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i own the extended range targeting... and let me tell u... man it is fun to use, just stick someone like fell away 24 inches and go nuts, if someone does get in your 16 inch dual, 0 min himing beacon range, then go nuts. And since your damage is capped at 3, going for indirect isnt a bad thing either. just have the rest of your army be fast basers to tie it up and your set to go.
6 clicks?? Then I think you really should be paying more attention. Thor does 5 clicks AP when primed (6 if its a crit, but since you said per shot.....).
hence why i dont use them, even IT has a 50% chance it will roll worse then before in most cases but if it fails you dont lose it.
How many times do you roll 3x 4+'s and need to reroll a die to hit, to state that it has a 50% chace to roll worse is a bad statement.
if i reroll a 1 it has a 5/6 chace to roll better. chances are if i have to use improved targeting i am rerolling a 1 2 or 3... dont know if i ever rerolled a 4 before. and i know for sure i have never rerolled a 5 (thats a 15+ that missed... dont think it has happened).
How many times do you roll 3x 4+'s and need to reroll a die to hit, to state that it has a 50% chace to roll worse is a bad statement.
if i reroll a 1 it has a 5/6 chace to roll better. chances are if i have to use improved targeting i am rerolling a 1 2 or 3... dont know if i ever rerolled a 4 before. and i know for sure i have never rerolled a 5 (thats a 15+ that missed... dont think it has happened).
Or if you're me, whenever you reroll a 1, 50% of time it rolls back to a 1.:tired: I still use IT about as much as Decoy though- the rewards (when they come) are just worth it with IT.
Extended Range Targeting is good, but not great. The Max 3 makes it impossible to deal great damage to Reactive armored threats. The Thor isn't able to get to prime with the equipment and will most likely be better off using the Armor Piercing equipment and an assault order from green with no order token on it...
Hyper Laser is only effective due to its cheap price and extra damage it deals on a longer range. Its the same with the R.I.S.C. Pulse equipment for Lights that just allows Lights to attack three times in a row. If you have a Light Mech with 4 Energy damage, that's 12! damage by 1 Mech, Yikes!
And risk? Everything has a risk and a weakness/backfire... (More heat with Pulse and PPC, Artemis needs effective rolling, IT can still backfire (make it lower), TSEMP allows opponent to remove order tokens at start of turn, Streak is useless if it only deals 1 damage and you can only hit Heavy Armored threats, Hand-to-Hand can deal less damage than it orginally could, Evade and Decoy is ignored both by Melee attacks, etc.)