Topic: Photons in SFC2 OP  (Read 3563 times)

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Bob Graham

  • Guest
Re: Photons in SFC2 OP
« Reply #20 on: September 15, 2003, 12:26:10 pm »
The key to making photons hit is giving a daily offering to the great Photon Gods, this should include, but is not limited to Gorn hide boots, Lyran and Mirak pelts, and plenty of stolen bloodwine.

Lieutenant_Q

  • Guest
Re: Photons in SFC2 OP
« Reply #21 on: September 15, 2003, 12:32:00 pm »
I dunno, in SFC1 and EAW i can normally go 3 for 4 or better inside range 8.  But yes the key points are to watch the ECM shift, a little more ECCM than ECM never hurts, watch for him/her to be beginning EM, i find that a lot of people will open up and then do EM while his/her weapons recharge, meaning that if you dont shoot first, your not hitting with much.  Also a tip from me...always (unless your flying a fed DD) always OL your photons for that first salvo.  You gotta get in close, but even if you go 2 for 4 on that opening salvo, even a dreanought's not going to have much shieliding left in that arc.  A few other things to remember, are, baring a negative ECM shift, photons will always hit at less than range 1.  Two, Normal photons are worthless outside range 12, at that point your better off just switching to Proxies, youll do less damage per torpedo, but more of them hit so it balances out quite nicely.  

DH123

  • Guest
Re: Photons in SFC2 OP
« Reply #22 on: September 15, 2003, 06:13:07 pm »
How to hit with Photons:

1.  Never fire with an EW shift.   If he puts 6 points of power in ECM, put 6 points in ECCM to counter it.

2.  Memorize your range breaks.  They are in the manual.  Overloads have a 50 % change of hitting at range 8.9 for example.  Proxies hit in a 4-6 at range 30.

That is pretty much it.  

jimmi7769

  • Guest
Re: Photons in SFC2 OP
« Reply #23 on: September 15, 2003, 06:21:43 pm »
Quote:

 Also a tip from me...always (unless your flying a fed DD) always OL your photons for that first salvo.  You gotta get in close, but even if you go 2 for 4 on that opening salvo, even a dreanought's not going to have much shieliding left in that arc.    





don't do this as an 'always' proposition in online play unless you are talking about fighting AI.  Creep along after me or any of the other D2 Klingon regulars and you'll never get in range to shoot off those overloads.

Never Ever say always...unless you're talking about going to red alert at the start of the match.

Do not underestimate the power of the proxy photons, they work very well.

Scipio_66

  • Guest
Re: Photons in SFC2 OP
« Reply #24 on: September 15, 2003, 08:17:02 pm »
From memory, here are the brackets:

Range:_____Normal____Proximity____Overloaded
0-1________100%______0%________100%
2 _________83%_______0%________83%
3-4________67%_______0%________67%
5-8________50%_______0%________50%
9-12_______33%_______67%_______0%
13-30______17%_______50%_______0%
31-35______0%________33%_______0%


In the brackets, 0.0 to 0.9 equals range 0.  Range 1.0 to 1.9 equals range 1.  And so on.

Think of it as a D6.  Each face of the die gives you roughly 16.5%.  So if your chance of success is 33%, you hit on a 1 or 2 when you roll your die.

ECM shifts your die roll by one for every net ECM shift.  The net ECM shift is the square root of your ECM minus his ECCM, dropping all fractions.  So an ECM shift of "1" drops your chance to hit from 83% to 67%.  A shift of "2" drops your chance to hit from "83%" to "50%".

Does that make sense?


Generally speaking, I try not to fire normal photons at a range greater than 4.8.

-S'Cipio



 

3dot14

  • Guest
Re: Photons in SFC2 OP
« Reply #25 on: September 15, 2003, 08:33:48 pm »
Overload whenever it is feasible (i.e. still have a decent escape speed.) is a good advice. Since OL photons have the same hit % as regulars. It's better to try to hit with OL (doesn't have to be ALL OL, maybe OL 2 and normal 2) PROVIDED this does not negatively affect your speed too much.

Proxy photons are nice, but don't fire them if you can't get away. (proxy at 9~12 is not a good idea IMHO. 13+ with proxy is safer.)

The problem with photon is that it is used as a deterrant factor (although not as much as plasma) so if you give up that threat by firing them, you better a.) have an escape plan so the enemy doesn't chase you down while the power hog is reloading for 2 turns. or b.) blow the enemy up.

Generally, Normal and OL's are best fired at range 4 or so. (the Glory Zone) because at that range, the photon damage potential out weighs most other Direct Fire weapon's damage potential. (don't do this against a plasma ship...)

But the most important thing to remember is:

The Murphy's law of photons as stated previously:
Photon only hit (reliably) when fired against you.
« Last Edit: December 31, 1969, 06:00:00 pm by 3dot14 »

DH123

  • Guest
Re: Photons in SFC2 OP
« Reply #26 on: September 15, 2003, 08:34:11 pm »
Quote:

From memory, here are the brackets:

Range:_____Normal____Proximity____Overloaded
0-1________100%______0%________100%
2 _________83%_______0%________83%
3-4________67%_______0%________67%
5-8________50%_______0%________50%
9-12_______33%_______67%_______0%
13-30______17%_______50%_______0%
31-35______0%________33%_______0%


   




You forgot the "Magic" +1 Bonus to Proxies.

Range:_____Proximity
0-1________0%
2 _________0%
3-4________0%
5-8________0%
9-12_______83%
13-30______67%
31-55______33%  

DH123

  • Guest
Re: Photons in SFC2 OP
« Reply #27 on: September 15, 2003, 08:50:08 pm »
Quote:


Generally, Normal and OL's are best fired at range 4 or so. (the Glory Zone) because at that range, the photon damage potential out weighs most other Direct Fire weapon's damage potential. (don't do this against a plasma ship...)

 




I fire Overloads at 8.9 al the time.   50% change means 32 points of damge most of the time .  That will crack a shield on most ships.  Sometimes the Photon Gods will smile on you and you will get lucky.  In one PvP battle against a Lyran on Storm Season 2, I was able to score 70 internals at range 8.9 (Phasers were fired as well) and turn away to avoid the ESG completely.

http://mu.ranter.net  

Read the "Stupid Fed Tricks" section.  Great place for basic tactics.  

Scipio_66

  • Guest
Re: Photons in SFC2 OP
« Reply #28 on: September 15, 2003, 09:01:32 pm »
Quote:


You forgot the "Magic" +1 Bonus to Proxies.




Whoops!  You are quite right; my mistake.  Thank you for correcting this.

As any coalition member who's played on Storm Season II can tell you, DH123 knows photons.  :twisted:  He makes them very dangerous.

-S'Cipio the scolded
« Last Edit: September 15, 2003, 09:03:42 pm by Scipio_66 »

jualdeaux

  • Guest
Magic Photons!
« Reply #29 on: September 15, 2003, 09:16:19 pm »
Magic Photons! Magic Photons! Magic Photons! Magic Photons! Magic Photons! Magic Photons! Magic Photons! Magic Photons!

Sorry. I just couldn't help myself.  

nx_adam_1701

  • Guest
Re: Photons in SFC2 OP
« Reply #30 on: September 15, 2003, 09:27:14 pm »
Wonderful, all this info helps thanks

adam out

FPF_TraceyG

  • Guest
Re: Photons in SFC2 OP
« Reply #31 on: September 16, 2003, 03:31:15 am »
Quote:

The key to making photons hit is giving a daily offering to the great Photon Gods  




That's Photon Goddess, by the way.

Carrie

  • Guest
Re: Magic Photons!
« Reply #32 on: September 16, 2003, 06:28:24 pm »
Quote:

Magic Photons! Magic Photons! Magic Photons! Magic Photons! Magic Photons! Magic Photons! Magic Photons! Magic Photons!

Sorry. I just couldn't help myself.    





YAAAAAAAAAAAARGH! Just when you think a topic is dead on the forum... Back into the grave, oh heathen magic photon issue! Back I say!

RingWraith 413

  • Guest
Re: Magic Photons!
« Reply #33 on: September 16, 2003, 07:01:00 pm »
 Don't forget the feedback damage that applies to your shields/ship when photons are fired too close to the target. OV's give feedback at range 1.99. Norms are .99, IIRC. If your facing shield is in the red when you fire, you will probably lose that shield and take some internals to boot.

* Note :  What range seems to work for some players, might not work for you. Just try different photon settings and ranges to "dial-in" what seems to work for you. But you will see a lot of players fire OV's at range 9 or just below it.
                                                                     

                                                                        DIF_Wraith 413
« Last Edit: September 16, 2003, 07:05:12 pm by RingWraith 413 »