Overloading Vudar Ion Cannons?

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pneumonic81
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Overloading Vudar Ion Cannons?

Post by pneumonic81 »

so I noticed there are some conflicting rules in Comm 35 regarding the overloading of Ion Cannons. are the cannons armed whenever the player wants and held for 2 points, or only at the time of firing, and thus not held at all?
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mjwest
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Post by mjwest »

The issue is that someone* convinced Steve to only allow overloads at the point of fire, rather than at other points in the turn(s). As a result, a couple of cross-references got missed.

The reasons for only having overloads at the point of fire include:
- Overload energy is only two points, not four.
- Matches other weapons overload operation (e.g. Hellbores and PPDs).
- No "ion energy" requirements for normal or overloads.
- Much simpler operation.

[* Yes, it was me.]
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pneumonic81
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Post by pneumonic81 »

So actually any time u decide to overload the weapon u will have spent 3 points per tube total during that turn. 1 for holding + 2 for overload. Thats kind of a bummer.
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Post by storeylf »

pneumonic81 wrote:So actually any time u decide to overload the weapon u will have spent 3 points per tube total during that turn. 1 for holding + 2 for overload. Thats kind of a bummer.
I'm not sure what you mean, the 2 ways of doing it are:

2pts= preload on turn 1
2pts = load on turn 2
2pts = overload on turn 2

or
2pts= preload on turn 1
2pts = load on turn 2
1pt = hold on turn 3 (or each subsequent turn)
2pts = overload on turn X (what ever turn you fire it)

So you only pay the hold cost if you didn't fire on the turn you finshed arming it. Which is generaly the same as other such weapons (e.g. photons)
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