It's been suggested over on the Mongoose board (as stated by Nerroth) that it has been suggested that Disruptors be made 1 AD, with a kill zone of 12". Great, that would partially solve some issues. It still leaves the Photon a useless weapon. On the Fedcom Weapons Chart to 8" the Photon hits 1-6 at 1", 1-5 at 2", 1-4 at 3-4", and 1-3 at 5-8". So 100% at 1" + 80% at 2", 66% at 3 & 4", 50% from 5-8" which is an average accuracy of [100+80+66+66+50+50+50+50=512/8] 64%. This means if an average accuracy was used 4+ should have been the short range accuracy. I agree however 5+ was correct for above 8" as the hit probability drops. It makes more sense to break the model slightly, get rid of kill zone as a trait, and have 3 range zones for each weapon. With weapons doing possibly more damage you can also get rid of devastating. Gee, 2 simplifications already.
What you are suggesting there is not so much simplification, but 'SFB/FC has this chart, and I would like the same in ACTA'. That is different to simplification.
Getting rid of killzone and devastating, ok that is simplifying things, but adding an additional range is going the other way. The game is already very simple, does it need to be any simpler? If it was simplified to make it more like SFB/FC in terms of being just about inflicting enough raw hit points to kill stuff then it would lose a lot of its appeal IMO, it is things like leaks devastating and precise that make it much more interesting as game.
By the way, photons in ACTA are exactly as you just said they should be - 4+ at short range and 5+ at long range.
None of what you say takes into account the game system though, people keep saying the disrupter is too powerful at long range, the photon to weak etc. All they seem to be able to point at is the weapon chart in FC, but that is meaningless in isolation. You can't look at the range/damage of FC without accounting for the move system as well, and the way the ships actually die.
In ACTA you cannot fire and then run for 24 hexes ending facing the away from the enemy. In FC you are not forced to start to do a full move before seeihng what every other enemy ship will do. In ACTA shields are almost irrelevant to photons killing things, whereas disrupters nearly always have to go through both shields and hull. In ACTA you can't keep the enemy at arms length for a few turns even with the agile Klingons like you can in FC.
You say making disrupter 1AD and killzone 12" solves some issues - what issues are you trying to solve? Is there some issue with the disrupter itself, or is it really some issue with klingons (which is who people seem to complain about when talking disrupters)?
How many games of 10+ ships a side have you played in FC?
In a 1 vs 1 I can understand that someone might come away thinking the disrupter is weak at range. In such a game the klingon might fire at range 15 hitting for 7 damage with Disr + Ph1s combined, 4 is batteried away and the other 3 rotated to an off shield. The klingon gets another shot in at range 15ish which does 14 damage, a burnthrough, 5 rotated and some batteried. The following turn he facing the photon exchange having maybe done 13 damage spread on 3 shields, so the disrupter feels weak as a long range weapon, as in practical terms it has failed to do anything of note that will make the photon user worried about arriving with all of his firepower. The odd drone in a 1 vs 1 doesn't do much to halt a Fed advance.
At 10+ ships, you may have some small ships, some big ships and a cruiser main line. Over all the equivalent of say 10 cruisers. 40 disrupters and maybe 60 Ph1s. At range 25 you hit for 70 damage. No amount of shield reinforcement helps there, you have a nearly crippled cruiser which probably drops out in practical terms due to lack of speed How is that weak?. At range 15 the next turn you hit for 140 damage killing a cruiser. How is that weak? A well played klingon should get at least one more shot in beyond range 8 (but a lower on spare power) crippling another ship. The photon fleet could go for a range 12 shot, but if he does that he is losing, all that pain for a range 12 shot.. Getting to range 8 could well see a Fed down 3 ships or more (with drones causing some to give up range as well).
The above covers the simple raw damage, of course things like scouts, EM terrain etc all have their affects, but they also have their downsides. Plus ACTA covers such counters as well.
Balance in that sort of game probably requires the klingon be confined by a closed map.
Sure the disrupter looks weak as a single weapon if all you are doing is looking at the weapon line and thinking single weapon or 1 vs 1, but in the fleet level actions like ACTA is gaming it is amongst the best long range weapon around because it can do that every turn. It all comes down to thresholds like can you blow a shield in one go or kill a ship in one go, in small games no, in large games yes. Most heavy weapons can do that, maybe even better than the disrupter, but it does it every turn. In FC klingons do it better than anyone else because they have the ships with better arcs and better manouverability which gives them a big edge in keeping the range open for an extra turn or 2. Kzinti can keep range against those who struggle with drones, though they lack the Ph1s,
So if we are looking at ACTA what happens when the klingon tries to weaken the Fed player with a long range shot outside photon range. Well first he has the range problem, 9" extra range with enemies move 12-16", and his phasers only have a 3" range edge over photons. But lets assume that his uber skill gets him a range 16-18 shot. With 10 ships he is looking to kill a couple of cruisers at least if he was to match FC, and then have the photon/disrupter exchange next turn.
It takes the equal of 7 D5Ws centerlining a ship with stats like a Fed NCA to have an ~85% chance of a kill, or an 8th ship to bring it up to near enough guaranteed. That leaves too few ships to be doing much internals on another - you are looking a few leaks maybe.
Should ACTA be able to simulate the same result you see in FC in closing on a disrupter fleet? I don't know. If you are arguing for weapon stats to be the same I assume you are arguing for the results of using them in the same way to be the same?
Would it be bad to have better balance, of couse not. But not a single person arguing for the weapons or ship stats to be more like FC has ever provided any logical argument for how that makes things more balanced in a system that is so massively different to the game they are wanting to port those stats from. Porting stats more closely has nothing what so ever to do with balance. That is purely people getting hung up on the minutae of one game system.
I'm not against change, there are things I'd like to see changed as well, as noted the SA chance for most basic SAs. Apart from making the game less random it would (as I posted on the Mongoose forums a while ago) make seekers far less problematic as well I believe, more reliable IDF or evasive would tone down drones and plasma both of which seem very dominant in my experience. Gorn in particular seemed to wipe the floor with every thing.
If standard conversion formulas were used, we would already have the Lyrans, and would be close to getting Hydrans.
We already have disrupters and phasers, why would Lyrans not be out apart from the ESG. Or Hydrans because of Fusion or Hellbore and stingers. I fail to see why current disrupter/photons rules stop them coming out. The ship conversion rules seems pretty easy as well.