Maulers

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IKerensky
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Maulers

Post by IKerensky »

Can someone with experience with thoses ships explain me why they are seen as so essential.

I understand they are vitals in F&E to down SB but in SFB and FC I fail to see them play the same r
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Bolo_MK_XL
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Post by Bolo_MK_XL »

Can't say they are essential, but they pack a good punch for their size/cost,

They retain their phaser suites, so make good escorts on the approach, then have the power to accelerate and hit a large target or finish off one if you get on a downed shield ----

Kinda like having a controllable R Torp w/shields, that can change speeds ----
Known players that thought they should fall in the monster category, instead of ship :)

Though, FC energy rules, make it a bit harder to fill the batteries up after using them (not counting in the Terminator) --- Though never really (in SFB), saw one Alpha Strike more than once a game ---
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duxvolantis
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Re: Maulers

Post by duxvolantis »

IKerensky wrote:Can someone with experience with thoses ships explain me why they are seen as so essential.

I understand they are vitals in F&E to down SB but in SFB and FC I fail to see them play the same r
Any ship with that many batteries can be useful.

Even if all you do is is use it to soak up damage it can be immensely useful.

And if you get range 1 on a stationary target, blammo.

I would not take a mauler in a squadron, but in a fleet it is very useful.

Note that Romulan maulers are even "more awesomer" since they can approach under cloak.
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IKerensky
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Post by IKerensky »

So in Fed Com and SFB the Mauler isn't a good ship to attack starbase ?

Also, isn't it a bit ironical that the Mauler is interesting for all his batteries and not the weapon thoses battery are supposed to sustain ?

Why dont they develop more ships with extra batteries ? like replacing drones/labs and such with battery boxes ?
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mjwest
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Post by mjwest »

In Federation Commander and SFB the Mauler is just a different system than in F&E. It is one of multiple disconnects between the games. It is what it is. That is what happens when you try to keep a purely tactical game in sync with a purely strategic game. You can't help but get some disconnects.

As for "more batteries for everyone!", realize that it wouldn't accomplish anything. Adding, say, five batteries to every ship (or whatever total) isn't going to do anything, as everyone would get it. So, let's keep it where it is. Also, you don't just replace all of those other systems as they have uses. The ships are supposed to exist within their fictional universe and do other things besides just fight all the time. As such, those other systems are critical to the proper functioning of the ship. You can't just replace all of the lab with batteries, as those labs are being used for other things in the fictional universe, even if you don't necessarily see that in the battles that you fight with that ship.
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