I'm gonna make a list of suggested changes I think work well for the weapons in this list, and then why.
Plasma Guns: E&C's suggestion seems reasonable. I never understood the reasoning behind the supposedly larger, stronger and better plasma cannons having such odd stats compared to the Plasma Blastgun, making them dramatically worse on a double in order to facilitate a sustain. I'd much rather see them at the stats E&C suggested, as they'd then feel like a proper growth of weapons from one to the next. And with the change in the weapon loadout rules I don't see an issue with the support weapons being 'better' then the standard weapons unless they invalidate other support weapons.
Weapon heads: Not sure how balanced any of these are to be honest. I can't see the Deathstrike Head being very useful most of the time (It's functionally a Class 4 weapon after all, as you have to give up 2 Class 3s to get it, and only a Warlord can carry it!) it might be good on a 'sit on your blitz and never move' titan, but I can't see myself using it anywhere else. The CC head is similar, though with the potential to leave off a Class 3 mount and mount a special engine in the list I could potentially field a Warlord with a 25cm movement and one of these just for a laugh now and then. FF head is the only one of these I could see myself taking on any real regular basis. Not really sure how to fix that sadly.
Melee Weapons: Not sure how good the chainfist is currently, to be honest. As things stand I'd rather have a lasburner on almost any titan. 1 less attack, sure, but you also get the ability to engage at an extra 15cm range, and can absorb hits into your void shields. Chain Fist I think needs to come up slightly in number of attacks, perhaps to +6. The Power Fist probably needs to come up slightly as well, as this thing is remarkably hard to use as you have to get your titans right up in someone's face to use it and when you -do- manage that it should be thoroughly lethal. I like Chris' stats for it, +3 EA TK(D3). Averages 6 TK damage a turn or so. Plenty lethal against War Engines, equal to the Chain Fist against 4+ RA, worse against everything else. Wrecker's another bit of a problem. Right now I'd consider it about comparable with the level 2 weapons not as good as the level 3s, as it only gets 1 attack. While it IS very nice against smaller war-engines being able to potentially kill a 3 DC war engine fairly commonly before they get to attack, it's not very useful against anything -bigger- then this. If it's to remain a level 3 weapon I encourage an increase in lethality either by giving it a second attack or moving to TK(2D3) or maybe 3D3. 2D3 maintains the same max result, but gives it a better average result, making it more comparable to the power fist.
Gatling Blasters: E&C pretty much already covered these too. The 2x shot just isn't good enough, the scout deserves 3x shots.
Inferno Guns: My suggestion on these is simple. Scout weapon is 30cm BP 3, Ignore Cover, non-scout is 30cm, BP 3, Ignore Cover, Disrupt. This way they scale properly, and the advantage of the greater-then-warhound one is preserved without threatening the MRL for being a good general-purpose artillery item. The increase in BP on the Warhound version is to both make its firepower scale and to make it a reasonable alternative to the Vulcan Megabolter, as with only 2 BP it's not nearly as useful unless you take two.
Rocket Launchers: Scout should probably move to 3 BP to keep competitive with the VMB, and to make it scale properly.
TLDs: E&C has this one right as well I think, just do a Light and a Heavy. If you want to represent the 'triple' TLD then make a Super Heavy as a support version with some other advantage to it. Same range, 6 shots, or something. Don't think it's needed, though.
Vulcan Megabolters: The 6 shot variant is probably too good compared to TLDs and Gatling Blasters, should probably move down to 5 shots. You could continue the trend into this one and make it move to 4 shots and have its range go from 45cm to 60cm, but people might lament the lack of 'flavor'.
That's all I've got. I've never fielded any of the missiles (And I doubt I will any time soon), but over-all I like the concept here. Especially the OGBM-esque upgrade system for Titans, which I think fits them quite nicely in the idea that older titans with experienced crews would have been worked on/upgraded a lot over the years.
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