Plasma Weapons |
Evil and Chaos
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Post subject: Plasma Weapons Posted: Mon Dec 24, 2007 6:41 pm |
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Brood Brother |
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Joined: Fri May 05, 2006 2:57 am Posts: 20887 Location: Harrogate, Yorkshire
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First off that's just AT - if you happen to need some AP fire you have the wrong load out. Plasma covers both bases.
Aye, but a 4-shot weapon like a turbolaser or megabolter will have ~2.7 times the number of shots, and will never have a turn with no shooting (Your triple reaver doesn't get to fire for two of the four turns of the game... and has no guarantee of Engaging during those turns).
Against light/medium armoured targets, the turbolaser is a clear winner, whilst the Plasma Cannon is better against RA (As it should be).
And I reckon half my games end in 3 turns instead of 4, especially in tournies when time is also a factor.
I reckon only a quater of my games finish on turn 3.
You neglect the ability to do a lot of damage in one go. Sure over the 4 turns you score more hits with the TLD against AT but the plasma does more damage in one go - a broken formation is better than one reduced by attrition.
I don't ignore that possibility, and admit that this is the critical power of Plasma weapons.
The fact is, the MW4/5+ proposals for plasma weapons mean that the Titans will only ever fire them when sustaining fire, as it's not worth risking missing with those slow firing shots. This means that the plasma weapons will then have 4 MW shots hitting on 3's... which is frankly not too far away from my proposal in terms of number of hits inflicted, except that:
-My proposal doesn't encourage static gameplay. -My proposal gives a clear relationship between the different plasma weapons. -My proposal doesn't have a Titan-Killer Plasma Destroyer.
On a total tangent if we get to play krieg vs siege no picking corner to corner deployment!
lol that'll hurt me a lot more than it will the siegers... Krieg use those deathtrap Gorgons to make it across the board! 
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