Advanced Proton Torpedoes with deadeye and chips would pretty much be guaranteed 5 hits/crits. Really high odds even without chips. Guaranteed min 3 regardless on the worst possible roll.
What Would Break If All Existing Ordnance Lost The "Spend Your Target Lock" Restriction?
24 minutes ago, VanderLegion said:Advanced Proton Torpedoes with deadeye and chips would pretty much be guaranteed 5 hits/crits. Really high odds even without chips. Guaranteed min 3 regardless on the worst possible roll.
They are already at 98% of 5 hits without GC, there is no problem with the potential rerolls. 6 points to get a guaranteed 5 hits, that will still require range 1 with TL and focus is fair.
2 minutes ago, Mrk1984 said:They are already at 98% of 5 hits without GC, there is no problem with the potential rerolls. 6 points to get a guaranteed 5 hits, that will still require range 1 with TL and focus is fair.
Except right now to get those odds you need both a target lock and a focus, since if you spend your focus with deadeye too ire, you can't then use it to change eyeballs. This would just need one token for the same effect (note I specified deadeye. the whole point is "what if it didn't require spending your TL, which means it wouldn't require spending focus to fire with deadeye)
Edited by VanderLegionI looked over the deadeye part, good point.
T Sync breaks. Easy. Next question.
It still vexes me that Torpedoes and Missiles are basically the same thing. Missiles are more likely to let you keep the TL for rerolls, but they hit just as hard as torpedoes.
1 hour ago, PhantomFO said:It still vexes me that Torpedoes and Missiles are basically the same thing. Missiles are more likely to let you keep the TL for rerolls, but they hit just as hard as torpedoes.
In Star Wars they are basically the same thing: self-propelled space warheads. The real world distinction between them doesn't apply.
14 hours ago, Mrk1984 said:They are already at 98% of 5 hits without GC, there is no problem with the potential rerolls. 6 points to get a guaranteed 5 hits, that will still require range 1 with TL and focus is fair.
So then APT's would actually be balanced and usable for their points? SOUNDS GREAT TO ME! WHERES MY RHYMER CARDS AT?!?!?
16 hours ago, Firespray-32 said:In Star Wars they are basically the same thing: self-propelled space warheads. The real world distinction between them doesn't apply.
Yeah, but I'm an oldy who played the X-Wing and TIE Fighter PC games. In those games, torpedoes were higher damage, but slower and less agile. They were great against transports and capital ships, but not so good in a dogfight with an interceptor. Concussion Missiles were the opposite: fast and agile, but not as hard-hitting.
The missiles in X-Wing somewhat capture that agility with the "don't spend your TL" attribute, but Torpedoes don't really hit any harder to compensate.
its too late to retrofit torps and missiles to have a distinct difference.
Torps should have preyed on low agility, since thats what torpedos do. Theyre a massive warhead that depends on the target being unable to corkscrew evade them. Theres no flat change you can do though in the current setting that wouldnt break something (say all torps add 1 hit against 1agi or less ships - suddenly a few ships become unplayable because a torp will literally 1shot them every time)
Missiles should have done the opposite, focusing more on actually causing damage at all rather than outright killing the target. Lots of dice, but low damage (for instance, double the attack dice but after comparing results you only cause 1 damage per 2 uncancelled hits. Again, hard to balance right without messing with current cards to avoid making things even worse). Ships agile enough to evade torpedos generally cant take many hits to begin with, so having a stupid accurate but low damaging attack is still powerful against them while not doing much to the fat 1agi ships.
As a result, theyre just 2 groups of upgrades. And currently theres no reason to want torpedos other than EM or LRS access, but i suspect eventually this may shift a bit.
Is there anyway, barring a massive errata or reprint, to make Proton Torpedoes more viable in the current meta? My annoyance at Harpoons and Cruise Missiles being far and away the best in game makes me wonder if at this point its even possible.
4 minutes ago, impspy said:Is there anyway, barring a massive errata or reprint, to make Proton Torpedoes more viable in the current meta? My annoyance at Harpoons and Cruise Missiles being far and away the best in game makes me wonder if at this point its even possible.
Removing the requirement to spend the TL would be enough to make proton torpedoes more viable, because it makes them actually usable on some ships that can't take missiles.
Proton Torpedos i would be fine removing the "Spend the targetlock" clause, essentially its the same potential damage as Cruise Missiles exchanging a point for an auto focus-crit mod and lack of 5th die max.
Dont compare to harpoons though, they are beyond over the top atm.
Yes please. My gunboats would love not to spend target locks on protons...
On 12/21/2017 at 1:48 AM, FTS Gecko said:Yeah, that would be a powerful one - it's already clearly the strongest Torpedo by virtue of price alone. It'd still probably be under the bar set by Harpoons, though (not that that's a bad thing).
No it wouldn’t. It would replace Harpoons in all builds that can take either Missile. Against Shields it can do the same without needing a condition to trigger. It never creates a condition that can hurt you. It is 1pt cheaper.
Those triple boat Harpoon Quickdraw lists get a 3pt bid which can add a Tech, a Cruise Missile or swap to PS11 Vader.
Plasma torps would be much much better than Harpoons.