Starfleet Design Bureau

If a single phaser shot or torpedo after the initial strike is going to kill the target, then just, keep them under the main guns and kill them, don't waste money on a single rear weapons emplacement.

But then you need to stand there and take shots from them and potentially their allies instead of already being behind them, setting yourself up for the next alpha/fly by?

If we want to use our maneuverability to help us not take damage, we need to use tactics that let us use our maneuverability to not take damage.
 
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[X] Aft Phaser (Cost 73 -> 77) [Second Trance: 67 -> 71]
[x] Aft Phaser, Aft Torpedo (Cost 73 -> 79.25) [Second Tranche: 67 -> 73.25]
 
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If a single phaser shot or torpedo after the initial strike is going to kill the target, then just, keep them under the main guns and kill them, don't waste money on a single rear weapons emplacement.
That involves stopping or slowing down when you want to ether be running away or turning to focus on a new ship.

Worse it means your second forward alpha does not go into a new ship. The tubes have a longish reload time by reload independent of one another. The aft tube can be loaded and ready to go the moment you pass, and while you are shooting it the forward tubes are already being loaded for another 5 torpedo salvo.

Waiting for one of them to reload means delaying the next 5 torpedo salvo until you reload whatever tube you expended.
 
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[X] Aft Torpedo (Cost 73 -> 75.25) [Second Tranche: 67 -> 69.25]
[X] Aft Phaser (Cost 73 -> 77) [Second Trance: 67 -> 71]
 
[X] Aft Torpedo (Cost 73 -> 75.25) [Second Tranche: 67 -> 69.25]

I prefer this, but I wouldn't be unhappy with double weapons or a phaser.
 
[X] Aft Phaser (Cost 73 -> 77) [Second Trance: 67 -> 71]
[X] Aft Torpedo (Cost 73 -> 75.25) [Second Tranche: 67 -> 69.25]

I guess a buff for its Multiple Target score, for when its fighting in a squadron, but still clawing back a few points of cost.
 
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[x] Aft Phaser, Aft Torpedo (Cost 73 -> 79.25) [Second Tranche: 67 -> 73.25]

Mostly because it gives more options and with our high maneuverability adds some nice extra damage vs most single targets.
 
[X] Aft Phaser, Aft Torpedo (Cost 73 -> 79.25) [Second Tranche: 67 -> 73.25]
[X] Aft Torpedo (Cost 73 -> 75.25) [Second Tranche: 67 -> 69.25]

I don't see much point in just including a phaser on the stern - if we're going to include an aft armament, the ability to discourage pursuit at warp is IMO more useful than just having the ability to threaten anyone behind us with a similar damage phaser bank. That said, my preference is for both, because there will be times where it has to fight opponents with similar maneuverability - and there is where increased phaser coverage will be useful, because it means that there isn't really a safe avenue of approach unless you're managing complete surprise against a Constitution-class. Try and come in behind it? Torpedo and/or phaser banks. Come in from below? Ship turns to face you and deletes you with photon torpedoes and phaser banks. Come in from above? Constitution rolls to make sure you're coming in from "below" relative to the ship, see previous.
 
...Well, to hell with the cheap as feasible req line I suppose:

[X] Aft Phaser, Aft Torpedo (Cost 73 -> 79.25) [Second Tranche: 67 -> 73.25]

Keeping the above in mind, I think we'll going to have to go for Type-1 Standard Shields at 11.5 to keep the total Cost/Hull from edging really close to 100. That number might actually cause the design review boards to stroke out and/or shoot us with Phasers set to Lethal.
 
[x] Aft Torpedo (Cost 73 -> 75.25) [Second Tranche: 67 -> 69.25]
[x] Aft Phaser, Aft Torpedo (Cost 73 -> 79.25) [Second Tranche: 67 -> 73.25]

The aft torpedo has uses for taking snap-shots in a fleet action.
 
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