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Thormind

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  1. Thormind

    The Imperials in 2.0

    Yeah i though it was evident i was joking with the :-) ... Im really curious to see what will rise and what will fall.
  2. Thormind

    The Imperials in 2.0

    - Staple: Omega Leader... sry, i mean Quickdraw :-) I really have high hope for the Decimator. Big tanky ship with reinforce could be fun. - Not sure: I think well have a lot of Tie Punisher here. Like you said the model is so nice, it has to be good now. - Wild care: same as you, Tie Agressor. I own 4 of them. The primary+turret attack would be amazing.
  3. Thormind

    What IS "Rebel Bias"?

    We are talking about 2.0 here. Compared to almost everything else we've seen so far he definitely got a huge boost.
  4. Thormind

    What IS "Rebel Bias"?

    You can add other informations we have so far pointing in the same direction: - Rebels are the only faction with 4 dice primary attack ships. And they have 2 of them. - Dash was already close to OP in 1.0 and they buffed him. - Rebels have the most unchanged or buffed ships. The 2 other factions, especially scums, took a major hit. - With defense being less effective tanky ships will be at an advantage. Faction with the tankiest ships? Sure they can play around with point cost and upgrade availability in the app but when the core looks so strong.... like they say: "bad feeling about this".
  5. Thormind

    List of 2.0 ships/pilots that can token stack

    That and evade dont add a result now, they just change a rolled dice. This is a huge difference, especially for ships that rely on evading dmg instead of "tanking" it.
  6. Thormind

    All Screenshots from Unboxing

    This was my reaction. Looking at those cards i saw most rebel ships intact or boosted. The ones that are nerfed (ie Miranda) still seem pretty good. Imperials and particularly scums really look like they took a hit. Of course we dont know the point cost yet. For example it might be that they are going for: Rebels has less ship fielded but they are beefier (most point cost raised), Imperial has more ships fielded but each one is a little less effective (generally lower point cost) and scums are in the middle. Otherwise i already see one faction dominating as soon as this is released.
  7. licensing cost should probably get a *
  8. Thormind

    FFG make Wedge's ability bull's eye arc only!

    Another really strong pilot ability compared to the updated ones we have so far is Scum Fenn. He was really strong in 1.0. Now he has the potential to be a beast... reported, those kind of comments have no place here.
  9. This is not even a question, its 100% sure it will be fast enough :-)
  10. Thormind

    FFG make Wedge's ability bull's eye arc only!

    That was my 1st reation when i saw his text. Seems way more powerful than the rest of the stuff we got previewed so far...
  11. Thormind

    TIE Phantoms are now 3/2/3/2

    Yeah but many ordnances still pack a punch (but most likely less moded) and can now be used multiple times. If only ordnance ships are allowed that kind of offense, they will almost be the only ones played. If they remove the auto recloak from the phantom and lower the atck dice it will need to be at a much lower cost than it is now. At the proper price it could still be a good ship. Who knows, it might even have 2 crew slots now. A cloaked Palp could be fun :-)
  12. Thormind

    TIE Phantoms are now 3/2/3/2

    Not confirmed yet. One thing could be a new mechanism to get an extra attack dice on the rounds you decloak. Could even be 2 red base + 2 red from decloak. Would be like a sneak attack from a rogue in other games. So the gameplay would be use a turn to cloak and get +2 green, next turn decloak + attack with +2 red, next turn cloak, get +2 green and get away, repeat. It would work with the "hit and run" tactics they tried to implement so much at the end of 1.0.
  13. Thormind

    I Don't Get It

    Thats the thing, after seeing the gameplay videos, it does not look a complete redesign at all. In a video game, this would be considered a big patch at most, not an xpac or a sequel... I can understand the new core set and the rerelease of existing ships with better models but the conversion kits seems to be priced high. In term of physical material, those kits probably dont cost more than 5$ to produce. Yeah there is the design cost to take into account but its probably much lower than the one for a complete new game. On the facebook page of my local XWing community this is the #1 complain. We see things like " i already have 4 core sets. Now they will be almost useless", "it's going to cost me 500$+just to upgade my collection", "i dont have a lot of money, i was able to build my collection by investing little by little. If you guys all go 2.0 ill need to pay at least 100$ just to be able to use the stuff i already bought", etc.
  14. This was my feeling when i first saw both ship cards. Yes the Ties got crackshot but its far from the 1.0 version and its not that easy to set up. Also the Tie dial seems to have lost a lot of green. We dont know how much it impacts their gameplay but it does make it harder to use red maneuvers.
  15. And ordnances... maybe the cost for those 4 die attacks wiill be huge as well...
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