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Centurion v3 (Unofficial)

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Intruder313

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Centurion v3 (Unofficial)

PostTue Mar 20, 2018 10:40 pm

I've had a go at tweaking the latest version of the Centurion into something that I think might be fairer all round.

Description of my proposed changes

Reduced cost to UCM: 150 / PHR: 155: partly due to Turret-nerfs below and partly due to player outcry. I do actually think the current 160/165 is quite fair because I am looking at the 165-point Achilles when I rate this - until Torpedoes are changed to have a higher average damage per game, I'd never take an Achilles again if I could have a Centurion. I do feel Torps will be improved soon though...
This points differential was added in once I learned that Andy Chambers had changed his values to 160/165.

Mass Driver Turret: Damage 1 Fusillade 2 just felt so wrong for the massive guns hanging off the bottom of this ship. The orignal 3 damage was of course too much and placed it too close to the Dark Matter Cannon. 2+ Lock and Fusillade 2 also made it seem like some kind of rapid fire, high tech laser rather than the hefty, thumping guns it appears to have.

So I feel a good balance is as shown: Damage upped to 2 with Fusillade 1 (so the same Max Damage of 6) but with the Lock reduced a little bit to keep it's power somewhat in check - it's also supposed to be 'Remnant' Tech and yet it was more accurate than most of the super-tech PHR weapons and both Faction's BTLs.

Thoughts?
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Last edited by Intruder313 on Sun Mar 25, 2018 10:47 pm, edited 2 times in total.
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Vaktathi

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Re: Centurion v3 (Unofficial)

PostSat Mar 24, 2018 2:15 am

I like this better than the V1 or V2 rules. The super accurate machinegun doesn't really fit, and I think 160 is a touch too high, the 125 cost before was way too low, so I think this fits best.
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Nobody

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Re: Centurion v3 (Unofficial)

PostSat Mar 24, 2018 3:11 am

I'd play it in UCM, can't speak to PHR.
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Lorn

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Re: Centurion v3 (Unofficial)

PostSun Mar 25, 2018 9:55 am

Better then the official version.

In regards to the gun the Official version has the following averages (second value WF):

5+ armour: 1,44 / 2,89
4+ armour: 1,33 / 2,66
3+ armour: 1,22 / 2,44
4+ passive: 0,83 / 1,67

Yours has:

5+ armour: 2,22 / 3,33
4+ armour: 2 / 3
3+ armour: 1,78 / 2,67
4+ passive: 1,33 / 2

So it is better all around but needs the WF to beat a BTL, it might be better then some heavy Cruisers but those are simply overpriced themselves. The Hector comes to mind.

German space magic for PHR would you like to know more?
http://www.hawkforum.co.uk/viewtopic.php?f=24&t=7017

German space magic for all and this time it is in Space!
viewtopic.php?f=36&t=10506
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Intruder313

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Re: Centurion v3 (Unofficial)

PostSun Mar 25, 2018 10:28 am

Cheers.

Well, until any prices or rules change officially I feel we can only iterate on the one thing that appears to be a Work in Progress and that's this Centurion!

Just wish I could get more feedback :)
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SwordOfJustice

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Re: Centurion v3 (Unofficial)

PostSun Mar 25, 2018 11:34 am

I like your reasoning behind the changes. When mine arrives (I just bought it), I'll try it out with your stats and post my experience.
We have evolved beyond mere flesh and bone. We are the Post Human Republic.
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Kozakh

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Re: Centurion v3 (Unofficial)

PostSun Mar 25, 2018 4:37 pm

I like your changes more than the V2, however would still have some comments.

+1 PD for UCM is a bit weak in comparison to PHR's 2" extra range. Maybe leave PD same for both variants, but make some point difference instead? It was said that current version of the ship would be 165 pts for PHR. You can actually achieve something like that by making UCM and PHR variants cos 147/152 accordingly, or something along those lines.

Aslo, just as an idea. Considering that full half of incoming damage would generally ignore armor, and it needs to get only 6 hits to loose it's protection due to "Ceramic Armor", it makes whole 2+ armor value a bit pointless. However, there is a yet-unused USR in the book called "Resilent". Ship with this rule would require +1 to crit roll to ignore armor (i.e. for 3+ weapon it would need 6+ to crit). What if we take that rule instead of Ceramic and lower the armor save to 3+? Or maybe combile both 2+, CA and Resilent toghether, so it looses latter after crippling.
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Doktor

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Re: Centurion v3 (Unofficial)

PostSun Mar 25, 2018 5:29 pm

I like the idea of resilient - but with that it would be too strong with that firepower and 12 hp.

I'd leave it as is, but add resilient and its removal in the text of ceramic armour (when crippled ship looses resilient and adds 2 to armour rating i.e. 2+ -> 4+) - it will be very tanky that way, but with a bit lower firepower.
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Intruder313

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Re: Centurion v3 (Unofficial)

PostSun Mar 25, 2018 10:32 pm

Yeah I've just learned of the differention in points now so I'll tweak my tweak at some point today!

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