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Weapons Breakdown: Phasers
By Dennis "SFCShadow" Greene
This article originally appeared in
Hailing Frequencies issue 3. It has been recreated here from the
original material.
The weapon systems in Starfleet
Command (SFC) are probably one of the most misunderstood and abused
systems in the game. Most new players just "move and fire" with no
thought for getting the most bang for their buck. Most discover that the
closer you are the more "dangerous" you are, failing to realize that so
is your opponent. The veteran non-SFB player goes by the "average"
damage and has a feel for what his weapons can do, but it's "magic" to
them on a certain level. Then there is the former SFB player who either
looks up the old tables or fuzzily remembers what they were and bases
their actions on those memories or "references".
Purpose
The purpose of this series is to give you, the players, a comprehensive
guideline on exactly what the weapons can do in SFC. It is hoped that
with greater understanding and a reliable reference source, your gaming
experience in SFC will be richer and allow for you to gain greater
tactical insight as to why some tactics work and others get you killed.
How the relation and power of your weapons interrelate with your other
systems like Electronic warfare, Erratic Maneuvers, High Energy Turns,
Power management and practically everything related to playing SFC and
winning! Part one will be on phasers and Part two will be about all the
heavy weapons. Each portion of the series will have a weapons breakdown
and then some suggestions on some specific tactics and methods you can
use to be more effective. Lastly, each article will end with some
practice drills for you to use to refine and teach you the skills you'll
need as an Elite Captain! I can't promise to give you victory, but I can
promise to improve your game!
Part I - Phasers
We'll begin with the most common and most potent weapon available to any
race in SFC, the starship phasers. Below are the specific phasers by
type used in SFC. I have included phaser type-4's because many players
are also using custom designed API scripts that enable them to
manipulate bases, these are here only for reference and completeness. I
will be concentrating on starship weapons though for the purposes of
this article.
Phaser, Type-1 (Ph-1) |
Range |
0 |
1 |
2 |
3 |
4 |
5 |
6-8 |
9-15 |
16-25 |
26-50 |
51-75 |
16% |
9 |
8 |
7 |
6 |
5 |
5 |
4 |
3 |
2 |
1 |
1 |
33% |
8 |
7 |
6 |
5 |
5 |
4 |
3 |
2 |
1 |
1 |
0 |
50% |
7 |
5 |
5 |
4 |
4 |
4 |
3 |
1 |
0 |
0 |
0 |
67% |
6 |
4 |
4 |
4 |
4 |
3 |
2 |
0 |
0 |
0 |
0 |
83% |
5 |
4 |
4 |
4 |
3 |
3 |
1 |
0 |
0 |
0 |
0 |
100% |
4 |
4 |
3 |
3 |
2 |
2 |
0 |
0 |
0 |
0 |
0 |
Avg. |
6.5 |
5.3 |
4.8 |
4.3 |
3.8 |
3.5 |
2.2 |
1 |
.5 |
.3 |
.2 |
As can be seen here the phaser type-1
is the most potent starship phaser available to you in SFC. It is the
offensive phaser. Costing a single unit of power to arm, it is the the
most effective phaser type, giving you the most "Bang" for the power
invested into it. Examining this table we can see that the Ph-1 does
respectable damage out to range 8k. Although it has a range of 75k, you
have at best only a 16% chance of inflicting a single point of damage.
Out to range 5k, assuming no EW shift, a phaser 1 never misses. Once we
cross the 6-8k range, our chances of hitting are 83% and at 9-15k this
drops suddenly to only 50%. The smart Captain, typically won't fire his
Ph-1 beyond range 8k, unless he is presented a downed shield. Firing at
range 9 to 15 is a gamble, with a 50/50 chance of causing damage, the
odds worsening beyond that range.
Phaser, Type-2 (Ph-2) |
Range |
0 |
1 |
2 |
3 |
4-8 |
9-15 |
16-30 |
31-50 |
16% |
6 |
5 |
5 |
4 |
3 |
2 |
1 |
1 |
33% |
6 |
5 |
4 |
4 |
2 |
1 |
1 |
0 |
50% |
6 |
4 |
4 |
4 |
1 |
1 |
0 |
0 |
67% |
5 |
4 |
4 |
3 |
1 |
0 |
0 |
0 |
83% |
5 |
4 |
3 |
3 |
0 |
0 |
0 |
0 |
100% |
5 |
3 |
3 |
3 |
0 |
0 |
0 |
0 |
Avg. |
5.5 |
4.2 |
3.8 |
3.5 |
1.2 |
.7 |
.3 |
.2 |
The phaser type-2 is the second best
starship phaser in SFC. It is an offensive/defensive phaser. This
distinction is important if you want to get the most use out of what
this phaser can do. As can be seen it does respectable offensive damage
out to range 3k and moderate damage to range 8k. It's maximum range is
shorter then the Ph-1, firing only as far as 50k, with little chance to
hit. Like the Ph-1, it has a 50/50 chance to hit out to range 15k, with
less damage delivered. An important difference is that the Ph-2 is also
a defensive phaser. Although any phaser can be used defensively vs
drones, shuttles, fighters and plasma torpedo's, the Ph-2 is "optimized"
for this type of duty. It to costs only a single unit of power to arm,
like its more powerful cousin, but the Ph-2 is a better choice for
defense due to the power to damage ratio. A Ph-2 can kill most type I
drones 83% of the time, where a Ph-1 destroys that drone and has left
over damage potential that is left unused. This is the most "general"
purpose phaser in the game. Effective in offense as well as defense. As
with the Ph-1, offensively the smart captain won't fire his Ph-2 beyond
range 8k, but if you want to guarantee a hit (assuming a 0 EW shift) you
have to close to range 3k.
EW Note
That's twice now that I've mentioned EW (Electronic Warfare). Lets go
over what that means briefly before we continue. Typically when your
playing SFC, you will see an EW shift based on how much ECM (Electronic
Counter Measures) your opponent is using against you that you have not
countered with ECCM (Electronic Counter-Counter Measures). You will
typically see a 0, 1 or 2 and rarely 3. What this means is that it
reduces your chances to hit. For Example: Lets look at the 4-8K range
for the Ph-2. As can be seen we have an overall 67% chance to hit for a
single point of damage, and a 16% chance of delivering 3 points of
damage. A 1 EW shift "shifts" our chance by 1 on the row in the above
table. In this example, our overall chance to hit is now 50%, and if
they had a 2 EW, our chances would be a 33%.
What happens you say if the range is 3k and you do the least damage (ie
you got that 100% chance to do only 3 points of damage)? The EW shift
actually moves the range column over by that number. If you were
unfortunate enough to do the "minimum" damage, a 1 EW shift would be as
if you fired at range 4-8k instead of 3k and a 2 EW shift would be as if
you fired at range 9-15k. So pay attention to EW, it has a profound
effect on your ability to cause damage to your opponent!
Phaser, Type-3 (Ph-3) / Type-G
(Ph-G) |
Range |
0 |
1 |
2 |
3 |
4-8 |
9-15 |
16% |
4 |
4 |
4 |
3 |
1 |
1 |
33% |
4 |
4 |
4 |
2 |
1 |
0 |
50% |
4 |
4 |
4 |
1 |
0 |
0 |
67% |
4 |
4 |
3 |
0 |
0 |
0 |
83% |
4 |
3 |
2 |
0 |
0 |
0 |
100% |
3 |
3 |
1 |
0 |
0 |
0 |
Avg. |
3.8 |
3.7 |
3 |
1 |
.3 |
.2 |
Next is the phaser type 3. This is
purely a defensive weapon. Although in a pinch it can be used
offensively, it's meant for defense. This phaser, unlike its more
powerful cousins, costs only half a power point to arm. So you can arm 2
Ph-3's for the same cost as arming a single Ph-1 or Ph-2. It's range is
severely limited, having only a maximum range of 15k. Offensively it can
do moderate damage out to range 2 and can cause some damage out to range
3, 50% of the time. Beyond that range, it is typically a waste of power.
There is a special kind of Ph-3 available called the Gatlin Phaser or
Type-G. This phaser costs 1 power to arm and fires as 4 Ph-3's. It is
extremely effective at defense and at close ranges, very dangerous
offensively.
Phaser, Type-4 (Ph-4) |
Range |
0-3 |
4-5 |
6 |
7 |
8 |
9 |
10 |
11-13 |
14-17 |
18-25 |
26-40 |
41-70 |
71-100 |
16% |
20 |
20 |
20 |
15 |
12 |
10 |
8 |
6 |
5 |
4 |
3 |
2 |
1 |
33% |
20 |
20 |
15 |
12 |
11 |
9 |
8 |
6 |
4 |
3 |
2 |
1 |
0 |
50% |
20 |
15 |
12 |
11 |
10 |
8 |
7 |
5 |
4 |
2 |
1 |
0 |
0 |
67% |
20 |
15 |
11 |
10 |
9 |
8 |
6 |
4 |
3 |
1 |
0 |
0 |
0 |
83% |
15 |
12 |
10 |
9 |
8 |
7 |
5 |
3 |
2 |
0 |
0 |
0 |
0 |
100% |
15 |
10 |
9 |
8 |
7 |
6 |
5 |
3 |
1 |
0 |
0 |
0 |
0 |
Avg. |
18.3 |
15.3 |
12.8 |
9.5 |
8.2 |
6.5 |
5.5 |
4.5 |
3.2 |
2.2 |
1 |
.5 |
.2 |
Type 4 phasers is the most dangerous
and frightening weapon in the game. It costs 2 power to arm and is the
longest ranged direct fire weapon in SFC. I won't really go much in
depth here, but as can be seen, it can deliver extremely potent damage
out to range 17k, and moderate damage to 25k, and has a 50/50 chance of
causing damage out to range 40. Beware the Ph-4.
Part II - Effective Phaser Use
Every phaser uses power from a common energy pool. This is called the
phaser capacitor and every ship that is armed with phasers, has at the
top of your tactical screen the phaser capacitor slide bar. This bar is
VERY important and most experienced and elite players use this slider to
give them an edge in combat. Basically the phaser capacitor allows you
to set how "fast" that capacitor recharges, not the amount of the charge
it holds. The capacitor can be used for any phaser that can legally
fire. The same phaser can pull from a fully charged capacitor many times
before that capacitor needs to be recharged, or all the phasers can be
fired at once and it needs to be recharged or any combination in
between. Now consider what that means. You can drain the capacitor by
firing all your phasers and wait the 20-30 seconds for it to recharge
and for the phasers to reset. Or you can use what power is in the
capacitor and fire the same phasers over and over (for the most part)
once they reset and there is power in the capacitor.
Each weapon in the game, phasers included, have cycles they must go
through before they may be fired again. Phasers have (assuming a game
speed of 5-7), a recycle rate of 30-20 seconds respectively, even if
there is power in the capacitor to use. Typically the phaser capacitor
also takes the same period of time to fully "recharge", at the default
100% recharge setting.
By reducing the recharge rate you can still have more power available
then you need for those particular set of phasers. It is very rare to be
able to fire all your phasers at once. It can be done, but this can
sometimes be wasteful, and dangerous if you face a missile armed,
fighter armed, or plasma armed opponent. Most times (unless you face
drones or fighters), setting this down to 50-75%, can free up some
energy when needed for other things (like those power hungry heavy
weapons, ECM, EM, or any number of options available to a savvy ships
captain).
Part III - Phaser Tactics/Drills
Many players think that their heavy weapons are the killing weapons, but
the veterans know differently. Lets do a simple comparison of the phaser
1 and the archetype heavy weapon the photon torpedo.
Photon torpedoes take 2 power over 2 arming cycles to charge for a
standard photon. This means that before you can fire that photon, you
need to have used up 4 power. Typically you won't be able to fire that
photon immediately either, so expect one more weapon cycle to occur
before you can shoot. It takes 1 unit of energy to hold a photon, so now
your up to 5 units of power used over a span of 3 arming cycles. If the
photon hits, for an investment of 5 power, you can do 8 damage. Or if
you arm a standard cruisers compliment, you'll invest 20 power to
deliver 32 damage every three turns (4 photons).
Lets look at the phaser 1 now. It requires 1 unit of power, we could arm
8 phasers the first two arming cycles and 4 phasers the third arming
cycle. So for the same amount of energy we can arm 20 phasers in the
same time we armed 4 photons. Now assuming that we fired those phaser
1's at range 5, we can do in that amount of time, a maximum of 100
points of damage, a minimum of 40 points of damage and an average of 70
points of damage. That photon torpedo will hit on the average of 67% of
the time at this range. So it's maximum damage as I've already said is
32, the minimum is 0 and will average 16-24.
As can be seen here, the phaser is really your killing weapon. Heavy
weapons are good for shield cracking, or to add extra damage to your
opponent. Consider heavy weapons to be your big stick, or threat weapon,
but the real threat is your phaser. They cycle faster and within close
to moderate ranges more damaging then heavies. Heavy weapons should be
considered your long range weapon, the weapon you use to soften up your
opponent, but the phaser is the one that kills!
The problem is many players fail to recognize this fact and therefore
have little or no skill for using their phasers on an opponent. Using
them ineffectively and firing without effect or reason. Plus as I
outlined earlier, phasers can be used 'defensively' as well as
offensively. Used to kill drones, fighters and reduce the effectiveness
of plasma's makes them the most versatile weapon in the game. To use
them well, the player has to know the specifics on the effectiveness of
his weapon and plan his tactics to take advantage of those specifics.
Something many players do in SFC is group their weapons "groupings" by
weapon type, but what if you set them up by "range". Examine the above
phaser tables and with the next article, try to setup your weapon groups
not for type, but effective combat ranges. Say Group 1 is for short
range, Group 2 for moderate range and Group 3 for long range. Group 4
for special weapons (like drones and ESG etc). Now you know exactly
which weapon group to use based on the effectiveness of your weapons on
range, not type and isn't that what it's all about, getting the most
bang for your buck at specific ranges?
You'll find that all tactics used and talked about in Hailing
Frequencies are range based as much as "Type" based, but even then range
is the primary consideration. So learn these tables, memorize them and
apply that knowledge based on your range and how you fight your
opponents. Here are some drills to help you practice your phaser skills
and get you thinking Phasers as your primary weapon when you fight your
opponents, because they will be!
Drill #1
Play the standard cruiser on cruiser 1 on 1. Only, turn off your heavy
weapons and don't turn them on again the entire battle. Using just your
phasers, defeat your opponent (AI is fine for this drill) 10 times in a
row. If you fail in one drill, start the count over again. This drill
teaches you to use your phasers effectively, and also as an added
benefit how you maneuver your ship to take advantage of your phasers and
shield use to stay alive long enough to do it. You are NOT allowed to
park yourself on one shield, but must try to fire off every phaser you
have every arming cycle.
Variations -
Take a light cruiser against a heavy cruiser.
Take a Frigate against a heavy cruiser.
Take a Heavy Cruiser against a Dreadnought or Battleship.
Drill #2
As above, but this time turn your heavy weapons on only after you've
brought down 2 shields with your phasers. Make sure the shields you
bring down are opposite shields. #1 and #4, or #2 and #5 or #3 and #6.
You may only fire your heavy weapons on down shields. This drill teaches
you how to use phasers to rip a shield down and then use your heavy
weapons to cause the damage. After the above drill, you'll find this
drill is easier. Use the same variations and you must win 10 times in a
row before you can consider yourself the master of this drill. Again,
you are not allowed to park on one shield. The point is to learn to move
and shot, not fly in formation.
Drill #3
This drill is similar to #2 above, but you turn off your heavy weapons
after you've breached 2 shields (again opposite shields). You are NOT to
fire your heavy weapons on a down shield. This drill teaches you to use
heavy weapons to break a shield, but use your phasers to kill the
opponent. You'll find that by the time you get to this drill, you'll
have broken your heavy weapon mentality and are a leaner, meaner and
much more dangerous opponent then ever before. Again, you must win vs
the AI 10 times in a row before mastering this drill (by this time, it
should be VERY easy).
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