two turn arming.
By Aaron Gimblet (Marcus) on Wednesday, February 12, 2003 - 06:48 pm: Edit |
Nice thing about a 12/20 Photon is then we dont have to jazz everyone elses weapons very much...
down side of a 12/20 Photon is we dont get to jazz everyone elses weapons very much. ~G~
By michael john campbell (Michaelcampbell) on Wednesday, February 12, 2003 - 07:34 pm: Edit |
Quote:the one change I might make is allow the 12-point overloads to be held over rather than use/lose as is the case with X1.
Quote:If that's the group concensus, I can live with it, though personally I'd rather see 16 point fast loads that can be held, and max 20 point overloads that MUST be done over two turns.
Quote:Mike, the question is 'would people bother to plan and play a two-turn fed' if the increase in yeild is only 4 points per torp. No doubt tactics would exist, and it would occur on occasion.. but given access to 16 point loads every turn, I dont see myself using 20 point loads every other turn very often.
Quote:I can see that; I'm just leary of 24 point photons, and would prefer a cap of 20. Maybe 12 points in one turn (can be held) and 20 over two turns might induce players to use two turn arming.
Quote:Nice thing about a 12/20 Photon is then we dont have to jazz everyone elses weapons very much...
down side of a 12/20 Photon is we dont get to jazz everyone elses weapons very much. ~G~
By John Trauger (Vorlonagent) on Wednesday, February 12, 2003 - 07:46 pm: Edit |
Any combintion or 12-16/20-24 works for me, but my least-favorite option would be 16/20
And MJC, yes, you can't hold an overloaded fastload in X1. It's the tradeoff for getting rid of the missfire table.
You can hold a 8-point fast-standard load however.
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