You would have to move a fair distance forward to turn, however, it doesn't let you simply pivot.
Mecha Space Pirate Quest XLVI
yes, except you forget that missiles are limited and even if you hit, it does not mean your entire volley will. Oda's crazy salvo of 10 hits requires him to pump in a ridiculous 10 luck to work and still beat Galbladder's roll.
If that 1 500 misses, we do no damage. If one of our cannons miss, we can still do 200.
>pls. I commend your effort, and you aren't wrong, but it is not a significant improvement.
There are advantages to having a single dice roll, mainly in that you can spend your luck offensively to greater effect. And I don't deny it has weaknesses, though I honestly consider that a good thing. Weaknesses that would require us to use maneuver and tactics instead of just sitting in our optimum fire range and blasting away like we usually do. Our combat setup is so boring.
>If that 1 500 misses, we do no damage. If one of our cannons miss, we can still do 200.
The math is still fundamentally in favor of the single superheavy though.
Reread the archives. When the Rhinehawk was upgraded, we were given two choices, either change it to a Jovian layout with a superheavy battery in front or keep the Martian layout with option to further increase it.
I wonder who Dozel left to babysit Athena since he came with us?
Which thread was that?
Uh, yeah. I wasn't calling that into question. Between our current layout and that one isn't a significant improvement. Since they were both direct upgrades at the time and were comparable.
To be fair, we didn't have anywhere near the maneuverability when we made that choice, and the increase in maneuverability significantly changes that decision.
Only in a straight situation and only against a even foe. It does not count for wasted damage, like say.. having to destroy several smaller ships. For the most part, our battles have done well against better foes because of surprise and taking out secondary enemies like the cruiser and drills to limit our enemy's chance of hitting us with good rolls.
Those numbers likely don't count the chance of criticals, which can turn the tide immensely as we have seen. A single 10 on the crit chart gives a ship a 50% chance of catching a case of the explosions.
Another thing to consider; we will not always have the tactical advantage. A sturdy design with contingencies and full cover help us a lot more if we are stuck or surrounded.