Pretty much like the title says, which is better?
ACM sort of nerf redirects while the crits from APT could be crippling.
Pretty much like the title says, which is better?
ACM sort of nerf redirects while the crits from APT could be crippling.
I look at APT as nerfing Brace somewhat, too, as it is a bonus card on the hull. I think on Glads ACMs are better because it is +2 damage and is consistent only because you can't also equip XI7s..
APT, coz they're cheaper and crits are awesome. ![]()
Both are very good, but I find myself preferring APTs. Or sometimes Expanded Launchers.
APTs if you're looking to 1 shot something or just like crits, ACMs if you're looking to strip shields as part of a concerted effort by your fleet to take down a large target, imo
On anything that can take xi7, apt for sure.. for raiders/demolisher both are good.
Expanded launchers if you feel generous, otherwise APT's are always a good idea on the Demolisher.
I've tried running Raiders with expanded launchers, the damage output surprised me with Vader, since you rarely use both those evades.
I posted my personal flowchart the last time this came up*, and it looks something like:
Dodonna? ==> APT
||
First/last Demo? ==> ACM
||
Building for one-shots? ==> APT
||
Strongly point-constrained? ==> APT
||
> ACM
* not a dig at OP: you can't search the forum for words less than 4 letters long, which makes it really hard to search for this particular question ![]()
Neither. Expanded Launchers.
The average damage output of a double arc'd Expanded Launchers with Ordnance Experts is higher on average than nearly any other ship in the game, so it's already powerful. The Demolisher upgrade adds an entire additional attack to the equation.
Neither. Expanded Launchers.
The average damage output of a double arc'd Expanded Launchers with Ordnance Experts is higher on average than nearly any other ship in the game, so it's already powerful. The Demolisher upgrade adds an entire additional attack to the equation.
Expanded Launchers adds 2 black dice to your front arc only. which gives you 2/3 damage with reroll on average.
ACM gives you +2 damage per arc shot, so a double arc is +4 damage. (1 crit needed per arc)
Expanded Launchers can be good if you are player 2, and will struggle to double arc, theoretical extra +4 vrs +2.
Atm things that modify dice (H9, TRC) tend to be better than things that add a dice.
When running my Demo I always lean towards ACM, vs imps it works great as then tend to have lower sheilds and high hull so it's not long before you are dishing out two bonus damage on the hull from the splash it also makes divert a little more difficult for the other player to use as the sudden worry about the splash. Vs rebels APT is fab as the ships tend to have low hull so you can use the combo of APT and raming to take down a high shielded foe.. It's always a hard choice but for me that 2 splash effect from ACM has the edge
Neither. Expanded Launchers.
The average damage output of a double arc'd Expanded Launchers with Ordnance Experts is higher on average than nearly any other ship in the game, so it's already powerful. The Demolisher upgrade adds an entire additional attack to the equation.
Expanded Launchers adds 2 black dice to your front arc only. which gives you 2/3 damage with reroll on average.
ACM gives you +2 damage per arc shot, so a double arc is +4 damage. (1 crit needed per arc)
Expanded Launchers can be good if you are player 2, and will struggle to double arc, theoretical extra +4 vrs +2.
Atm things that modify dice (H9, TRC) tend to be better than things that add a dice.
Demolishers first attack is NEVER a double arc by definition.
Edited by PlagueisNeither. Expanded Launchers.
The average damage output of a double arc'd Expanded Launchers with Ordnance Experts is higher on average than nearly any other ship in the game, so it's already powerful. The Demolisher upgrade adds an entire additional attack to the equation.
I've run all three. But in the end apt is just too good at 5 pts not to take. Especially since I like having 2 apt raiders as well. But really all three upgrades are very good.
Oh, and el I use only on demo when I use it at all.
Apt always. No defense token minimizes its effect.
Plus...with demo and apt and Vader, you auto kill 8 hull ships or less....
When running my Demo I always lean towards ACM, vs imps it works great as then tend to have lower sheilds and high hull so it's not long before you are dishing out two bonus damage on the hull from the splash it also makes divert a little more difficult for the other player to use as the sudden worry about the splash. Vs rebels APT is fab as the ships tend to have low hull so you can use the combo of APT and raming to take down a high shielded foe.. It's always a hard choice but for me that 2 splash effect from ACM has the edge
Same, I found APT pretty cool, but that 2 extra, shield draining, then possibly hull hitting damage is just... well... its magical muhahaha.
The fact APTs kind of lose effect once shields go down, also makes me lean towards ACM.
Playing with the clonisher demo makes expanded launchers the best upgrade for the glad, however! Any other glad I take has a different loadout, APT's are cheap for their value (for rebels, its a must have for Dodonna fleets) and ACM are, as said earlier, good for focusing damage onto a single ship, I still find that rebels always take APT's, either because of the lower cost or because ACM are better against rebels and their ridiculous amounts of shields.
Edited by BrozojoeI still find that rebels always take APT's, either because of the lower cost or because ACM are better against rebels and their ridiculous amounts of shields.
Or because rebels have ludicrous amounts of APTs alongside the mc30 trcs