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OmegaLeader144

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Everything posted by OmegaLeader144

  1. Thank you for using me as a pilot. By the way, try using Interceptor Jax with Hull and Shield mods; Captain Oicunn Decimator with Intimidation, Dauntless, and Ysanne Isard; and the Inquisitor in the Tie Advanced Prototype. That setup should leave you with about 2 points to use as you please. What? Why advise people to try builds that are around 17 points over the 100pt limit??? 117pts ================== The Inquisitor (31) TIE Advanced Prototype (25), Push the Limit (3), TIE/v1 (1), Autothrusters (2) Carnor Jax (36) TIE Interceptor (26), Push the Limit (3), Royal Guard TIE (0), Shield Upgrade (4), Hull Upgrade (3) Captain Oicunn (50) VT-49 Decimator (42), Intimidation (2), Ysanne Isard (4), Dauntless (2) I never said anything about Push the Limit and Autothrusters, and check the math again. His math is right dude... even without PTL/Autothrusters and even Tie/v1 .. and no PTL on Jax it comes to 108 points. You have some how forgotten to carry a 1 and lost 10 points somewhere.. which explains why you thought u had 2 points to spare. I said you could also get rid of Hull and Shield mods and Intimidation. I see you edited your post ... good thing my quote shows your original post. That was after I realized that it highlighted and deleted that part of the text. lol .. ok. Sure it did. Even if you added no epts to your aces, your original list comes in 8pts over. But it's no big deal! My advice (in life, not just in X-wing!) is that it's always best just to say 'whoops, my bad, I missed something', rather than double down on a mistake and try and worm your way out of it. That's because people on the whole aren't stupid, and treating them as such is bad manners. People also, on the whole, respect honesty and integrity, and if you display it you change a negative assessment of your mistake into a very positive one. It's often hard to change someone's negative opinion of you, once it's in place, so being able to do so straight away is a really big deal in life. Hope you don't mind me saying this, but it's important. Anyway, If you really really wanted to take these three pilots together, I think this is the best list I could imagine for them. Oicunn is going to be a bit of a pinata here, but he can ram & block at a lower ps. As long as you don't run into any high ps or turrets along the way, you should be able to give the A-wings a good fight... Captain Oicunn (42) Adaptability (0) The Inquisitor (29) TIE Advanced Prototype (25), Push the Limit (3), TIE/v1 (1) Carnor Jax (29) TIE Interceptor (26), Push the Limit (3) I do know that, but thank you for saying it again. I was telling the truth about it deleting that part of the text. Also, sorry for coming off that way I didn't mean too.
  2. Thank you for using me as a pilot. By the way, try using Interceptor Jax with Hull and Shield mods; Captain Oicunn Decimator with Intimidation, Dauntless, and Ysanne Isard; and the Inquisitor in the Tie Advanced Prototype. That setup should leave you with about 2 points to use as you please. What? Why advise people to try builds that are around 17 points over the 100pt limit??? 117pts ================== The Inquisitor (31) TIE Advanced Prototype (25), Push the Limit (3), TIE/v1 (1), Autothrusters (2) Carnor Jax (36) TIE Interceptor (26), Push the Limit (3), Royal Guard TIE (0), Shield Upgrade (4), Hull Upgrade (3) Captain Oicunn (50) VT-49 Decimator (42), Intimidation (2), Ysanne Isard (4), Dauntless (2) I never said anything about Push the Limit and Autothrusters, and check the math again. His math is right dude... even without PTL/Autothrusters and even Tie/v1 .. and no PTL on Jax it comes to 108 points. You have some how forgotten to carry a 1 and lost 10 points somewhere.. which explains why you thought u had 2 points to spare. I said you could also get rid of Hull and Shield mods and Intimidation. I see you edited your post ... good thing my quote shows your original post. That was after I realized that it highlighted and deleted that part of the text. lol .. ok. Sure it did. You can believe what you want to about it, but that is what happened. Also, thank you for pointing out my mistake. I know that I shouldn't have acted that way, and I am sorry about that.
  3. Thank you for using me as a pilot. By the way, try using Interceptor Jax with Hull and Shield mods; Captain Oicunn Decimator with Intimidation, Dauntless, and Ysanne Isard; and the Inquisitor in the Tie Advanced Prototype. That setup should leave you with about 2 points to use as you please. What? Why advise people to try builds that are around 17 points over the 100pt limit??? 117pts ================== The Inquisitor (31) TIE Advanced Prototype (25), Push the Limit (3), TIE/v1 (1), Autothrusters (2) Carnor Jax (36) TIE Interceptor (26), Push the Limit (3), Royal Guard TIE (0), Shield Upgrade (4), Hull Upgrade (3) Captain Oicunn (50) VT-49 Decimator (42), Intimidation (2), Ysanne Isard (4), Dauntless (2) I never said anything about Push the Limit and Autothrusters, and check the math again. His math is right dude... even without PTL/Autothrusters and even Tie/v1 .. and no PTL on Jax it comes to 108 points. You have some how forgotten to carry a 1 and lost 10 points somewhere.. which explains why you thought u had 2 points to spare. I said you could also get rid of Hull and Shield mods and Intimidation. I see you edited your post ... good thing my quote shows your original post. That was after I realized that it highlighted and deleted that part of the text.
  4. Thank you for using me as a pilot. By the way, try using Interceptor Jax with Hull and Shield mods; Captain Oicunn Decimator with Intimidation, Dauntless, and Ysanne Isard; and the Inquisitor in the Tie Advanced Prototype. That setup should leave you with about 2 points to use as you please. What? Why advise people to try builds that are around 17 points over the 100pt limit??? 117pts ================== The Inquisitor (31) TIE Advanced Prototype (25), Push the Limit (3), TIE/v1 (1), Autothrusters (2) Carnor Jax (36) TIE Interceptor (26), Push the Limit (3), Royal Guard TIE (0), Shield Upgrade (4), Hull Upgrade (3) Captain Oicunn (50) VT-49 Decimator (42), Intimidation (2), Ysanne Isard (4), Dauntless (2) I never said anything about Push the Limit and Autothrusters, and check the math again. His math is right dude... even without PTL/Autothrusters and even Tie/v1 .. and no PTL on Jax it comes to 108 points. You have some how forgotten to carry a 1 and lost 10 points somewhere.. which explains why you thought u had 2 points to spare. I said you could also get rid of Hull and Shield mods and Intimidation.
  5. Thank you for using me as a pilot. By the way, try using Interceptor Jax with Hull and Shield mods; Captain Oicunn Decimator with Intimidation, Dauntless, and Ysanne Isard; and the Inquisitor in the Tie Advanced Prototype. That setup should leave you with about 2 points to use as you please. What? Why advise people to try builds that are around 17 points over the 100pt limit??? 117pts ================== The Inquisitor (31) TIE Advanced Prototype (25), Push the Limit (3), TIE/v1 (1), Autothrusters (2) Carnor Jax (36) TIE Interceptor (26), Push the Limit (3), Royal Guard TIE (0), Shield Upgrade (4), Hull Upgrade (3) Captain Oicunn (50) VT-49 Decimator (42), Intimidation (2), Ysanne Isard (4), Dauntless (2) I never said anything about Push the Limit and Autothrusters, and I forgot how much Hull and Shield mods were, so you could get rid of Intimidation and the Hull and Shield mods to make it 99 points
  6. Thank you for using me as a pilot. By the way, try using Interceptor Jax with Hull and Shield mods; Captain Oicunn Decimator with Intimidation, Dauntless, and Ysanne Isard; and the Inquisitor in the Tie Advanced Prototype. That setup should leave you with about 2 points to use as you please.
  7. It needn't be the whom-whom-whom-death uber-weapon it's portrayed as in the show. After all, in-game, an X-wing can take a perfect proton torpedo hit and the odds of getting a kill are astronomical. I'd make a "Quarrie's Prototype" title card something that allows you to double tap with, then discard, a cannon. Two heavy laser cannon shots, especially backed up by opportunist and a fire control system or similar, could theoretically punch clean through the forward shields of a raider and land some sort of beastly critical, which could represent what we're seeing.... It's almost Sun Crusher levels of stupid. This is Star Wars; you don't put a true Wave Motion Gun on anything smaller than a space station. If freaking LAATs can have composite lasers (edit: and SPHA-T as well), it's clearly not a Death Star only thing. As with anything else, the power of wave motion guns scales to size. The Death Star superlaser blasts entire planets into tiny pieces with one shot, while the Prototype B-wing tears big holes in a 250 meter-ish warship (doesn't outright blow it up) with one shot. And it only gets one shot, on top of being hard to aim and frying the hyperdrive after being fired. There's a reason production B-wings don't have it, after all. It doesn't even come close to the stupidly overpowered Sun Crusher with its supernova bombs and literally indestructible hull in a ship maybe the size of Slave I. That is why the Prototype B-wing makes that shot count.
  8. To a degree, many of them work like their real world counterparts. A missile is designed for direct impact. A torpedo is not. It is designed to cause the environment to deal most of the damage. IE a missile is ground to air, air to air, or air to ground, impacts the target, and explodes. A torpedo, in the real world, doesn't work this way. It bounces off of a ship and then detonates, creating a void in the water. This void is then closed by the immense water presser around it, creating a crushing force several thousand times greater than the explosives could yield. Some of the weapons in this game and in the Star Wars universe follow similar ideas. Most missiles deal direct damage to a target. In game terms, torpedoes do as well, but they can be described differently. A Proton Torpedo creates a small nuclear explosion that the ship must fly through. A Flechette Torpedo does something similar, but with shrapnel. A Plasma Torpedo creates a cloud of superheated plasma. An Ion Torpedo creates an electromagnetic cloud. In game terms, the difference exists solely to deny certain ships certain weapons. But in general, that's a basic overview of how they work in the real world and in universe, and how you can quantify the difference on the table in a meaningful way. Thank you for that.
  9. I just thought of how the titles I came up with could work, but I can think of how many points that they would cost. These are what I came up with: Red 5: You can reroll 1 attack die; Red 3: If you receive a critical damage with Ship on it, you may discard it without resolving its effects; Rouge Leader( a two sided card) (side one) If your ship is PS8 or higher you can reroll 2 dice, (side two) if your ship is PS7 or lower you can reroll one dice; and Prototype B-Wing: you can roll 6 attack die once per game, and then receive a disabled weapons token.
  10. I know that there are a few right now, but it seems like they need more titles, such as Red 5, Red 3, Rouge Leader, and Prototype B-Wing.
  11. Let Nym be PS 8 and Ketsu be PS 7 and then have 2 more pilots with PS ranging from 2-5.
  12. I like the idea for pilots, like Sabine's sister, but why rebel pilots? Also, Ketsu could be a level 7 pilot. Nym was a Rebel..same with Ketsu (Sabine's siser/teachers). Nym is even a Rebel in Armada. And Ketsu is a Rebel in the show now. Or at least each of them worked with the Rebels at times, much like how Fett worked with the Empire a few times so they made him Imperial. Plus it would be nice for Rebels and Scum to have a cross faction ship like Imperials and Sum do, so something slightly different but still the same. Ok good point. By the way, Nym could be PS 6 and Ketsu could be PS 7.
  13. Why not the N-1? FFG has taste. They don't want the chrome banana in their beautiful game. I think it would be an interesting ship to add to the game.
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