Uncle_Joe wrote:1) Dogfighting. Is it something that is recommended to be used? Without it, there doesnt seem to be a way to really 'defend' against Fighters getting off their first attacks. With it, it seems like some of the Fighter customizations are weakened. Things like Bomber become very hard to use because an opposing Flight can just pin you forever until you are dead. Also, Drones and Marines seem a lot less appealing, again if they can just be pinned until destroyed. IMO Flights should have a chance to escape the Dogfight or somesuch.
DF is one of my favorite tactics.
The counter is if you are going to have bombers, have interceptors too to help and get them out front to take out the enemy fighters with DF of your own...
Uncle_Joe wrote:2) PDS. How does this work? Do you make an extra PEN roll that fails on a 1/3/5? If its part of the 'normal' Pen rolls, doesnt that make the PDS a more or less cheaper alternative to shielding (and a good addition for certain shield classes)? I just dont see this thing as being 'balanced' across the board as its obviously FAR better for some shield numbers than others. Are we missing something?
I generally do not use this, but it is the same PEN roll but if the numbers come up then it blocks. Yes, cheap and nice. In fact somewhere around here is a nice graph that plots the advantage of PDS over shields, particularly for large ships...
The risk? A Q hit turns it right off.
Uncle_Joe wrote:3) Armored Gun Batteries. From what it appears, AGBs simply make your weapons cost 50% more (SUs and CR). If so, then why not just increase your number of weapons by 50% instead of using AGBs? AGBs increase 'life expectancy' of a weapon by an average of 33% (5+ save). Simply stuffing on more weapons increases it by 50%. Yes, it does add more Battery hits to the damage chart, but I would think that that is WELL worth it for 50% more firepower as well. I would think it really wouldnt be that effective to put AGBs on a ship unless it was under 33% cost. Either that or if it took up 50% of the SUs, but only 25% of the CR? Is there some other cost alteration that we are not seeing?
This is more of a gut feel thing, tho I suppose there are numbers to make an argument there somewhere. It will depend on your tech level and ship size which makes most sense I think.
Uncle_Joe wrote:4) Stealth vs ECM: It appears that with the current FAQ ruling about Stealth and 'for better or worse', that Stealth is only marginally better than ECM in many situations. Sure, it does prevent attacks at Long range, but beyond that, the effects are similar. Unfortunately, there are situations where Stealth is significantly worse than ECM (like with reversed Range mods or vs weapons with no Range mods). That makes them pretty much close in capability, but the Stealth system is larger and far more expensive CR-wise. As a suggestion, why not allow the Stealth Generator to always give the best modifier of the real or modified range. For example, if a Stealth Ship is in Short range of an inverted range weapon, it can keep the Short range rather than counting it as Medium (and being worse off than even not having the system at all, let alone ECM). An easy way to phrase it would be 'Ships with Stealth Generators always enjoy the more advantageous of either the true range or one range bracket farther out'.
I can't explain it... but there was a long Stealth Gen cost debate shortly before X came out that put us where we are now with this. The feeling was that SG was too cheap before, partly due to combo innteractions.
I like your wording idea. But I am a Stealth Gen fan (white trash cloak)
Uncle_Joe wrote:5) Rate of Fire. Its been touched on before, but I haven't seen an 'official' response as to what to do (if anything). Its become evident to us that, by far, the most efficient weapon is always 3/1/1 + whatever specials. It takes up less space than 3 equivalent 1/1/1's and is definately more efficient than increasing Pen or Dmg at all. It also happens to be the best build against Fighters. To me, this is a potential major screw as the point differences between 3/1/1 ships and other weapon combos REALLY add up. Everything else even, a 3/1/1 ships will beat another ship with any other R/P/D combo (again, from what we can see). For ourselves, we agreed to limit the number of RoF increases on our ships, but its still an imperfect solution.
Do you min-max it, or do what is fun? Go for fun and don't get hung up on the formula detail - thos since the whole group knows it...
I am sure there is no official response yet 'cause Dan is still cogitating. (Or kicking himself for not having noticed it himself.)