Topic: The Rise and Fall of the Plasmatic Pulsar Device: An Analysis  (Read 13020 times)

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Offline FPF-DieHard

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Re: The Rise and Fall of the Plasmatic Pulsar Device: An Analysis
« Reply #20 on: April 03, 2008, 12:57:33 pm »
D2 Fleeting rules = PPD not ubber.

The weapon's not broken, flying 2 CCZ together is the broken part.

Exactly. When did the isc EVER have 2x CCZ's in the same area of space?


Ummmm, lessee... Anytime two ISC are on a server? What do I win?

In serious D2 servers, capital ships haven't been allowed to fleet together since 2005 (?).  We've used simplified PBR rules for years now, it works.  "AOTK3: The Search for Nip"  allowed to 3 PPD in a fleet unless they were all on one ship (that way a DN or BBZ was actually allowed on the board).  I spent a lot of time in a CATZ on that server  ;D
Who'd thunk that Star-castling was the root of all evil . . .


Offline Nerroth

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Re: The Rise and Fall of the Plasmatic Pulsar Device: An Analysis
« Reply #21 on: June 08, 2008, 06:51:24 pm »
To quote "Bucky O'Hare"...... "Let's croak us some toads!!" ;D



And yet, ironically, the Meskeen do not exist in the SFU ISC - they were added to the Concordium in SFC2, but are so far not a feature of the ISC you read about in the likes of the Prime Directive RPG.

In fact, I don't even know if the Meskeen are able to show up in the likes of Prime Directive at all (even as a minor ISC member race) or if IP issues prevent this.


(In the 'proper' ISC, the Veltressai are the most prominent of the Five Races - and the capital world of the ISC is Veltrassa.)



Oh, and as an aside - ISC fans might be interested to look out for SFB Module Y2 - it's going to introduce the early ISC as a new 'setting', and thus feature the ships flown by the Five Races prior to the construction of the unified fleet, as well as the first generation of unified hull designs!
Omega and Magellanic fan.

Offline Age

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Re: The Rise and Fall of the Plasmatic Pulsar Device: An Analysis
« Reply #22 on: June 09, 2008, 03:46:55 pm »
Here's how you defeat the PPD, and make it just another weapon...

As SOON as you see that PPD reach out and touch you... click on the / button to activate EM.  Assuming a no-ECM ECCM shift at light-up... EM generates an 2 shift... which causes the damage to be simulated as if it were from 2 "range colums" further.  Also, and more importantly, this forces the PPD to reacquire lock on.


ECM does not affect the damage of Direct Fire Weapons (except Phasers and Fusion Beams). The chance to hit is from a "longer" range, but if they hit, damage is from the range you shot from.
I though it did that why the photon is suseptical(sp) to ecm and why others use it vs Feds.

What are BPR rules?

Offline knightstorm

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Re: The Rise and Fall of the Plasmatic Pulsar Device: An Analysis
« Reply #23 on: June 09, 2008, 04:03:27 pm »
Here's how you defeat the PPD, and make it just another weapon...

As SOON as you see that PPD reach out and touch you... click on the / button to activate EM.  Assuming a no-ECM ECCM shift at light-up... EM generates an 2 shift... which causes the damage to be simulated as if it were from 2 "range colums" further.  Also, and more importantly, this forces the PPD to reacquire lock on.


ECM does not affect the damage of Direct Fire Weapons (except Phasers and Fusion Beams). The chance to hit is from a "longer" range, but if they hit, damage is from the range you shot from.
I though it did that why the photon is suseptical(sp) to ecm and why others use it vs Feds.

What are BPR rules?

He said it doesn't affect damage.  Photons will always do the amount of damage that they're set for when they hit.  ECM does however affect their accuracy, by drastically reducing the probability of a hit unless you're me which means it won't do squat.

Offline Roychipoqua_Mace

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Re: The Rise and Fall of the Plasmatic Pulsar Device: An Analysis
« Reply #24 on: June 09, 2008, 04:20:34 pm »
Here's how you defeat the PPD, and make it just another weapon...

As SOON as you see that PPD reach out and touch you... click on the / button to activate EM.  Assuming a no-ECM ECCM shift at light-up... EM generates an 2 shift... which causes the damage to be simulated as if it were from 2 "range colums" further.  Also, and more importantly, this forces the PPD to reacquire lock on.


ECM does not affect the damage of Direct Fire Weapons (except Phasers and Fusion Beams). The chance to hit is from a "longer" range, but if they hit, damage is from the range you shot from.
I though it did that why the photon is suseptical(sp) to ecm and why others use it vs Feds.

What are BPR rules?

He said it doesn't affect damage.  Photons will always do the amount of damage that they're set for when they hit.  ECM does however affect their accuracy, by drastically reducing the probability of a hit unless you're me which means it won't do squat.
Kind of OT, but I wonder if the Magic Photons with their 83-67-33% proxies will show up in SFC4.

Offline _Rondo_GE The OutLaw

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Re: The Rise and Fall of the Plasmatic Pulsar Device: An Analysis
« Reply #25 on: June 10, 2008, 11:41:34 pm »
Here's how you defeat the PPD, and make it just another weapon...

As SOON as you see that PPD reach out and touch you... click on the / button to activate EM.  Assuming a no-ECM ECCM shift at light-up... EM generates an 2 shift... which causes the damage to be simulated as if it were from 2 "range colums" further.  Also, and more importantly, this forces the PPD to reacquire lock on.


ECM does not affect the damage of Direct Fire Weapons (except Phasers and Fusion Beams). The chance to hit is from a "longer" range, but if they hit, damage is from the range you shot from.
I though it did that why the photon is suseptical(sp) to ecm and why others use it vs Feds.

What are BPR rules?

He said it doesn't affect damage.  Photons will always do the amount of damage that they're set for when they hit.  ECM does however affect their accuracy, by drastically reducing the probability of a hit unless you're me which means it won't do squat.
Kind of OT, but I wonder if the Magic Photons with their 83-67-33% proxies will show up in SFC4.

:)  good one.

Honestly though in the years I've been playing I've lost maybe one or two games because of all this "magic". (NOT counting Heavy Photons with the X ships that is...that's another story)   Never a 1v1.  Hmmm...I think they were 3v3 where the other team used good target dicipline and we werent aggressive enough to press the attack when they shot their load.   

But considering the fact that we werent taking advantage of our openings I rather think we would have lost magic or not...just happened a little faster.

Once a Fed decides to go to a proxy war you have to press.  They'll never attain overloads unless they designate a gaurd ship for it and you can tell that right away since he don't fire. 

Offline Corbomite

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Re: The Rise and Fall of the Plasmatic Pulsar Device: An Analysis
« Reply #26 on: June 11, 2008, 06:55:07 am »
Here's how you defeat the PPD, and make it just another weapon...

As SOON as you see that PPD reach out and touch you... click on the / button to activate EM.  Assuming a no-ECM ECCM shift at light-up... EM generates an 2 shift... which causes the damage to be simulated as if it were from 2 "range colums" further.  Also, and more importantly, this forces the PPD to reacquire lock on.



ECM does not affect the damage of Direct Fire Weapons (except Phasers and Fusion Beams). The chance to hit is from a "longer" range, but if they hit, damage is from the range you shot from.
I though it did that why the photon is suseptical(sp) to ecm and why others use it vs Feds.

What are BPR rules?


Please see this thread for a full explanation of ECM's effects as well as weapons' ranges and damage data. Grab a cup of coffee, its loooong!  ;D

http://www.dynaverse.net/forum/index.php/topic,163350834.0.html


"PBR" or Patrol Battle Rules are a set of rules used in a league play venue to determine what constitutes a legal fleet configuration. Certain ships cannot fly together nor may several of the same ship fly together if they are deemed special role ships.

Offline Panzergranate

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Re: The Rise and Fall of the Plasmatic Pulsar Device: An Analysis
« Reply #27 on: June 16, 2008, 04:09:27 pm »
Avctually the Soyuz and New Hampshire class starships mount Ph4 though the power costs are high.

Any Fed ship with a mega turret has a Ph4.

Actually the weapon that should be included, but isn't even in SFB, is the Anti-Proton beam on the Doomday machine.

It obviously has more power than a Ph4 or Dis4 as it gradually destroys planets.

The Doomsday machine in SFC lacks this weapon and is easier to destroy because of this.

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