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Danomight

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About Danomight

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  1. Scum is in a tough place in hyperspace right now. The nerfs that made our hyperspace set pieces more expensive hurt really badly. Switching to CIS until things get more viable - which could be a while given that FFG is probably more committed to fleshing out the new factions than to giving Scum some new toys.
  2. Thanks very much for this release! Is there any chance we can get Energy Shell Charges implemented as soon as possible? Most people looking to practice CIS lists will need them.
  3. Do my eyes deceive me or is there no K2SO in that fan of Resistance crew cards. D: They can't possibly be omitting him again??
  4. A lot of people talking about this but I just don't see it putting out enough damage. If you're boosting into evade every turn you have no mods at all on offense. Granted when you miss you can take a shot with Jamming beam and try to strip a token but I don't see that being enough, especially against higher agi ships.
  5. Danomight

    They're up!!!

    Complete rundown for Scum (my main faction) Iggy A 70 to 68 Iggy B 70 to 66 Iggy C 70 to 65 Iggy D 70 to 65 Kavil 42 to 43 Drea 40 to 42 Hired Gun 33 to 34 Crymorah Goon 32 to 31 YT-1300 All unchanged Lando 26 to 29 L3-37 22 to 26 Outer Rim Pioneer 24 to 28 Fang Fighter Unchanged Boba 80 to 86 All other firespray unchanged 4LOM Unchanged Zuckuss 47 to 45 Gand Findsman 43 to 41 Palob 38 to 40 Mux 36 to 38 Bonearm 36 to 35 Spice Runner unchanged Dengar 64 to 58 Manaroo 56 to 47 Tel 60 to 50 Contracted Scout 52 to 46 Kihraxz unchanged Asajj 84 to 76 Ketsu 74 to 70 Sabine 68 to 64 Hunter 64 to 60 Kimogila unchanged Serissu 43 to 40 Quinn 35 to 34 Laetin 35 to 33 Genesis Red 35 to 34 Point Veteran 33 to 32 Inaldra 32 to 31 Sunny 31 to 30 Spacer 29 to 28 Mining Guild Tie Unchanged Zuvio 33 to 35 Plank 31 to 34 Plutt 30 to 33 Gunrunner 28 to 32 Nym 52 to 48 Sol Sixxa 49 to 46 Revenant 46 to 45 Guri 62 to 63 Other vipers unchanged Bossk 70 to 66 Moralo 72 to 70 Latts 66 to 61 Slaver 58 to 56 Z95 Unchanged Genius 0 to 2 Other Astros unchanged 0-0-0 3 to 5 4-Lom 3 to 2 Vizago 2 to 1 Maul 13 to 11 Zuckuss 3 to 2 Jabba 8 to 6 Other crew unchanged Han Gunner 4 to 12 Other gunners unchanged Fearless EPT unchanged IG 2000 2 to 1 Andrasta 6 to 4 Marauder 3 to 6 Slave I 5 to 2 Moldy Crow 12 to 18 All other titles unchanged
  6. Grievous with an arc dodge dependent ability at PS4? Does this seem awful to anyone else?
  7. Issue I'm having is that the game crashes every time Ketsu tries to resolve her ability at range 0.
  8. Four ship rebel is plenty strong. Luke/Wedge/Jan/AP5 was the top list in swiss in Aussie nationals. Apart from those four pilots, Norra, Thane, and Sabine are also good options for mixing into a Rebel salad. I think the reason why Rebels have been featured less prominently in top cuts is that rebel players making the transition from 1.0 to 2.0 were too used to playing lists with huge health pools (5X, 4 Gunships), damage mitigation (Ghost/Fenn), and regen (Miranda, Poe, etc). People are beginning to realize though that good old-fashioned 4-ship rebel synergy builds are really good again in 2.0.
  9. I need Squad Benchmark 2.0 in my life so badly. I wonder if some crowdfunding would help the devs move forward?
  10. I like it - if you don't have room to boost or just don't need to you can calculate and then have a stack of tokens for defense and offense. Also gives you defensive tokens vs PS6 since Han doesn't give the focus until Boba engages. Edit: also, you can use the coordinate from L337 to stack Boba up with a calculate action - especially if you realize Boba is gonna bump.
  11. It's a buggy mess unfortunately but the look and feel are good so it should be usable once they fix it.
  12. Honestly this looks very smartly put together and is similar to a list I'm working on. I love the amount of area you can threaten with bombs between the drop options of Emon and Sol. You can use bombs to threaten swarms and the quadjumper to menace aces. One thing I realized when I was outfitting my Scurrg Bomber is that Genius allows you to drop a "BOMB" after fully executing a maneuver. Proximity Mines are classified as a "MINE", so my understanding is (someone correct me if I'm wrong) you cannot drop them with Genius. The wording for Genius would read "drop a DEVICE" if it was meant to apply to both bombs and mines. This makes Proximity mines much more limited as the target must put itself behind Sol to get hit. Also note that Trajectory Simulator only works in the System Phase so you cannot Genius into Traj Sym. If you could move and then Genius drop Prox Mines, Sol would be a great ace counter here but as it is you're depending on the Quadjumper to tractor beam aces. That being the case, I would get rid of the feedback/static discharge shenanigans in favor of giving the quad more ways to get tractor beams onto aces. Cloaking Device can give your quad a nice boost (from the decloak) of speed and repositioning to get to aces and Contraband Cybernetics can let you do a reverse or sloop move and still do the spacetug tractor action. I think your list would do great against swarms and give you a chance vs aces but you could struggle against high health, high firepower lists. That's why the list I'm working on swaps Emon for Boba and leaves the bombing to the Scurrg.
  13. What are the different ways you've tried kitting out Bossk in this list?
  14. I would go big base scum with lots of native mods that can't be canceled out by bumping. Something like: Asajj: Predator, Latts, Title, Glitter x2, Engine Upgrade Contracted Scout: Expertise, Dengar, Rigged Cargo Chute, APL, Title
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