Large Weapon Bays - January Update

Nerhesi

Cosmic Mongoose
Did they get weaker? They're still 500-tons. Average damage went up slightly, but max damage went down slightly. This is fine - if they were the same as Medium Bays, but they're 5 times heavier :)
 
Yep. This needs flagging. If massed firepower gave an decent advantage to hit there might be some point to large bays, as it is forget them for energy weapons.
 
I suggest even further increase in dmg (compared to medium bays) while increasing the penalties to hit smaller ships with -2 . They will become -4 and -6. The large missile bay stays the same.

The large bays should be the highest dmg weapons, not counting the spinals.
 
arcador said:
The large bays should be the highest dmg weapons, not counting the spinals.

Yep. The point with the large bays is that for jump ships of 3k to 10K range these are the spinals and should be something advantageous. They do need something to differentiate them.

My choice would be +1 hit (space to include highly delicate firing mechanisms, floating the entire weapon chassis on gravity plates, etc), and +2 damage/dice. Let these weapons have the direct smashing power so that a low tech weapon version can still penetrate high tech armor.

But the large bays really are gagging to have something special - one last plug to bring back meson weapons into core, pretty please! How about a tractor beam! Repulsors ahoy!

(actually I'd like to see a tractor beam in the high technology chapter)
 
Note small text at beginning of bay section, Large Bays add +1 damage per damage dice. So, the Particle Beam Bay is actually 8D+8 damage.
 
That is well noted Matt and we are doubting it is enough. This is the equivalent of 5 medium bays and +1 damage / dice is not much bang for your tonnage buck. :)
 
I think the sniper-bay style WITH a damage boost is a good way to go Matt. Something as simple as:

"In addition, Large bays receive a DM+4 when attacking targets of 5,000 tons and greater" This means they won't blow away an adventure ship trying to make a cool dramatic exit, but have a specialization that is really really cool.

Also Matt - this flows well for the other post where we discuss how only certain weapon can crit larger ships on Effect of 6+. It creates a good niche for Large Bays.. not only are they your counter to battle-riders, they can also be specialized in dealing more critical damage than raw hull damage due to their in-built accuracy. After all, they are FIVE times the size & Hardpoints for under 20% more damage.

I'm actually feeling really good about making them our "accurate, capital class sniper critting machines".
 
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