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theBitterFig

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Everything posted by theBitterFig

  1. I've got no idea, it really feels like it's lacking something. Contrast these two. I don't know what's up with Jedi Commander. It doesn't seem to be setting up a wing at all. Maybe it's used on a 2nd jedi within a wing, but then they're not really a Jedi Commander at all. Shrug and no clue.
  2. Kinda disappointing that Yoda is literally just the same ability. I don't love it when that happens, since it's just boring.
  3. For starters, it'll probably never be good on 3 agility ships. There just aren't enough of them that have enough total health to care. For two agility... again, I think health totals are pretty much all too low to bother with this. Closest is Xi. With low offense, but some nice auras, maybe it'd be OK, but Reinforce doesn't add a lot to 2 agility defenders, so probably not even quite worth it. For one agility... well, I'd say at 3 points it might be worth it (it could probably be 3 points at all agility values... well, maybe more at Agi 0, but there are no Agi 0 medium or small base ships). That's the cost of a hull upgrade, and trading 2 health for a reinforce action seems "worth it" if you have a ship which is willing to dedicate it's action to Reinforce. But is there anyone who actually wants to take Reinforce actions? Kinda no. The solution, then, isn't to keep reducing the price on this to a point where it just adds so much toughness that it's hard to reject, even at the lost of offense (coordinate ship doesn't help, since that's another ship giving up offense!). The solution is just to make peace with the fact that, even if it's at a fair price, most players don't want to spend their turns doing Reinforce actions. Sometimes it's enough that an upgrade exists, and folks have the option to use it, even if they choose not to. tl,dr: Even at a fair price (probably 3 @ agi 1), folks don't use it, so just leave it fair.
  4. That's why I mostly rejected the HWK, but I suppose that Fuses kinda solve it. It means you'll lose the offense of the bombs, but normal-drop round 1, and fuse-drop round 2&3 probably makes you pretty safe. As a means for trying to reliably get 5 and 6 dice Wullffwarro attacks because they're cool, it'd probably work. As a means of winning games...?
  5. Doesn't the fact that damage is suffered one-at-a-time kind of solve this? Eh, maybe not looking at Iden Versio. I guess I find it more convincing that, given the RR text, Sensors Buoys would take two attacks--not just two hits from one attack--to kill. Seems silly and probably unintentional, and one of the few times it actually seems worth asking FFG what they meant.
  6. Wullffwarro + Saw + Conc is pretty cool. If I were to fly something like it, I don't think I'm personally interested in Y-Norra or Bount, but I love the core. I think I'd go with, say... Wullffwarro, Saw, ARC-Norra, Grey Bomber (ICT, ConcB, Fuses) or Wullffwarro (Trick Shot, Shield Upgrade), Saw, Ibtisam, Grey Bomber (ICT, ConcB, Fuses) Like, the Y-Wing is OK, but I'd rather invest the points in the 4th ship than on the Y-Wing. Those builds skip Leia, who's handy, but I want three substantial ships. With the above, I'm thinking Fuses on Norra, Crack Shot Bount. CS is classic. Fuses seem really handy for Concs, since if you do start to drop them again, having the option to delay the explosion seems incredibly useful geometrically.
  7. I still think that a non-ability LAAT is the closest to the K-Wing of everything. Closest statline and gun and dial configuration. Actions are probably closer to a K-Wing than Lambda, too. As it is, the role in a list, yeah, Lambda-like right now. I mean, I don't necessarily think there's any real problem with the LAAT. Maybe results will show it needs a cut, but 51 is a nice safe release price. E-Wing released at very safe prices, and kept dropping until it was good. This might be the same, if it actually needs cuts. Really early and we don't exactly know yet. But mostly, I know some folks are dissatisfied with the... texture... of the LAAT. I guess I'm less interested in whether it should be different, and more about "if it was different, how should it be different?" Something to think about, I guess.
  8. Any chance? Sure. Much of one? Eh... Can we think of any ships where the pilots have different stats, other than initiative or charges?
  9. Part of the frustrating thing is that... it doesn't need to be this way. They could just give us more of a roadmap. Will they? *shrug* And fact is they could is frustrating. Like the frequently weak rules wordings...
  10. I'm thinking also about Chinese Food vs Thai Food. Maybe this is a US regional comparison that won't make sense to folks in other countries. Chinese food in most of the US (outside of large cities with large Chinese populations) is very 60s or 70s. There's a style of sweet-and-sour chicken with a very thick bright red sauce, of pork fried rice that's very dark with soy sauce, a style of fried egg rolls with cabbage and meat that seems like it hasn't really changed in 50 years. Thai restaurants didn't really catch on in small-to-medium towns until like the 90s, and tastes in food had changed. Folks want fresher vegetables, less plasticy sauces, more vibrant spices. This doesn't illustrate a difference between "authentic" Thai or Chinese food, but more of a difference in the culinary meta of the US when these restaurants started to become widely popular. To that end, Rebels are kind of "fixed" in the conversion kit versions (which @Frimmel points out are frequently just slightly changed 1e ships), none of the new maneuver types, few ship abilities that do anything unusual, no strain or deplete tricks. This is fair, but... if a CIS player doesn't like the HMP, they also know they're going to get another release in 6 months and maybe they'll like that better. Folks who didn't like the Nantex knew the Tri-Fighter (although it hadn't been announced at that time) was almost surely coming. Don't like the Transport and Fireball? Well, Resistance will almost surely get the T-85 eventually, and probably more stuff. The factions aren't finished, aren't over. I think what a lot of Rebel players want is knowledge that things aren't over. That they'll get more than 3 new pilots and 2 new upgrades in the next year. Hence the hope for more Hotshots and Aces, and a lot of folks invested in the rumors of a "Phoenix Squadron" pack, which could add a substantial number of new pilots. Particularly to the A-Wing--a fan favorite Rebel ship which has two good pilots... but only two.
  11. I'd be really hesitant to spam Conc bombs without fuses. The lack of control over how you drop makes fuses a really interesting tool for zone control, but also protecting your own fleet if you have to drop in a bad position.
  12. Hound is going to shoot after any CLT Jedi, and giving a CLT Jedi a focus after they've shot doesn't seem worthwhile. This fits, though: Mace (CLT) Lumi (CLT) Saesee (CLT) Hawk (Rex) - dude is only here for Init 4, to maybe shoot first, and light up other folks with focus tokens. Rex Warthog with 3 generic Jedi Knights would do the same things, but with 25 points to spare, there's kind of nothing to spend them on. I2 Torrent doesn't seem worth here. 7FG seems handy on a LAAT, but with the 16 after that, there's kind of nothing. Palp or force crew on the LAAT seems like over-investing in something vulnerable. Triple R5 for repairs on the Jedi?
  13. Without Fire Convergence, this is basically a K-Wing. Extra health and reinforce, but fewer tools for dealing damage (bombs are a big one!), and worse mobility overall (no SLAM, extra weak blues, hard to use reds). I wonder: what if LAAT had a config that removed Fire Convergence, but gave them 3 red dice, no other changes. Would this be appealing to the "I want my gunship" folks? What price would it have--positive or negative? // Alternative: what if you could use Fire Convergence on turret attacks? Is that enough? // Not saying those are good ideas, just curious about exploring the thought experiment.
  14. I guess I've never understood what's mechanically questionable about an X-Wing. It's a basic jouster with strong range-control tools, the kind of thing that can be leveraged enough by a good player. If you want to say that the balance of X-Wings as a spam list isn't competitive against other spam jousters, no argument there. That buffing the X-Wing in the ways to make it competitive as a spam list would have nasty unintended consequences for non-spam X-Wing lists? Also fine. But that's not a mechanics issue. That doesn't point to an X-Wing having an inherently flawed design.
  15. The answer is the old Improv canard of "Yes, and!" New pilots I can kinda understand. Imagine, however, if the B-Wing Expansion and Hotshots and Aces came out at the same time, and both had Gina and S-Foils and Autoblasters. The commitment to "nothing new in the expansions" is kind of FFG shooting itself in the foot. B-Wing came out at the same time as TIE/sf and TIE Silencer, but also Autoblasters, Plasma Torpedoes, and Passive Sensors. But these reprint ships didn't contain new upgrades *from the same wave* because of an unthinking "we said we wouldn't put new stuff in" rather than using common sense. It's far less important to stick to the letter of a promise (and we all know that promises from corporations are worth less than zero) than the intent behind it. The way to get there is with more options. Passive Sensors in the TIE/sf reprint wouldn't have been "I have to buy the useless expansion to get the upgrade" since the N-1 and Hyena and (ideally) B-Wing would contain it. Add in confidence in frequent upgrade packs on the horizon, and that gives a primarily First Order player a lot of options. Status quo was still "have to buy a useless ship to get the upgrade" but they had to buy a ship in a faction they didn't play, rather than a double of a ship they did play. This is right, but only for some players. Wookiees and Dash and E-Wings and VCX have gotten better, but they haven't gotten new. There's folks who've been flying non-competitive Ghost or E-Wing lists just because they like trying strange jank. Meanwhile, there's very little truly new an E-Wing can do. They're better because they're cheaper, but the core of what they do is essentially the same. It's good that FFG is doing this, but it's going to be more relevant to competitive X-Wing than casual X-Wing. Casual Rebels players are going to have the feeling that their faction is old, and in a lot of the ways that matter to casual players, they're also completely correct.
  16. Partly cross-posted. Good Ol' X-Wings... Yes, Sir! They're the Charlie Brown of ships.
  17. This is a good point. Feature Creep and Power Creep are potentially different things. TIE Aggressor is a great example of how an old faction can get partly revitalized by buffs to an under-performing ship, and how that can spice things up, a little. I'm glad of it, but there's a limit to how far it can go. However much they buff X-Wings, they'll never be super exciting. I don't think they're an "inherently bad spam platform" but just... puts me in the mind of old Peanuts strips. Good Ol' X-Wings... Yes, Sir! They're the Charlie Brown of ships. New Factions, however, get new stuff. Even if balanced, it's shiny and new and does the cool and different stuff with all the promise of 2e. And so far, there's been little hope given to the original three factions that they'll get in on the action for the fancy new was of playing. A squadron pack with a bunch of cool stuff that opens up a lot of these new mechanics to the old faction would be quite welcome. For example, suppose an X-Wing only droid or talent that gave them sideslips. Non-recurring charges so only two per game, if that, but still. It'd go a long way towards helping bored OT-Faction players feel like there's hope down the road.
  18. Deadeye Thane seems like a one-ship-one-upgrade example of a nice guideline in X-Wing Listbuilding. It's sometimes better to diversify threats, than to double-down on a single niche mechanic. There's some things which stack well (high-init high-modification shots) and there's some things which tend to suffer diminishing returns (damage card flipping, focus-passing). Contrast to Thane with Marksmanship. Thane can use his own pilot ability with a weak roll, or Marksmanship with a strong one. Instead of only really benefiting in the rare case where you can use both DES and Thane's ability, you've opened up a new situation where you'll gain some sort of benefit. Predator would be a nicer fit, but that costs a point more and isn't Hyperspace, so the compare isn't quite as clean.
  19. Good job everyone. /s Hux Hugs has a non-action coordinate, so he can pick enemy ships (only in a First Order Mirror Match, but still), and due to "must" they can't opt out of performing the action, and will wind up stressed and taking an action they might not have wanted to take. Well, at least if Hux Hugs is first player. This is stupid, and it shouldn't work. But I can't see a reason why it doesn't, because a bunch of folks onhere whined about Hondo. And FFG didn't even fully fix Hondo, since while there's an exemption to coordinate to allow you to coordinate enemy ships now, there is no similar exemption to allow you to jam friendly ships. So he still doesn't work, and is probably more broken than before. With an exemption in one side but not the other, he's no longer symmetrical, and that's utter bullshirt. Nice work. All folks had to do was view Hondo as invoking the Golden Rule, that his selection effects overrode the standard selection rules. Done, simple. But that'd require folks take ownership of their interpretations. I maintain that Hondo was not actually broken before. The fix doesn't actually fix it. And it broke something else.
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