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Carnor Rex

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  1. Like
    Carnor Rex got a reaction from Bucknife in The S/F Swarm   
    This looks pretty slick. It's got the health the arcs and gets around the 2 primary so well I think this is pretty lethal against arc dodgers. 
  2. Like
    Carnor Rex got a reaction from HolySorcerer in In your opinion; Which Pilots & Upgrades require no skill and are against the spirit/original design intent of the game?   
    I could see the gunrunner needing an increase. But the other two I hope not. Sloane in particular I find very interesting to play.. both with and against. 
    If anything I think sloane increases the depth of the game by quite a stretch.
  3. Like
    Carnor Rex got a reaction from Cuz05 in In your opinion; Which Pilots & Upgrades require no skill and are against the spirit/original design intent of the game?   
    Sloane is great for many reasons. Under costed a bit maybe but not busted.
    Sloane's effectiveness increases the cheaper the support. She's also better against aces than generics who don't care near as much about one lost action. And then there's the mini game of hunting the carrier and target priority. For these reasons I like the card and find it interesting and challenging. 
    If anything I could see it being restricted from the phantom. Beyond that it's fine IMO.
  4. Like
    Carnor Rex reacted to It’s One Of Ours in In your opinion; Which Pilots & Upgrades require no skill and are against the spirit/original design intent of the game?   
    There are also some pilots who Sloane doesn’t impact at all...  4-Lom just gets more ammo to send back to the enemy ships, Jek can (try) to hold it, Nien Numb is a honey badger at R1 with an enemy in front arc, and Ten Numb laughs maniacally.
  5. Like
    Carnor Rex got a reaction from It’s One Of Ours in In your opinion; Which Pilots & Upgrades require no skill and are against the spirit/original design intent of the game?   
    Sloane is great for many reasons. Under costed a bit maybe but not busted.
    Sloane's effectiveness increases the cheaper the support. She's also better against aces than generics who don't care near as much about one lost action. And then there's the mini game of hunting the carrier and target priority. For these reasons I like the card and find it interesting and challenging. 
    If anything I could see it being restricted from the phantom. Beyond that it's fine IMO.
  6. Like
    Carnor Rex got a reaction from JJ48 in In your opinion; Which Pilots & Upgrades require no skill and are against the spirit/original design intent of the game?   
    Sloane is great for many reasons. Under costed a bit maybe but not busted.
    Sloane's effectiveness increases the cheaper the support. She's also better against aces than generics who don't care near as much about one lost action. And then there's the mini game of hunting the carrier and target priority. For these reasons I like the card and find it interesting and challenging. 
    If anything I could see it being restricted from the phantom. Beyond that it's fine IMO.
  7. Like
    Carnor Rex reacted to wurms in The S/F Swarm   
    "Quickdraw" (45)
    Fanatical (2)
    Targeting Synchronizer (5)
    Zeta Squadron Survivor (34)
    Homing Missiles (3)
    Zeta Squadron Survivor (34)
    Homing Missiles (3)
    Zeta Squadron Survivor (34)
    Homing Missiles (3)
    Zeta Squadron Survivor (34)
    Homing Missiles (3)
    Total: 200
    View in Yet Another Squad Builder 2.0
    I6 lock with 4 homing missiles. Its 4 instant damage, cause nobody is gonna take 4 dice shots,  plus probably two more attacks from them wanting to drop Quickdraw. Next round its another 4 instant damage with the ability to just turn away and poop out homing missiles again. In many games, 8 dmg in two rounds is unheard of.  With 8 arcs to fire from, suppernatty kylo could have a hard time dodging them. Just 3 dmg on kylo puts you up 45+pts. Soontir drops pretty quickly here. Beefy lists are obviously the problem like triple/quad T70s, jonus bombers, and alphas taking out QD before Zetas fire first round. I love the Tie S/F and will have to give this a go. 30hp and 10 arcs.
  8. Like
    Carnor Rex reacted to It’s One Of Ours in In your opinion; Which Pilots & Upgrades require no skill and are against the spirit/original design intent of the game?   
    That has generally been my reaction to many of the “problems” v2 has.  It’s not that the card or ability exists, such as with v1 TLT or Harpoon Missiles.  But rather that they’re undercosted.  Palob absolutely should be more points.  Probably equal to that of Jan Ors, at least.  Sloane and gunner Han are very efficient and cheap for what you get out of them.   But nothing is game-breakingly bad so far.
  9. Like
    Carnor Rex reacted to Hujoe Bigs in In your opinion; Which Pilots & Upgrades require no skill and are against the spirit/original design intent of the game?   
    I mean, calculation tokens and target locks completely counter Palob, arc dodgers and aces if flown right do as well. Which are both list building and game descisions. Sounds more like you fly into the teeth and expect them to be pillows.
     
    Sloane is countered by kill order. Either target her or have something that doesn't mind the stress finish off ships. Its difficult but not against any spirit of the game that I see.
     
    What I see that is against the spirit of the game is people complaining. Every problem has some sort of solution, you just have to work it out. Points need slight tweaking to get more ships on the board so less mirrors, but in comp play that's going to happen.
  10. Like
    Carnor Rex reacted to Crit Happens in The race to the bottom, and how it should be addressed   
    Towards the end of wave one, we witnessed squads at I5 in particular bringing bids of 16 points or more. This is to guarantee moving last and acquiring the lock to launch proton torps and/or for arc dodging. We are going to see these deep bids continuing, and possibly get much worse with supernatural Kylo. 
    This choice of sacrificing extra upgrades to nearly guarantee moving last has always been a key part of this game, and it's not something that I have a problem with. I do have a problem with it's unintended consequence in relation to game scoring though. 
    Games are scored based on how many squad points we destroy, and since unused points can't be destroyed (unless you kill everything), the end game ships often become an untouchable point fortress. We are going to see squads where Kylo is "worth" 2/3 or more of your squad points. It creates a win condition that actively encourages players to kill something, and run away. I know that this isn't something that the game developers intended. It is not fun. It is a negative play experience. 
    Half points on all ships was a step in the right direction and has made games more chaotic in the final few turns, but it hasn't done enough to solve the problem of intentional point fortresses. 
    I believe that a simple change to game scoring should be made. Any unused squad points should count as points destroyed. You can still choose to take a deep initiative bid to guarantee moving last, but you're now giving your opponent a game scoring advantage. 
     
    What are your thoughts about this idea? Do you have any other suggestions that better address the issue of intentional point fortresses from deep bids? Is this even a problem that needs to be addressed?
  11. Like
    Carnor Rex reacted to Biophysical in Kylo v Poe   
    Poe is interesting because he's way efficient, and largely plays the game fair, excepting some expensive very limited resources he can expend to cheat.  Kylo is much more expensive, but he just cheats.
    I tend to like Poe because I like playing the game, and Poe's I6 makes other people's cheating a little harder to do.  He's basically like super Wedge, all in good ways.  He's a regular ship, just really good at it.  
    Kylo can go anywhere, but given time constraints of a typical game, that means he does a lot of running to time.  That's fine for people for whom that's their thing.  It's not mine.
    Obviously none of this is a tactical analysis.
  12. Like
    Carnor Rex reacted to Hiemfire in OH GOD, THE BOMBERS ARE GOOD.   
    Bombs: "Bombs can be dropped or launched during the System Phase and detonate at the end of the Activation Phase."
    Paige: "After you perform a primary attack, you may drop 1 bomb or rotate your turret arc. After you are destroyed, you may drop 1 bomb."
    Paige's bomb doesn't detonate till the end of the next Activation Phase so Finch has plenty of time to get out of the way, and can have 2 qued up to go off in the same area too... (Paige drop, next round System Phase drop, move clear in the Activation Phase, BOOM!)
  13. Like
    Carnor Rex reacted to ScummyRebel in Looking to hyperspace-ize a list   
    Since the event is pod based, play in a morning pod and an afternoon pod, and you must have a unique list for each pod (eg bring 2) - I’m tempted to just punt and play it anyway since extended is legal, and just make my second list Hyperspace compatible 
  14. Like
    Carnor Rex got a reaction from DarkArk in In your opinion; Which Pilots & Upgrades require no skill and are against the spirit/original design intent of the game?   
    I could see the gunrunner needing an increase. But the other two I hope not. Sloane in particular I find very interesting to play.. both with and against. 
    If anything I think sloane increases the depth of the game by quite a stretch.
  15. Like
    Carnor Rex got a reaction from Greebwahn in Boba/IG-88D/dengar + Kavil/han + Palob/L3-37... tournament squad   
    How attached are you to dengar?
    I'd probably drop him and L7 for EH and then lando on palob.
  16. Like
    Carnor Rex got a reaction from Brunas in Carolina Krayts is the best X-Wing podcast   
    Compared to what? The 2 dice primary is being overlooked here I think. Mobile or not it's 2 dice. I'm not talking about moldy crow. Just the base ship.
    Non moldy hwks aren't good. Not compared to bombers or ties or really anything else around 28-34 pt range. I wish they were but I've tried a bare spice runner. It sucked. That's the problem.. hwks are only good with title or maaybe certain pilots bare.
  17. Like
    Carnor Rex reacted to Magnus Grendel in Are triple T70's viable?   
    That's starting to throw a lot of points into a one-use trick, though. I'll lob 2 points at Black One on the off-chance I get to pull some stupid chained turn-and-talon-roll move, but stuff like discharge vanes and advanced SLAM are pushing it to a much more significant investment.
    Might be worth it for Nien Numb - he's aiming to be at range 1 of the enemy anyway; SLAM-ing into a talon roll, then dumping off the stress then passing you the ion token then shooting you at range 1 is just kind of adding insult to injury.
     
     
    Bastian looks like a nice cheap third pilot. His ability pairs nicely with M9-G8 - allowing you to bounce your target lock round reactively as both friends and enemies take damage without wasting actions.
     
     
    What are people's thoughts on cannons, missiles and torpedoes? Targeting Synchroniser and R3 Astromech looks like a nice pairing, removing the attack [Target lock] requirement across a big swathe of the board, allowing a couple of generics to play torpedo-bomber fairly effectively.
     
     
    Idea:
    Lieutenant Bastian M9-G8 Pattern Analyser Integrated S-Foils Kare Kun Heavy Laser Cannon BB-8 Primed Thrusters Integrated S-Foils Ello Asty Black One Heroic Primed Thrusters Integrated S-Foils  
  18. Like
    Carnor Rex reacted to ayedubbleyoo in Are triple T70's viable?   
    Heroic triggered 3 times for me last night, I rolled the double blanks into more double blanks every time
  19. Like
    Carnor Rex got a reaction from Brunas in Carolina Krayts is the best X-Wing podcast   
    On the bright side scum has more non-5 initiative pilots seeing play than the other factions. It seems nearly every other ship is init 5-6 besides palob, 4-lom, gunrunners and pirates.  
  20. Like
    Carnor Rex reacted to theBitterFig in Carolina Krayts is the best X-Wing podcast   
    So here's what I see: there are like 6-10 really strong Scum pieces (Boba, Jakku, Guri, Fenn, 4-LOM, Palob, Kavil, Drea, any non-asploding Escape Craft).  Any list made up of these and sanely upgraded will be decent.  Maybe Scum is ahead in power level, but at least it has variety.
    The Empire is the Phantom and Punisher Show.  A few more options than that, but mostly.
    Rebels?  Wedge is kinda good at fighting Whisper.
  21. Like
    Carnor Rex reacted to Vontoothskie in A modest proposal   
    ord'nance will never mesh with this rules system. its one of the things many assumed would be fixed in 2.0 because it was such an obvious design flaw in 1.0, but instead its just a repeat.
    by defining the ordnances behaviour as a regular attack(even with TL reqs), then a missile/torp is simply compared to a standard attack for value. either its better than a standard attack for the points or worse than a standard attack right off the bat.  (this is not true for "effect" on hit weapons like ion torpedoes. ill get back to that)
    if its worse, its DOA. for example you would never pay 15 points for a one time 3 red shot when you could simply upgrade the chassis to better effect
    if it is basically a regular attack for normal pricing, then it becomes pointless to equip unless you really really want your favorite 2 red die pilot to roll 3 red or whatever.  in this case its essentially a fix or thematic choice, which is fine but begs the question why it needs to be in the game at all
    the real problem arises when the missile/torp increases raw damage beyond the normal 2/3 dice range the system is built around, because now its objectively better with no drawback and the obvious WAAC strategy becomes alpha striking which is what broke first edition.
    so basically from a game design perspective, ord'nance should only exist in the game for effects that change gameplay dynamics and make the strategically different WITHOUT power creep.
    so primarilly control aspects like ion or stress, but theres room for range shenanagins and chassis specific goodies as well
    in real life missiles replaced dogfighting in war, because theyre technologically superior to guns. if they exist in game as nothing more than power creeped attacks, then its triple jumps and harpoon swarms all over again... "win at innitiative: the game" forever.  to prevent that FFGs whole philosophy towards ordnance needs to change
  22. Like
    Carnor Rex reacted to Cuz05 in A modest proposal   
    Why not just widen the price difference between lower and higher initiative. Kinda catches all.
  23. Like
    Carnor Rex reacted to theBitterFig in A modest proposal   
    I lean mostly towards this.  It avoids any fiddly overhead involved with new price scaling, and gets at the fact that *everything* is better at higher initiative.
    I can see the other side's point, though.
  24. Like
    Carnor Rex reacted to MasterShake2 in A modest proposal   
    What?  This isn't a modest proposal at all!  Where are recipes for homeless children?
  25. Like
    Carnor Rex reacted to Icelom in A modest proposal   
    This.....
    I'd higher initiative is the problem then deal with that, any other changes just moves the issue to some other effect 
    That being said I have moved away from ordnance the more I play second edition. Ordinance is fantastic against players you are better then (so don't need it) and gets weaker the better your opponent is then you (so you are spending points on stuff you won't use when you are allready behind ). Due to ordinaces firing requirements it can be flown around this becomes more relevant the better your opponent is to the point of making it bad against someone who fly's better then you and those points are now a waste in a matchup you were allready behind on.
    Several games now I have not allowed by opponents to even fire there ordinance , so they have paid upwards of an entire other ship that was never used. When I see lists just packed with missiles and torps I wonder if they would do more damage by just having an effective blocker in the list instead. 
    Just my 2 cents, alot of this could just be my playstyle and not representative of other people (for example if you are less aggressive then me it may be the opposite)
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