SW weapons mods for ST opponents
Moderator: Vympel
SW weapons mods for ST opponents
If a SW capitol ship found itself in the ST universe, do you think they would modify their weapons for optimal use against these new opponents? What mods do you think they would use?
Personally, I think they'd lower the power output to increase rate of fire.
of course, I don't know how modifiable SW weapons are.
Personally, I think they'd lower the power output to increase rate of fire.
of course, I don't know how modifiable SW weapons are.
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Re: SW weapons mods for ST opponents
That seems rather pointless. Star Wars weapons already have a rather decent rate of fire and the fact that they don't require terribly many direct hits to destroy most ST ships makes lowering the weapons output pointless.Jaepheth wrote:If a SW capitol ship found itself in the ST universe, do you think they would modify their weapons for optimal use against these new opponents? What mods do you think they would use?
Personally, I think they'd lower the power output to increase rate of fire.
of course, I don't know how modifiable SW weapons are.
You don't really need to "optimze" if you already exceed an opponents capabilities by an order of magnitude.
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Re: SW weapons mods for ST opponents
Efficiency comes to mind. Conserve power, as said Imperial warship presumeably no longer has a base of operations to refuel and conduct maintenance.Mobiboros wrote:That seems rather pointless. Star Wars weapons already have a rather decent rate of fire and the fact that they don't require terribly many direct hits to destroy most ST ships makes lowering the weapons output pointless.Jaepheth wrote:If a SW capitol ship found itself in the ST universe, do you think they would modify their weapons for optimal use against these new opponents? What mods do you think they would use?
Personally, I think they'd lower the power output to increase rate of fire.
of course, I don't know how modifiable SW weapons are.
You don't really need to "optimze" if you already exceed an opponents capabilities by an order of magnitude.
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Re: SW weapons mods for ST opponents
why would you want to lower the power output of a weapon so you can get more shots which takes multiple hits to kill an enemy if one shot using more power to kill an enemy is sufficient? it's idiotic as it's an inefficient use of available resources.Jaepheth wrote:If a SW capitol ship found itself in the ST universe, do you think they would modify their weapons for optimal use against these new opponents? What mods do you think they would use?
Personally, I think they'd lower the power output to increase rate of fire.
of course, I don't know how modifiable SW weapons are.
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Re: SW weapons mods for ST opponents
The point is that, with a heavy turbolaser, one shot is OVERKILL against a Federation starship. Powering the guns down for faster fire would still grant one-shot kills against Federation vessels.Darth_Zod wrote:why would you want to lower the power output of a weapon so you can get more shots which takes multiple hits to kill an enemy if one shot using more power to kill an enemy is sufficient? it's idiotic as it's an inefficient use of available resources.Jaepheth wrote:If a SW capitol ship found itself in the ST universe, do you think they would modify their weapons for optimal use against these new opponents? What mods do you think they would use?
Personally, I think they'd lower the power output to increase rate of fire.
of course, I don't know how modifiable SW weapons are.
However, the enormous number of light turbolasers mounted on an ISD make this exercise pointless; the light turbolasers already have a faster refire rate than the heavies, and a (very) few hits from a LTL will still kill a Federation vessel.
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Re: SW weapons mods for ST opponents
and thus why light turbolasers and medium turbolasers exist. so you don't have to reduce the power of shots in heavy turbolasers if all you want to do is disable a vessel. and unless the goal is to capture a vessel, an HTL would be sufficient.Kerneth wrote: The point is that, with a heavy turbolaser, one shot is OVERKILL against a Federation starship. Powering the guns down for faster fire would still grant one-shot kills against Federation vessels.
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When rebel fighters enter the DS trench in ANH, we se that they can already et 3-4 shots off per second. How much faster do you need to hit a 600 meter ship?
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Re: SW weapons mods for ST opponents
"Sir, we can destroy their ships in three shots!" "What? We need more efficiency! Optimize them to destroy their ships in two shots or you shall be demoted to toilet-scrubber!"Jaepheth wrote:If a SW capitol ship found itself in the ST universe, do you think they would modify their weapons for optimal use against these new opponents? What mods do you think they would use?
Personally, I think they'd lower the power output to increase rate of fire.
of course, I don't know how modifiable SW weapons are.
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To my not unconsiderable surprise, I find myself agreeing with Robert Walper: assuming that lowering weapons power ALSO reduces energy consumption and thus fuel usage, dialing down the weapons yield makes damn good sense. Using PT level firepower against ships that have at best MT shielding (with maybe really low GT for the Borg) is beyond overkill.
Until they find a way to replenish their hypermatter (among other things) stores, this makes damn good sense.
Until they find a way to replenish their hypermatter (among other things) stores, this makes damn good sense.
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I agree with Batman and Robert.
If Star Wars weapons can have there output adjusted down, then they should do it, and just have them ready to switch back over to full power if they encounter a viable tactical threat.
Especially if they can scan a ship and no how much power is needed to take down there shields and disable the ship.
"Sir, the enemy ships shields are only able to take 500 megatons of firepower before losing shields"
"Set Turbolasers down to 400 megatons, and adjust Ion Cannons to 80% of what is needed to disable the enemy ship"
3 low power (Okay, 0.2% of a turbolaser bolt) shots later, the Trek ship has lost shields and is disabled for boarding.
Instead of say 10000 shots before refueling, they've got 5,000,000 shots
I'd call that conserving fuel quite nicely
If Star Wars weapons can have there output adjusted down, then they should do it, and just have them ready to switch back over to full power if they encounter a viable tactical threat.
Especially if they can scan a ship and no how much power is needed to take down there shields and disable the ship.
"Sir, the enemy ships shields are only able to take 500 megatons of firepower before losing shields"
"Set Turbolasers down to 400 megatons, and adjust Ion Cannons to 80% of what is needed to disable the enemy ship"
3 low power (Okay, 0.2% of a turbolaser bolt) shots later, the Trek ship has lost shields and is disabled for boarding.
Instead of say 10000 shots before refueling, they've got 5,000,000 shots
I'd call that conserving fuel quite nicely