skavendan said:Well I might be wrong here but aren't variants a ship that has been upgraded / refitted?
Da Boss said:I always asssumed a variant was merely a ship using the same basic hull for a different purpose
Jim? said:It really comes down to how you want the G'Quan to play, from screen evidence or as part of the playstyle that you want the Narn to have in ACTA.
On screen, the G'Quan is mostly seen using it's beam... but does that mean that the beam's hyper powered, or that it's the weapon system most commonly in range? The G'Quan v. Primus shoot out showed that the ship is capable of up close brawling, too.
If you want the Narn to be a tough, roll with the punches and keep swinging fleet, then they need a brawler in there, somewhere... if that job goes to that's the G'Quan or the Bin'Tak is pretty much up to how you want to make it. Upping the G'Quan's beam, making the E-Mine a Slow Loader and giving it a few more damage really won't turn it into that style of ship... it'll still be a sniper with a weaker than Omega main beam that will sit at the back and require loads of support from other elements in the fleet to prevent it from being outflanked.
The only real options there are the G'Sten and Rongoth/Rothan, which are both sub-par choices for their PL, the G'Karith or the T'Loth (which isn't as effective at the job as an EA Nova/Olympus or Artemis). Frazis aren't able to reliably deal with a ship that has good AF, and so can't hold the flanks either.
Maybe changing the G'Quonth completely to a Battle Level brawler, or introducing a Raid Level G'Quan varient without the main beam/e-mine but with range 12 burst beams in each arc (say 2 dice each) would do it.
Thing is, no matter what you do at 5 Raid it's not going to be easy to fit a G'Quan and anti-flanking cover in there... and to make it a ship that punches it's weight a 5 dice beam and S/L E-mines would probably be OK if it had good support, but the ships that you can choose for the job really aren't up to it.
Let's look at the Narn list, and split it into Good/Average/Bad for a second (obviously, this is only my opinion based on stats and performance at their role in the fleet compared to other races' ships at the same job):
Code:Too Good Good OK Bad Ugly G'Vrahn Ka'Bin'Tak Var'Nic G'Quan G'Sten Dag'Kar Bin'Tak G'Tal Rothan Thentus Ka'Tan T'Rann Ka'Toc Rongoth Sho'Kos G'Lan T'Rakk G'Quonth G'Karith T'Loth Gorith Sho'Kar Frazi Sho'Kov
Now, that doesn't look that bad at first glance, however, the "good" stuff is at either high PL's, or is extremely specialized. Most of the OK stuff needs lots of support, and most of the stuff you'd want to be doing the supporting is in the Bad or Ugly categories.
Let's compare with the Centauri, for a second...
Code:Too Good Good OK Bad Ugly Demos Sulust Elutarian Altarian Darkner Primus Octurion Vorchan Secondus Magnus Liati Dargan Morgrath* Kutai Maximus Haven Corvan Rutarian Adira Balvarin Rasik Sentri *unless hyperspace is allowed, then it goes to good
As you can see... in my opinion, the Centauri list is a lot better balanced than the Narn one. Ideally, all ships would be in the OK bracket for every race, but going to Good/Bad is OK. Most of the Good/OK Centauri ships are Patrol, Skirmish, Raid or Battle, and they're not great at War.
Given that the majority of games are played at 5 Raid, that is not a problem for them. Also, their lack of boresights and good initiative mean that their ships can effectively operate without much support and still be expected to perform reasonably well.
I don't think the Narn fleet plays like anything other than a flimsy EA fleet with E-Mines and bad secondaries... don't think PnP can really fix the entire fleet, so *overgunning* the G'Quan slightly may be the way forward for now... not breaking it, but making it *good* rather than *Average* if you catch my meaning?
Yes, a vampire is based on stories of a blood disorder, just like Narn might be based on some real life example. Sufferers of the blood disorder do not really drink blood, therefore why should a Narn have the same characteristics as that on which it is based? That is what fiction is. Making things up. You can't apply real world values to fictional races because they have been changed.Rawwar said:@Burger
But all based on something real to elicit the desired response from the reader, viewer or flock.
There's no escaping it.
skavendan said:???? Since when do they fire in a F arc motion? *Throws petrol onto his fire*
Tzarevitch said:Jim? said:It really comes down to how you want the G'Quan to play, from screen evidence or as part of the playstyle that you want the Narn to have in ACTA.
On screen, the G'Quan is mostly seen using it's beam... but does that mean that the beam's hyper powered, or that it's the weapon system most commonly in range? The G'Quan v. Primus shoot out showed that the ship is capable of up close brawling, too.
If you want the Narn to be a tough, roll with the punches and keep swinging fleet, then they need a brawler in there, somewhere... if that job goes to that's the G'Quan or the Bin'Tak is pretty much up to how you want to make it. Upping the G'Quan's beam, making the E-Mine a Slow Loader and giving it a few more damage really won't turn it into that style of ship... it'll still be a sniper with a weaker than Omega main beam that will sit at the back and require loads of support from other elements in the fleet to prevent it from being outflanked.
The only real options there are the G'Sten and Rongoth/Rothan, which are both sub-par choices for their PL, the G'Karith or the T'Loth (which isn't as effective at the job as an EA Nova/Olympus or Artemis). Frazis aren't able to reliably deal with a ship that has good AF, and so can't hold the flanks either.
Maybe changing the G'Quonth completely to a Battle Level brawler, or introducing a Raid Level G'Quan varient without the main beam/e-mine but with range 12 burst beams in each arc (say 2 dice each) would do it.
Thing is, no matter what you do at 5 Raid it's not going to be easy to fit a G'Quan and anti-flanking cover in there... and to make it a ship that punches it's weight a 5 dice beam and S/L E-mines would probably be OK if it had good support, but the ships that you can choose for the job really aren't up to it.
Let's look at the Narn list, and split it into Good/Average/Bad for a second (obviously, this is only my opinion based on stats and performance at their role in the fleet compared to other races' ships at the same job):
Code:Too Good Good OK Bad Ugly G'Vrahn Ka'Bin'Tak Var'Nic G'Quan G'Sten Dag'Kar Bin'Tak G'Tal Rothan Thentus Ka'Tan T'Rann Ka'Toc Rongoth Sho'Kos G'Lan T'Rakk G'Quonth G'Karith T'Loth Gorith Sho'Kar Frazi Sho'Kov
Now, that doesn't look that bad at first glance, however, the "good" stuff is at either high PL's, or is extremely specialized. Most of the OK stuff needs lots of support, and most of the stuff you'd want to be doing the supporting is in the Bad or Ugly categories.
Let's compare with the Centauri, for a second...
Code:Too Good Good OK Bad Ugly Demos Sulust Elutarian Altarian Darkner Primus Octurion Vorchan Secondus Magnus Liati Dargan Morgrath* Kutai Maximus Haven Corvan Rutarian Adira Balvarin Rasik Sentri *unless hyperspace is allowed, then it goes to good
As you can see... in my opinion, the Centauri list is a lot better balanced than the Narn one. Ideally, all ships would be in the OK bracket for every race, but going to Good/Bad is OK. Most of the Good/OK Centauri ships are Patrol, Skirmish, Raid or Battle, and they're not great at War.
Given that the majority of games are played at 5 Raid, that is not a problem for them. Also, their lack of boresights and good initiative mean that their ships can effectively operate without much support and still be expected to perform reasonably well.
I don't think the Narn fleet plays like anything other than a flimsy EA fleet with E-Mines and bad secondaries... don't think PnP can really fix the entire fleet, so *overgunning* the G'Quan slightly may be the way forward for now... not breaking it, but making it *good* rather than *Average* if you catch my meaning?
I agree wholeheartedly. The biggest problem with the Narn is they have NO viable battle level ships and most of their raid ships are iffy or hyper-specialized. That leaves a big ugly hole in the middle of their fleet that is hard to fill.
I have some disagreements with which categories individual ships belong but that is obviously a personal choice. I personally don't think the Frazi is that bad. I classify it as OK. It is a decent, cheap assault fighter if rather short ranged. The T'Loth varies depending on opponent. If there are no interceptors present it is OK. If there are, it is bad.
Tzarevitch
Burger said:Any post beginning like that, is made of fail.Rawwar said:Ok so a real world comparison
Its a fictional universe with fictional races in the fictional future.
Absolutely, me too! But I would rather not see an "ISA Era" G'Quan variant, which is what begat this silly discussion.Foxmeister said:I'd like to see the Narn heavy cruiser (AKA the G'Quan) perform at the level it does according to the "history" of the B5 universe.
Now stop arguing over semantics and get back to discussing the Narn fleet
Absolutely, me too! But I would rather not see an "ISA Era" G'Quan variant, which is what begat this silly discussion.
I never said it was a bad idea. In fact I just wholehartedly agreed with you, in the post you replied to. "Absolutely, me too!". But I don't agree that a Crusade-era G'Quan is the way to go. The existing one, pre-ISA, needs to be fixed to represent its abilities, rather than spruced up with bells and whistles from the future.Rawwar said:With Crusade EA, the ISA, Drakk and Minbari around why would it be a bad idea to give the Narn a boost. I don't care how it's legitimised but the simple fact is we have to face them & therefore need to be able to compete.
Burger said:But I don't agree that a Crusade-era G'Quan is the way to go.
Rawwar said:Well you do see a G'Quon destroy a Primus so something needs doing because at the moment it'd be the other way round.
I don't see why the Narn should have second rate weapons to anyone. 'The Narn will sell arms to anyone.' We learn that early on. They will buy arms from anyone too we learn that during their problems with the Centari/Shadows. They supply Sheridan with the nukes he hits Zahadoom (which you can see I can't spell) with. They're also supposed to benefit from weapons tech assistance off the ISA, where's the evidence of that?
I don't wanna own a Primus but I'd like the reasult to be in the balance which at the moment it isn't.
Also much of the Narn way of fighting has been shaped by the Centari so why wouldn't there be some similarities?
"Absolutely, me too!".