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A Call To Arms: Starfleet - Playtest report
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Scharwenka
Lieutenant JG


Joined: 27 Dec 2008
Posts: 49

PostPosted: Wed Aug 24, 2011 2:26 am    Post subject: Reply with quote

Did it seem in any of the Rom/Kling matches the plasmas weren't as effective as one might expect? I love the Gorn and I love plasmas, in Fed Com I was feared! (once they were charged). But if drones and disrupters are seemingly more powerful, what's the incentive to play plasmas?

I guess this could be restated as, are different weapons more advantageous than others or have more draw back? Are any 'slow loading' or allow re-rolls, that type of thing?
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Scoutdad
Commodore


Joined: 09 Oct 2006
Posts: 4456
Location: Middle Tennessee

PostPosted: Wed Aug 24, 2011 2:43 am    Post subject: Reply with quote

Plasmas and Photons have the "reload" trait, meaning they can not be fired in consecutive impulses.

The plasma we used seemed quite effective.
It took all the defensive fire that a C8, D7, and F5 could muster to weaken the incoming torpedoes to the point where the C8 would on;y be damaged, not crippled.

It's also possible to turn and run them out, so they can be used as mobile terrain.

With no more than the limited experience we've had so far, I can't say with certainty, but they seem equvalent to their SFB / FC counterparts. Devastating whn they impact, but able to be avoided... if only just...
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Scharwenka
Lieutenant JG


Joined: 27 Dec 2008
Posts: 49

PostPosted: Wed Aug 24, 2011 3:20 am    Post subject: Reply with quote

Okay, I didn't catch that they could still be weakened by defensive fire, that makes more sense. Thanks!
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