Topic: Pulse Phasers  (Read 9199 times)

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Tulmahk

  • Guest
Re: Pulse Phasers
« Reply #20 on: March 09, 2003, 12:59:49 am »
Let's comare the Pulse Phaser with Starfleet's hardest-hitting Phaser, the XIIIS:

Description = "PHASER XIIIS"
Cost = 1950
Mass = 450
Health = 55
Energy = 12.0
Damage = 12.0

Description = "PULSE PHASER"
Cost = 1250
Mass = 275
Health = 30
Energy = 6.0
Damage = 8.0

The effectiveness of a weapon can be summarized through Cost/Damage Efficiency, Mass/Damage Efficiency and Energy/Damage Efficiency.  In each of these categories, the smaller the number, the better.

The XIIIS has the following summary:
Cost/Damage Efficiency = 162.5
Mass/Damage Efficiency = 37.5
Energy/Damage Efficiency = 1

The Pulse Phaser has this summary:
Cost/Damage Efficiency = 156.25
Mass/Damage Efficiency = 34.38
Energy/Damage Efficiency = .75

The Pulse Phaser wins in all 3 Efficiency categories, most notably Energy/Damage Efficiency (a whopping 25% superior over it's much larger competition).

The Phaser XIIIS does more damage at 100% power, but a pulse phaser overpowered to 200% does just as much damage (at range 6 or less) AND has the ability to pierce shields, AND is almost half the weight.

The XIIIS has only a couple of advantages:  longer range, and superior damage when overloaded.  And look at all the disadvantages it has to take on to get those 2 advantages over the Pulse Phaser:  heavier, costlier, no shield piercing, far less efficient, requires more energy.

You can conclude from all this that the Pulse Phaser is a very underappreciated weapon.  200% Power to this weapon gives you 12 points of damage to deal to your opponent (per shot, 1.2 points of that damage getting straight through the shields, on average).  For the damage it does, it is incredibly light and efficient.  The much-lauded Quantum Torpedo does only 13 damage at 100%, and is less energy efficient!

I think the reason behind the Pulse Phaser's bad press is due to the very wimpy sound effects it gets in the game, creating a psychological effect leading the player to believe they are far weaker than they really are.  But if you look at the numbers, that just isn't the case!

So don't be afraid to use the Pulse Phasers, they are worth every PP you spend on them.  Just remember to give them plenty of overload power, and you have one of the best weapons in the game!  

Wiz33

  • Guest
Re: Pulse Phasers
« Reply #21 on: March 09, 2003, 03:17:34 am »
  Comparing the show to the game is useless, the show change weapon and shield effectiveness for the script. There are episodes where the Enterprise lost 50% shield after taking one shot and there are times that the shield held indefinately.  

Blitzkrieg

  • Guest
Re: Pulse Phasers
« Reply #22 on: March 09, 2003, 04:26:18 am »
I didnt say compared to the show, and if I did then it was stupid to say so. Maybe its just me but I really dont get much punch from this weapon. Ok Im sure the numbers dont lie, I checked over them myself post patch (after reading this) and sure things seem a bit different, maybe pulse phasers "are good" after all, just not suited to me.

I dont have that sound effect problem though, 2 100 watt sub woofers and an Extigy sound card later and those pulse phasers dont sound too bad after all. I really will have to try over loading them fully and flying in at close range to check this out.....

..... just have to wonder though, why they never seem to do squat for me? Could be my lack of skill or just my lack of attention to detail.  

Tulmahk

  • Guest
Re: Pulse Phasers
« Reply #23 on: March 09, 2003, 05:43:12 am »
^The trick is, they are a close-in knife fighting weapon.  This is different than what a Federation player is used to.  They are at their best at range 13 and less (range 6 or less being ideal).  

Torque

  • Guest
Re: Pulse Phasers
« Reply #24 on: March 09, 2003, 08:25:05 am »
Quote:

Let's comare the Pulse Phaser with Starfleet's hardest-hitting Phaser, the XIIIS:

 






-----Interesting comparison.  A Platform primary weapon and a CL weapon?  FYI you cant mount a 13S on a ship.

As for energy overloading, Roflmao!
Ummm all you guys that call this a cheese ship, forget that cheese melts easily.  Lets see you all load up all that energy with an eggshell of a hull and NO RANGE.  

Bah hahaaha!
Cozy up to a tough hulled ship with those Pulse Primaries and see where that gets ya.  

Your comparison while interesting, is not real world, imo.

   

Alexander1701

  • Guest
Re: Pulse Phasers
« Reply #25 on: March 09, 2003, 12:27:59 pm »
  Hey blitz,

Can you still play online if you install the sound modst like the atmosphere mod?

Alexander
 
« Last Edit: December 31, 1969, 06:00:00 pm by Alexander1701 »

Tulmahk

  • Guest
Re: Pulse Phasers
« Reply #26 on: March 09, 2003, 10:39:26 pm »
Quote:


-----Interesting comparison.  A Platform primary weapon and a CL weapon?  FYI you cant mount a 13S on a ship.

As for energy overloading, Roflmao!





The comparison was intentional, to exhibit the raw power of the Pulse Phaser.  It compares favorably with a starbase weapon, and that is rather remarkable.  Compare it with the XIIS, and it looks even better.  Instead of providing a counter-analysis, you simply dismiss my numbers out of hand.  Well, you would have to, since my numbers happen to be correct (compared with your perceptual fantasy).

As a Romulan player, I love it when Fed players discount this weapon, since it's one I don't relish going up against.  So everybody please do me a favor and follow Torque's advice to avoid Pulse Phasers.  Just avoid them at your own risk.

BTW, if you're worried about the so-called eggshell hull, the Defiant class is meant to be run at speeds of 50-60, using AV to good effect.  

Alexander1701

  • Guest
Re: Pulse Phasers
« Reply #27 on: March 09, 2003, 11:57:39 pm »
   The power numbers aren't so great as the mass numbers. In fact, they're horrible. That's why you see relatively few pulse-sovereigns.

Alexander
 

StarTrekcaptain

  • Guest
Pulse Phasers
« Reply #28 on: March 08, 2003, 11:30:04 am »
I know that this has probebly been put through the forums a hundred times, but I want it put through again! ;-)  

I've been watching all the DS9's again and I really think that the phasers in SFC3 (pulse) are just too damn weak.  The pulse phasers are supposed to be a weapon designed for use agasint the borg, but when ever I play against a borg, I would much rather have a normal phaser as they always do WAY more damage.  I know it would be impossible to make a truely cannon game, but I think the the Pulse Phasers should be bumped up to be REALLY powerfull, like they are on the show!

Firestorm

  • Guest
Re: Pulse Phasers
« Reply #29 on: March 08, 2003, 12:01:18 pm »
If Pulse Phasers were any more powerful they would need to be a Heavy, and not a primary as they are now.  Some argue that they should already be a heavy because of their shield leakage side effect.  I tend to agree with that, a primary should not have a side effect, so move the PP to heavy is in order!!!

Arcilte

  • Guest
Re: Pulse Phasers
« Reply #30 on: March 08, 2003, 01:28:38 pm »
Sounds good to me  

Bossman

  • Guest
Re: Pulse Phasers
« Reply #31 on: March 08, 2003, 01:46:03 pm »
I don't care about the strength of the Pulse Phaser.  I don't care about whether or not Pulse Phasers should be primary or heavy weapon.  I just want the sound FX of the Pulse Phaser to actually sound like the one used in the DS9 S/FX and not like the sound that comes from a squeezed bottle of ketchup!      

StarTrekcaptain

  • Guest
Re: Pulse Phasers
« Reply #32 on: March 08, 2003, 02:20:30 pm »
I think Chris Jones will have to comfirm this, but I belive the next version of the TNG mega mod will have new sounds for the pulse phasers.  And the pulse phasers should no way be a heavy weapon, they should be at least as powerful as the most powerful phaser if not even more.  

Alexander1701

  • Guest
Re: Pulse Phasers
« Reply #33 on: March 08, 2003, 02:21:40 pm »
  They COULD make pulse phasers the strongest by doing the following:

Make them the most massive primary

Make the Defiant as expensive as a nebula, but with the mass to still hold its cannon cannons.

Alexander
 

**DONOTDELETE**

  • Guest
Re: Pulse Phasers
« Reply #34 on: March 08, 2003, 02:58:46 pm »
Hate to tell ya this, but the beta patch (and I assume the offical one when released) has toned DOWN pulse phasers, as Taldren apparently felt they were too strong.

IIRC,

Damage degrades more quickly over range.
they have been moved from a 1-6 chance to a 1-10 chance of passing thru the shields.

So if you have not already dloaded the beta patch you wont be happy.

Have a nice day!  
 

StarTrekcaptain

  • Guest
Re: Pulse Phasers
« Reply #35 on: March 08, 2003, 03:37:57 pm »
AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHh

Great thanks ALOT TALDREN!  Did you ever even watch an episode of DS9, if not then I suggest you do and release a patch that makes pulse phasers the Dogs ********* and if you have then you need to have your heads examined!

Magnum357

  • Guest
Re: Pulse Phasers
« Reply #36 on: March 08, 2003, 04:33:50 pm »
Hey StarTrekcaptain,

Whats with all the complaining?  If you want to make Pulse Phasers more powerful, just edit the data files.  You do realize you can edit some of the data for weapons in the game right?  

Aldaron

  • Guest
Re: Pulse Phasers
« Reply #37 on: March 08, 2003, 04:42:20 pm »
Quote:

AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHh

Great thanks ALOT TALDREN!  Did you ever even watch an episode of DS9, if not then I suggest you do and release a patch that makes pulse phasers the Dogs ********* and if you have then you need to have your heads examined!  




Yeah let's make it more like the shows and to hell with game balance. :rolleyes:  

MrCue

  • Guest
Re: Pulse Phasers
« Reply #38 on: March 08, 2003, 04:51:00 pm »
open up "Assets\CommonSettings\WeaponItems.gf" in a text editor.

Lines 98-104 are the pulse phaser

 Code:
  

[PrimaryItems\PULSE PHASER]
Description = "PULSE PHASER"
Cost = 1250
Mass = 275
Health = 30
Energy = 6.0
Damage = 8.0
Race = "F"




Change Damage to read 200. Voila 1 shot kill Pulse Phasers  

Oh and Dont forget to backup the file before you change it. As it will stop you from playing online
« Last Edit: March 08, 2003, 04:51:45 pm by cueball2000uk »

StarTrekcaptain

  • Guest
Re: Pulse Phasers
« Reply #39 on: March 08, 2003, 04:55:11 pm »
 
Quote:

 Yeah let's make it more like the shows and to hell with game balance. :rolleyes:  

 




No Aldaron all I was saying is that the pulse phasers should be WAY more powerfull than they are now.  they are SUPPOSED to be more powerful than normal phasers, so why not make them stronger, rather than weaker, that was what I was saying.

And thanks for the info on how to edit the phasers!!!!!!