Talonz said:
storeylf said:
Phaser Gs *are* offensive weapons when you are a H ydran player. You cannot ignore that.
Removing killzone doesn't ignore that fact, the Phaser G is still quite a potent short range weapon, far better than a Ph3 or Ph1 even with out it.
As you seem to be a self avowed 'gatlings are defensive' advocater, you'll pardon me for not being very receptive to this idea.
How does my view on Y affect the truth or otherwise of X?
Irrespectve of whether we do nor do not think Gatlings are supposed to be offensive/defensive/hybrid weapons has no bearing whether they would or wouldn't be decent offensive weapons even without killzone. Photons don't have killzone, and they are offensive weapons. Such a PhG is still more powerful than any other ship mounted phaser in the game once in range. It's still equates to 4 ph3s at range 2-6 and potentially twice as powerful as a ph1 at its max range even though the ph1 is in kill range. It is the equal to 4 ph2s at range 4-6 which is where you will be if you are actually worried about explosions.
If you are into modelling based on SFB then try comparing a ph3 to a ph1. At range 1 the ph3 can do a potential 4 damage, the Phaser 1 can do 8. The Ph1 averages 50% more damage. In this game they are very very similar. They both have the same potential, and the Ph1 averages just 25% more damage.
The 2 games are simply very different in how they handle weapons. Photons are very different to SFB. Seekers are utterly unrecognisable.
If you take the centerline forward phaser suites of a Ranger and Fed CA across ranges 0"-6" and assume that is roughly ranges 0-6 in FedCom (near enough, though there isn't a clear ratio to use) then having kill zone makes the Ranger overall somewhat more powerful than it should be, and no killzone makes it overall somewhat weaker than it should be, by about the same margin either side.
Given that the hydran benefits greatly from the vastly different move system in ACTA, and that also he doesn't lose phasers like he does in FedCom (Hydrans are notorious for losing phasers rapidly, but ACTA doesn't really have very much losing weapons going on) then going the somewhat weaker version of gatlings seems not unreasonable. The weaker close range bang on the hydran can be remedied by the fusion implementation as well.
Prove to me there is a balance issue. Play some games. Prove it.
Well if you are really advocating no ship limits, and want tourney balance I'd like to see someone who likes Gorn (I do) win against the extreme escort fleet. You can get 11 Fed CLEs in about 1250 points.
Depending on ships mix the Gorn will probably max out at a possible 80AD of plasma to range 8 and 55AD to range 12. Phaser wise they probably max out at 40 bearing Ph1s and 20 ph3s (if they go big ships). They are likely to be outmanouvered and struggle to actually keep those phasers all in arc, though the plasma ought to be ok, at least for the first volley.
The escorts have upwards 110 phaser shots, all on free Aegis. Allowing for hit rate that equates to 60-80AD of plasma shot down with no special action. The Gorn cannot really hope to plasma them to win, maybe 1 dead CLE if the are lucky. Gorns are roughly balanced around fleets having about a bit more than half as many phasers as they have plasma AD from what I have seen, more than that and they struggle. The escorts have 44AD of drones, that the Gorn will struggle to handle even if they go IDF (bad IDF rolling will really put them in trouble). If the escorts wish to spend a turn attacking (whilst gorn reload?) then they can dish out upwards of 159 damage average with their phasers alone, that is 2 and half dead Gorn cruisers, 2 BCHs or 5 DDs. The Gorns with their phasers can kill short of 2 CLEs, but if they do that then they are probably dying to drones badly.
You get the same sort of issue with Roms. But all fleets are going to struggle against the Fed escorts.
That is extreme, but it highlights the issues. They are two fold. There are currently 2 fleets that are heavily dependent on being able to land a large number of seekers, these are not like drone users who have other heavy weapons to fall back upon. Contrary to what others have said, neither Gorns or Roms have excellent phaser suites, they are 'ok' but nothing that is going to win games when plasma is KO'd. The ability to pile on seeker defense without limit utterly destroys them, as I've said before this game is heavily based around some thresholds that need to be kept in check to ensure balance.
The other issue is the sheer direct firpower of the gatling escorts. An average 159 plus precise damage per turn (no relying a reloading crunch weapons, or overload actions) not including drones etc at ~1250 points is pretty much top of the line, plus it is all useable on a power drain without speed limit. Only a Klingon fleet can really compete with that, and they can have a harder time with their arcs all over the place, can't power drain without serious drawbacks and probably get out droned as well.
The Fed CLE is not even the worst, it's relatively tame, on a par with hydrans having 2 side gatlings. Though they are not around yet, the hydran escorts, or LDR ships in general are going to be nigthmarish without something to keep them in check.
The hydran escort with 5! gatlings, 2 Ph1s and 2 ph2s is actually cheaper than the Fed CLE in FedCom. One hopes that not be the case if it ever turned up in ACTA, but if it was anywhere near the same value you'd be looking at a fleet that dumped out 264 phaser shots in a ~1250 point game. That fleet is utterly immune to anything seekerish, and can cream anything at close range, averaging 350!! damage in 1 turn if you have gatling killzones (that's close to what a 1250 point fleet would take to kill off entirely), it even has easy to use arcs on those gatlings, no problem getting all those shots off (they can all fire forward). It has nothing that is affected by power drain (not even drones). All on a decent sturdy ship as well. LDR are in the same league, 4 gatling ships with good numbers of forward firing Ph1s, disrupters and ESGs.
If the gatling must retain the killzone, though I see no reason why it should, then some limit needs to be put on such ships. I'd put some limit in them anyway. 'Limited' trait is one, not only to stop the gatling escorts, but also to help stop plasma empires being badly skewed by to many escorts in general. The other is to put a noticeble points premium on gatlings. The CLE could be ramped up to 150 points and still be darn good ship for the cost (20 pts per gatling).