Tzarevitch
Mongoose
Locutus9956 said:Tzarevitch said:Alexb83 said:I would tend to question the 'superior firepower' tag. Centauri outgun them in terms of both AD and range comparing Battle Lasers to Neutron Lasers up to Battle PL. Even at battle PL, the Primus gets more AD at the same range as the Tinashi. Then you jump up to war, and the Octurion outranges the Sharlin with the same AD.
Yes, precise sets them apart, but fewer AD = fewer chances to hit in the first instance. Shorter range = more chances for them to shoot at you.
Minbari strength in terms of firepower seems to be really focused around their secondary armament (18" range - except on Torotha) Fusion cannons are very, very nice.
Yes but at those ranges due to the stealth, unless the centauri has help, he can't fire AT ALL most of the time. When you factor the stealth in the Minbari far outguns the centauri.
Tzarevitch
Just want to make sure people are getting this one right so a little comment here: A failed stealth roll does NOT stop you firing, it means you MISS. This is obviously a VERY important distinction for slow loading weapons...
The stealth roll is NOT to lock onto the target, due to the stealth system you CANT lock on. Ever. The stealth roll as I see it represents manually attempting to enter a firing solution for the ship where you you think it is. If you fail the roll your crew has got it a bit wrong and you've missed as a result. Ships with higher stealth ratings are harder to detect at all even passively hence its harder to target them in this manner (thats how I see it anyway, frankly the idea of a stealth system that only stops you being targeted 50% of the time in most cases is just stupid)
Actually it is not that stupid. I think the stupid part is the fact that Minbari live or die on 1d6. Any current warship worthy of the name carries more than one targeting system. Why in the far future ships only carry 1 expecially with Minbari around baffles me.
If they allowed the d6 roll per targeting system (i.e per weapon system) on the ship then did away with the range modifiers and aux craft modifiers to reduce the difficulty. "Stealth" then behaves similar to ablative armor, interceptors and the GEG in being a predictable damage reducer for the Minbari instead of the all or nothing it is now.
Also, calling the Minbari system "Stealth" is inaccurate from the beginning. It is a powerful active jamming system that the Minbari are using not a passive "stealth" system. As I recall from the show they state this. In either case however, both active and passive systems can cause a hit or miss effect that varies from turn to turn and here's how.
Sensors of various types work by firing some sort of energy in a direction and reading the return energy. Jammers fire energy back from the targeted ship in an attempt to disrupt the return energy signature to make accurate readings difficult and introduce big-time error into a targeting solution. Sometimes they jam completely, sometimes partially, sometimes the targeting platform can "burn through" the jamming completely. A lot of variables go into how well it works.
If there is a jammer in the area you KNOW he is there. You just can't get a high level of targeting certainty from your sensors, so the computer or operator makes an educated guess as to which range is correct or it decides the targeting solution is so poor it isn't worth shooting at all. It is like trying to target an extremely blurry image of a fast moving object. This is reflected in game as a miss chance.
Stealth works by reducing (ideally eliminating) the return energy to the sensor platform. Usually stealth systems absorb it or bend it away in a different direction. Stealth is somewhat better than jammers because it is a passive system. If it works ideally, you never see him to even take a shot.
Stealth can be partially effective too. In that case case the return energy can be so low as to cause the targeting computer to mistake a sharlin for a much smaller tinashi or something as small as a Nial. In this case, firing at the "Sharlin" that is really a Tinashi can easily result in a hit or miss due to size difference, turn difference or speed difference.
There are plenty of things I think are dumb about the way "Stealth" works in the game, but the hit/miss nature of it is not one of them. It is a decent reflection of how those types of systems work. The poblem is the fact that it only uses 1 die.
Tzarevitch