Should all bombs and Mines do critical hits instead of normal hits?

By eagletsi111, in X-Wing

Should all bombs and mines that do damage, count as Critical Hits. (I'm not saying all should ignore shields)

Lets face it Seismic charges in the movies destroyed asteriods, but in the game they cannot even affect them)

Just that any hits rolled should count as critical hits.

That would make mines and bombs much more effective and feel much more real.

Modification:

High Explosive Bombs

0 pts

All hits rolled by Mines or bombs count as critical hits

Just wondering what others think?

eagletsi111

Edited by eagletsi111

Anything that makes them better has my vote.

Only thing I've ever done well with is proximity mines.

I think the bombs should stay in play or move. I mean If your in space and while moving eject something from your ship, it's going to continue moving at the speed in which it left your craft.

I know it's a game, but things like that bug me.

Like also how in just about every Sci fi movie and star wars included, that craft in space always have their thrusters going, as if they are flying somewhere with an atmosphere. Really if your flying a ship in space, once you reached your desire speed, you would not longer need to leave your engines on, yet, they are always going

Edited by Krynn007

I think it would be cooler if they did what you mentioned about destroying asteroids like the movies. Maybe a new rule that any asteroids within range 1 of a detonated bomb are removed from play. Also any ships within range 1 of those destroyed asteroids take a damage.

Proton Bombs deal critical damage, proximity mines can deal critical damage.

To say all bombs and mines should do critical damage is like saying all missiles and torpedoes should do critical damage.

I think it would be cooler if they did what you mentioned about destroying asteroids like the movies. Maybe a new rule that any asteroids within range 1 of a detonated bomb are removed from play. Also any ships within range 1 of those destroyed asteroids take a damage.

I'll one better you here, little ones are removed from play. Big ones turn into 2 little ones with a 1 or 2 move template between them.

Proton Bombs deal critical damage, proximity mines can deal critical damage.

To say all bombs and mines should do critical damage is like saying all missiles and torpedoes should do critical damage.

They kinda should, how are you grazing with an explosive device?

ner

the bombs that roll dice should just do guaranteed damage, fixed

cluster mines should do a damage per template and prox should do a proton esque face up (hey can't splash onto multiple ships and proton bombs are overpriced to hell anyway)

RNG has no business being on maneuver-dependent bombs

Proton Bombs deal critical damage, proximity mines can deal critical damage.

To say all bombs and mines should do critical damage is like saying all missiles and torpedoes should do critical damage.

Proton Bombs do NOT deal critical damage; they simply deal a face-up card as damage which is even worse.

I certainly agree with the sentiment that if all bomb damage counts as critical damage then all the missiles and torpedoes should also deal damage the same way.

Bombs just should get half of your speed (rounding down) and roll forwards after the drop.

The worst thing they did to bombs was make your opponent roll his own dice for damage. The faction they work the best against (Imps) has a built in bomb nerfer (Palpatine). I really want to use them but it's tough.

All of the bombs that do direct damage are fine, proton are especially fun and they have been given a little nudge on the right direct by Sabine - shame rebels are so sad in the Mets right now

Maybe the bombs that you roll for need a guidance chips esque upgrade?

Proton Bombs deal critical damage, proximity mines can deal critical damage.

To say all bombs and mines should do critical damage is like saying all missiles and torpedoes should do critical damage.

They kinda should, how are you grazing with an explosive device?

By being hit by the shrapnel and concussive force of the explosion, rather than being directly penetrated by the ordnance.

Proton Bombs deal critical damage, proximity mines can deal critical damage.

To say all bombs and mines should do critical damage is like saying all missiles and torpedoes should do critical damage.

They kinda should, how are you grazing with an explosive device?

By being hit by the shrapnel and concussive force of the explosion, rather than being directly penetrated by the ordnance.

The force of the explosion is not even remotely similar though.

I finally won a spring kit coin by dropping Conners and Protons from Miranda with gal pal Sabine crew last week. I do have to admit, it's tough, but possible to compete with bombs. I also have to admit, I keep angrily accusing my acrylic Cluster Mines of not being usable. Even the ones that were properly cut...

The worst thing they did to bombs was make your opponent roll his own dice for damage. The faction they work the best against (Imps) has a built in bomb nerfer (Palpatine). I really want to use them but it's tough.

Luckily Conner Net is the best against those, no dice involved and you get the movement restriction + action denial.

Proton Bombs deal critical damage, proximity mines can deal critical damage.

To say all bombs and mines should do critical damage is like saying all missiles and torpedoes should do critical damage.

They kinda should, how are you grazing with an explosive device?

By being hit by the shrapnel and concussive force of the explosion, rather than being directly penetrated by the ordnance.

I get what you are saying but to use a real world example a fighter jet shoots a missle at an enemy plane. That missle either hits, full force explosion, or it misses, flying off into thin air.

As far as I've read, anti-air missiles are designed to detonate once they're within range - and "near-miss" detonations are common - not every missile hit involves actual impact.

Wanting to destroy rocks with bombs is a no-no for me. Cutting off channels, by placing bombs between rocks is a good strategy, so removing rocks is the exact opposite of what bomb-players want to do.

But yes, the RNG of bombs, particularly Prox Mines, is quite frustrating. I feel like Cluster Mines and Prox Mines should have been 1 point cheaper.

Conner Nets + Sabine Crew is awesome though.

I finally won a spring kit coin by dropping Conners and Protons from Miranda with gal pal Sabine crew last week. I do have to admit, it's tough, but possible to compete with bombs. I also have to admit, I keep angrily accusing my acrylic Cluster Mines of not being usable. Even the ones that were properly cut...

I've seen Sabine-enhanced K-wings do some pretty righteous stuff with Cluster Mines. Basically, individual mines do so little damage that the Rebel player was running over them on purpose and using Sabine to do a damage to a nearby ace.

They turned into these huge threat areas that will deal out a damage if any high defense, low HP ship gets close.

All bombs and mines should do a minimum of one damage. Then the more expensive ones should either have an additional effect, puch faceups through, or let you roll dice for additional damage.

No. Next question.

Two issues with that idea:

1) that is a huge power creep suddenly. Even if we just limit it to mines (proxy, clusters, conner) that could utterly devastate a ship especially if someone managed to force you to fly over all 3 clusters. Regular bombs technically dont need help, theyre pretty potent as they are and i use them often.

2) The hell is the point of the Proton Bomb then? 5pts for a crit that is dealt rather than suffered vs 2pts for a normal crit...f that lol.

The only bomb i dont use at all is the thermal detonators. I've nailed myself with seismics before because i thought i was clearing a ship and i didnt, so the potential self-stress and extra point doesnt shine to me. Seismics, Protons, and Ions however i bring fairly often and they usually do pretty good work. Mines are the problem child of the bomb family, and i feel its purely the 50-50 odds of doing NOTHING that kills them more than anything else. The roll outta be changed to "Roll X dice, suffer any Crits rolled. For every die result that is not a Crit or Focus, suffer a hit." so its vastly less likely to take 0 damage from hitting a mine.

I could have easily lost a game recently because i was facing a kwing with sabine on board and proxies. He managed to clip Wedge with the proxy, Wedge had 2hp and IA. Automatically i knew he was taking 1 hit because Sabine, so it literally came down to did i take 2+ hits from the bomb. I rolled 2 blanks and a focus. I then killed his Kwing and won the game since it was almost dead.

I should have been HOSED from that, even without sabine. Blanks for mines should cause hits :P

Making all bomb hits criticals would disproportionately affect big ships who often get critted to death/insignificance well before their hull points are depleted.

Proton Bombs deal critical damage, proximity mines can deal critical damage.

To say all bombs and mines should do critical damage is like saying all missiles and torpedoes should do critical damage.

They kinda should, how are you grazing with an explosive device?
By being hit by the shrapnel and concussive force of the explosion, rather than being directly penetrated by the ordnance.
I get what you are saying but to use a real world example a fighter jet shoots a missle at an enemy plane. That missle either hits, full force explosion, or it misses, flying off into thin air. This is space combat therefore it's far more similiar to air combat not ground combat. Bombs would follow your reasoning but torpedos and missles would not.

Bear in mind, our current aircraft typically don't have shields or re-inforced hulls(except the A-10), but its very possible to dodge a direct hit and still get hit by the blast.

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^Missle damage from accident in training exercise.

Current day aircrafts depend on sheer speed, anti-radar technology (i.e. extremely basic stealth technology), jamming, and surprise to survive. The A-10 only has a reinforced hull because of the way it attacks (think of a sideways figure8 where the target is at the center) prevents it from abusing high speed and once it attacks once the surprise is no longer there lol. That thing is surprisingly durable though, i used to be Avionics for the airforce and while i didnt work on the a-10 it was in my job description so i had to learn about it in tech school. The amount of stories/claims of that thing basically losing its wings and still do its **** job is scary.

That being said though, there are numerous examples even today where a plane took a payload and didnt explode or crash afterwords. Sure as hell set off every alarm the plane has and the pilot was probably crapping bricks and rightfully so, but hes still there. Unless the explosion cut off a chunk of the main fuselage, took out the pilot, or killed the engines odds are its still capable of war. Taking out plane engines is the easiest way to get rid of them both in the old days of rotary engines and modern jets. Thats why AA weapons are typically FLAKK weaponry. Throw gunk down that intake, that plane is done and unless that particular plane can glide REALLY **** well (not many can) he is not getting home.

Thats why majority of the crits in xwing are so brutal. If a chunk of your maneuvering thrustors just went offline, yeah you can still do your job but you are going to be severely stressed out trying to do it with a reduced functionality ship. Im actually surprised there are any mild crits, ironically the stress one being the most tame to me.

Edited by Vineheart01