Topic: ecm/eccm and energy  (Read 5265 times)

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Offline Panzergranate

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Re: ecm/eccm and energy
« Reply #20 on: November 30, 2007, 11:23:35 am »
However low speed = low maneuverbility = direct fire weapons compromised.

A good port to starboard (or starboard to port) buz with a good balst of disrupters, phasers and maybe a boarding party, plus a well timed Drone, as I move away at speed 31, to trick your PD to take a pot shot, so that I can dump out a CP (or two).

One of my favourite moves!!

The victim is too slow to avoid, they've voided their WW and their PD has fired (thus voiding the WW) and now a CP (or two) is dropped on their doorstep!!

One of those, "Oh sh*t!!" moments in a game!!

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Offline Lieutenant_Q

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Re: ecm/eccm and energy
« Reply #21 on: November 30, 2007, 11:39:11 am »
Two problems with that, first off what the heck is a CP?

second, if the WW is active, the PD won't fire anyways.
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Offline Panzergranate

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Re: ecm/eccm and energy
« Reply #22 on: November 30, 2007, 12:07:25 pm »
CP = Cluster Pack!!

I try to spot opponents about to drop one and time a WW to drop just after I've loosed of a few shots at them or whatever I was shooting at before they dumped the CP.

Timing WW is kind of cruical and nothing is more annoying as when the PD fires just after launch!!

The Klingons have many ways to fry a cat. I prefer to use an L7 Fast Battlecruiser!!

Offline Age

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Re: ecm/eccm and energy
« Reply #23 on: November 30, 2007, 03:30:17 pm »
I read in the manual the 3 eccm is good vs plasma torps is this true or not I think not.What do you all have to say about it.

Offline Panzergranate

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Re: ecm/eccm and energy
« Reply #24 on: November 30, 2007, 05:51:53 pm »
Plasma Torpedoes always seem to find a way of hitting anyhow, unless the traget can maintain speed and distance until it disapates.

Its thise sneaky side firing S types that are the biggest worry.

Normally the ships with forward firing only Plasmas give some indication that they're about to make a run. Most early Romulan ships can be outrun with a moped, so being caught ot by a Plasma shot from one of these is sheer carelessness.

If I play Gorn against Romulan I always have the ECCM cranked up as my typical opponents will be running high ECM is a desperate hope that it'll save them.

The same goes for Klingon D5P and D6P Plasma cruisers. Generally capitalising on the shock of a Klingon ship actually firing Plasmas is essential so having the odds of a hit looking good is a must, because guess what all the enemy players will want to shoot at from then on?? ::)

Basically, if the target is Romulan then run some ECCM as most oftheir ships have a +2 ECM built in.

Also, in games with added in non-stock ships or SFB hull sub-classes and conversions, any scout cruiser will run a very high + ECM bonus rating, with normal scouts running +2 ECM built in. It's part of their defence profile, as they usually lack firepower.

Scouts are hard to hit with indirect fire weapons, compared to standard ships.



The Klingons have many ways to fry a cat. I prefer to use an L7 Fast Battlecruiser!!

Offline Nemesis

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Re: ecm/eccm and energy
« Reply #25 on: November 30, 2007, 07:14:00 pm »
ER, the WW yells, "Yoooo Hoooo, Drones!! I'm the target ship, hit me!!"

It has no effect on other weapons systems as it is a Drone bait decoy target solely.

According to the readme.txt file wild weasels generate 6 ECM.
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Offline Nemesis

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Re: ecm/eccm and energy
« Reply #26 on: November 30, 2007, 07:27:10 pm »
Plasma Torpedoes always seem to find a way of hitting anyhow, unless the traget can maintain speed and distance until it disapates.

Plasma Torpedoes have 3 points of built in ECCM so you need to have 4 points of ECM to have a chance against them.

Basically, if the target is Romulan then run some ECCM as most oftheir ships have a +2 ECM built in.

Since when?  Orions have built in ECM not Romulans.
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Offline Age

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Re: ecm/eccm and energy
« Reply #27 on: November 30, 2007, 08:22:16 pm »
Quote
Orignally Posted by PanzergranateThe same goes for Klingon D5P and D6P Plasma cruisers. Generally capitalising on the shock of a Klingon ship actually firing Plasmas is essential so having the odds of a hit looking good is a must, because guess what all the enemy players will want to
When did Klingons use plasma or are you referring to the Romulan hulls that they use?

Offline Panzergranate

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Re: ecm/eccm and energy
« Reply #28 on: December 01, 2007, 12:01:16 pm »
SFB Volume.III. 1988.

The Romulans, as their part of the bargain, gave the Klingons Pasma F launchers. These were used to convert a number of D5 and D6 hulls. However, once the intitial shock of a Klingon warship firing Plasmas wore off, the ships became the focus of attention in battles.

The Klingons were not impressed with Plasma Torpedoes, so converted the three Romulan RKLs they aquired over to conventional Klingon weaponry.

Conversion, as described in SFB:

D5P.... replace Disrupters with one Plasma F per engine.

D6P.... replace Disrupters with two Plasma F per engine.
 
All weapons FA only.

Basically, in an SFC game, unless your opponent scans you, then moving in for a close in Plasma rake is quite possible. On the downside is the long wait to rearm, especially if having to maintain a high speed to keep out of trouble.

As dreadnaught and battleship "assasins" they are effective, causing enough damage to take the wind out of the dreadnaught or battleship's sails for the pack to finish off.

My son likes the D6P, I find it a liability in LAN fleet actions as everyone else has to hold off the enemy whilst he makes distance and rearms for another run.

The Klingons have many ways to fry a cat. I prefer to use an L7 Fast Battlecruiser!!

Offline Roychipoqua_Mace

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Re: ecm/eccm and energy
« Reply #29 on: December 02, 2007, 01:12:01 am »
I actually wish there were some plasma/disruptor ships is SFC. I guess there are the pirate cartels, but the P/D combo is something they don't really have. It would open up some new tactics. Or maybe plasma/hellbores. If only Orion Pirates had option mounts  ;)

By the way, does the Stealth +2 ECM actually do anything in the game? I know it's programmed in the shiplist, but against the orions, I never seem to get an Attack Shift, even with no ECCM.

Offline Rod ONeal

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Re: ecm/eccm and energy
« Reply #30 on: December 02, 2007, 02:41:22 am »
SFB Volume.III. 1988.

The Romulans, as their part of the bargain, gave the Klingons Pasma F launchers. These were used to convert a number of D5 and D6 hulls. However, once the intitial shock of a Klingon warship firing Plasmas wore off, the ships became the focus of attention in battles.

The Klingons were not impressed with Plasma Torpedoes, so converted the three Romulan RKLs they aquired over to conventional Klingon weaponry.

Conversion, as described in SFB:

D5P.... replace Disrupters with one Plasma F per engine.

D6P.... replace Disrupters with two Plasma F per engine.
 
All weapons FA only.

Basically, in an SFC game, unless your opponent scans you, then moving in for a close in Plasma rake is quite possible. On the downside is the long wait to rearm, especially if having to maintain a high speed to keep out of trouble.

As dreadnaught and battleship "assasins" they are effective, causing enough damage to take the wind out of the dreadnaught or battleship's sails for the pack to finish off.

My son likes the D6P, I find it a liability in LAN fleet actions as everyone else has to hold off the enemy whilst he makes distance and rearms for another run.



The D5P and D6P are PF tenders. They're from module K. No plasma launchers on either of them.

The plasma launchers were removed from the RKLs because maintenance would have been problematic for them. 

What bargain are you speaking of that the Roms gave plasma launchers to the Klinks? I'm not familiar with that story.
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Offline Panzergranate

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Re: ecm/eccm and energy
« Reply #31 on: December 02, 2007, 06:27:27 pm »
You're correct in that the D5P and D6P are Fast Patrol Ship (Pseudo Fighter)  PF tenders.

I read up in SFB Volume.III. which lists the ships as D5F and D6F, which is also the rules volume where the K-RKL is introduced, along with the K-MON, AD5, AD6, D5V, D6V and D7V. Actually 50% of the D5, D6 and D7 variants appeared in this volume back in 1988, plus the "K" refit.

However, they are an allowed construction or conversion in SFB camapigns and F&E games.

I, myself, find both a bit of a liability in games, mainly for the amount of incoming fore they attract once an enemy knows what they are and what they can do.

If I wanted to sulk around and wait ages for Plasmas to charge up, I'd play as Romulans.

However, there are odd occasions where an initial heavy blow is welcome.

I'd suggest that anyone curioius about the conversion simply make a duplicate of a D5 or D6, label it D5F or D6F, replace the Disrupters with either twin or quad PlaF launchers FA and try them out for themselves.

It might seem like good idea against AI opponnents but against human players, not so great.

 
The Klingons have many ways to fry a cat. I prefer to use an L7 Fast Battlecruiser!!