Rapid Reload vs APT (YABT)

By Tirion, in Star Wars: Armada

YABT Yet another bored thread

Recently I have switched to rapid reload from APTs on my mc30s. This was almost entirely sure to targeting scramblers. Targeting scramblers have been so effective that I've considered dropping OE. I don't feel like breaking down all of the math. If someone else does great. Really just curious if you have tried it and what you thought.

Edited by Tirion

YABT Yet another board thread

Recently I have switched to rapid reload from APTs on my mc30s. This was almost entirely sure to targeting scramblers. Targeting scramblers have been so effective that I've considered dropping OE. I don't feel like breaking down all of the math. If someone else does great. Really just curious if you have tried it and what you thought.

I did that before on a GSD for the same reason and I think it is a solid upgrade. OE vs Targeting Scrambler - it is still pretty useful, however OE rerolling strategy changes - now the goal is to minimize the number of blanks (by rerolling blanks only) instead of fishing for crits.

Edited by pt106

What about Ion Turbine whatever that increases blue dice amount? Anyone using that?

I like that OE policy.

I like that OE policy.

Given your avatar, I will be really confused when you don't like something.

What about Ion Turbine whatever that increases blue dice amount? Anyone using that?

Its one of the best upgrades for ISD1

What about Ion Turbine whatever that increases blue dice amount? Anyone using that?

I've seen some success used on interdictors. I've considered giving them a go on mc80 Cruisers

What about Ion Turbine whatever that increases blue dice amount? Anyone using that?

Can't include that on MC30s or Glads, but....

MC30s with RR and Madine can get both side arcs on a large base no problem. At that point, RR has the same average damage increase as Expanded Launchers for much lower cost.

Though the other side of the argument is that Targeting Scramblers only works once per round, so you can still get a reliable APT shot with a double arc

I think our definitions of no problem differ. Its never easy to get mc30 double side arc.

I wonder if your hedging against scrambler too much though... are they that popular? And I'll tell ya, apt is so good, it might still be worth taking, even if you knew all your opponents would bring scrambler

Tirion, are these Scouts or Torpedoes?

Torpedoes

Take Scouts with TRCs and burn down the Interdictor from outside close range. Then unleash APTs on the rest of the fleet :)

As PT pointed out vs targeting scrambler you only reroll black blanks with preferably at least 1 crit for APT and to force them to use it. I think targeting scramblers will be popular with Interdictor fleets but I don't know how popular Interdictor fleets will be making APT still probably the best ordinance upgrade for 5 points.

Targeting scrambler can make another ship or the Interdictor itself stick around from the Demo triple tap but it still eventually falls. How fast is dependent on the luck of the rerolls. I rerolled 2 red dice hits and a black crit into a double hit, crit, hit/crit in one game :/

In my limited meta it is extremely prevalent, as is needa on the interdictor, so TRCs not so awesome

I like that OE policy.

Given your avatar, I will be really confused when you don't like something.

I've been meaning to say this for some time now Tirion. You seem a lot more positive these days.....

....for some reason....

It's the lack of articles I'm sure.... Don't worry I'll return to my complaining ranting self soon enough......

So assuming I simmed this out correctly....

All shots have Ord Experts. All Ord Experts are only rerolling Blanks. APT damage includes the +1 damage from the APT crit effect.

Rapid Reload - About 6.5 average damage, 87.4% crit chance

Targeting Scrambler (reroll Hits and Crits) - About 4.9 average damage, 68.4% crit chance (total crit chance)

Targeting Scrambler (reroll only Crits) - About 5.1 average damage, 36.7% crit chance (total crit chance)

APT - About 5.9 average damage, 81.8% crit chance (67.5% black crit chance)

APT (reroll Hits and Blanks) - About 6.1 average damage, 90% crit chance (82.2% black crit chance)

Targeting Scrambler (reroll Hits and Crits) - About 4.4 average damage, 66.7% crit chance (48.9% black crit chance)

Targeting Scrambler (reroll only Crits) - About 4.4 average damage, 31.2% crit chance (21.7% black crit chance)

So APTs are consistently about 0.5 damage less than Rapid Reload, though with the amount of damage RR is putting out, you could still be looking at a crit getting through. Odds of APT getting a crit through aren't that great against a Scrambler either, apparently.

Fun times. I'm liking how balanced these options are. Between this thread and the TRC vs Spinal for Salvation comparison in the Neb-B thread, it's looking like FFG did a good job of making lots of options equally viable.

Edited by Valca

I'd consider expanded launchers if i dont use APTs

Edited by Irokenics

The question is whether the points cost it's worth it after the math's. Cause the only really issue I have with FFG on this is that apt is not an exhaust

I think our definitions of no problem differ. Its never easy to get mc30 double side arc.

Which is why my torpedo frigate's run expanded launchers these days :)

I had been using Rapid Reload even before the shift in meta brought about by waves 3 and 4. The data provided above are good when comparing the side arc with APT versus one with Rapid Reload. It gets a little bit better for APT when the front arc is added. I like two things about Rapid Reload: 1. MC30s can sometimes train one arc on one ship and another at a different one. That's actually quite a bit easier than putting both side arcs on the same large hull. It depends upon how bunched the opponent gets, but sometimes that one arc is all you need to drop a key ship. 2. Rapid Reload gets you another possible die face with which to spend Sensor Teams if you decide to go that route.

APT with Dodonna, and only with Dodonna (or a list built specifically to punch through shields).

The question isn't APT vs RR, then--it's ACM vs RR. And the answer is "it depends." If your meta is heavy on Targeting Scramblers and your list doesn't have an effective way to quickly deal with Interdictor, RR is the better option. If your list includes a way to quickly kill or neuter the TS or your meta doesn't see TS a lot, and you're not either running Dodonna or otherwise depend on punching through shields rather than overwhelming them, then ACM. If you can handle any TS's and are running Dodonna or spamming XI7, APT is the best option.

All that said, the calculus comes out pretty close on most of these options, so if you have a strong personal preference for one or the other, you're generally not wrong to just run that.

I've been waffling on the issue, running Dodonna APT's with a CR90B with MS-1 to shut down Interdictor's title and Targeting Scramblers before I shoot.

APT with Dodonna, and only with Dodonna (or a list built specifically to punch through shields).

The question isn't APT vs RR, then--it's ACM vs RR. And the answer is "it depends." If your meta is heavy on Targeting Scramblers and your list doesn't have an effective way to quickly deal with Interdictor, RR is the better option. If your list includes a way to quickly kill or neuter the TS or your meta doesn't see TS a lot, and you're not either running Dodonna or otherwise depend on punching through shields rather than overwhelming them, then ACM. If you can handle any TS's and are running Dodonna or spamming XI7, APT is the best option.

All that said, the calculus comes out pretty close on most of these options, so if you have a strong personal preference for one or the other, you're generally not wrong to just run that.

I've been waffling on the issue, running Dodonna APT's with a CR90B with MS-1 to shut down Interdictor's title and Targeting Scramblers before I shoot.

Good thoughts. I think I've been too knee-jerk toward APT and against ACM that I hadn't quite thought about ACM. I guess if you crit on both the front and side arc, it really does add up super fast.

What about Ion Turbine whatever that increases blue dice amount? Anyone using that?

Its one of the best upgrades for ISD1

Pair it with h9 and you are almost guaranteed to one shot a flotilla in front or either side arc