O.K. I'm trying to wrap my brain around these discussions so I can make a list of things to remember in combat. Could someone provide a summary of these discussions. Here's what I know so far:
1) Direct fire weapons have a hard time punching through a cloak with any effectiveness even at range 0.
2) Overloaded heavy weapons are pointless because to be effective you have to fire them at range 0 which in some cases causes feedback damage to the attacker sometimes rivaling the damage inflicted on the target.
3) Seeking weapons almost always lose lockon when a target ship cloaks. Lock-on is effected by the speed of both ships, true range, and ECM/ECCM. If seeking weapons do hit, their damage is reduced by the cloak vs combat chart.
4) Erratic Maneuvers do not help a cloaked ship. EM just sucks power.
5) ECM does help a cloaked ship. ECCM will help the attacker.
6) Wild weasels CAN be launched while cloaked. Along with attracting seeking weapons, WW's provide an extra ECM benefit in addition to the cloak effect and the ECM generated by the cloaked ship.
7) Mines CAN be launched while cloaked to stop missles or deter the attackers pursuit.
8) If a cloaked ship is flashed and tractored, The +5 range adjustment does not apply to the tractoring ship, thus damage is based on true range! This damage must pass through the Combat vs Cloak chart. Seeking weapons can be fired (and will not lose lock-on) but the Combat vs Cloak chart applies to them.
9) Getting flash-cubed but not tractored provides a different defense. In this case, the +5 range adjustment does apply but the Combat vs Cloak chart doesn't.
Anything else?