I think I will be fine with it being sort of weak. It is not a warship, it is a transport with a few upgrades. I remember how they were in the computer games, 6 torps for a kill. I killed them all the time with more or less any ship I was in.
Huge Ships suck (so far)
I only put one quad laser on there and I had too much energy on my hands.
The happy medium is probably two quads.
Without energy producing upgrades you probably won't be able to fire 2 quads every turn, the ship doesn't produce enough energy, even going slow, unless you get really lucky and hit with the first attack every time.
Those three hardpoints are options; they're not imperatives.
No, they're imperatives. The whole point of the corvette is that you get a bunch of independent guns that can shoot simultaneously. If you arne't using a full load of guns then you aren't getting 100-150 points worth of value out of your ship. Yes, there should be valid cheap options that don't fill all of those hardpoints, but taking a full load needs to be a realistic option if you're going to have those hardpoints exist at all.
It's just like Corran Horn - you don't HAVE to put your shots on the credit card from the following turn.
The difference is that Corran's ability CAN be used, and it's a viable strategy. The corvette simply can not use all of its guns in its current state.
You're right, it's tempting to load up on every possible bell and whistle when you get the Corvette.
And, again, that's not what we're talking about. Three quad turrets, the cheapest possible option, is too much energy. You can't fire all of them if you do anything but the highest-energy maneuvers, and you can't even consider using the "gunner" shot if you don't do a 2-straight every turn with an engineering team. This is absolutely stupid.
I would like to add that a LOVED playing with the corvette even though it radically under performed.
I am also desperate to play a game with a corvette on both sides. That should be epic. (Ha ha)
6 green dice against 4 reds aren't bad odds.
Actually they really are, if the corvette had more energy. With the ability to use a target lock and gunnery team those 4 dice are likely to score some hits, while 6 dice will still roll 0-2 hits often enough to get some decent damage through. Are they as good as the quad turrets against high-agility targets? Of course not, but that's the whole point. Turbolasers are for demolishing big targets and/or sitting back and sniping from range 4-5, quad turrets are for turning half the table into a no-fly zone for ships that depend on not getting hit at all to stay alive.
The issue with the current turbolasers is that you don't have enough energy to take more than one of them, and you don't have enough energy to use support upgrades to improve your chances of doing damage.
Edited by iPeregrineWell, it seems like a lot of this is about expectations.
I will grant you that the Corvette is a lot of points, especially when you load it up. When you do that, you really want it to be kick ass! I get that.
I think that if you ratchet down your expectations then you might have more fun with it.
So your willing to pay 100 points for 2 mediocre attacks?I only put one quad laser on there and I had too much energy on my hands.
Are you kidding? There's the awesome ramming attack that kills ships with one slam - even large ones. That's awesome!
Also, the primary weapon and a quad offers you three attacks, not two.
The happy medium is probably two quads.
Without energy producing upgrades you probably won't be able to fire 2 quads every turn, the ship doesn't produce enough energy, even going slow, unless you get really lucky and hit with the first attack every time.
Again, my count is different than yours, but let's not get into definitional gerrymandering.
Flying this thing effectively requires practice, just like flying a TIE swarm does. I'm not saying that I've got all the kinks worked out. I mean, maybe I'm wrong because I only flew it once, had a blast, and killed a bunch of ships with it. Sure, it was a lot of points, so was my Transport, which didn't get any attacks (aside from the one that lets you ram things and slice into the stressed ships).
However, I think you guys might not be appreciating these ships because you're narrowly looking at the stats rather than in the context of flying them as boosters and big ass Biggs ships that draw fire away from your fighters.
Are you kidding? There's the awesome ramming attack that kills ships with one slam - even large ones. That's awesome!
And an even half way competent pilot can avoid the ramming zones easily. Once we are all used to how the things move, if you manage to ram someone it will be an unexpected bonus. My first game with the transport I was actually trying to ram things and it was just so slow you can't catch anything that doesn't want to be caught.
Also, the primary weapon and a quad offers you three attacks, not two.
I think that if you ratchet down your expectations then you might have more fun with it.
My expectations are already as low as they are going to get. I don't think "I want to be able to take the cheapest guns and still be able to pick maneuvers other than 2-straight" is really too much to ask, nor is wanting a corvette that uses turbolasers or energy-spending upgrades to be a viable option (even if it costs a lot of points). The problem isn't that my expectations are too high, it's that FFG isn't even meeting low expectations.
However, I think you guys might not be appreciating these ships because you're narrowly looking at the stats rather than in the context of flying them as boosters and big ass Biggs ships that draw fire away from your fighters.
This only works if you play against clueless newbies who assume that a huge ship must be the biggest threat on the table. More experienced players know how the energy system works and know that the corvette is not doing as much damage as its points of conventional ships, so they'll kill the escorts and ignore the corvette's occasional return fire until they finish it off at the end of the game.
big ass Biggs ships that draw fire away from your fighters.
After a single game I already realized that if I ever have to fly against a corvette I want to take a bunch of agile ships and ignore it completely until I destroy its escort fighters with a 2:1 advantage. Then get in its blind spot behind it and peck away in complete safety.
Wow, I've had a totally different experience with my Corvette. It's a hell of a lot of fun and seems to give as good as it gets.
Then again, I've been playing the campaign missions and not trying to incorporate it into competitive gaming as many of you seem to have. I know for many of you who only enjoy the white knuckliest manner of gaming that fact will invalidate everything I'm about to say. Thanks for reading this far and have a nice day. For the rest of you still with me, I will say that I realize that the points are not equal in campaign missions (to compensate for the mission parameters, which can themselves be a variable.)
All that said, the build used for campaign missions is actually very solid and worth looking at. If I was making changes for epic play I'd probably drop the turbolaser for another quad and maybe drop the gunnery team. The quads seem to be better because ships are running to get past the minimum range of the main gun and to where their own weaponry is most effective. The gunnery team is nice, but it seems like energy I'll often want to be spending elsewhere
Other thoughts:
- Engineering team is worth it's weight in gold. I don't think I'd ever take a capital ship without one.
- Ditto for tibanna gas. The extra energy provided by that can help ameliorate the lack of energy when moving quickly or turning or give you a turn where you can regenerate a whole bunch of shields.
- Reinforcing is almost always a solid idea unless your shields are in a very bad place and need to be regenerated. Usually it's clear which side I need to reinforce based on which blindspot my opponents are attempting to attack.
- Target locks can be shared between sections, making a sensor team and especially weapons engineer awesome.
- Mix up your maneuvers. Going the minimum ahead might give you max energy, but it also makes you predictable. Turn occasionally.
Well, we clearly differ on this. Good thing (for you) is: most competitive play doesn't include these and pretty much no tournament games do. So, it's no skin off your nose if you don't like the huge ships. ![]()
Now, if you got suckered into buying one and want to get rid of it, please PM me and we can work out an arrangement. ![]()
I refer you my comment in post 54 ![]()
I would like to add that a LOVED playing with the corvette even though it radically under performed.
I am also desperate to play a game with a corvette on both sides. That should be epic. (Ha ha)
Even though I am not happy with its performance, I am still tempted to get a second one just because it is such a gorgeous model, and an imperial repaint might be nice.
Edited by ForgottenloreWe just might get that Imperial repainted version...
I refer you my comment in post 54
I would like to add that a LOVED playing with the corvette even though it radically under performed.
I am also desperate to play a game with a corvette on both sides. That should be epic. (Ha ha)
Even though I am not happy with its performance, I am still tempted to get a second one just because it is such a gorgeous model, and an imperial repaint might be nice.
Curses! So much for a cheap CR-90 for me. I guess I'll have to continue saving my beans then.
I've had really good experiences playing with my Corvette as a gunship. Having a Weapons Engineer on board helps, but the biggest difference maker has been pairing the CR-90 with Roark Garnet. Having 4 shots at PS 12 allows the corvette to have a major impact on the game. I've also found Tacticians to be great crew if your bring Quad Laser Cannons.
I agree that more energy would make them better, but I've felt I've gotten my 125 points out of them in every game I've played.
I dug up my build from my last game, just to give folks a sense of how it can work pretty well:
CR90 Corvette (Fore) — CR90 Corvette (Fore) 50
Quad Laser Cannons 6
Quad Laser Cannons 6
Engineering Team 4
Gunnery Team 4
Dodonna's Pride 4
(Total: 74)
CR90 Corvette (Aft) — CR90 Corvette (Aft) 40
WED-15 Repair Droid 2
Quad Laser Cannons 6
Backup Shield Generator 3
(Total: 51)
Han Solo — YT-1300 46
C-3PO 3
Millennium Falcon 1
(Total: 50)
Wes Janson — X-Wing 29
Veteran Instincts 1
(Total: 30)
Wedge Antilles — X-Wing 29
Opportunist 4
(Total: 33)
Blue Squadron Pilot — B-Wing 22
Fire-Control System 2
Heavy Laser Cannon 7
(Total: 31)
Blue Squadron Pilot — B-Wing 22
Fire-Control System 2
Heavy Laser Cannon 7
(Total: 31)
(Total points: 300)
With this load out, I only need 3 energy per turn to fire all my weapons. If nothing is in range, I'm banking that energy for other uses. And since I've got the engineering team, I should be able to generate a lot of energy every turn. The key question is not "can it kill 120 points of ship before it dies", but rather "can it enable the death of 120 points of enemy ships before it dies". Anything that gets in close is going to be in a world of pain. Anything that keeps its distance is going to be unable to hurt it. It's tanky, supportive, and can cause as much pain as 3 outriders- every turn.
People who feel that the Corvette are under energy'd are probably over-building them. :\
People who feel that the Corvette are under energy'd are probably over-building them. :\
No buddie we just want our Epic Games to be EPIC!
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I should say that I spent 151 points on both the Corvette and the Transport. So, the Corvette was not completely tricked out. It just had one set of quads, a targeting coordinator and a weapons engineer. I forget the rest.
The Transport was pretty tricked out, however. It had comms boosters and the slicer tools.
The other 149 points went to my partner, who had 2 Z-95s, 2 Y-Wings and Biggs. All named but for a single Gold Squadron.
If you want to run it like a gun boat, you should run a gun boat build. Gunnery team does wonders. Also if you are running transport you can have the transport tailing it with a shield extender to take some of the heat off of it. Put an em emitter on it to mess with their shots at it too. Suddenly your huge ship is rolling 3 defense die and getting a reinforce action. Keep working on your build and strategy. They matter more than ever on the huge ships.
With this load out, I only need 3 energy per turn to fire all my weapons.
You "only" need the maximum you can generate without the engineering team. With the 1 point of extra energy the team gets (if you move dead slow) you you need to pay for
Moving faster than the minimum, or turning
Upgrading your primary weapon attack
Using the gunner effect on one of your quads, hope you correctly guessed the one that needed it the most
Use the gunnery team
Power the repair droid
Power the back up shield generator
Or just recover a shield
With this load out, I only need 3 energy per turn to fire all my weapons.
You "only" need the maximum you can generate without the engineering team. With the 1 point of extra energy the team gets (if you move dead slow) you you need to pay for
Moving faster than the minimum, or turning
Upgrading your primary weapon attack
Using the gunner effect on one of your quads, hope you correctly guessed the one that needed it the most
Use the gunnery team
Power the repair droid
Power the back up shield generator
Or just recover a shield
Starting from turn zero, you are at a full compliment of energy. So every turn after that sees you banking or wasting new energy. Would I like to see it have even more energy? Actually yes.
I do kind of agree with Rithrin above when he says that the design is conservative. I would love to see cards in the future do things to make Huge ships either more energy efficient, or generate more energy, or both.
I also feel that people are more annoyed that their expectations are being frustrated than they are that the the ship itself doesn't work. I get the sense that some people imagined the Corvette as a Huge version of the Falcon, but instead got the Huge version of the Lambda.
If there is anything on my wishlist, it would be for Reinforce to cover the whole damned ship.
If you want to run it like a gun boat, you should run a gun boat build. Gunnery team does wonders. Also if you are running transport you can have the transport tailing it with a shield extender to take some of the heat off of it. Put an em emitter on it to mess with their shots at it too. Suddenly your huge ship is rolling 3 defense die and getting a reinforce action. Keep working on your build and strategy. They matter more than ever on the huge ships.
Use a transport as a mobile shield, running in front of it with a combat retrofit, em emitter, backup shield generator and a targeting coordinator. Throw Dodonna on there to turn hits into crits
The shield projector won't work as you can only protect small or large ships with it.
Something like this I guess:
If there is anything on my wishlist, it would be for Reinforce to cover the whole damned ship.
You selfish son of a...
:lol: ![]()
See I just don't get putting a turbolaser on it. I mean, you're not fighting much but fighters here.
See I just don't get putting a turbolaser on it. I mean, you're not fighting much but fighters here.
I'd say that the Turbolasers are the best sign that FF is planning more Huge ships. They're OK against Lambdas, will be _awesome_ against Decimators, and will be exactly what I want against a Nebulon B.
Starting from turn zero, you are at a full compliment of energy.
Not sure I follow here. Until, what, yesterday, you started the game with zero energy and would need to spend 3-4 turns of glacial movement to fully charge. After the recent changes, you start with the ship itself powered, but still nothing on the quads. You waste the first turns energy while you charge the guns almost all the way and then still gave to spend 2 turns to recharge the ship in order to do anything else.