Any use for Corumai?

I think, having had 2 battles against it, and having been slaughtered by it it's fine as it is!
 
katadder said:
actually AP TL works out at exactly the same number of hits as SAP if you use the same number of dice.

Not always it doesn't.

Hull 4

AP TL: 2/3 of dice hit on the first roll, and then 2/3 of the remaining dice hit on the reroll.

2/3 + (2/3 * 1/3) = 8/9 of dice hit

SAP, 5/6 of all dice hit

Not the same at all.

Maybe for other hull scores, but I don't think so.

LBH
(Hoping that he's awake enough to have gotten the maths right)
 
6 hits vs 9 hits is a negligible difference? Somewhere between a 25% and 30% bonus in hits is not negligible, if for no other reason than the giant boost in crit chances.

Wish list for the ship...

Lasers had 18 range, still short but allows an all power to engines to force a shot vs a range 25 race. As is, virtually everybody gets to shot this ship at least once for free, often twice.

Command was +2...sure, still weak but at least your no worse off than most of the league if you take her. And against the drahk, the ships stated purpose, you actually have a chance of winning. Drahk are often +6 aren't they? No way your winning there giving away even another one.

Speed 6. This one is just because unless shields are cooler than I think, the idea of a ship that just endures doesn't work in this game. You cannot sumo the field unless your immune to crit effects. You will simply be stopped and disarmed (and then likely boarded). Beams are too common and in fleets interceptors can be overcome fairly easily. For all the vaunted toughness of the Abbai, the Pak are actually much tougher to kill due to the fact that their primary defense cannot be reduced or bypassed. (Mind you 9 (max move) and 15 (current range) would still mean your screwed for that first shot most of the time (range 25+ beams being common) but at least you'd be guaranteed a shot in the second turn).

Sean
 
I think its a fairly stonking ship, yes hull 5 is a weakness butits huge damage and crew nearly make up for that (it will a bit more of a critcal risk) but its fire power is awesome, especaily when it gets in close.
 
Ripple said:
6 hits vs 9 hits is a negligible difference? Somewhere between a 25% and 30% bonus in hits is not negligible, if for no other reason than the giant boost in crit chances.

how do you work 6 hits versus 9 hits? i said on same number of dice - so an AP TL weapon with 9 dice against hull 4 will get 6 hits to start, then 3 on the rerolls for 8 hits. the SAP beam is going to get something like 8 hits (slightly less with pure maths but as yuo cannot get a fraction of a hit on a dice) as well with 9 dice.

or take it as the 6AD as seem to go off that
the SAP weapon gets 5 hits, the AP TL one gets 4 hits to start with then should get at least one more with a slight possiblity of full 6. so its negligable.
 
AP/TL is 11.1% better than SAP against hull 6 (0.55555 average hits compared to 0.5)
AP/TL is 12.5% better than SAP against hull 5 (0.75 compared to 0.66666)
AP/TL is 6.66% better than SAP against hull 4 (0.88888 compared to 0.83333)

I wouldn't call that negilgable. Hull 4 is the smallest difference so is the worst comparison.
 
if you going into 0. numbers then you have your percentage right there.
how is 0.5555 11% better than 0.5? i would have thought 5% better.
the best one is against hull 5 where you get a total 9% more hits.
so out of 100 dice that would give you 9 more hits. however down to earth and out size beams thats 1 more hit. and 5% out of 10 dice only gives you a 50/50 chance of an extra hit at hull 6 so like i said negligable.
 
katadder said:
how is 0.5555 11% better than 0.5? i would have thought 5% better.
Basic maths.
(0.55555 - 0.5) / 0.5 = 0.11111 = 11.11111%.

Having a 12.5% extra chance to hit, is almost like you using a D6 and me using a D7. If you think that's "negligable", then go back to playtester school!!!
 
basic maths percentages -
0.55% chance of a hit on 1 dice x100dice = 55 hits or 55%
0.5% chance of a hit on 1 dice x100dice = 50 hits or 50%

i didnt say the differance, i say you get 5 more hits using 100 dice. which is negligable when come down to 10 dice as thats 50% chance of one extra hit

and using your favourite hull 5 anyway - SAP 6AD weapon = 4 hits.
AP TL 6AD weapon = 3 hits then reroll for 1.5 hits = 4.5 hits. yes thats 11% more if you want it like that but its also my 50% chance of one whole extra hit which is as i said negligable.

and why do you have to bring up the playtester thing yet again? jealous? or not got a clue? or just generally an infant??
 
What you're saying is 12.5% is negligable?

So next time we play, I can use D7 (D8 but re-rolling 8's) instead of D6's?

katadder said:
and why do you have to bring up the playtester thing yet again? jealous? or not got a clue? or just generally an infant??
I bring up the playtester thing because as a playtester, you are supposed to be an expert at balancing ships. If you are allowing some to be 12.5% better than others, I think you should really start over! Otherwise there will be a lot of "Sagittarius" in 2e.

And stop it with the personal insults.
 
wasnt a personal insult unless one applies, I was asking why you always bring up the playtester thing which doesnt apply in this situation in any form whatsoever
and 0.5 of a hit better in one ship over another is not something that is seriously out of balance esepcially as the ships can have other things to back it up.
 
I've never been one to examine each ship mathematically, just to lazy i guess.
Probably the reason why i win so rarely :lol:
 
CZuschlag said:
The Drakh Cruiser is perfect for this task, running a retrograde in the early stage of the battle and using its rear Neutron Cannon, on CAF, gives about appx. 1.33 crits/turn, so after 2 turns, you've probably slowed it down to have a horrid time getting to you to even use what weaponry it has.
Does that mean that the Drakh Fast Destroyer may now have a viable use? If opposing ships of this nature it has the speed, maneuverability and weapon range to make oblique approaches to the area denial ships and turn away before violating the "no fly zone".
 
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