Every time I look at the stats it confuses me, maybe that is because I don't have much experience.
Is it just me, or do you lose offensive power every time in this faction by having the turrets manned. The turrets just seem across-the-board weaker than another ship of the same kind. When combined with the pilot, they come out only marginally ahead of their turreted competition, but they are going to be outnumbered 2 to 1.
Am I missing something about this faction?
Faction: Omicron Hive
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ShadowFox_
- Posts: 518
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- Location: Seattle
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It's a real bummer that they wont have turreted ints and figs now, just an extra turret on bombers and gunships... boring
That was like, the main aspect, a turret faction, everything has a turret of some sort.
The ship unturreted wasn't supposed to be all that good, maybe 0.75 of a regular ship, but the turret would boost it to being as powerful as two individual normal ships.
At least the models look awesome
That was like, the main aspect, a turret faction, everything has a turret of some sort.
The ship unturreted wasn't supposed to be all that good, maybe 0.75 of a regular ship, but the turret would boost it to being as powerful as two individual normal ships.
At least the models look awesome
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ShadowFox_
- Posts: 518
- Joined: Thu Dec 15, 2005 8:00 am
- Location: Seattle
- Contact:
Why was it the turrets were removed? Was it because the turrets weren't very good and requiring them on every vehicle lead to catastrophe?
The easy way to fix this is to give their ships 80% of a normal ship's offensive power and their turrets 120%. Calculate them off of base numbers then let the players sort it out. As long as most of the offensive capacity remains in the turret (which has other, additional, advantages) then the faction works just fine. On a vaguely related note, I find it odd that they don't have some sort of super-nan mountable on a turret. Seems in line with the faction and would make for some awesome bombing runs.
The easy way to fix this is to give their ships 80% of a normal ship's offensive power and their turrets 120%. Calculate them off of base numbers then let the players sort it out. As long as most of the offensive capacity remains in the turret (which has other, additional, advantages) then the faction works just fine. On a vaguely related note, I find it odd that they don't have some sort of super-nan mountable on a turret. Seems in line with the faction and would make for some awesome bombing runs.
What the heck? Where are we seeing that turret stuff got removed (not that it was a great idea in the first place)?



Get over yourselves, don't try to win arguments on the internet where the option of a punch in the mouth is unavailable
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