The Range 8 Rubicon

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ShockRocket
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The Range 8 Rubicon

Post by ShockRocket »

(reposted from the other board)

THE RANGE EIGHT RUBICON
Jim Heffman, Oregon

Range Eight is significant in Federation Commander, because it's the range where most direct-fire heavy weapons are able to be Overloaded. So there is a tendency for players to try to dance at that range, dipping in to fire and dodging back out. However, if you compare the range-8 "bracket" to the next-closest bracket, you find that most weapons are significantly improved by being closer; and if you compare the range-8 bracket to the next-further bracket, you see that many aren't too badly off, and that bracket often extends all the way to range 15. (This is particularly apparent for Disruptors and is the key to the Klingon Saber Dance.)

So don't hang about at range 8; either cross it on your way in or don't get near it. Sitting in the river at range 8 just leaves you all wet.
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DNordeen
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Post by DNordeen »

Concur! If you're not going for overload, there's no difference between range 9 and range 15 (for the disruptor). Therefore, there's no need to risk miscalculating the range and getting swhacked by overloads.
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bobrunnicles
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Post by bobrunnicles »

Agreed - worked for me as a Klingon this weekend, basically managed to keep the range around 12-15 the whole time. Frustrated the hell out of my Fed opponent! :twisted:
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pinecone
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Post by pinecone »

Did he use the Fed-up tactic?
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bobrunnicles
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Post by bobrunnicles »

pinecone wrote:Did he use the Fed-up tactic?
:lol: :lol:
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Post by USS Enterprise »

Lol. I agree (Sometimes, particularly with Klingons and Kzinti) for the Feds, however, it just doesn't work, Photons only have a 50% hit chance at range 8, and it goes down to 33% at range 15. Klingons are the same at range 8 and 15 as far as Disrupters go.
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Post by storeylf »

USS Enterprise wrote:Lol. I agree (Sometimes, particularly with Klingons and Kzinti) for the Feds, however, it just doesn't work, Photons only have a 50% hit chance at range 8, and it goes down to 33% at range 15. Klingons are the same at range 8 and 15 as far as Disrupters go.
Actually the photon goes to a 16% hit chance at range 13+. Check those charts.
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Post by USS Enterprise »

Thanks, I forgot. I didn't even need to check, when you told me I just remembered you are right.
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Post by USS Enterprise »

As I said, with the Federation, range 8 is way better. I just tried the Saber Dance yesterday, I did alright but I didn't win.
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Kang
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Post by Kang »

I have another catchphrase for the Fed's 'WonderWeapon'. Normally, it's 'I wonder if I will hit anything this time'.

Having just connected with both of two photons at Range 12 [1-2 to hit, rolled two 2's], my new phrase is 'I wonder how that happened'.

Just shows, sometimes the dice do come up for the Feds. Mind you, I only emptied the tubes like that because I was anticipating damage that impulse. Normally I wouldn't have fired at that range, just like anyone else.

Still, scoring a straight sixteen damage points against a frigate at that range was an awesome feeling.....
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terryoc
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Post by terryoc »

Absolutely agree with this. It's OK for a Klingon to dance at range 13-15 for a while, then come in to range 8 to swap overloads (with the Klink firing at a damaged shield). The Fed must strive to get to range 0 if he can get it, but I'll take range 4 if that's the best I can get.
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Requete
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Post by Requete »

terryoc wrote: The Fed must strive to get to range 0 if he can get it, but I'll take range 4 if that's the best I can get.
Isn't Range 1 sufficient? It is still a guaranteed hit.
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terryoc
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Post by terryoc »

Range 0's even better for the phasers.
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USS Enterprise
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Post by USS Enterprise »

True, though range 1 is usually sufficient. But the Feds probably don't half to be as close as Plasma races anyway, so against them they should try to Saber Dance at range 8.
"The good of the many outweighs the good of the few"

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semperatis
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Post by semperatis »

On paper at least,the best Fed ships for sabre dancing are the fast cruisers,as having 10 ph-1's on board,is going to bloody many a nose. They still have plenty of spare power too,( 6+4),whilst moving at speed 24,with everything armed. 8)
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