Hermes overpowered?

however if rumour be true, the Corumi (however it's spelt) is being released

Corumai I think and yes but I am concerned as the Corumai was a notoriusly poor ship (power system problems?) and I may end up with another large green hat stand.

However Mongoose may decide that the brakiri have learnt to reload those graviton beams faster so it could be good (hmmmmnn Hyper Graviton Blaster...)
 
The Drazi do seem a bit undergunned, considering they have the most territory of any of the league races. I can see why init sinks would help them.
 
The Drazi do seem a bit undergunned, considering they have the most territory of any of the league races. I can see why init sinks would help them.

Drazi are good (really) but they have two big vulnerabilities one is their fire arc which is pretty much boresight and maybe a forward which makes them very vulnerable to high initiative fleets as the first ship the move is esentially a right off. The other is the fact that you don't have a good patrol choice which seems to me essential for a fleet which does not have the high end PL power of say the Minbari or the Shadows/Vorlons.

To get back on topic try comparing the Darkhawk (Drazi missile ship) to the Hermes.
 
Couple of comments considering one of mine helped start this...

Hermes - base model is in my opinion very slightly better than its pl. A lot of ships in this game can say that, so no news flash there. But, with the variants available to it (both missile and fighter) it becomes much better. T-bolts are significantly more survivable than Auroras and have a much higher damage potential, even if the average output is similar (up to four crit opportunities). The Flash missile has been described above, but this ship can also do nasty things well placed with the heavy, multi warhead.

Make it like the Tethys and unable to take the variants and its a fine ship, top in its class due to range/interceptors and a flight, all of which allow it to extend its reach into the fight while remaining at least relatively safe. Unlike many hull four patrol craft it is also relatively resilient against fighters when flown in pairs due to copious anti-fighter and the interceptor grid.

PL/Initiative system faults - The big issue here is that the hermes is a fabulous initiative sink, unlike say the Sunhawk which is useless. The Hermes is near invulnerable to long range non-beam fire due to the interceptor (long range systems being notoriously low dice) and is able to affect the battle from a safe range. Same issue we see with the Vree Vaarl and Centauri Corvan. Resilient sinks that do not have to go in harms way.

Arm. made this worse with the high reward for buying down and increased squadron sizes. It is now almost mandatory to buy a large number of intiative sinks so that the large squadron of heavy hitters can be moved late enough to accomodate boresights/ensure a profitable caf. Even if you lose initiative you have hopefully put yourself in a position where the #2 firing position allows you to fire 70% or more of your heavy guns. And while it is certainly something that your own heavy weapons can deal with if the sink is accomidating and doesn't hide away, it still often takes several turns, assuming you have the right weaponry. God help the abbai here with nothing long ranged or fast enough to get more than one shot before the hermes all power and races past. Given many scenarios are won or lost in the first three turns...and many are limited to ten turns...that is not time you can really afford.

General comment - all games deal with the swarm vs hero figure issue, the previous incarnation of the PL system while somewhat convoluted dealt with this nicely buy making buying down eventually stop paying and keeping buying up expensive. The change in Arm. unbalanced things by making the buy down too valuable, given the initiative system. You will see this much more if you or your opponent usually fly bore sighted or manuever based (think Vree or ISA) fleets as this is where the initiative system really shows its issues. The old breakdowns encouraged buying close to the pl of the battle...now...eh....

On topic wrap - Hermes, yes it is too good under the current system. Enough so to warrant a change? Probably not, as their are others with similar ability to affect a battle (though perhaps none that stack so well). For our upcoming campaign I might just want to see some sort of cost to using the variant missiles...same for e-mines...say 1 ep per ship using? You quickly see them disappear from patrol hulls but remain in standard use on things like the apollo. Maybe...

Ripple

wish I could make a point without being so wordy...anyone recommend a good writing program?
 
marsa10 said:
However Mongoose may decide that the brakiri have learnt to reload those graviton beams faster so it could be good (hmmmmnn Hyper Graviton Blaster...)

Perhaps they will just give it a second slow-loading battery (much like Narn e-mine systems). It would also allow you to unload both barrels at one too.

I like the Hermes, it is a super little patrol choice (unlike a Haven - it might be better if it was not ranked with a Corvan - or a single Nial wing).

As to the Hermes/Missiles thing. Would it be worth making the EA pay PLs to upgrade their missile loads, much in the same way a Centauri has to pay to upgrade to Rutarians. For example, 1 Patrol point would allow you to upgrade up to 4 four missile racks within the fleet with variant missiles.
 
As to the Hermes/Missiles thing. Would it be worth making the EA pay PLs to upgrade their missile loads, much in the same way a Centauri has to pay to upgrade to Rutarians. For example, 1 Patrol point would allow you to upgrade up to 4 four missile racks within the fleet with variant missiles.

That sounds OK for Hermes but would mess up the oher higher PL EA ships. I am reluctant to make anyone pay PL's for something that isn't a ship or a fighter wing it breaks up the mechanic (I dislike the add in charactors for example).

Maybe we could set up a poll with options like:

No Change
No missile varients on the Hermes
Cut the range on the Hermes
Change the varients to remove precise from flash missiles
Pay xp dice for varients (only works in campaigns)
Pay PL for varients

What do you think?
 
Silvereye said:
marsa10 said:
However Mongoose may decide that the brakiri have learnt to reload those graviton beams faster so it could be good (hmmmmnn Hyper Graviton Blaster...)

Perhaps they will just give it a second slow-loading battery (much like Narn e-mine systems). It would also allow you to unload both barrels at one too.

you got inside information? :) good guess
 
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