Taming the Tiger
By
Dennis "SFCShadow" Greene
This article originally appeared in Hailing
Frequencies issue 2. It has been recreated here from the original
material.
When most players look at the Tiger,
they scratch their heads in confusion. Many discount it as a viable
combatant when they face the other races Heavy Cruisers, calling forth all
it's faults and non of it's strengths. Or they see it as only one
dimensional and never use it to it's full potential.
Most cruisers of it's class have
anywhere from 2-3 weapons systems and are geared for either long distance
fighting or close in fighting. The Tiger, by comparison, has 4 weapon
systems and can do either long and/or short range engagements. This is
both it's weakness and it's strength, since by comparison it typically
can't function as well as it's opponents who tend to specialize. Unless
it's captain can function equally well in either theater he is typically
doomed to misuse his ship, which leads to frustration and despise for what
they see as a failing in the ship. A look at it's weapons shows:
4
Phaser I's
6 Phaser III's
4 Disruptors type 3
2 Expanding Sphere Generators
The first thing that most people notice,
when it comes to pure weapons potential, is that the Lyran Tiger seems to
be split down the middle. It has roughly half it's weapons capability
geared for medium to long range and the other half for extremely short
range engagements. This tends to lend the Tiger to a schizoid personality,
which some captains have a hard time translating to effective use when
facing an opponent.
The Tiger though is unique in that like
the animal it is named after, it is truly a frightening and dangerous
cruiser in a knife fight. Unfortunately this aspect of it's nature is what
most captains see and so attempt to use only that strength, neglecting
it's other strength, it's reach. The Tiger like it's name sake can hunt,
stalking it's prey, wounding and tiring it so that when it does (and
should) go in for the kill, it's opponent offers it little resistance. The
Phaser I's and Disruptor suites give it a respectable reach that can harry
an opponent at distance, especially those opponents who know and fear it's
ability to get in close and claw their eyes out.
The Tiger is the second most nimble
Cruiser of it's class, only surpassed by it's Klingon cousin, the D series
or the Romulan conversion of the D series. It is matched by it's Hydran
equivalent and late model Romulan Cruisers, but surpassing all other
Cruisers of it's class in maneuverability. As can be seen in the above
diagram, it's firepower is extremely potent like most CA's, in the forward
arc, but also has a good broadside and even a respectable defense to the
rear. When combined with it's ESG's 360° "fire" arc and auto hit ability,
the Tiger can engage an opponent from all quarters. A smart captain takes
advantage of this, both when engaging an opponent at range (Saber
Dancing), or when you get in close.
One of the common things I hear all the
time about Lyran ships is that until the late era they are underpowered!
Anyone familiar with the Federation is also familiar with this
"complaint". The best captains know it's not true if you manage your ship
well, it's only true if you want to do it ALL at one time. Very much like
the Federation Captain, a Lyran player must be able to manage his power
with great skill to get the most out of his ship. The Lyran Captain has
almost as many problems with his energy management as a Federation Captain
does. If he wishes to be a very successful Lyran Captain he needs to learn
how to manage his power with skill. The Tiger has 37 power and 4 batteries
for reserve. For an Early and Middle era cruiser this is actually superior
to many of its cousins in total output. The problem stems from the fact
that it has 4 weapon systems to manage in combat. These weapons systems
are divergent enough to make the average Captain frustrated with his power
allotments. Especially for those players who assume it will manage itself.
Something most captains fail to take
notice of is that the ESG capacitor holds 7 units of power per generator,
but can only use 5 units within one "firing". A wise captain knows to
reduce the capacitor by 50-60% to bring his capacitor charge rate down to
a level where it doesn't rape his energy pool. This can free up 7-8 points
of power during arming cycle which can be used for other system. Although
you can fire your ESG at any time, once it's available to fire and there
is energy in the capacitor, letting it charge fully to the 7 points for
each generator is somewhat wasteful. In fact while your waiting for the
full charge it is robbing you of power for other essential systems. So
once the capacitor is about 70% filled you have the needed 5 units needed
per ESG. Once it's at that level, set the recharge rate to 0, it will stop
charging and no longer drain power from your ship. That's what it is there
for! Also I hear many players complain that they only want one ESG to be
powered up and they come in pairs so they both get charged. The power bar
makes this possible. After you've charged the power bar up to about 35%,
set it to 0 for charge rate. Then fire (double tap) both ESG's at once.
Presto, you now did the same damage and only powered up the equivalent of
one ESG. Once the ESG is powered up fully, or you set the slider to 0 once
it reaches the level you want it to be, it no longer pulls power from you
ship, as it's free to hold that energy till you are ready to use it.
Something else Captains of disruptor
bearing ships fail to understand, as their disruptors are charging they
have more energy then if they have them fully charged. They find sometimes
that they can't maintain the speed they want once disruptors are fully
charged. This is actually an illusion because of how the energy is managed
on ships. The cause for this phenomena, is because when disruptors (or
most heavy weapons) charge they pull energy from the Warp drive (it is
after all your largest pool of energy). Typically it will pull the full
amount needed over a period of time (20-30 seconds depending on the
average speed setting of 5-7). As they're are charging, after all expenses
(most especially movement), whatever is left is put to weapons. The Tiger
has 4 disruptors, requiring 8 units of power for standard loads or 16
power for overloads to arm. If all are to arm at the same time, the
maximum speeds allowed, assuming no other energy expenses, are 23 or 15,
depending on the choice made. This is typically not true, as you have to
power life support shields and perhaps other weapon systems. While they
are charging, you have some flexibility and can move faster. For example:
I want my four disruptors to arm, but I move 27. I can do this, and arm
only 1 of those disruptors with left over power, assuming no other drains
on my ship from other weapons. Which means at that speed, one will load
and the other three will wait. Once it is loaded though, it requires
either 2 power or 4 power per armed disruptor to maintain them (basically
once charged fully, they constantly recharge at that level to stay armed).
Now the game will wait for me to reduce my speed to 25 and it will begin
to charge the other disruptor. Once that charges, it will again "lock" the
disruptor charge and I have to repeat the process so the last disruptors
will now charge. Once it is fully loaded it to will "lock" the energy to
that weapon, forcing me to reduce my speed farther and eventually assuming
all are charged and no other drains, I'm only moving in the high teens or
very low 20's. Even if I set my speed higher, it will "tap" out from
maintaining those disruptor charges until I fire them and the process
begins all over again. This gives the illusion to the player, who does not
fire his disruptors constantly, that he gets bogged or slowed down.
Next comes management of phasers. The
Tiger has 10 phasers, requiring 7 units of energy to arm them fully. All
phaser armed ships have a phaser capacitor, this allows you to set how
"fast" that capacitor recharges, not the amount of the charge. That
capacitor can be used for any phaser that can legally fire. The same
phaser can pull from a fully charged capacitor (assuming a phaser 1), 7
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. I can drain the capacitor by firing
all my phasers and wait the 20-30 seconds for it to recharge and for the
phasers to reset. Or I 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. By reducing my recharge rate I can still have
more power available then I need for those particular set 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. Most times (unless you face drones or
fighters -- which on a Lyran ship isn't as problematic as other races
because of the ESG defense), setting this down to 50-75%, you'll free up
some energy when needed for other things. Like those disruptors, ECM, EM,
or any number of options available to a savvy ships captain.
Now that some of the more obvious ships
systems utilized in combat are outlined, let's examine a few others. Lyran
ships typically are 2nd only to the Klingons of equivalent class for
transporters. The Tiger has 4 transporters available to it, this is four
opportunities to hit specific systems on your opponents ship. Also the
Tiger, unlike their Klingon and Romulan allies, are a bit more robust,
with better shielding and tougher internals. They are not as tough as
their Gorn counterparts for shields and internals, or Hydrans for
internals, but do approach the Federation as far as general toughness is
concerned.
Something many Lyran Captains fail to
utilize is the ECM ability of their ships or the use of Erratic
Maneuvering. Getting or denying an ECM shift is a very important and often
neglected arsenal available to the Tiger Captain. This is somewhat do to
the nature of the ESG, which is not affected by ECM and hit's 100% of the
time when in range. Unfortunately ECM/ECCM is just as important to the
Tiger Captain as it is for any other ship out there. Failure to manage
your ECM/ECCM hands your opponent an advantage easily denied. So don't
forget to monitor what your opponent is doing for ECM/ECCM and depending
on your attack status/stance, counter or use as needed to give yourself
the edge and deny it from your enemies.
For tactics, the Tiger is nearly as
effective at saber dancing as their Klingon cousins. Disruptors, unlike
most heavy weapons, allow you to fire every 20-30 seconds, just as quickly
as phasers. Saber dancing is the art of standing at range, typically
9-22k, with the sweet range of 9-15k. Using the ability to fire it's heavy
weapon repeatedly at that range with a reasonable chance to hit, (67%)
delivering 2 to 3 damage per disruptor that hits. It's a time consuming
and patient form of combat, often referred to as death by a thousand cuts,
hence the reference to the saber. Typically the saber dance is performed
until one or two shields are weakened to a point that when you move in
close for a "slashing" attack, it will breach that shield and cause
disproportionate damage in an exchange. Something that makes it easier for
the Tiger to perform the saber dance is that the ESG has a
disproportionate fear attached to it for your enemy. They loath to see a
Lyran getting close and would like to stay out of range of the ESG as long
as possible. Show them that doing so is just as dangerous.
Now since the Tiger is already seen to
be very nasty up close, combining the Saber Dance with the Lyran Slashing
attack, using phasers and ESG, an opponent can be overwhelmed and like
most prey, powerless to stop it. The ESG during the saber dance can (and
should) be used strictly for defense and withheld for killing or crippling
your opponent during the middle or end game. Also with the abundance of
phaser 3's combined with the ESG defense, drones and even fighters
shouldn't be much of a problem for a smart Lyran captain. Once the saber
dance is complete, a tactic sometimes referred to as the HAMMER can be
used. The HAMMER is where you close on your opponent where their shield is
down, and tractor them, wait till they rotate that damaged shield away
from you, release the tractor overrun and use your ESG's to hit that down
shield, causing massive damage as you pull away from them.
Another option, once you have saber
danced with your opponent and damaged or even dropped a shield at range,
is to close with your attacker hit him with your ESG's set to range 3
(they will hit at 3.99k). Then when you get close (hopefully within the
.99k myopic zone if facing a drone ship) anchor him with a tractor beam
and use your ESG's (which automatically hit and cannot be stopped or
deflected by ECM) and hit him regardless of your shield facing because of
it's 360° firing arc. How do you ensure you can tractor someone at a
specific range you ask? Easy. :) Power up your tractor and then use EM
until you are near or at the range you want to "latch" on, then drop EM
and presto, grabbed at specific range. Not only is this useful to help
reduce the damage you might take as you close, but as can be seen it's a
way you can tractor at specific ranges. Also, don't use your ESG's on the
approach, wait till you overrun him and hit him from behind. Many
opponents will try to favor the shield(s) you've been whittling away,
trying to present only strong sheilds to you. This is similar to the
HAMMER, you just don't anchor first with the tractor.
Except when facing plasma armed ships,
the Lyran can take standard shuttles or even Suicide Shuttles with greater
ease then other races, due to their outstanding defensive capability. As
always unless you are a very skilled combatant against plasma, it's best
to take a Wild Weasel or two. Fighting a plasma armed ship can be touchy
for a Lyran because they are just as good (when their plasma's are armed
and ready) at close range fighting. The rub is, their Plasma's can be
dealt with, where your ESG can't (unless they are taken by enemy Hit and
run teams). A dance with a plasma armed ship is a series of close in
slashes and longer ranged saber dances. This approach is an attempt to get
them to fire at you from range. Especially if you can get them to fire
plasmas from behind you. Those 6 phaser III's combined can deliver 24-18
points of damage which will reduce even the mighty R by 9-12 points of
damage. After distance traveled to chase you down, unless you were
unfortunate enough to be at point blank range, and being hit with that
amount of damage, it's not as big a threat. Now you have 40-60 seconds to
go in and pound him for his effort.
Lets look at that ESG for a moment, two
fully charged ESG's, at range 3.99K, can deliver 30 points of damage and
at point blank range do 40. With the exception of two overloaded photon
torpedoes or a plasma torpedo, no other heavy weapon can deliver this much
damage at range or the Fusion overloaded at point blank range. Also, NO
heavy weapon of any race is guaranteed to hit like the 100% chance to hit
of the ESG. When engaging a Hydran, a smart Lyran stays outside of 2k
range as he out powers the Hydran for brute firepower. The Fusion and
Hellbore's require two and three charging cycles to arm, while the ESG
requires one as do all the weapon systems on a Tiger. So even if the
exchange is equal, the Lyran will still do 3 times the damage in the same
amount of time.
If an opponent can be baited into
chasing you, there is a tactic I like to call the Lyran claw. What is
involved is to bait and stay within the 3.99k range of your opponent and
to zig zag in front of him as he chases you. Use your ESG's auto hit and
phasers to hit him repeatedly on the front quarter of his ship, while you
(because of your weaving zigging/zagging movement spread the damage
delivered to you to your side and rear shields. Use your Hit and Run teams
to take out his heavy weapons and watch him/her die as you claw him to
death.
Lyrans like many hunting cats work well
in pairs or even in groups. If managed correctly, a well coordinated Lyran
team can take on up to twice their number with more ease then any other
race. Some team tactics used for the Tiger (or any Lyran ship for that
matter), are what is popularly known as the WHIP, the TUG and the
OVERCOAT. Outlined they are:
The WHIP -- Assuming two Tigers working
together, one in front and one behind, the lead Tiger tractors his
partner. He moves at a sedate speed, say 5. While his partner is moving as
fast as possible, say 31. They close on their chosen target and that enemy
seems them linked but moving somewhat slow (in this example, speed 15) and
as is nature for most players, they base their tactics and reactions on
that perception. When the team gets close enough, the lead Tiger releases
his tractor and suddenly his partner "pounces" on the target moving at a
much greater speed then anticipated, often allowing them to attack without
a response, while the lead Tiger suddenly "stops" by comparison. Also if
the lead Tiger is targeted, and is using ECCM or no ECM at all, the target
may be preset for that. But the second Tiger might want to up his ECM so
that if there is an exchange, the advantage is still his. This can result
in the Whipped Tiger getting hurt, but the surprise factor gained is well
worth it.
The TUG -- This is a variation of the
WHIP, but instead of using it to slingshot a teammate at an opponent, it's
to allow your teammate to move at a reasonable speed, and arm for
overloads or free up energy for shield reinforcement or any other of the
other options he may want. Basically the one behind is pushing the one in
front providing the momentum, while the other Tiger is putting 90% of his
power into offensive/defensive systems.
The OVERCOAT -- Tiger A needs to set ESG
to range 1 or 0. & Overload weapons, while Tiger B should follow ontop of
A. While Tiger B is using its ESG to defend from fighters drones, etc..
and use its weapons to keep enemies from getting too close. Tiger A needs
to make a pass, use weapons to knock out a shield. Then use ESG to hit
internals. Tiger A has to rely on Tiger B for Defence. 'B' MUST BE
DISCIPLINED. He must Focus on distracting the Enemies form 'A'. If there
is an opportunity, help 'A' with some internals. But Keep Defending. B
should never fly away, even if you are under attack. Its job to be
attacked. Tiger B should not try and charge weapons with the intention of
knocking out shields, but just fend of attacks. After a few passes, the
Tigers should swap roles, try to use the strongest Tiger to Defend.
In summary, I always envisioned a well
played Tiger to be an almost a musical experience. A good player is one
that is constantly adjusting his sliders and turning on and turning off
various features on his ship to get the last erg of power out of it at any
given moment for the best benefit. The Federation is like the Mad pianist,
while the Lyran is the concert pianist who for the most part is graceful
as a cat, and at others frantically pounding those keys. A pair or more of
well played Tigers can be both a frightening and disturbing experience as
you are mesmerized by the ballet performed for the benefit of destroying
its prey.