![]() ![]() In the RPGs FFG makes, a Concussion missiles are a hair cheaper than Torpedoes (which are Restricted), they have about the same range (though Planetary range scales are way bigger than the tabletop game is supposed to represent), and Proton Torpedoes have more damage, more critical effectiveness, more AoE and more armor penetration - the only thing "better" about a Concussion missile is a slightly higher Guided rating which means a missile is a hair more accurate it if misses and has to turn around to hit the target again. ![]() Remember, concussion missiles have basically never shown on screen, but the first appearance of a proton torpedo has it hitting a 2m target and doing like a 90 degree turn on a dime (though the precise timing was managed by the Force, it still could make a pretty slick move). The nature of Protons vs Concs has been long debated, but like a lot of stuff with baggage from the franchise doesn't really have a definitive answer. Situational and I wouldn't touch them without mods on both shots.which is so far only possible on Redline to my knowledge (not counting Jonus.who works on himself.hmmmm.) Have always upscaled to Concussion or Barrage Ions.yeah don't have much to say for them. Since crits in this game are a load of wild bull for how devastating they are, I'd say it's a fair effect. So, if you slap a damage card on the enemy, you get a free Rexlar ability. Assuming I'm not having a stroke and imagining the FOCUS requirement (which may be possible, since Barrage rockets sound insane), Barrage Bomber spam will probably dominate until nerfedĬoncussion are surprisingly decent because the effect hits A Scimitar with Barrage is 34 points, which is inane when you consider how close they are to an X-wing ito offense and health. Kinda necessary when he's so bloated with bombs Though I was using "Deathrain" with barrage rockets. "Redline", he uses Proton Torpedoes.and Cluster Missiles Granted that's double-missile, but still I put them on literally everyone that can take them (which is just Bombers and Deathrain, havn't flown OS-1 or Gressors yet) Perhaps the Advanced being our only missile carrier in wave one is clouding my judgement, as all the quickbuild cards are stuffing them full of useless cluster missiles.Ħ points for 5 charges and ignoring range bonuses (and a very situational re-roll, but don't forget about it) with We don't have a missile platform as cheap as a Z-95, so I was thinking more about our dedicated ordnance carriers, and they will much prefer using torps over missiles if budget allows. Oh, I'm definitely coming at this from an imperial perspective. Barrage rockets are okay, but it's mostly Jonus that makes them good.Īm I being too negative on missiles, or is the missile slot (mostly) just a worse torpedo slot? The only decent missiles are homing missile, and that is mostly because of how cheap they are, and prockets, because they actually roll dice and only require a focus. They still (mostly) require locks, they aren't rolling large amounts of dice, and their secondary effects are worse. I just don't see much value in most of the missile options for their cost, especially on any of the 3-dice craft that can carry them. I can't say I'm a fan of the design on Concussions or Clusters either, but at least they are kind of different. The ion weapons are the largest offender here, with ion missiles just being a straight up inferior ion torp. What we got in wave 1 was a bit of a mixed bag, but overall the theme seems to be that torps are more accurate and deal more damage while missiles roll less dice and are slightly cheaper. My idea would have been one of torpedoes rolling fewer dice (less accurate), but doing bonus damage/effects on a hit, while the missiles would roll a lot of dice, but do reduced/fixed effects on a hit. One of my big hopes for 2.0 was that FFG would differentiate Torpedoes from Missiles in a meaningful way. ![]()
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