Dynaverse.net
Taldrenites => Dynaverse II Experiences => Topic started by: Alphageek on February 07, 2006, 10:45:15 pm
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Overall, what is best to use on a bare hull: disruptors or phasers?
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Plasma R
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Oh, I agree there. I miss my Fiery Plasma Death (tm) so much in KCW.
Fortunately I still have the Romulan Death Grip (tm) to comfort me.
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Range plays into it. a dizzy will hit for more at over range 9, and hit for more in close when overloaded, but costs more. Phasers however have more available and pack great punch up close. If you are trying to conserve energy while doing this, dizzies. if you are just trying to hit to damage then spit bubblegum if it can reach.
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Both.
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Doesn't make much of a differene, damage is damage in SFC:OP
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Doesn't make much of a differene, damage is damage in SFC:OP
<sigh>
Unless of course you're asking about the PhA/B's or heavy disrupter which do
different damages against hulls in SFC:OP
Really guys, I mean I know that I'm smarter than the lot of you put together, but it's really not necessary to embarass yourselves like this.. just admit to Alphageek you don't know the answer and spare yourselves.. you'll be much happier..
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Hitting with phasers in rapid succession (sp?) will cause the "Mizia Effect". Either stunning or destroying hardpoints, i believe.
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Any weapon does that, as long as you spread the damage into small volleys.
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Correct, but only phasers and possibly dizzies can be fired in small volleys to cause that effect on a bare hull.
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Alpha strike and blow it up faster.
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Which is better to use on a bare hull? That depends upon why you are having to make the choice.
If it's a question of power, I think the phaser 1 at close range is the much more efficient weapon at turning power into damage. At least up close.
At longer ranges, the disruptor has a much better chace to hit. Phaser 1 effectiveness drops off drastically after range 8.9.
-S'Cipio
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Correct, but only phasers and possibly dizzies can be fired in small volleys to cause that effect on a bare hull.
Huh? Any weapon can be single fired.
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I guess I should have specified the situation for my question. I was thinking more of needing to keep shields and ECM powered while taking advantage of any downed shields on my opponent. I find that alternating between the two, phasers and disruptors, tends to help keep my power levels steady.
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At range <=8, Ph-1 are more energy efficient than dizzies. You'll get more damage per point of power.
At range >8, dizzies become more energy efficient.
However, if you are looking at a down shield, IMHO you need to hit him with everything. At range 15 6 Ph-1 will do 6 more internals.
If he has a shift on you at that range, or if you need them for PD, you can hold the phasers. Otherwise take the extra internals.
Keep in mind also, dizzies cost the same to arm and hold, so you're not draining any additional power by firing them. You pretty much want to fire them every chance you get.
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I guess I should have specified the situation for my question. I was thinking more of needing to keep shields and ECM powered while taking advantage of any downed shields on my opponent. I find that alternating between the two, phasers and disruptors, tends to help keep my power levels steady.
Power level drain? Slide the phaser capacitor down some.
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I wouldn't do that unless the range was >8. In a knife fight you want phasers on full recharge for sure.