Topic: Disruptors and Phasers SFC2OP  (Read 3593 times)

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nx_adam_1701

  • Guest
Disruptors and Phasers SFC2OP
« on: May 29, 2004, 06:14:13 pm »
Can anyone explain their relationship, which is more powerful but which arms faster and etc...,

i know that the Dis1 Dis2 Dis3 Dis4 only difference is their range but the inflict 5 pts of damage
The phaser are basically the same thing, difference and range but the ph3 average is 4 pts of damge the ph2 is about 6, ph1 is about 7, ph4 is about 18 phaserX is about 10 average, but btwn the disruptors and phasers which arms faster



adam out

Corbomite

  • Guest
Re: Disruptors and Phasers SFC2OP
« Reply #1 on: May 29, 2004, 06:39:32 pm »
They both have the same arming rate - 1 Turn, available power willing.

nx_adam_1701

  • Guest
Re: Disruptors and Phasers SFC2OP
« Reply #2 on: May 29, 2004, 06:44:05 pm »
Very good, thanks


adam out

nx_adam_1701

  • Guest
Re: Disruptors and Phasers SFC2OP
« Reply #3 on: May 29, 2004, 06:45:58 pm »
Okie dokie, than, then photons arm 1 every 2 turns, if you could do me the favor umm and list the rest of the SFC2OP weapons arming rate please, all i know is the phaser disruptors and the missiles which are listed in the maunal


adam out

thx

Corbomite

  • Guest
Re: Disruptors and Phasers SFC2OP
« Reply #4 on: May 29, 2004, 07:33:06 pm »
Phasers (all but Heavy) = 1 turn

Disruptors (all) = 1 turn

ESG Lance = 1 turn

Fusion Beams = 1 turn, but require a 1 turn cool off period before rearming after firing

Missile Racks A, B, G and M = 1 turn - Missile Rack C = .5 turn - Missile Rack F = 2 turns

ADD/Plasma D = 1 turn after magazine runs out

ESG = 1.5 turns after field drops.

Photons (all) = 2 turns

Hellbores = 2 turns

PPD = 2 turns

Heavy Phasers = 2 turns

Plasma Torpedos = 3 turns unless downloading a larger launcher to an F torp, then it takes 2 turns





 
« Last Edit: December 31, 1969, 06:00:00 pm by Corbomite »

nx_adam_1701

  • Guest
Re: Disruptors and Phasers SFC2OP
« Reply #5 on: May 29, 2004, 08:37:59 pm »
thx


adam out

3dot14

  • Guest
Re: Disruptors and Phasers SFC2OP
« Reply #6 on: May 29, 2004, 09:16:16 pm »
phaser is more powerful at close range. But the damage potential falls off pretty quickly in the mid range.
disruptor has better damage further away.

As a general rule, heavy weapons are better at mid range combat. (softening up the shields) While phaser is where the kill is from.
Notable exception being ESG (and ESG-L) and plasma (though in real games, it's rare someone would score a point-blank plasma hit. Most plasma torps are fired, and received, at range)

nx_adam_1701

  • Guest
Re: Disruptors and Phasers SFC2OP
« Reply #7 on: May 29, 2004, 09:26:52 pm »
thx for the good info

adam out

Villa64

  • Guest
Re: Disruptors and Phasers SFC2OP
« Reply #8 on: June 04, 2004, 08:52:38 pm »
Disrupters require energy all the time, but phasers get charged up and the energy gets held.  The implication here (for me anyway) is that to get your monies worth, you fire the disrupters as often as you can, but phasers get held, to allow energy for other things.  My 2 cents.

Villa64

Villa64

  • Guest
Re: Disruptors and Phasers SFC2OP
« Reply #9 on: June 04, 2004, 08:52:39 pm »
Disrupters require energy all the time, but phasers get charged up and the energy gets held.  The implication here (for me anyway) is that to get your monies worth, you fire the disrupters as often as you can, but phasers get held, to allow energy for other things.  My 2 cents.

Villa64

nx_adam_1701

  • Guest
Re: Disruptors and Phasers SFC2OP
« Reply #10 on: June 04, 2004, 08:54:34 pm »
Hmmmm didnt think of that, I was just thinking damage and range effeciency, thanks

adam out

Magnum357

  • Guest
Re: Disruptors and Phasers SFC2OP
« Reply #11 on: June 05, 2004, 02:33:30 am »
Ya, that is one of the beauties of Phasers and why all races use them in SFB.  They require very little energy too hold them in the Phaser capacitor leaving you with a little extra power too use your Heavies or other systems with.  

nx_adam_1701

  • Guest
Re: Disruptors and Phasers SFC2OP
« Reply #12 on: June 05, 2004, 04:45:37 pm »
Another question guys, do you think its alrite to give extra power to the klingons to allow them to overload there dizzies, im doing this in my current mod, to make up for the lack of phasers


adam out

Age

  • Guest
Re: Disruptors and Phasers SFC2OP
« Reply #13 on: June 05, 2004, 05:29:58 pm »
    I wouldn't unless you want to change them from dizzies to photons and add cloak but it is not nessary. Klingons have more power than any other Empire for the charge on thier weapons.I have done several mods to Klingon ship which I mentioned above I did add photon and a cloak but kept the cloaking cost to 5 for a CA not 15 that Romulan ships come with.This so that Klingon can go more faster under cloak and to use the photons on proximity more often and at normal not overloading them that often.The cloak is more for defence than offence missle fireing at you plasma and to make incursions ito enemy space for spying.This my little rule and to add to my story in SP campaign.

   I couldn't however do this in dynaverse 2 or the lights and bells would go off saying someone his useing a modified shiplist.This is the same in GSA I hope sometime I can use it online.I have one with overpowered engines and one with stock engines.The answer to your question is do you need more power I would say no as I said above there is plenty of power on a Klingon ships for what you need and this is secound Empire I play best at other than the Federation and the one I like aswell.What is it are you trying to attempt Adam or need more help on?I realy would be nice to get into DipShiplist though(Dynaverse Improvement Project shiplist)I have several I deas a little off of SFB.I would say there is a time and place to experiment once in a while to go where no shiplist has gone before.

   I hope this is helping you please let me know.  

nx_adam_1701

  • Guest
Re: Disruptors and Phasers SFC2OP
« Reply #14 on: June 06, 2004, 08:23:33 pm »
I fix the cloak cost to allow cloak ships to travel around one half impulse or speed 15 in the game, I only gave them enough power to overload dizzies because i dont use phaser on klingon vessels, my mod is based on TNG, and you dont BOPs firing phasers  so, to balance it out overload dizzies gives the klingons the same strength as the feds, dizzies only out out 5 pts of damage at any range, but he phaser do 7 to 10 depending on ranging and phasers, so to balance it out, i gave them extra power, but when they cloak they have to drop to speed 15, if not photons or disruptors wont arm, gives the feds an advantage too, esp now that my klingons can cloak while tractored and launch shuttles while cloaked lol


adam out

Age

  • Guest
Re: Disruptors and Phasers SFC2OP
« Reply #15 on: June 07, 2004, 02:09:19 am »
  In TNG the Klingons heavy weapons in the photon torpedo and it always as been the Disrupor is the same as the phaser on a klingon ship.The Romulans are the same thier primary weapon is the disruptor as well and the plasma torpedo thier heavy.This is the same in TOS and the the Motion Picture.The STC1 and 2 EAW and OP is more on exageration than canon and klingon ships did cloak but not all of them not in the early era.The K-D7 did not cloak and the K-D7A through did as well as the famous Bird of Prey in the middle to late era not early.The haven't done that in Enterprise yet to scr*w it up thank goodness.I hope this helps you out.  

nx_adam_1701

  • Guest
Re: Disruptors and Phasers SFC2OP
« Reply #16 on: June 07, 2004, 03:49:42 am »
yup thanks

adam out

nx_adam_1701

  • Guest
Disruptors and Phasers SFC2OP
« Reply #17 on: May 29, 2004, 06:14:13 pm »
Can anyone explain their relationship, which is more powerful but which arms faster and etc...,

i know that the Dis1 Dis2 Dis3 Dis4 only difference is their range but the inflict 5 pts of damage
The phaser are basically the same thing, difference and range but the ph3 average is 4 pts of damge the ph2 is about 6, ph1 is about 7, ph4 is about 18 phaserX is about 10 average, but btwn the disruptors and phasers which arms faster



adam out

Corbomite

  • Guest
Re: Disruptors and Phasers SFC2OP
« Reply #18 on: May 29, 2004, 06:39:32 pm »
They both have the same arming rate - 1 Turn, available power willing.

nx_adam_1701

  • Guest
Re: Disruptors and Phasers SFC2OP
« Reply #19 on: May 29, 2004, 06:44:05 pm »
Very good, thanks


adam out