Dal Downing wrote:Savedfromwhat wrote:Lincoln did you mean Romulan and Kzinti are phaser light empires? Because last I checked the Gorn phasers were pretty good.
No he meant Gorn and Kzinti these two races are the fewest phasers per ship in the game.
Kzinti have tons of phasers, the standard Kzinti BC has 12 phasers, even the phaser lite NCA has 10. There's 20 phasers on the Kzinti DN.
Using the same rationalization as drones. People being engaged by plasma need an opportunity to react.
Do they though?
As I noted earlier with drones you often have plenty of time to react, but with plasma if you haven't planned in advance then you won't get time to react in anything like the same way. This is sort of obvious when you are comparing something that moves slowish and lasts a possible 122 subpulses in FC to something that moves at max speed and lasts in practical terms between 12 and 24 subpulses. Allowing time to react to that extent is going very against the way plasma works in the SFU.
The Gorn have more firing options than the Romulans. They can fire carronades.
Oh yes, the explosion range direct fire multi hit 2 that only applies to at most 2 plasma per ship, where using it means you cripple any proper plasma volley. So much more option!
But the biggest thing that made plasma weak was that you were losing attack dice from defensive fire. And Attack Dice were too random.
Plasma is not weak. It is the strongest weapon in the game. If you were using plasma appropiately then rolling a D6 20 times against a ship is not really that random. Indeed it is probably the most predictable weapon in the game. There is no roll to hit, a fixed number of AD to allocate, a reasonably predictable defensive fire at the point you launch it and no leaks. How could it be seen as too random? IDF is what is random, when you are rolling maybe 5-9 ships at 50/50 then you have a wide variation in result. It is not that phasers shoot down plasma that makes plasma difficult, it gets shot down in the core games as well. Halving the amount shot down, as some want, isn't necessarily going to alter much (beyond making it way more potent).
All seekers suffer from a threshold effect, the defender can put out X defense that shoot down AD, or other wise negate it (shield boost). In order to achieve anything you must put out X + 1 minimum to do any damage, any less means no damage. In order to kill a cruiser size ship you need X + ~17 AD.
Lets say my 3 ships weith 12AD each can put out X + 17 at range 8, X + 5, at 8-12 and at range 13 X - 13.
In this example a drop of 33% in plasma dice over the range 8 mark has given over a 66% drop in damage. Given the plasma needs reloading and will probably never get everything in arc again that is a bad shot to take.
A single side plama F per ship being out of arc would drop that to X + 11, X + 2 and X - 13. It only took a relatively small change in plasma to make a large difference in damage, losing 33% at range 8 and 60% at range 8-12.
A small change in X has a similar effect, 1 single missed IDF can drop X by 5 and hand the plasma user the equal of 9 or 10 disrupters hitting. That is partly why IDF having such a wide variance is so bad, a small change in X either way is potentially significant but the system produces wide variations in X, until you get to larger battles where the law of large numbers start to kick in.
It is understanding that affect that is what makes plasma so good at range 8. The extra 1AD per plasma you gain from no energy bleed makes an enormous difference to what you can achieve. Once you combine that with proper target selection it is capable of wiping out 1 ship per ~2.5 of yours on heavy weapons alone, a rate that no one else can hope to match in one fell swoop. Indeed its quite possible you will kill a cruiser per 2 of yours if the enemy can't keep the ships on IDF out of range 8.
An additional thing that makes plasma somewhat hard to use is that it comes in 1 weapon per mount, that means that unlike Feds/Klinks/Kzinti you can't power drain, take the 1 weapon system option and get stuck in. All the non plasma empires currently have a moderately useful option that allows then to go full speed with some SA and deliver decent offensive power. For example it allows the Feds to move in to range 15 easily whilst power draining on APE or shield boost, and fire the nasty photon strike. Gorns and Roms have no such option, yet they really need to get to range 8 to have any offensive power.
Do I think plasma is done well, no. Do I think it weak, not remotely. The problem is more that the maths makes it far to potent at range 8 and far to weak beyond that.
I sometimes see some saying that you should hold back some plasma to keep the other guy honest. Do they not grasp the maths? You should almost never do that, dead enemies are better than honest ones. Keeping back 12AD now could mean you achieve 1 less kill, whilst that 12AD will be useless on its own next turn.
Both the Gorn and Kzinti are Phaser light empires. Yes, the Kzinti have disruptors, but the Gorn especially have to rely heavily on Plasma.
You slightly lost me there. Gorn and Romulan can't ever really hope to win without plasma actually hitting and taking out ships. Fed, Klingon and Kzinti all use drones as distration. The fact they are negated will not stop them winning with disrupters and phasers so long as the drones forced some loss of options/phasers, that is how they are designed to fight. Changing the way drones are handled in ACTA to handle them easier isn't going to fundamentally screw the drone users, it just makes them fight a bit more like they were intended. The same can't be said for plasma, if they can't hit due to launch and SA mechanics then they lose.