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Otacon

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  1. Time machine you guys have must be nice, it's not on the main page, or linked on their twitter yet...
  2. Otacon

    Your opinions on Force, and counters to it

    To that point, Luke is already 10 points more than Wedge, a higher I pilot in the same ship with a great ability, and 14 points more than the X-wing's other I5 pilot, Thane, who also has a pretty solid ability. Maybe they'll decide he's not paying enough of a premium at some point but he's already definitely paying for what he gets.
  3. Otacon

    Rating the X-wing Pilots

    Discovered this Saturday. I haven't been testing or theory crafting 2.0 stuff for the last few months like some people, but went into my first games of 2.0, and of X-wing period in over a year, this last weekend with the idea that anything providing action economy in this new environment is probably pretty good. List was Wedge with Swarm Tactics(to bump up Garvin's initiative) and torpedos, Supernatural Luke, and Garvin. I think Garvin's ability triggered all of twice, and only once when it was relevant, across 3 games. Pretty lackluster, not being able to spend for 0 changes is a lot more limiting than you might imagine at first. Ten Numb, with Farlander's old ability, is likely going to have the same problem. Servomotors are definitely neat, and have a bigger impact than I'd expected them to at first. It's extra fun how they combo with Supernatural Reflexes on Luke, letting him pre-maneuver boost > open s-foils > move > BR or whatever else into 3 dice attacks, and close s-foils > pre-maneuver boost/BR > move > whichever boost/BR you didn't already do, to run away. Does anyone know if, with S-foils closed, you can do the linked red Focus off of a Supernatural Reflexes Boost? I could probably figure it out for myself with a more thorough read of the new rules reference, but being able to, starting from Closed S-foils, do: SR Boost > linked red focus > Open S-foils > execute blue manuever to clear stress > BR or target lock, for a stress free triple action turn, seems too good to be true. Anyway, as to the question at hand, Wedge and Luke are definitely up there, Thane probably is too, thinking about his ability some more. The X-wing is pretty solid, and has a lot of really good pilot abilities, you just have to put some thought into flying them and use everything they have available.
  4. Otacon

    List of Conversion Kit annoyances

    How long it's taking me to pack away my 1.0 stuff, assemble all of the dials, get all the new cards into my binders, and reorganize my factions in my carry cases. I only got through my rebels last night, my finger tips are still sore from all the dial assembly.
  5. Otacon

    What are you buying today ?

    Ended up with a core, Rebel and Imperial Conversions, and a single X and Y wing expansion each. I'm probably leaving my scum in the dust, unsure about sequel factions. I'd planned on at least one X-wing expansion, as the generic red squadron paintjob will be a good base to add detail for Wedge's X-wing. I hadn't been planning on a new Y-wing, but after seeing the new model in person I had to get one. It's crazy how much better it is than the original.
  6. Otacon

    More icons would be a +++

    I'd rather not have X-wing cards turn into the typical space instructions for a Euro worker placement game, where I have to reference the manual to have any hope of a clue what a given thing actually does.
  7. Otacon

    CLONE WARS CONFIRMED

    Well, at least with the new release model I won't have to buy them just for upgrades, if they stick with it.
  8. Otacon

    2.0 Points Values & Slots

    I don't remember what enough of the upgrades do off the top of my head to really dive in, but my base of: Lando + Nien Nunb Wedge + Proton torps for my Battle of Endor list coming in at 158, with 42 points left to play with upgrades and other additions, seems pretty solid. Wedge getting relatively cheaper, while his ability gets relatively better* has got me excited; I can finally play him and not feel like I'm wearing an anchor around my neck. *given how evade tokens work, within range 2 just about everything is capped to at best dodge 2 damage from him now. And, more of an edge case, but even if it's just at range 3 he at least does something against 0 Agility ships now.
  9. Otacon

    X-wing second edition tournament at Gencon

    The $80 price tag seemed a bit out there, but reading the description it includes a Core Set and a fighter expansion, so that seems more reasonable. Not surprising they have events going for it given it's early launching there.
  10. There was no E-wing in Rogue Squadron. You got to fly the V-wing air speeder in the mission against the World Devastators on Mon Calamari, and could unlock the Falcon, TIE Interceptor, T-16, and a 1969 Buick, but you never got E-wings. Unless they showed up in Rogue Squadron 3, which I never played, they don't turn up anywhere else in the series either. Rogue Squadron only flew E-wings in one of the comics.
  11. Otacon

    Happy FRI-Day

    Ouch. I have friends in the 501st, from them you really don't want to fall in one of those costumes, though for what it's worth I get the impression from the look of it that that was purpose made for being able to do that, rather than a straight up stormtrooper outfit.
  12. Otacon

    Happy FRI-Day

    Also I apologize for the attempted thread hijack, today is just lame, I'm venting everywhere I can find that's even tangentially related.
  13. Otacon

    Happy FRI-Day

    It's technically not as extensive as a full on second edition. None of the mechanics changed, the existing card pool remained. They just updated the core set contents. Netrunner was originally designed several years before FFG announced their rotation policy, so the base game and the first few cycles weren't designed with eventual rotation in mind. On top of that, the core set originally wasn't going to rotate, despite the core set being the source of a lot of the 'problem' cards still in the game. So instead of a full reboot of the game, when Netrunner was going to become the first LCG to hit the planned cardpool size for rotation, they revamped the core set as well, dropping a lot of the problem cards, both over and underpowered, and bringing in cards from the first two cycles that were considered key to the card pool. Then on top of that, they moved away from the Most Wanted List influence taxing system of handling overpowered cards(where influence is the resource you spend during deck building to import from other factions) to a more straightforward Banned and Restricted list. All of that stuff came together late last year, under the direction of a new lead designer, to breath a lot of new life into a game that was getting really stale. But yeah, every indication was Netrunner was going to keep thriving for years, and if you go look at the breakdown of factions and ids from the European Championships things were looking pretty solid. Now less than a year after announcing the changing of hands and all of that stuff happening its on its way out. It is true that Games Workshop may have considered FFG direct competitors, though at the time they decided to not renew that particular license, Runewars hadn't been announced yet and I'm not sure Legion was even in active development, though X-wing and Armada were out there. I'm not sure how much unannounced miniatures games would have played into that particular decision... But I'm not sure if WotC would consider Netrunner legitimate competition in the same way. Even the biggest Netrunner events at ~300+ players are dwarfed by the typical MtG pro tour event. Other speculation I've seen is that Wizards of the Coast may have wanted to get control of Netrunner back given an expected resurgence in popularity for the IP the original 90's Netrunner CCG was themed around; Cyberpunk 2020. Specifically, The Witcher developers CDProjekt Red's next game, Cyberpunk 2077, is likely coming sooner than later, and the Cyberpunk pen and paper RPG is getting a new edition as well. They may feel that they can get more out of Netrunner if they bring it back in house in light of that, given how successful The Witcher 3 was. The other difference here from losing the 40k license, it seemed apparent that something was going on there for quite a while ahead of the actual announcement. There was rumbling from Conquest playtesters that they hadn't received new content for months in advance, and there was no public news regarding any of the GW IPs for a similar time frame. Compare that with Netrunner where we had a new deluxe expansion announced back in March. ****, we had an article about its contents within the last week. There was no overt indication anything was wrong. Obviously FFG would have known the date the license was set to expire but unlike in the GW case where it seems clear GW let them know in advance they had no plans to extend it, you get the impression they expected to get a renewal with Wizards no problem, and that they were just as blindsided about this cancellation as we are. tl;dr this is similar to the GW situation, but feels like it was much more sudden and unexpected, even for FFG.
  14. Otacon

    End of Netrunner

    FFG owns the Android IP. They licensed the original Netrunner game system from Wizards, who originally released the game in the mid 90s as a CCG, originally themed around the Cyberpunk 2020 pen and paper RPG. At best, we're going to get a new Netrunner from them, with the old theme, and likely the CCG format 🤮Which... I mean, as much as I like Netrunner, no thanks. Part of the appeal of Android: Netrunner is the LCG format. In a way it's not surprising they'd want it back under their roof, given CDProjekt Red should be releasing their video game adaptation of Cyberpunk fairly soon as a follow up to The Witcher 3, so the Cyberpunk IP is probably about to get a lot more valuable. That probably factored into them not wanting to continue the deal.
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