The card says that you must change all your Critical Hits to Regular hits, it is wrong?, it could not be change your Regular hits to Critical?, greettings.
Hvy Laser Cannon
No that's how it's suppose to work. It makes all your crits into regular hits. If you use a Mercenary Copilot you can change one of your hits into back into a crit as long as your at range 3.
mrfroggies said:
No that's how it's suppose to work. It makes all your crits into regular hits. If you use a Mercenary Copilot you can change one of your hits into back into a crit as long as your at range 3.
And what is the benefit???, you spent 9 points to use one of your original Critical Hit???, I do not see the useful of that, greettings.
Kaxel Vofer said:
mrfroggies said:
No that's how it's suppose to work. It makes all your crits into regular hits. If you use a Mercenary Copilot you can change one of your hits into back into a crit as long as your at range 3.
And what is the benefit???, you spent 9 points to use one of your original Critical Hit???, I do not see the useful of that, greettings.
It's a relatively slight drawback for an otherwise extremely powerful cannon. You get to roll 4 attack dice at range 3 (with no bonus defense die since it's not your primary weapon) and you don't need to spend a target lock to use it (meaning you can easily set up the shot with it and either focus or target lock to increase your hit chances).
dbmeboy said:
Kaxel Vofer said:
mrfroggies said:
No that's how it's suppose to work. It makes all your crits into regular hits. If you use a Mercenary Copilot you can change one of your hits into back into a crit as long as your at range 3.
And what is the benefit???, you spent 9 points to use one of your original Critical Hit???, I do not see the useful of that, greettings.
It's a relatively slight drawback for an otherwise extremely powerful cannon. You get to roll 4 attack dice at range 3 (with no bonus defense die since it's not your primary weapon) and you don't need to spend a target lock to use it (meaning you can easily set up the shot with it and either focus or target lock to increase your hit chances).
With three more pionts you could use one Academy Pilot, but i need to use that to see your point, greettings.
Dbmeboy is right. You're drastically increasing the damage you would do, at the cost of your chance to crit.
That's not much of a cost at all, considering the value of a critical hit. You're giving up a relatively small chance to do a relatively small amount of extra damage to your opponent--in exchange for a very likely chance to do lots of "regular" damage.
I don't think the Mercenary Copilot is a very good idea, but if getting critical hits is important to you, it will certainly do that--your chance to crit is almost 100%.
As to whether the Cannon is worth its cost, I can't say because I don't have a Firespray yet--but just looking at it, I'd say if you can get one attack at Range 3 and one at Range 2, you've earned back a few rounds of damage from a basic TIE fighter, for less than the fighter's cost.
Vorpal Sword said:
Dbmeboy is right. You're drastically increasing the damage you would do, at the cost of your chance to crit.
That's not much of a cost at all, considering the value of a critical hit. You're giving up a relatively small chance to do a relatively small amount of extra damage to your opponent--in exchange for a very likely chance to do lots of "regular" damage.
I don't think the Mercenary Copilot is a very good idea, but if getting critical hits is important to you, it will certainly do that--your chance to crit is almost 100%.
As to whether the Cannon is worth its cost, I can't say because I don't have a Firespray yet--but just looking at it, I'd say if you can get one attack at Range 3 and one at Range 2, you've earned back a few rounds of damage from a basic TIE fighter, for less than the fighter's cost.
Like i say before I need to play it, to see the utility, greettings.
Totally worth it… it's like having unlimited missiles on one of your ships. I played a match with it this last weekend to devestating effect.
paradox23 said:
Totally worth it… it's like having unlimited missiles on one of your ships. I played a match with it this last weekend to devestating effect.
When you put in this way, I totally see your point, it will be a good cannon, thanks, greettings
Try and put it on Krassis, it gets even better!
mrfroggies said:
No that's how it's suppose to work. It makes all your crits into regular hits. If you use a Mercenary Copilot you can change one of your hits into back into a crit as long as your at range 3.
I would guess that the only modify dice once rule may cause some issues with this. If crits were modified to hits, I don't think you could change them back. Though you could change a natural hit to a crit with the co-pilot.
dandirk said:
mrfroggies said:
No that's how it's suppose to work. It makes all your crits into regular hits. If you use a Mercenary Copilot you can change one of your hits into back into a crit as long as your at range 3.
I would guess that the only modify dice once rule may cause some issues with this. If crits were modified to hits, I don't think you could change them back. Though you could change a natural hit to a crit with the co-pilot.
It's not a "dice may only be modified" once rule. It's a "dice may only be rerolled once" rule. Very different.
Ok, I will follow your sugestions, thanks for it, greettings.
I basically look at it as, with a Primary Attack of 3 and Heavy Laser cannon, for anything in your front arc you'll never be rolling fewer than 4 attack dice. It will be either 3+1 for Range 1, or 4 at Range 2-3, and your opponent will never get the extra defense die for Range 3.
You sacrifice critical chance as noted above, but against Rebels, for usually 40% of their total hit points you don't care about criticals anyway since you're just trying to punch through shields.
Grimwalker said:
I basically look at it as, with a Primary Attack of 3 and Heavy Laser cannon, for anything in your front arc you'll never be rolling fewer than 4 attack dice. It will be either 3+1 for Range 1, or 4 at Range 2-3, and your opponent will never get the extra defense die for Range 3.
You sacrifice critical chance as noted above, but against Rebels, for usually 40% of their total hit points you don't care about criticals anyway since you're just trying to punch through shields.
Yes I see the use of this Weapon, I only need tio try, thanks to all, greettings.