Got some more done, with lots of revisions. Some parts are pretty empty (like mentioning the use of underloading PPD) but they will be talked about in the Tactics section. When it's done I will put the names of contributors at the very top, if that's okay with you of course.
***************************************
ISC starships are arguably the most capable in Starfleet Command. This is because they were designed to be better than the ships of other empires! Although certain races will be able to beat out the ISC in one or two characteristics, there is no other empire that has such a powerful blend of abilities for their ships. ISC ships are rarely balanced against a comparable class of ship of a different empire. A fully-refitted ISC light cruiser, for example, is not balanced against other CLs but instead is about equal to other heavy cruisers and command cruisers (based on BPV). This means that, although powerful, the ISC are balanced in BPV-based games; they aren’t a sure win if you are flying as them, and they aren’t impossible to beat if you are facing them.
All pilots keep learning, and I am by no means an expert with the ISC (so read everything critically!). This article is written with 1v1, 2v2, and 3v3 games in mind, with one pilot flying one ship each. This is the usual style of play for Gamespy Arcade, but the same strategies will still be useful for most of Dynaverse play and single player. I am writing this based on OP 2.5.5.2 patch and Firesoul’s OP+ 4.0 shiplist (
http://klingon.pet.dhs.org/OP_plusrefit/).
ADVANTAGES OF ISC STARSHIPS:
1.
High-quality ships. This is a pretty general statement, but it is true. ISC ships have good shields, good HET chances, and they always have average or above average numbers of secondary systems (labs, transporters, hull, batteries). ISC early-era ships are on a par with the construction of most races late-era ships as far as quality goes. For example, the original Klingon D7 has the drawback of glass rear shields and an all-phaser-2 phaser suite, while the Federation CA is sluggish and underpowered. The ISC CL (equal to both of these as far as BPV goes) has none of these weaknesses, and is an all-around great ship. In the early era, ISC ships have great power curves, as they haven’t been refitted with PPD or plasma-I yet.
2.
Plasmatic Pulsar Device (PPD). The PPD may be the best medium/long-range direct fire weapon. It is accurate at long ranges and because it normally fires four pulses, it has multiple chances to hit. It also does a LOT of damage quickly to multiple shields. Once those shields are down, internal damage quickly adds up as the PPD strips the targets weapons, and by then outcome of the battle is already decided. Also, because the PPD attacks the facing two/three shields and does a lot of damage, it is nearly impossible to reinforce against.
ISC light cruisers and above usually only have half of the number of PPDs compared to other races and their heavy weapons, and the PPD takes twice the energy to arm. However, because the PPDs are so effective, this doesn’t matter; two PPDs do more damage at ranges 10-20 than four disruptors or photon torpedoes. In addition, the PPD only takes half its charging energy to hold, and its unique underload function allows a lot of flexibility.
The PPD is most effective at range 15 and at range 20. At both of these ranges, it outclasses all other direct fire weapons. The PPD is arguably the best “dancing” weapon, because it does so much damage at long range while keeping the ISC ship at a safe distance from most other weapons.
3.
Plasma/PPD combination. Since the PPD is a great long range dancing weapon and plasma torpedoes do lots of damage at closer ranges, they are the perfect match. Against an opponent who is flying fast and dancing at medium-long range (like the Sabre Dance with disruptors, or the Phaser Boat with ph-1), most pilots will try to close the range and overcome the dancing ship with crunch power. But because the ISC have plasma torpedoes (usually facing in every direction), anyone who tries to close the range is hit by the plasma torpedoes.
This means that an opponent can either try to keep the range open to avoid plasma torpedoes and die a quick death from PPD, or close the range to avoid the PPD and die a quicker death from plasma.
Plasma torpedoes also mean that any opponent slow enough to reinforce against the PPD by starcastling (flying slower than speed 6.0 while reinforcing the front shield(s)) will be an easy target for the plasma.
DISADVANTAGES:
1.
Poor maneuverability. ISC ships turn at the same speed as Federation and Gorn ships, so they are tied with the slowest in the game. The frigates and destroyers are about equal to most other races, but as you get to the light cruisers and above, the ISC get more and more sluggish.
However, this is somewhat balanced by the fact that the ISC will usually face opponents that are the next size class up (like the I-CLZ/CSZ/CMZ example above, which is equal to most CCs/CCHs). As a result, the maneuverability of ISC ships in a balanced match will often be equal to Hydran, Lyran, or Kzinti/Mirak maneuverability.
2.
Power-hungry systems, but only average power. The larger ISC ships have to power a large phaser capacitor, plasma torpedoes, and PPDs. ISC ships have decent power, but it’s nothing special considering the energy cost of their weapons. As a result, the ISC can’t go as fast as the ships of other races while they are loading their weapons. Another thing to keep in mind is that PPDs and plasma-G/S both take some power to hold when they are charged.
The good news is that plasma-I don’t take any power to hold, so once they are charged and you only use them when they are absolutely needed, the ISC can move at a good clip while using their other weapons. Also, the ISC can fight effectively while only using some of their firepower (PPD only, heavy plasma only, etc.), so they rarely have a need to charge everything all at once. As long as you are smart about charging your phasers, you can usually dance at speed 24+ while cycling between charging the PPD and the heavy plasmas.
3.
Limited plasma arcs on pre-refit ships. The FF, DD, and CL series all have FH (forward 180 degrees) plasma arcs. While this means that they can fire both torpedoes to bear obliquely, it means that they have no plasma to the rear, and few phaser-1s to the rear. This makes dealing with aggressive opponents difficult, especially if they have more crunch power and you can’t turn to attack them without getting clobbered yourself.
The FH plasma arcs are a matter of opinion among plasma pilots—some like them because they are more aggressive, but others prefer the RS/LS arcs that allow the plasma user to fire nearly in any direction. The problem of the FH-arc plasmas is fixed with the Z refit on the DD and CL series, which adds plasma-I launchers to the sides and rear.
4.
Spread-out plasma arcs. The average late-era Romulan or Gorn cruiser has two plasma-S and two plasma-F torpedoes, and can fire these from the forward centerline. ISC cruisers might have about the same total plasma firepower (since they can only fire two plasma-I at a time), but their plasma-I will always face different directions than the heavier plasma. This means that standard ISC cruiser can’t throw out 100 points of plasma towards a target if it catches the target in an anchor, for example.
However, the ISC cruiser can fire both of its heavy torpedoes, use a HET, and turn quickly to fire both plasma-I. Another way around this on a slow opponent is to fire the heavies, turn 360-degrees, and firing each I-torp as it comes to bear. By the time the turn is completed, the heavy plasma will be almost charged again.
TACTICS (coming soon)
- dancing tactics
- use of I-torps
- use of ppd
- use of heavy plasma
- how to charge/charging while still flying fast
- starcastle
SHIP REVIEWS