Carronade Supremacy - In Praise of the Plasma-F
Posted: Sun Jan 29, 2012 12:29 pm
Carronade Supremacy - In Praise of the Plasma-F
Many players of Federation Commander think of the plasma-F as inferior to the other, bigger, plasma launchers G, S and R. This is perhaps a hold-over from Star Fleet Battles, where the Plasma-F is not as powerful as it is in Federation Commander. Players often see the Plasma-F simply as padding, to protect the larger plasma launchers from damage.
However, if we take a closer look at this excellent weapon, we will see why, at least on Gorn, Orion and Federation ships, it can be better, when receiving damage, to lose a larger launcher instead of automatically disabling the plasma-F. The Carronade function is the real heart of this tactical article; if you are flying a Romulan ship, which cannot have the Carronade function, you need read no further.
Here are the three main reasons why a captain should seriously consider disabling a larger launcher when receiving damage, instead of blindly applying the traditional "Plasma-Fs are for padding" approach used by most players.
- Plasma-F torpedoes have no holding cost
- You can use the Carronade function
- The Plasma-F is more flexible than the Plasma-G in terms of tactical choices
There are also two good additional reasons why an Orion captain should choose Plasma-F torpedoes every time over the larger G- and S-torps:
- You can have two plasma-Fs for less than the cost of one plasma-G and far less than the cost of one plasma-S.
- Plasma-Fs take up only one weapon box whereas a Plasma-S takes up two
Some would say that the disadvantage of the Plasma-F is that you cannot produce a 30-point seeking warhead. However, the 20-point F/G warhead is still a reasonable warhead, and because no launcher in the game can be used in the Enveloping or Shotgun modes seen in Star Fleet Battles, this narrows the "gap" between the G- and F-launchers.
Also, for the Orion captain, who can choose his weapons, two Plasma-F/Gs instead of one Plasma-S has to be better in combat, even if only because you can produce two 20-point warheads instead of just the one 30-point warhead, along with the tactical flexibility and maintenance of threat given by the ability to not have to launch the whole lot in one go.
Even then, I would select the F-torp over the G-torp just about every time, because it has the Carronade advantage. Effectively, for just one energy point more than a completed photon torpedo or an overloaded Disruptor, (assuming a full Carronade load), you can fire the near equivalent of a photon torpedo every turn (provided you have sufficient power), plus you also have the advantage that it usually does not miss. It also retains its seeking weapon ability with the equivalent, at close range, of a full G-torp warhead, as well as the usual plasma bolting ability. You can also use targeted damage in bolt or Carronade mode. Clearly, the Plasma-F is a most flexible weapon.
The two disadvantages that the Plasma-F has in comparison with the Plasma-G is firstly that the Plasma-F is shorter ranged than the Plasma-G in both bolt and seeking modes, but I feel that the Carronade function more than makes up for this. Secondly, the Plasma-F has no 2-turn-F capability, but again, if you are in a close-ranged fight, you would often be better off using the Carronade function for two turns rather than warming up a new Plasma-G torp or even a 2-turn-F. Of course, in the end, you must make this decision yourself while taking into account the overall tactical picture, but the take-home message is simply this: do not automatically disable the Plasma-F in preference to a larger launcher without thinking very carefully first. You know it makes sense.
Submitted to SPP as a Tactical Article
Many players of Federation Commander think of the plasma-F as inferior to the other, bigger, plasma launchers G, S and R. This is perhaps a hold-over from Star Fleet Battles, where the Plasma-F is not as powerful as it is in Federation Commander. Players often see the Plasma-F simply as padding, to protect the larger plasma launchers from damage.
However, if we take a closer look at this excellent weapon, we will see why, at least on Gorn, Orion and Federation ships, it can be better, when receiving damage, to lose a larger launcher instead of automatically disabling the plasma-F. The Carronade function is the real heart of this tactical article; if you are flying a Romulan ship, which cannot have the Carronade function, you need read no further.
Here are the three main reasons why a captain should seriously consider disabling a larger launcher when receiving damage, instead of blindly applying the traditional "Plasma-Fs are for padding" approach used by most players.
- Plasma-F torpedoes have no holding cost
- You can use the Carronade function
- The Plasma-F is more flexible than the Plasma-G in terms of tactical choices
There are also two good additional reasons why an Orion captain should choose Plasma-F torpedoes every time over the larger G- and S-torps:
- You can have two plasma-Fs for less than the cost of one plasma-G and far less than the cost of one plasma-S.
- Plasma-Fs take up only one weapon box whereas a Plasma-S takes up two
Some would say that the disadvantage of the Plasma-F is that you cannot produce a 30-point seeking warhead. However, the 20-point F/G warhead is still a reasonable warhead, and because no launcher in the game can be used in the Enveloping or Shotgun modes seen in Star Fleet Battles, this narrows the "gap" between the G- and F-launchers.
Also, for the Orion captain, who can choose his weapons, two Plasma-F/Gs instead of one Plasma-S has to be better in combat, even if only because you can produce two 20-point warheads instead of just the one 30-point warhead, along with the tactical flexibility and maintenance of threat given by the ability to not have to launch the whole lot in one go.
Even then, I would select the F-torp over the G-torp just about every time, because it has the Carronade advantage. Effectively, for just one energy point more than a completed photon torpedo or an overloaded Disruptor, (assuming a full Carronade load), you can fire the near equivalent of a photon torpedo every turn (provided you have sufficient power), plus you also have the advantage that it usually does not miss. It also retains its seeking weapon ability with the equivalent, at close range, of a full G-torp warhead, as well as the usual plasma bolting ability. You can also use targeted damage in bolt or Carronade mode. Clearly, the Plasma-F is a most flexible weapon.
The two disadvantages that the Plasma-F has in comparison with the Plasma-G is firstly that the Plasma-F is shorter ranged than the Plasma-G in both bolt and seeking modes, but I feel that the Carronade function more than makes up for this. Secondly, the Plasma-F has no 2-turn-F capability, but again, if you are in a close-ranged fight, you would often be better off using the Carronade function for two turns rather than warming up a new Plasma-G torp or even a 2-turn-F. Of course, in the end, you must make this decision yourself while taking into account the overall tactical picture, but the take-home message is simply this: do not automatically disable the Plasma-F in preference to a larger launcher without thinking very carefully first. You know it makes sense.
Submitted to SPP as a Tactical Article