Methos5000
Mongoose
Lets not forget about pretty much every Missile carrying Dilgar ship at Raid and above.
Target said:I'd actually rather have 6AD weapon than 4Ad Twinlink, you can get way more hits with it. Twinlink just means the intial volley average is higher.
Twinlink only effects your first roll as the rule for all twinlinks.
You may have the twinlink rule slightly confused.
Ripple said:Lumbering should have been closer to no turn of more than 45% at a time unless on all stop and pivot maybe.
Ripple said:Lumbering really beat up on secondaries as a whole. Moved the game way more into the stationary sniper roll, as it vastly increased the 'safe' spaces on the sides of the heavier ships. The G'Quon suffered more than most.
Lumbering should have been closer to no turn of more than 45% at a time unless on all stop and pivot maybe.
Ripple said:Bore ships didn't need to do the 90 degree turn if they could do 2 45 degree ones. It is actually a lot more flexible than one 90. I allows you to slide sideways to see into the shadows of terrain, avoid explosions, avoid the bases of other ships... it's much much better... push it around a bit.
As to the idea that all secondaries should be 12 inches or more...
We used to have weapons with ranges of 3 to 6, now the shortest is 8 in most races. You want to push it out to 12... soon enough we'll push them out to 15... because of the Vree likely... we're already seeing a lot of power creep in the game. More DD/TD than last edition, more e-mines, more fighters immune to defensive fire.
I just don't want to see where we end up with threat sphere based on PL. The G'Quan used to be able to threaten with those same eight inch guns by turning and pursuing the ships harassing it... giving it, oddly enough, roughly 11 inches to either side that were under threat.
Ripple
Tzarevitch said:Ripple said:Lumbering really beat up on secondaries as a whole. Moved the game way more into the stationary sniper roll, as it vastly increased the 'safe' spaces on the sides of the heavier ships. The G'Quon suffered more than most.
Lumbering should have been closer to no turn of more than 45% at a time unless on all stop and pivot maybe.
Narn secondaries are too short range. Lumbering has nothing to do with their uselessness. Most Narn ships have 360 degree coverage. Secondaries are intended to defend the ship against lighter, more agile opponents but the Narn versions are too short to do the job. The T'Loths and all Battle and higher level ships need to convert their light pulse and twin arrays to range 12.
Frankly no large ship in the game should have secondaries shorter than 12 unless they are intended for anti-fighter duty. Make the Narn secondaries TL but not DD so that the Centauri versions remain superior.
Range 12 secondaries means that light ships trying to attack a larger ship with anything other than its primary weapon will denerally have to enter the range of the larger ship's secondaries. This makes the large ship's poor maneuverability less of a handicap to its self-defense.
Keep the +1d to the G'Quan's heavy lasers and replace OS with SL on e-mines on the G'Quan and Bin'Tak and I think the Narn are good to go.
Tzarevitch
greenboy said:Tzarevitch said:Ripple said:Lumbering really beat up on secondaries as a whole. Moved the game way more into the stationary sniper roll, as it vastly increased the 'safe' spaces on the sides of the heavier ships. The G'Quon suffered more than most.
Lumbering should have been closer to no turn of more than 45% at a time unless on all stop and pivot maybe.
Narn secondaries are too short range. Lumbering has nothing to do with their uselessness. Most Narn ships have 360 degree coverage. Secondaries are intended to defend the ship against lighter, more agile opponents but the Narn versions are too short to do the job. The T'Loths and all Battle and higher level ships need to convert their light pulse and twin arrays to range 12.
Frankly no large ship in the game should have secondaries shorter than 12 unless they are intended for anti-fighter duty. Make the Narn secondaries TL but not DD so that the Centauri versions remain superior.
Range 12 secondaries means that light ships trying to attack a larger ship with anything other than its primary weapon will denerally have to enter the range of the larger ship's secondaries. This makes the large ship's poor maneuverability less of a handicap to its self-defense.
Keep the +1d to the G'Quan's heavy lasers and replace OS with SL on e-mines on the G'Quan and Bin'Tak and I think the Narn are good to go.
Tzarevitch
I would rather this problem was solved buy loweringn the range on the small ships instead
Greg Smith said:hiffano said:have you/matt/ other playtesters reviewed the CBD and any alternative options for the narn/G'Quan/Varients. I liked the Idea of the G'Quanth dropping to battle, and become a torpedo version of the G'Quan (so no mines) meaning it would get taken if the torp balance was right. I think that was foxmeisters idea? also the thought of removing the beam entirely from the G'lan, and upping the Mag gun to make a true mag cruiser (almost like the kaliva is the TD version of the avioki, although the short rannge on the standard mag gun would make it difficult to get into combat)
I think changing the ships to the extent suggested are probably beyond the small changes that will be in P&P.
We are definitely looking at the CBD and alternatives.