Ire wrote:Aside from that, yes, the pulsar we have here isnt hard to hit with, that's not the problem. The problem is compaired to the 90-180 degree turrets, the need to be driving straight at your opponent - the last thing you'd otherwise ever want to do - exposes you terribly.
Starcannons are also a pretty big issue. I have no idea how to make them a worthwhile weapon without doing something like outright doubling dps or completely rewriting them to an alpha weapon (thus supplanting the role of the pulsar.)
In tabletop, there was no issue with going straight at your opponent, since you could move again before your turn. And while it'd be interesting to see them change the Pulsars to be turrets, I doubt it'll happen, for several reasons, and I'm not sure if it should happen anyway. Pulsars seem like they should be a high risk, high reward weapon, with the way they're currently implemented, and as of now, if it weren't for Taunt(/Slaanesh), that simply would not be the case. Vaul's Blessing+Boost(hell, the Boost alone will get you away fairly fast if you can turn around with a halfway decent speed) gets you away just fine, and unless you're attacking from the front (why are you attacking from the front, Eldar? Do you enjoy feeding Slaanesh?), then they won't be able to close easily during that period (which is what they should be doing, really, since the damage they'll do for the brief period you're in range/visible is going to be minimal, in all likelihood). The Eldar right now aren't underpowered where Pulsars are concerned. Other places, yes. Not Pulsars.
The thing with Starcannons is that when they're played well/your opponent doesn't have Taunt on everything, they do alright. Not great, mind. My Shadows are worse than my Solarises, which might be more about speed or my skill than anything, but nonetheless. They need a boost, but too much of a boost and they'll be out of control too. 24 DPS on the Shadow would be rather ridiculous. Boosting the damage enough that where Pulsar play is about ducking in and out of range with your strikes, while Starcannon play is about attack runs, where decisions like where to break it off, if you should just go in the full distance and then boost away on the other side so you can have a nice little boarding attack, where you should lead it in from, how to flank effectively, and all that, would make for a variety of play in the Eldar while still keeping them acceptably powerful.