David said:
The Dag'Kar. Goofy, yes? I use it but I have seen it misused in mass quantity. Just a bit too much firepower for so small a ship. Even with slow loading, it's a monster. It is not so much the ship as the nature of energy mines. And in quantity this ship is more than a pain. And no, this isn't an excuse to start a rant on Dag'Kars
This does prompt me to bring up my own reservations with certain e-mines in the game - and most them belong to my own fleet!
Simply put, triple damage AP e-mines don't seem quite right to me. Ok, an e-mine can't critical and that's fine in and of itself, but why then do they get AP and TD? Surely that's a disproportionate amount of damage for a weapon that can't damage a critical system?
As you say, a single Dag'Kar on its own isn't a problem, as they are hull 4 and comparatively weak so they seldom last long. However, even though the e-mines are SL, you still have 4 AD of precise SAP ion torp, making the ship another one that gains a "free" benefit from CBD.
Just off the top of my head, I wouldn't mind seeing something more like a "mini-beam" mechanic (i.e. a straight 4+ to hit) rather than AP as it shouldn't really be any easier to hit smaller ships than larger ones, but I would drop the TD damage trait and either replace it with more AD and/or DD at best, as well as removing one-shotters and making all e-mines slow loading. In addition, I really can't see how this weapon system can realistically deploy to such effect at range - I'd advocate a maximum 20" range for e-mines. I'd possibly also be inclined to look at letting ships other than fighters dodge e-mine "hits" if they have the dodge trait.
I'm not really sure if something needs changing here, but I do find something about e-mines troubling. None of these suggestions are particularly serious - more random thoughts than anything else!
Sorry for taking this O/T!
Regards,
Dave