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Modular Weapons costs 2.2

 Post subject: Modular Weapons costs 2.2
PostPosted: Fri Mar 30, 2007 7:03 pm 
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So, with the resurgance of interest I've put together a little update, largely to remove the 'one-gun' option that was so hastily added previously.  :D

Latest Version:
Version 2.2


Changes since Version 2.1:

- One-gun options are gone, you now must fill all available arm & carapace slots with something. (Suggestions for points cost for 'blank' carapace slots are welcome).

- Devotional Bell went up from 50 points to 225. Just a minor increase there. :D

- Dropped the number of FF attacks on the lasburner by one.


That's it I think.

Have at it. :)





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 Post subject: Modular Weapons costs 2.2
PostPosted: Fri Mar 30, 2007 7:11 pm 
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Your link still seems to go to the v2.11 version...

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 Post subject: Modular Weapons costs 2.2
PostPosted: Fri Mar 30, 2007 7:14 pm 
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Yes, yes it did. :)

Fixed.

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 Post subject: Modular Weapons costs 2.2
PostPosted: Fri Mar 30, 2007 8:32 pm 
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For some reason it won't download. E&C, would you mind emailing the file (not just the link) to me?

EDIT Despite naysayers, I'm all for what you're trying to do.





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 Post subject: Modular Weapons costs 2.2
PostPosted: Fri Mar 30, 2007 8:54 pm 
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Email sent.

For some reason some people have issues connecting to fileplanet, I'm not sure why.

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 Post subject: Modular Weapons costs 2.2
PostPosted: Fri Mar 30, 2007 9:04 pm 
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I'm glad to hear I'm not the only one. I was beginning to develop a complex.  :laugh:

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 Post subject: Modular Weapons costs 2.2
PostPosted: Wed Apr 04, 2007 4:43 pm 
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BTW, thanks for the rapid update E&C!

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 Post subject: Modular Weapons costs 2.2
PostPosted: Wed Apr 04, 2007 7:24 pm 
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It's been a while since I looked at these or followed the discussion, so forgive me if this has been covered.  I don't understand the costs of the head slots.

It's pretty widely agreed that FF is more valuable than CC.  Why is a CC head the same cost as a FF head for the same number of attacks?  I might understand for a Warlord that has a better CC, but the Reaver has the same for both.

Also, the FF head is 50 points for +2EA.  The Corvus gives double the number of attacks, plus it also gives the transport capacity.  It crams a lot more into a limited slot.  It seems like it should have not only roughly the same cost per shot, but also a premium for both the transport capacity and the more efficient use of a weapon slot.

===

I'm also pretty curious about the barrage weapons.  What are your assumptions in assigning point costs?  The effectiveness of 2 barrage weapons doesn't double firepower like it does for, say, 2 Turbolasers.  Obviously, you have to point them for an optimized configuration.  I'm just wondering what that might be and how the CLP/Fire Control heads factor into that.

===

The point is for use with other imperial armies, correct?

I think it would be okay if you diverged slightly from the resulting point cost for the "stock" titan weapons.  In other words, a Warlord titan with 2 Turbolasers, a Gatling and a Volcano wouldn't necessarily need to be exactly 850 points.  A variance of 10-20 points from the book values is really inconsequential if you are really trying to dial in balanced values.

Just as an example, if the Volcano Cannon on the Warlord is 105 because you want to match the book values, but 125 might result in better balance, just change it.

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 Post subject: Modular Weapons costs 2.2
PostPosted: Wed Apr 04, 2007 7:52 pm 
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humm.... i would definately be intrested in 'blank' costs...
iv several nightgaunts that would need upgunning... :(

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 Post subject: Modular Weapons costs 2.2
PostPosted: Wed Apr 04, 2007 10:17 pm 
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It's pretty widely agreed that FF is more valuable than CC.  Why is a CC head the same cost as a FF head for the same number of attacks?  I might understand for a Warlord that has a better CC, but the Reaver has the same for both.


Nearly all costs (Some have subsequently been modified) are transferred from NetEpic's costs, where apparently the head variants cost the same. :)

I think you're right that they could be looked at.


I'm also pretty curious about the barrage weapons.  What are your assumptions in assigning point costs?  The effectiveness of 2 barrage weapons doesn't double firepower like it does for, say, 2 Turbolasers.  Obviously, you have to point them for an optimized configuration.  I'm just wondering what that might be and how the CLP/Fire Control heads factor into that.

The initial cost for the barrage weapons was found from the Reaver Titan's missile launcher (As part of the standard configuration loadout, it wasn't too hard to find the cost of the missile launcher).

So, the first assumption that was made was that NetEpic has balanced points costs for Turbolasers & Rocket Launchers (At least balanced versus each other in relative terms).

The fire control head & CLP were more contraversial, and are currently just a 'best guess' due to their different methods of operation from NetEpic. I've tested them a couple of times, but havn't delved into indirect titans in any big way, so I can't really say any more other than that the CLP & Fire Control Head have been priced with the assumption in mind that such a titan will have maxed out on Barrage weapons, and thus the cost of the upgrades needs to assume that the titan is going to have a *very* potent barrage ability, and thus the indirect ability is going to be of great value to the upgraded titan.

So essentially, I've assumed that noone will be taking a single missile launcher on a Warlord Titan, and then adding a Fire Control Head.


The point is for use with other imperial armies, correct?

I think it would be okay if you diverged slightly from the resulting point cost for the "stock" titan weapons.  In other words, a Warlord titan with 2 Turbolasers, a Gatling and a Volcano wouldn't necessarily need to be exactly 850 points.  A variance of 10-20 points from the book values is really inconsequential if you are really trying to dial in balanced values.

Just as an example, if the Volcano Cannon on the Warlord is 105 because you want to match the book values, but 125 might result in better balance, just change it.

I agree, where nessesary points costs should be ajusted to account for cheap synergies.

The basic 'hull' cost can always be nudged if nessesary in order to maintain the 250/650/850 pts costs of the standard configurations.

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 Post subject: Modular Weapons costs 2.2
PostPosted: Wed Apr 04, 2007 10:25 pm 
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(NOVAGUARD @ Apr. 04 2007,19:52)
QUOTE
humm.... i would definately be intrested in 'blank' costs...
iv several nightgaunts that would need upgunning... :(

0-1 Empty Hardpoint.

25pts?

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 Post subject: Modular Weapons costs 2.2
PostPosted: Thu Apr 05, 2007 3:16 am 
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If you're going to charge for empty hard points, why not just increase the base cost of the Titan by an amount equal to the number of hard points it has and drop all weapon costs by the price you would charge for a hard point. In this case Warhounds go up 50, Warlords go up 100 and Reavers go up 75. That'd give you the same effect without the weird "Here's a base price for a titan. Now here's what we charge you for not taking a weapon" situation.


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 Post subject: Modular Weapons costs 2.2
PostPosted: Thu Apr 05, 2007 9:28 am 
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I strongly suggest to round const numbers to near multiples of 25. In most cases their are only minor tweaks to do, but makes usage of the list much easier. Don?t think the impact will be that much if a Weapon cost is dropped from 80 to 75 or raised from 120 to 125. As most of the costs are suggestions, I would strongly recommend this to keep things a bit more simple.

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 Post subject: Modular Weapons costs 2.2
PostPosted: Thu Apr 05, 2007 10:12 am 
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Two questions.

1) Why did the devotional bell go up by so much?

2) did you intend for warhounds to be still able to only take one weapon?

EDIT:  An idea for blank slots (for the carapace).  What about extra flak guns, or void shield generators?





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 Post subject: Modular Weapons costs 2.2
PostPosted: Thu Apr 05, 2007 10:49 am 
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(Ilushia @ Apr. 05 2007,03:16)
QUOTE
If you're going to charge for empty hard points, why not just increase the base cost of the Titan by an amount equal to the number of hard points it has and drop all weapon costs by the price you would charge for a hard point. In this case Warhounds go up 50, Warlords go up 100 and Reavers go up 75. That'd give you the same effect without the weird "Here's a base price for a titan. Now here's what we charge you for not taking a weapon" situation.

Because most people won't want an empty 4th hardpoint...

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