Jump to content

Vineheart01

Members
  • Content Count

    8,262
  • Joined

  • Last visited


Reputation Activity

  1. Like
    Vineheart01 got a reaction from Draconis80 in CC and squadron limits.   
    i would imagine the squad cap would be the 1/3 of 500pts (167pts) since thats the max you can go period. With the base defense objective allowing you to reach 200pts.
  2. Like
    Vineheart01 got a reaction from Draconis80 in Corellian Conflict Questions: Dev Answers   
    Constant squadron limit changing? Ok thats annoying.
    Really should just be "Initial 400pt = 134pts, then max of 500pt = 167pts regardless of your actual ship list" just to keep it simple.
     
    Not to mention how the hell would you know your opponents didnt add more fighters, break the limit theyre suppose to have, but its under the 167pts so maybe they lost a ship and thats why the numbers are off? Other than this is obviously among friends so odds of someone bring a prick like that are low.
  3. Like
    Vineheart01 got a reaction from TasteTheRainbow in 2nd ed Console Fire damage card.   
    they just answered this in the pinned rules thread at the top of this forum. The ship gets to attack.
    Q: When a ship is destroyed by a game effect triggered with "before engaging,” does it still engage?
    A: Yes, because the game has already reached that initiative step, it is not removed until after all ships of that initiative have engaged, per simultaneous fire.
  4. Like
    Vineheart01 got a reaction from AngryAlbatross in 2.0 Ciena Ree and Interceptors   
    from Ability Queue in the rules:
    If a player has multiple abilities that triggered from the same event, that player chooses the order that those abilities are added to the ability queue
    Both trigger after doing an action. Specifically, the first Coordinated action because linked actions are not considered one action.
    Ciena would trigger at the same point, which is off the Focus action. But due to "i can order these as i see fit" you do the boost or roll first.
    Ciena now gets to check if a boost or roll was performed. Since she does NOT specify "the coordinated action" and two actions were done before she checks, its valid.
    If she specifically stated "If the ship you coordinated performed a boost or roll with the free action from coordinate" then no she wouldnt work.
    And i totally flipped my view on this midwrite for this lol....wrote that rule and went...uh...wait no she does work lol
  5. Like
    Vineheart01 got a reaction from StriderZessei in First 2.0 nerf victim: composure   
    its a card that shouldnt have existed in the first place.
    Its intent is clear and perfectly fine, but theres no way to govern it from "intentional failure" which everyone was doing. How on earth they never thought we'd just go "Ok ima boost into your face. It failed. FOCUS!!" purely intentionally.
    Not factoring that situation in, its kinda crap to begin with. Its 2pts and eats the talent slot for literally a "failsafe" tactic. If you fly properly, it'll never do anything.
  6. Like
    Vineheart01 got a reaction from Rexler Brath in If you feel like the Empire stinks in Hyperspace format, remember that it's not going up against other Empire stuff, or broken Scum or Rebel stuff   
    The fact that theyre including the conversions for Fo/Res is confusing to me.
    Why allow those but none of the reb/imp stuff?
  7. Like
    Vineheart01 got a reaction from Rexler Brath in If you feel like the Empire stinks in Hyperspace format, remember that it's not going up against other Empire stuff, or broken Scum or Rebel stuff   
    The reason i dont like Hyperspace or Standard is BECAUSE of Vader/TIE swarms.
    Its nothing BUT that, with Boba being a close second. Why? Theres no counter to it right now other than just extremely good planning/luck.
    Nobody runs TIE swarms with Extended in mind unless they are just wanting a challenge. We got 1 guy that does it but he's clearly trying to force himself to fly better (which works, i did it when i started playing) not play to win at all costs.
    Its simply too limited. And its just limited to screw over vet players because theyve made no mention about it cycling out ships/cards to keep it "fresh" - thats going to be its own thing (the custom option in the ap)
  8. Like
    Vineheart01 got a reaction from PT106 in In your opinion; Which Pilots & Upgrades require no skill and are against the spirit/original design intent of the game?   
    thing about Redline is literally not a single ability, 1.0 or 2.0, has ever mentioned acquiring a lock to be an action.
    They've always worded it that way. "Acquire a lock" instead of "Perform a lock action" - its literally always been the only action lock is the normal actionbar or that droid that basically merged lock + boost in one action with a condition.
    I dont see Redline being that big of an issue. Major threat, yes, gamebreaker no. Punishers still die easy.
    Scum Han Gunner is the king of the easy-play cards. Put him on a turret ship, dial a green, free focus every round nobody can do anything about (depending on timing with other start of combat abilities) and to top it off hes pennies cheap. Other comparable insane abilities are priced through the roof (anybody remember Luke Gunner flak before we saw his price????)
  9. Like
    Vineheart01 got a reaction from nitrobenz in Quickdraw and Electronic Baffle   
    arguably way stronger on QD than in 1.0 since this happens at the end of the turn now instead of upon red token received and locks are red tokens.
    So if you lock QD, even with a friendly ship, you can baffle it if it doesnt trigger normally. Juicy.
  10. Like
    Vineheart01 got a reaction from Arma Quattro in Quickdraw and Electronic Baffle   
    arguably way stronger on QD than in 1.0 since this happens at the end of the turn now instead of upon red token received and locks are red tokens.
    So if you lock QD, even with a friendly ship, you can baffle it if it doesnt trigger normally. Juicy.
  11. Like
    Vineheart01 got a reaction from hargleblarg in Quickdraw and Electronic Baffle   
    arguably way stronger on QD than in 1.0 since this happens at the end of the turn now instead of upon red token received and locks are red tokens.
    So if you lock QD, even with a friendly ship, you can baffle it if it doesnt trigger normally. Juicy.
  12. Like
    Vineheart01 got a reaction from Hiemfire in Quickdraw and Electronic Baffle   
    arguably way stronger on QD than in 1.0 since this happens at the end of the turn now instead of upon red token received and locks are red tokens.
    So if you lock QD, even with a friendly ship, you can baffle it if it doesnt trigger normally. Juicy.
  13. Like
    Vineheart01 got a reaction from PT106 in TIE Silencer vs Defender   
    Soontir has been amazing, in 2.0, interceptors are garbage otherwise.
    When did the Silencer get spoiled? Theres only 2 articles on the conversion kit and neither of them show a full Silencer card that i can see.
     
  14. Like
    Vineheart01 got a reaction from nitrobenz in Feeling happy about the Modified TIE/Lns   
    Configs are for ship-related upgrades that either are too wordy for the pilot card, has options, or like you said has dualsides.
    Gunboats have config and its not dualsided.
  15. Like
    Vineheart01 got a reaction from LordBlades in If you feel like the Empire stinks in Hyperspace format, remember that it's not going up against other Empire stuff, or broken Scum or Rebel stuff   
    FFG's idea of a limited format is "what was released normally, and whats in the conv kits" right now.
    Like what Fickle said, limited formats are fine if theyre actually balanced right. Standard is boring because theres no options and 2 of the really big dogs are legal and dont depend on illegal upgrades to be that mean.
  16. Like
    Vineheart01 got a reaction from AllWingsStandyingBy in Hyperspace Format Posted (Your favorite ship BANNED!)   
    this is kinda my problem with standard too.
    Other than dumb luck its insanely hard to deal with Boba or TIE swarms in a standard format.
    Formats that limit what you can bring are fine. But when the list of OK stuff is a fraction the size of not OK stuff theres an issue.
  17. Like
    Vineheart01 got a reaction from Quarrel in Feeling happy about the Modified TIE/Lns   
    Configs are for ship-related upgrades that either are too wordy for the pilot card, has options, or like you said has dualsides.
    Gunboats have config and its not dualsided.
  18. Like
    Vineheart01 got a reaction from Hiemfire in Feeling happy about the Modified TIE/Lns   
    Configs are for ship-related upgrades that either are too wordy for the pilot card, has options, or like you said has dualsides.
    Gunboats have config and its not dualsided.
  19. Like
    Vineheart01 got a reaction from Green Knight in Feeling happy about the Modified TIE/Lns   
    Configs are for ship-related upgrades that either are too wordy for the pilot card, has options, or like you said has dualsides.
    Gunboats have config and its not dualsided.
  20. Like
    Vineheart01 got a reaction from Cgriffith in Timing with (Finn & Rose)   
    It all happens during the attacker's die mod step, which means they can resolve it in any order.
    Yes it works. And its rather annoying that everybody that spends dice got blanks removed and then Rose just goes "Here have a lock to fix all those blanks"
  21. Like
    Vineheart01 got a reaction from Hiemfire in Ionization and prospective impact on CIS Faction   
    The fact you need 2 hits is why ionwalking isnt that easy.
    Even with requiring 2 hits, ionwalking isnt that hard to do, its just most small ships die before they reach the rock or edge of the board anyway. Its just hard enough to do so its not basically auto-ion because you cant Evade, Repair, Boost, Roll, or some special action to avoid the attack better.
    I initially didnt notice the 1st hit didnt ion and when i saw Ion now restricts to a focus action i immediately went "Are you kidding me they made ionwalking EASIER TO DO!?" - once i noticed the first hit doesnt ion, i realized it wasnt that likely. Still happens, but often its just 1 damage no ion.
    It also provides an incentive to dodge the attack when you arent going to dodge it all. In 1.0 if you got hit by ions and you couldnt fully dodge it, you never spent any tokens because there was no point. Now there is, avoid that ion token is pretty important especially if the enemy list also has APTs, which are SUPER easy to line up if you are ioned.
  22. Like
    Vineheart01 got a reaction from Blademaster72 in Redline double locking a target   
    the only thing that prevents doublelocks is the droid itself, and in 1.0 the crew.
    Redline never prevented it.
    Redline DID lose the "acquire a lock after acquiring a lock" thing, but i'll take his current form for that any day lol (do ANYTHING -> get a lock)
  23. Like
    Vineheart01 got a reaction from ScummyRebel in Mining Guild TIE   
    tie fighters getting extra dice isnt that bad, theyre so squishy anyway.
    Most of the in a vacuum most broken abilities in the game are on tie fighters, but the frame is so fragile and predictable that its not THAT big of an issue.
  24. Like
    Vineheart01 got a reaction from Ccwebb in Mining Guild TIE   
    tie fighters getting extra dice isnt that bad, theyre so squishy anyway.
    Most of the in a vacuum most broken abilities in the game are on tie fighters, but the frame is so fragile and predictable that its not THAT big of an issue.
  25. Like
    Vineheart01 got a reaction from Icelom in RedLine   
    You dont need an official rule for literally everything in a game about permissions.
    "You may maintain 2 locks" includes 2 on the same target. It does not need extra words to emphasis that point.
×
×
  • Create New...