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Taldrenites => General Starfleet Command Forum => Topic started by: Khardis on March 19, 2003, 06:21:25 am
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I see several references to 'firing overloaded weapons'.
I recall that was a feature in SFC2, but I have not seen it yet in SFC3, unless it's referred to by putting more power into primaries/heavies than the minimum in the power allocation menu.
However that doesn't trigger the old 'you must fire' thing, and besides, I am not entirely sure what the effect is of putting more power into a weapon system in the power allocation screen anyway - higher damage, faster charging rate, what?
Inquiring minds wants to know how to blow s*** up. 
Regards,
Me
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My understanding is, it increases the amount of damage. It does NOT effect recharge rates or accuracy, only the amount of punch (I think)
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And what happens when a weapon is underloaded? Does it use a similar equation to the overload?
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I think its been removed from SFC3 unfortunatly.
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I believe the equation has been posted somewhere, but I don't quite remember what it is. Something like, for every point of power above a standard load you get an extra .5 points of damage, but for every point under you lose a full point. It could be percentages, I really don't remember. I'll try and look it up for sure.
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It's in there. Only affects damage not range or recharge rate.
If you look at the energy sliders there is a green line and a red line.
Any energy expended to charge up to the green line(normal charge) is on a 100% return formula. In other words, a Fed PH9 takes 2 energy to do it's 4 points of damage. So if only 1 point of energy gets in there it'll do 2 points damage and so on.
The overload setting is what is inbetween the green and red lines and it works on a 50% efficiency. So what that means is if you fully overload that Fed PH9 it'll take 4 points of energy but you'll only get 6 points of damage.
That Clear??
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Thanks for the replies, people!
That is clear. So references to overloading is to the power slider, and there's none of that mucking around with chance to damage weapons etc.
I guess it works the same way with torpedoes as with disruptors etc. then?
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I believe so, all weapons follow the same pattern for overloads.
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Here's an SFC3 Damage applet.
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Neat info, guys. Hm... seems I have to configure my ships more closer to the tactics I use, not only generally but with deactivating weapons for optimal power usage. (D'oh!)
Hm... a corollary question, then, since we seem to be on a roll. 
How does shield charge/recharge work?
(I haven't seen a shield power chart as we've seen with a weapon damage chart either, so I'd appreciate being pointed in the right direction.).
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I see several references to 'firing overloaded weapons'.
I recall that was a feature in SFC2, but I have not seen it yet in SFC3, unless it's referred to by putting more power into primaries/heavies than the minimum in the power allocation menu.
However that doesn't trigger the old 'you must fire' thing, and besides, I am not entirely sure what the effect is of putting more power into a weapon system in the power allocation screen anyway - higher damage, faster charging rate, what?
Inquiring minds wants to know how to blow s*** up. 
Regards,
Me
-
My understanding is, it increases the amount of damage. It does NOT effect recharge rates or accuracy, only the amount of punch (I think)
-
And what happens when a weapon is underloaded? Does it use a similar equation to the overload?
-
I think its been removed from SFC3 unfortunatly.
-
I believe the equation has been posted somewhere, but I don't quite remember what it is. Something like, for every point of power above a standard load you get an extra .5 points of damage, but for every point under you lose a full point. It could be percentages, I really don't remember. I'll try and look it up for sure.
-
It's in there. Only affects damage not range or recharge rate.
If you look at the energy sliders there is a green line and a red line.
Any energy expended to charge up to the green line(normal charge) is on a 100% return formula. In other words, a Fed PH9 takes 2 energy to do it's 4 points of damage. So if only 1 point of energy gets in there it'll do 2 points damage and so on.
The overload setting is what is inbetween the green and red lines and it works on a 50% efficiency. So what that means is if you fully overload that Fed PH9 it'll take 4 points of energy but you'll only get 6 points of damage.
That Clear??
-
Thanks for the replies, people!
That is clear. So references to overloading is to the power slider, and there's none of that mucking around with chance to damage weapons etc.
I guess it works the same way with torpedoes as with disruptors etc. then?
-
I believe so, all weapons follow the same pattern for overloads.
-
Here's an SFC3 Damage applet.
-
Neat info, guys. Hm... seems I have to configure my ships more closer to the tactics I use, not only generally but with deactivating weapons for optimal power usage. (D'oh!)
Hm... a corollary question, then, since we seem to be on a roll. 
How does shield charge/recharge work?
(I haven't seen a shield power chart as we've seen with a weapon damage chart either, so I'd appreciate being pointed in the right direction.).