Hesekiel
-
Content Count
386 -
Joined
-
Last visited
Reputation Activity
-
Hesekiel reacted to TheBigLev in Armada is Dead should die.
I agree overall with your post. On the other side, I do think that if newcomers are not impressed by what they see that should be a clarion call to FFG. You should not be able to expect a gaming community to trundle along or grow when you do literally nothing to support it.
If I ran an organization and we had a place for our clients to talk, and they did en masse, I would consider that a gold mine of information. The fact they seem oblivious is f***ing insane.
People should be aware that FFG does nothing for this community and much of the success of the game is due to people volunteering their time and energy. Frankly it should turn a lot of fair weather gamers away, but hopefully the real die hards see the game and community for what it is.
-
Hesekiel reacted to BillHimclaw in Is Armada dead? (Serious question)
The game is in an okay balancing state so if FFG pulls the plug the community can keep it alive for a long time. The only thing stopping me from actually going full community design madman is that, officially, it's still alive. So, should I spend the money I save for sweet sweet Armada plastic on a fan-made Venator? What if the new wave IS the oficial Venator? I mean, I would have a nice fan Venator, but the money! Nothing pains me more than spending money on something I technicaly have already.
It's this limbo state that's killing me. I can't go full fan-made. I get nothing official. Existence is pain.
-
Hesekiel reacted to dominosfleet in Is Armada dead? (Serious question)
It's not in great shape but It's not dead yet. our last announcement was August, our last release was Late Jan/Early Feb. Some people have hope, others like my cynical self are pretty pissy at FFG over it and ready to jump ship as soon as a better system actually pops up(sadly Armada really is one of the best table top's out there right now).
There's always the possibility that FFG is just so focused on X-wing 2.0 and Legion that armada's just taking the back seat for a bit, but that's not the greatest excuse if you want to keep a community together.
-
Hesekiel reacted to Slash Macbain in Sexism.....Sexism never changes......
Still No female gamers have said they are bothered .. something I would expect to happen very quickly with the title of this thread, that says it all for me.
Just no point when the Social Justice Brigade .. or maybe Trolls? arrive
I will throw away all my Lara Croft things today, how stupid i have been, a male having anything to do with such a Sexist female centric franchise, i should have been demanding more male characters in that for years.
I'm done with this thread
-
Hesekiel reacted to eviltwin61878 in Sexism.....Sexism never changes......
I'm suspect the OP is trolling, which makes me wonder how this thread was even allowed to post, considering that every post I make is being policed by moderators...
but I'd like to chime in, if that is okay.
I mean, if I was an SJW, I would be in all caps right now "did you just assume the gender of the BOS and the Super Mutant characters?!"
I am not an SJW, just an avid fan of the Fallout Universe.
I use caps(not the currency, the other kind of caps) for emphasis, not anger.
This game has
The Vault Dweller, who is clearly male.
The Wastelander, who is clearly female
The BOS Outcast, whose gender is not visible, considering that the BOS has both males and females and they both look exactly the same in the power armor and there are several prominent female BOS characters in across all the games who all wear power armor.
The Ghoul, who is clearly male, but also a ghoul...although, it IS established in the video games that ghouls do have working...parts... and there are even ghoul prostitutes to cater to certain people's "preferences"
and The Super Mutant, whom as others above have already stated is androgynous and sterile. Several super mutants in the video games have asserted their gender. one(I belive its name is Fawkes, you find it in Fallout 3) claims to be female and explains that male and female super mutants look the same. while in new vegas, you find a super mutant companion that is female and talks like a granny and wears a granny wig to express her gender. however, given that they are sterile, I'm leaning toward the idea that the majority of super mutants are gender neutral or genderless and they themselves, do not have gender expression in their society as most of them don't even remember their lives as humans and probably don't even know what sex they were to begin with.
so, what we have is
NOT
4 males,
1 female,
WE HAVE
1 male
1 female
1 undeclared
1 neuter
1 walking corpse, formerly male, possibly with working male plumbing...
I would say that's actually pretty diverse and progressive, IMO.
I mean, the ghoul DOES start off vilified, so people in the wasteland might not be as open minded as I am,but hey.
-
Hesekiel reacted to RedSkull in Sexism.....Sexism never changes......
ok so here we go......
The super mutatns have no gender and if you actaully want to get technical they are mostly formally women, next you have no idea what the gender of the figure in power armor is, and fianlly you are only assuming that the ghoul is a man based on the way the figure is dressed. When actually the Ghouls of the waste land have been so exposed to radiation they are basically genderless.
Final count: one male vault dweller, one female wastelander, one unknown BoS outcast, and two genderless creatures of the wasteland.
Of course this entire discussion is really moot as being male or female has no impact at all on the game.
*edits for grammar*
-
Hesekiel reacted to Ardaedhel in One year, one release
We've had seven articles this year. Seven. For comparison, X-wing has had seven articles since our last one. One of those was announcing the tourney regs update that basically amounted to "also you can't mark command dials."
It's been four months--120 days--since Wave 6 released, and there's been zero FAQ support. It's been months since I even saw a rules email answer posted, and I know there are several pending. Both of the admirals from the last wave have outstanding questions on their basic functionality, FFS!
FFG's strategy for supporting their second-best-selling miniatures game has been to entirely ignore it.
-
Hesekiel reacted to BrobaFett in Imperial assistance requested
I see what you are saying Cyan, but I disagree slightly. I agree that once ships are on the table you cannot throw the game just give them a good time. However, there are some things I tend to stay away from now, after having done a number of learn to play games. I never use anything that prevents my opponent from using something in his arsenal. I don't use intel. I don't use things that break the basic rules of the game like Demolisher or Luke/Dodonas Pride/APT. A simple list, with very few tricks, is incredibly important.
If you know what you are doing and give yourself a good fleet, and they have an "equal strength" fleet but have no clue what they are doing, you are going to beat them every time. They need to feel like they have a shot even with no information, which means running a fleet that is at the very least incredibly simple to understand. This is for a "very first game", followed by an upscaled version of the list with some serious synergy built in but still simple compared a tuned tournament list. Then after that, it's time to bust out the crazy stuff, but hopefully by then they understand the game enough that when you tell them APT bypasses shields the reaction is "That's really strong! I can see why people use it," instead of "That's effing BS why do my ships even have shields then if you can get around them." (actual response from a player I taught the game to using an APT glad, not even demo.)
[ EMPIRE FLEET (298 points)
-Victory II-class Star Destroyer - Leading Shots (89)
-Interdictor Combat Refit - Admiral Screed - G-8 Experimental Projector (127)
-Gladiator I-class Star Destroyer - Ordnance Experts (60)
-TIE Fighter Squadron x3 (24)
This fleet gets 3 ship types you have on the table, gives them an Admiral that makes them dangerous to your opponent but without being min/maxed. The squads can be sent by the VSD to alpha strike and scare the opponent but ultimately it is a fleet designed to put up a good fight but not have any single strength that can barrel through an entire rebel fleet when your opponent inevitably makes critical mistakes, making their game, win or lose, at least feel like a good fight. Also, this fleet serves as a really good one up "upscale" after that first match. When your opponent is comfortable with base mechanics and is ready for a full no hold barred 400 point match, you can send them against the upscaled version which is far more dangerous, but with the same weak point of not having a single ship that will just delete an out of place ship in a single shot.
[ EMPIRE FLEET (400 points)
-Victory II-class Star Destroyer - Flight Commander - Gunnery Team - Expanded Hangar Bay - Leading Shots - Quad Battery Turrets (109)
-Interdictor Combat Refit - Admiral Screed - Wulff Yularen - Fighter Coordination Team - Expanded Hangar Bay - G-8 Experimental Projector - Ion Cannon Batteries (147)
-Gladiator I-class Star Destroyer - Skilled First Officer - Ordnance Experts - Engine Techs - Assault Proton Torpedoes (74)
-''Howlrunner'' TIE Fighter Squadron (16)
-TIE Fighter Squadron x4 (32)
-TIE Interceptor Squadron x2 (22)
You are still using the same 3 ships, but now the VSD and Interdictor are tanky gunship/carriers that can activate a big a Howlrunner/Tie alpha strike. You can show the Fighter Coordination/Flight Commander combo, but since it's not on the same chasis, you allow them a turn to make adjustments for it if needed. In the end, while the alpha is certainly scary, it's still low hull, so you can teach them the importance of flak and defensive squad positioning without adding a ton of scatter tokens into the mix. You can certainly mention to them, however, that if you had been using aces all those scatters would be a thing. Gladiator is a standard kit, minus Demolisher because they aren't quite ready for that yet. It's still a dangerous ship, and you can again mention that Demolisher exists which gives the ship an incredible extra ability. Learning about the game breaking things without getting stomped by it makes those things exciting to see, instead of demoralizing. I could take this fleet to a tournament with some very minor changes (Admiral to Motti, Interdictor to support refit add targeting scrambler and title, add Demolisher to Glad, remove expanded hanger and add Dcaps to Victory, remove generic ties, add valen, mauler, and ciena.) and be fairly confident I could at least put up a good fight against the current meta.
-
Hesekiel reacted to Blail Blerg in Resistance and First Order Sub-factions for Armada
Actually, I find Finalizer to be fine. Though... I would have been MUCH more impressed if ep7 bad guys were much more nuanced than just. MUST COMPENSATE FOR EVERYTHING, MAKE IT BIGGER, FEAR ME RAWRAWRAWR. Imagine. What if the Finalizer had been smaller? What if it had been old? What if they had to use lots of depreciated parts and less than ideal conditions. What if there were motivations and limitations? What if they had heard of the tragedy of Darth plageuis the wise?
-
Hesekiel reacted to dominosfleet in Did they screw up the Tie Phantom?
it's so weird that people count escort as a neg. on Aces then yes, it's bad, but on gen fighters? it's amazing. it keeps your better fighters alive(Z-95's w/blout). While i agree that the Xwing isn't an end all people shouldn't look at it as such, it's an escort fighter where its job IS to protect other fighters and keep them alive. it's far more comparable to a advanced than the phantom.
-
Hesekiel reacted to Animewarsdude in New FO ship revealed. TLJ spoilerish?
It is said to be meant to bombard a planet, ISDs and SSDs do that well enough and leave the planet at a molten slag state. The only reason it has those guns is so they can have a scene where it is going to threaten a planet and the Resistance has to go in there and blow them up before they finish charging up to fire. Calling that scene right now.
-
Hesekiel reacted to dominosfleet in New FO ship revealed. TLJ spoilerish?
I'd kill for the star wars movies to stop making "Super Weapons" and start focusing more on story.
-
Hesekiel reacted to xanderf in New FO ship revealed. TLJ spoilerish?
It is, as with everything First Order, breathtakingly stupid looking. And at the 7700 meters they quote, that would mean the "Ludicrous" guns underneath it are going to be large enough to fly a CR90 down (if not a Nebulon-B)...
-
Hesekiel reacted to Undeadguy in The Raddus Bomb
So I guess I caught something FFG nor the play testers saw huh. What has my life become, sitting on the floor discussing rules for this game eating ice cream and drinking tequila while my cats claw at me for affection.
-
Hesekiel reacted to geek19 in Quad Battery Turrets spoiler
I think because you're the only one in the thread who seems to find issue with the Vic going speed 2. With all the new upgrades it's getting, speed 2 is fine. Yes you have to pay for dcaps and leading shots, but that's 6 dice per ship at long range, which will HURT a lot of small bases, especially if you can get an accuracy against their main important defense tokens (brace or scatter, say).
Instead of focusing on what the Vic is NOT, why not focus on the fact that it's a great long range artillery piece that can hold together if it ends up in the middle of the fight? Put it as the anvil of a hammer and anvil list (with a glad or ISD as the hammer) and it'll be great for it's role.
-
Hesekiel reacted to Hastatior in Is Stronghold worth it?
Can you double post this so I can like it twice?
-
Hesekiel reacted to Undeadguy in Is Stronghold worth it?
I beg to differ.
First, Stronghold is 5 not 4.
Second, an Assault Frigate is much better at staying alive than a Quasar will be. Overall, an AF as 5 more shields, and an Evade. Because of that, the AF costs more.
Third, Stronghold straight up prevents attacks from 1 AA ships. Which means they can't modify dice which means they can't add dice. To do that, you need to have your squads at distance 1-2 of the Quasar, which means your Quasar is getting in to close-medium range. You can see my second point on how the Quasar will survive at such close range.
Fourth, why do you keep attacking players and insinuating they have no skill? Knock it off.
"The argument here was about the OP struggling with maintaining his fighters into distance 2"
"You got to be kidding, no wonders why I find rebels more creative and tacticaly superior"
-
Hesekiel reacted to Norsehound in Quad Battery Turrets spoiler
I wasn't wild about JJ-enhanced VSDs, and D-Caps only help VSD-IIs. QBT is a card that can help a VSD no matter what configuration it's in, because nearly everything in the universe has the option of going faster than the VSD. In essence, when equipping this to a VSD, you're getting a blue die for free with each shot you take... especially against anyone trying to flank you when you're at speed 1.
I feel this is the first great card that has been handed to the VSD since, well, Wave 2. I'm onboard with the VSD-II crowd using D-Caps and Leading Shots.
I don't think I'd take these with my ARQ battery. ARQs in my experience have need to push up to speed 3 to flank bigger fish trying to get around them, so QLBs won't help there. These cards are best for VSDs and slow-rolling ISDs. MC-80s will want to take these too, for the Leading shots Ackbar combination mentioned upthread.
Still... can't be excited enough for these. And if I get multiples, it means I can equip all six of my VSDs with one. That is, if I can ever field six...
-
Hesekiel reacted to Undeadguy in Should Concentrate Fire command have an FAQ?
I've thought of a change before:
CF Dial
Small ships: Add 1 die
Medium ships: Add 1 die and reroll
Large ships: Add 2 dice
CF Token:
Small ships: reroll 1 die
Medium ships: reroll 2 dice
Large ships: Add 1 die and reroll
It makes larger ships much scarier, and thematically, it would make sense for them to throw more power behind their attacks. It's a small adjustment but really puts the firepower back into larger ships. Leia on MC80s would be adding 3 dice and 1 reroll. But you're also spending about 150 points to do that. And Comms Net gets a major boost by passing CF tokens around. It also keeps Demo and Admo in check, while providing a buff to Vics and Dics.
-
Hesekiel reacted to Milienius in Quad Battery Turrets
bruh double red AA on the carrier would be SWEET
-
Hesekiel got a reaction from Democratus in Relative power of ships...
There is simply not enough information available even if you learn wookiepedia by heart - and should anyone ever manage to accomplish that, there is still the problem that some details contradict each other, or that given statistics for e.g. armaments seem quite incoherent. Apparently a W34t Turbolaser costs 9000 credits and weighs 5 tons, but what does it exactly, apart from turbolasering?
Next problem, if you ever get to grasp the technical details of all involved ships, their armaments, armor, shields, you would still need to find an explanation for SW physics. Even if you get all weapon characteristics on the sheet, you will still not be able to calculate a ships combat capacity.
After all, SW is not sci-fi, its space fantasy. There is no way you will ever find a definition of a ships power that is much more but pure opinion and imagination.
-
Hesekiel got a reaction from Green Knight in Relative power of ships...
There is simply not enough information available even if you learn wookiepedia by heart - and should anyone ever manage to accomplish that, there is still the problem that some details contradict each other, or that given statistics for e.g. armaments seem quite incoherent. Apparently a W34t Turbolaser costs 9000 credits and weighs 5 tons, but what does it exactly, apart from turbolasering?
Next problem, if you ever get to grasp the technical details of all involved ships, their armaments, armor, shields, you would still need to find an explanation for SW physics. Even if you get all weapon characteristics on the sheet, you will still not be able to calculate a ships combat capacity.
After all, SW is not sci-fi, its space fantasy. There is no way you will ever find a definition of a ships power that is much more but pure opinion and imagination.
-
Hesekiel reacted to ryanabt in Physics of "The Hammerhead Ram" explained!
Did it also make sense that one ISD ripped through another based on the hammerhead pushing it? And the hammerhead didn't take anything bear the same damage.
-
Hesekiel reacted to Kikaze in So, apparently, Rieekan is "broken" levels of OP. What fixes him?
imho the problem is the biggs/rieekan/bomberfleet combo.
1. Biggs: a powerful squadron tool, raises the survivability of your squads dramaticaly.
2. Rieekan:Rieekan turns a Biggsball into nigh unstoppable; you must find a way to SEPERATE them. then you can beat them. just spread out, threaten to attack ships, force them to spread. done
3. Bomberfleet: thats all fine and well when Biggsball is there as fighter cover. but what happens if you have biggs and 2 unique pilots protecting norra wexley and massed bombers? You can't separate them. they KNOW they win any damage race vs ships. they have no reason not to stick together, if you wanna spread out and hurt their ships, np, they'll stick together, attack your ships and outdamage you.
by adding 1, 2 and 3 together, we are now in this conundrum.
-
Hesekiel reacted to Flengin in Long Range Missile System idea!
Battle Fleet Gothic had something similar. Any BFG players (past or present) care to comment?
