Quantums are powerful weapons, and you can theoretically snipe people with them, but at the same time, the best stradegy is just to close distance with the person. Plus, quantum torps take longer to recharge and fire again, so it isn't too hard to get close enough and prevent sniping.
Also, Quantums are heavy weapons. I know in SFC2 a klingon distruptor was also a heavy weapon, but keep in mind that it wasn't really that heavy at all. However, quantums are pretty heavy, their like enhanced weapons.
When I talk about sniping tactics, I'm talking about using standard weapons, like a photon, disruptors, or phasers. In SFC2, using phasers from a certain range and picking shields apart was a good tactic for the opponent that like to run all day, or if he relied on plasma. Photon's on proximit were okay, but klingons liked to use disruptors like this a lot.
However, in SFC3, I have never seen anyone use mizia attacks to drain shields. Is it my imagination, or are ships just a little strong in this game? I mean, it takes me years to pound a bird of prey down using plasma weapons. I can wreck the entire ship and STILL have to pound him to death... with alpha strikes. Targetting subsystems isn't effective at all either; there's no point to hitting anything except the warp core.
Hopefully, in the patch, people will stop concentrating so much on cloak and shields so much, and realize that there are still a lot of the smaller details in this game that need to fleshed out. Subsystem targeting is a good idea, pending there's actual strategic value to targetting something smaller than the warp core. I can understand why it should take alpha strikes to knock out the warp core, i mean, it powers the entier ship, controls all functions. But when I have to alpha strike a feds photon torpedoes just to get it stunned, or take out a small phaser 9 in the aft section, that's a waste of power. I would be better off inhibiting all the power systems with that much firepower than I would taking out one measley phaser that he can repair in two shakes.
My proposal would bee this: keep the warp core damage rates the same, but decrease the damage needed for the other systems. Right now, it's actually harder to inhibit sensors than it is to get the warp core. Impulse engines also take longer to knock out. ?!?! I already mentioned the weapons. If we could stun weapons using ONE weapon instead of all weapons, then there'd be value in multi targetting subsystems, mizia strikes would bcome back into play, only become more surgical in nature. You knock out or stun the systems you want. Impulse engines... it would be great if the slower ships actually had a very good chance of slowing down their opponent, right now you might as well target... surprise... the warp core.
I know that the ability to knock out or stun weapons easily would mean that unshielded ships would be in serious trouble, but who cares? It's getting ridiculous how I can practically total an entire ship, but the only thing I was able to truly damage was their warp core. They still have a chance ot come back after i've been whooping on them for several minutes. Anyway, I'm glad that the patch will address the super shielding issues we got going on, with that reinforcement ability, and the cloaking device issue too. But the mizia strike needs to come back. I think SFC3 has potential to make them more dangerous than before. SFC2 had mizia, but it went and weakened mizia by giving everyone double internals. I never like that. What was the point of a photon if everyone got double internals. WE couldn't complain so much about the photon if it was able to knock out subsystems the way it should. SFC3 has got the problem even worse. It's like weaons have triple internals or something, and the warp core double. Give us the single internals, an I think sub system targetting will become a valid tactic.
Oh yeah, and I love Taldren's work. I'm a fan.