SOS Nero
I'll be in there slinging Plasma, and hoping there are plenty of KR series hulls in the yards.
Rusty as all get out with rommy ships.
I'm one of those die hard Klingons that couldn't be paid in real world cash to fly Fed for other then training fleet mates.
I spent a little time on Gamespy playing your SOS_Natasha. She really picked my brains after getting whumped about 6 times in a row. I pointed her to some sites with tactics papers that I hope most of your fleets SFC-2 newbies will read. Your going to need it!
there is a great deal more micro management in SFC-2 then you have with SFC-3. Learn quickly about energy management, and untill you learn about how NOT to get tractored, stay outside of a rage of 3 from your targets or you will regret it.
Some notes on energy management for ya'll
Your typical heavy cruiser sports around 34 to 40 points of power.
each phaser requires 1 point of power for p-1, and 2's. And .5 power per P-3 (but the power is held in a capacitor.. so once they are done charging the power used to charge them becomes availible in your energy pool again.
shields require 2 points of power. Life support and fire control each take 1 point of power each. Movement costs are one point of power per one unit of speed. Electonic warefare will use up to 6 points of power (learn to use EW.. it will save you hides!). The primary romulan weapons are Plasma torps which require a great deal of power to charge and to hold ready to fire (though that not as much energy as required to charge them up), and they also take a long time to ready up. 1/2 agin longer time wise then the majority of heavy weapons. Clock also takes power, and typically about 1/3 of your total power for heavy cruiser class ships.. say 12 points.
Your typical Rom cruiser going to red aleart, cloaking, and charging all weapons isn't even going to have energy to even move for a little bit untill the phaser capacitor charges. READ your plasma damage charts and see what the range breaks are for damage done. Typically you don't want to fire plasma at a ship if you want to cause serious damge at more then a range of 10. Plasma damge decreases the further the plasma travels.
AN example. you following a ship moving at speed 20, at a range of 10. You fire 2 plasma F's that have the following damage attributes.
range 0-5,20 damage
range 6-10,15 damage
range 11 to 12, 10 damage
range 13-14, 5 damage
range 15, 1 damage
lets say your target is a stock fed CA which can bring 4 Ph-1's to bear directly aft.
at range 10 you fire. The enemy move 5, your plasma moves around 8 (at a speed of 32) and now will only cause 15 points each if they hit.. Bangers lad, were gonna hurt 'em.. The fed though wily dog that he is, is accelerating..he's now at speed 25...the plasma is now range 3 from the target.
The range opens to the fed, he now moves another 7.25 forward, your plasma moves 9 forward and disapates into nothingness befor they hit because the plasma has exceeded it maximum range of 15. You just wasted 2 Plasma F shots, the Fed makes a High Energy Turn (HET) und unloads 4 photons and 6 Ph-1 into your forward shield... Unless you have some other plasma launchers, or the 2 plasma's were psudo (fake) plasma your in a serious world of hurt!.
Notice he never fired his rear firing Ph-1's at the plasma.. he didn't need to because he knew he could out run the plasma even though he wasn't at full speed! (phaser fire on plasma reduces the final damage by 1 point for every 2 points of phaser damage the plasma takes). Learning time and distance and the concept of TOT (time on Target) is going to be of critical importance to using plasma correctly. You'll have to learn to fly defensivly untill your target of choce eases it's self into your high damage brackets for your plasma. Remeber to snipe with your quite nice Phaser-1 suites of which late era Romulan ships and the Klingon to rom conversion ships have a great many of with excellent firing arks. If your in tight and nasty and needing a little extra power consider charging you plasma to a smaller torp size. Of even using the defensive setting initially. (1 plasma S launcher in defensive mode will pop 3 plasma F's out..but it does take more energy to arm them this way. typical Rom heavy mounts 2 Pl-F, and 2 Pl-S.. plasm F take less energy to arm..if you downmark the plasma S's to F you;ll free up about 6 points of much needed energy when your at typical knife fighting range..(under range 10) you give up the heavier Pl-S punch for energy and slightly faster arming Pl-F warheads. Note Plasma F launcher have ) energy as a torp holding cost but Plasma S;s down grudged to F;s do require just under 2 points per launcher to hold.. So dont hold 'em!
You SOS folk couldn't have picked a harder race to learn with!
If many of you bought the "discount" jewel case version of SFC-2 like I suspect you did, the game manual is in PDF format of the game disk, along with a very handy card that lists the games hot keys and has a set of weapons damage tables.. Read everything you can in the manual about EW, and tactics. It'll help you all a great deal.
Good luck to you all, and see you in the D2!
Khemaraa Iron Hand
Klingon Black Fleet
69th special operations fleet the "Black Mist"
Proud Member of the Taldren Outer Beta test circle since 2000.