Weak weapons, and Hull 6 ships

Although I think open discussion and free exchange of ideas is important, nah, invaluable and critical to an open and democratic system...

Screw democracy. The people call for a glorious revolution to bring around a new 'Weak'! :P

Long live -1 to damage rolls.
 
CodeofArms said:
Although I think open discussion and free exchange of ideas is important, nah, invaluable and critical to an open and democratic system...

Screw democracy. The people call for a glorious revolution to bring around a new 'Weak'! :P

Long live -1 to damage rolls.

I think no Criticals (-1 to damage rolls) might be a better way to show weak weapons ( Rolls of 1 or 2 become bulkhead hits).

Chipping away at an enemy ship instead of penertrating to critical ship systems.
 
fluffy05 said:
CodeofArms said:
Although I think open discussion and free exchange of ideas is important, nah, invaluable and critical to an open and democratic system...

Screw democracy. The people call for a glorious revolution to bring around a new 'Weak'! :P

Long live -1 to damage rolls.

I think no Criticals (-1 to damage rolls) might be a better way to show weak weapons ( Rolls of 1 or 2 become bulkhead hits).

Chipping away at an enemy ship instead of penertrating to critical ship systems.

I think this would be a huge mistake and have serious problems with balance against ships that do not have weak weapons. Not to mention after you playtest it for 6 months or so, the outrage about this will be so huge, it will be changed back to the way it currently is. See the threads about e-mines.


Dave
 
Has anyone worked the damage with they eg with -1 to hit vs -1 to dam roll. Maybe it should only go to d3 on the crit location chart instead. Haven't really thought to much about weak weapons as my Cent fleet don't have to many except on fighters.
 
Target said:
Has anyone worked the damage with they eg with -1 to hit vs -1 to dam roll. Maybe it should only go to d3 on the crit location chart instead. Haven't really thought to much about weak weapons as my Cent fleet don't have to many except on fighters.

Well who other than the Narn really make extensive use of weak weapons other than on their anti-fighter guns? And most of those Narn ships are subpar choices already. Making the weapons with the weak trait even worse would just be a final nail in the coffin.
 
Thats probably because they are dueling with other hull 6 ships most of the time and weak doesn't become such a factor.
 
And while I certainly agree on the Bin'tak being a solid ship of its class, the g'quan is heavily debated on its actual utility. The iconic G'quon is certainly not in the Haven end of usefulness but rarely will you see folks anxious to take multiples given the other choices available.

Ripple
 
I think this would be a huge mistake and have serious problems with balance against ships that do not have weak weapons. Not to mention after you playtest it for 6 months or so, the outrage about this will be so huge, it will be changed back to the way it currently is. See the threads about e-mines.


Dave

E-mines are too different to 'weak' weapons in my opinion; you can hit multiple targets at the full AD of the energy mines being used, but you have to split fire and lose AD with 'weak' arrays etc. I agree making E-Mines weak to was a bad Idea seeing as they could not critical - but this only suppourts that -1 to hit and no criticals is too much of a penalty.

Can someone try some of the systems presented so far and tell us what they find? I can't game until after new years so some feedback before the new years first gaming hall session would be wonderful.

Looking at the proposed systems we have;

1. Weak as -1 to hit
2. Weak as -1 to hit, cant critical
3. Weak as -1 to hit, critical as usual but with -1 Damage
4. Weak as -1 Damage, Bulkheads 1-2, cant Critical
5. Weak as -1 Damage, Bulkheads 1-2, can Critical as normal
6. Weak as -1 Damage, Bulkheads 1-2 can Critical but with -1 Damage
7. Weak as -1 to Hit, -1 Damage (Bulkheads 1-2, cant Critical)
8. Weak as -1 to Hit, -1 Damage (Bulkheads 1-2, can Critical as usual)
9. Weak as -1 to hit, -1 Damage, (Bulkheads 1-2 can Critical on a 6
but with -1 Damage)

I currently play with options 1 and 6 depending on the group, 1 i find does not represent weak as i feel it should and option 6 can sometimes feel draconian but tolerable.
 
How bout.
10. Roll to hit as normal, no modifier, crits are d6 for location, d3 for power, maybe bulkheads 1-2
 
katadder said:
the g'quan and the bin'tak both have weak twin arrays and these 2 ships are not sub-par

The G'Quan's sub-par. I'd probably only take one for the longer range E-Mines(fighter clearance) on a sturdier hull than the Dag'Kar has. Just because it's not the pile of steaming dog dung that the Haven or Dag'Kar are doesn't mean it's good. It's still below average although I'll grant it only needs a very small boost to get up to average. Maybe an extra AD on the lasers and perhaps an extra 2AD on the forward particle guns.

The Bin'Tak is the only ship with weak twin arrays that's worth taking. And it probably wouldn't be worth taking if they couldn't crit anymore seeing how many of it's AD are in the form of those twin arrays.
 
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