Jump to content

CaptainJaguarShark

Members
  • Content Count

    2,966
  • Joined

  • Last visited

Everything posted by CaptainJaguarShark

  1. Amusing how it doesn't work on some ships, like the B-Wing.
  2. Yes I know. Which isn't the same thing as what it's in the Squadrons game but close enough to be under the same overall concept of "shields going where they currently aren't at." But not quite what I'd want, personally, if trying to emulate the video game mechanics.
  3. well, that's pretty clever, though if it worked the way it does in the video game, it would give extra shield tokens to a ship in your forward arc until the end of the turn.
  4. I like this, keeps both players in the decision process but doesn't make it completely random. They do something similar in Armada for objectives, don't they? (it's been awhile since I've read those rules)
  5. I'm not mad about him, at least not yet. At least he's not as annoying as Boba up front. If there's ever a way for him to cheat his dial to a less-difficult revealed maneuver (literally changing the dial), that might be annoying but that doesn't seem to be something FFG wants to do based on cards already in the game. He doesn't get all the scum tricks either. I'd at least wait to see the rest of the cards he's coming with. I could see a title being really frustrating or possibly one of the crew. I'll say I do agree that they shouldn't have put such easy to get passive mods on an I6. I'm also not sure he should be an I6 to begin with. At a guess, I think they thought he should be better than Obi-Wan but his piloting alone wasn't the reason he had the advantage there. A large craft with a bunch of sneaky tactics contributed to that. I5 seems like it would have been more correct. ****, I'm not even sure Obi-Wan should have been I5.
  6. Or more hilariously, it will only be on the quickbuild cards like the afterburners.
  7. I agree with you analysis, lower cost makes it too usable, higher cost puts it in place for only showing up in niche lists. I was thinking 6 points but higher might make more sense. I don't think that's a huge drawback, really, at least as far as how I remember them being used in 1st edition and I would think how they'd be used now. You didn't want an entire list of tracers, you wanted maybe 3 at most if you were running a missile heavy list like z95 swarms. 2 at most feels like it'll be fine. I wonder if we might see it thrown in on a list with TIE Advanced if it's a cheaper upgrade.
  8. What's shocking to me is that 2nd edition tracers are better than 1st edition tracers in almost every way. Can be used twice. Range for who receives the locks is wider (though it originates on the defender instead of the attacker). Easier attack requirements. The only drawback in comparison to the 1st edition version is the the range being measured from the defender. But that's really not a drawback since you want to be shooting the enemy anyway and it lets you split up your formation more (like flanking with 3 z95s while 4 joust, barring points costs).
  9. Did he live? I guess we don't actually know what happened to him. Could be a different Mythrol.
  10. Legitimately, I don't expect it to actually bring much. But I do like the sound of the shield projector or some of the cooler shield/hull concepts from the game. And some of the "mines" could be remotes.
  11. Oh yeah. I'm guessing we won't see the missile-version and even FFG doesn't see their inclusion in their own RPG book as enough of a reason. EDIT: Also, Esk is kind of bad, right? The droid helps, and Marksmanship could help a bit
  12. Wait are mines good? I'm so unclear on what's actually good in this game, I think.
  13. You can submit issues on the GitHub. https://github.com/Sandrem/FlyCasual/issues If it's not working as it should in the rules, that's a valid submission.
  14. They have them as an optional upgrade in an FFG RPG book. Which in non-canon seems about as valid as them getting bombs through the config. Do we have the other config text?
  15. I mean, there's also Q9-0, though he didn't seem happy about it.
  16. Shadow Squadron means maybe that's the Republic shuttle we'll get eventually?
  17. I should have thought of the little robots. Considered they were gambling at one point, maybe we could work a die roll in there as well in a way similar to Lando but maybe more limited.
  18. Non-recurring 2 charges but maybe blue maneuver allows recovering? or maybe system phase you choose to take a weapons disabled and he recovers them then? I really think never getting them back is pretty rough and would make the card pretty terrible.
  19. Peli Motto, the mechanic, maybe? Probably something to do with charges and repairing damage cards. But maybe she just wasn't that important overall.
  20. That's uh... that's really good. Not sure about the I value, though, since you could one-shot a I5 TIE. But it is kind of a risk reward. thing. Would you want this to work multiple times a game, though? Edit: maybe keep one charge on it, and a clause that if there's no charges on it to discard the card.
  21. https://answers.ea.com/t5/Technical-Issues/SW-Squadrons-Known-Issues-amp-Announcements/m-p/9526030#M1747 Nice that they have a list of known issues. It does sound like they have a couple of issues related to ranks and matchmaking. Some people not getting ranked up after wins, and some saying that if you leave a match after the first person who left (at which point it says you aren't penalized), you still lose points.
  22. Matchmaking experience for me is that each team has one person that can actually land kills and four people that can't hit other players but are okay at dealing with the corvettes and frigates (I fall into the latter category, can't hit another player-controlled starfighter for anything). I've definitely not played enough matches, though.
  23. I like this. I suppose they could errata the token to not be green anymore and new ships would come with blue cardboard after that.
  24. I meant your preference for the sequel.
×
×
  • Create New...