TiLT said:
Having read this thread, I get the impression that this whole issue has been overcomplicated dramatically. There's a simple rule to make macrobatteries less powerful (reduce armor), and then a whole bunch of additional rules to fix the problems this causes for other weapons. I went with a simpler solution for my game: Reduce the armor for macrobattery attacks ONLY. There's no reason to make any changes to the other parts of the combat rules IMO. As for unusual stuff like the Rak'Gol cannons, I just revert to the standard rules for those attacks.
Why make things complicated when they can be easy?
Yeah. I've been wondering if simply removing salvo and adding +12 to macrobattery damage, and making broadsides strength 3 with Storm quality wouldn't give basically the same results without the need to modify a lot of other weapons.
By far the easiest way to balance the game.