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D00kies

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  1. Like
    D00kies reacted to Bakura83 in 2.0 - all who are leaving   
    Say what?
    Its absolutely because of price.  I don’t want to keep respending to play models I already bought once.  Especially when many of the conversion kits have dials that force you to play one pilot or the other, meaning I’d need multiple kits.  This is why I left 40k.  Why should I spend £200+ updating Xwing to a new version when I could stop now and use that for new Armada and IA stuff?  That’s my new SSD right there...or a bunch of cardboard I already bought once.
    I’m not saying 2.0 isn’t a better designed product than 1.0.  For me personally, I don’t feel I need to convert, and it absolutely IS about price, and I totally disagree that my argument “makes no sense”.
     
  2. Like
    D00kies reacted to KaLeu in Wave specific additions need to change   
    You mean like putting Afterburners in the Fang Fighter pack, announcing:
    All of the ship and upgrade cards included in the Fang Fighter Expansion Pack can also be found in the Scum and Villainy Conversion Kit.
    and then ... oh well...
  3. Thanks
    D00kies reacted to Andreu in Wave specific additions need to change   
    We already seen in the conversion kits the "Wave 1 additions" which seems to be the way FFG will deliver the new cards for the people who went the conversion route every wave from now on.
    I believe most here will agree that putting 2 different named pilots on each side of the same ship token is kinda distasteful and the only "reasonable" excuse is the lack of space in the cardboard (Although I personally believe adding a bit more cardboard to avoid this will compansate "the savings" in client satisfaction)... but WHY on earth waste cardboard space by putting the same pilot on both sides of the same ship token? Cause this is how "wave additions" look now. Why not simply fill it with the generics of that ship following the same principle as always, more generics never hurt and there is nothing to gain from the current version.
    Can we make the X-Wing design team aware of this somehow? Honestly, I believe they agree on this and the first wave additions are just a dumb oversight.
  4. Like
    D00kies reacted to Smaeks in X-Wing TMG 2.0 Feels Watered Down   
    Word!
  5. Like
    D00kies got a reaction from Firebird TMK in X-Wing TMG 2.0 Feels Watered Down   
    I just found out that the "Conversion kits" don't even come with all the ship upgrades. Scum needs to buy the Rebel kit for the HWK's Moldy Crow title, Rebel needs to buy Scum for Maul from the Phantom II, etc.. Feels bad. 

    These kits don't come with the upgrades that are converted to 2.0 from their respective ships. They're not complete, they require purchasing of all of the conversions to convert what came with the ships from one faction.
  6. Confused
    D00kies got a reaction from gadwag in X-Wing TMG 2.0 Feels Watered Down   
    Why do the majority of cards feel like weakened versions of the originals? Most of the re-released cards don't feel as dynamically interesting as their 1.0 versions. This is what I don't get: In addition to ship base changes why wasn't the introduction of versatile point values and upgrade slots enough for most of the game? Why redesign so many hallmark X-Wing TMG cards?
     
    Maybe I'm getting use to the new stuff, but they don't feel as inspiring as the 1.0 collection. I find myself not as interested in the effects and generally thinking about the old ones. Some of the stuff is pretty cool but SO many in 1.0 had me staring at squad builders every week it doesn't feel as grand it feels more like a loss. This is just my initial impression of 2.0 and I hope it gets better with the full release of it.
  7. Thanks
    D00kies reacted to Rangor in List of Conversion Kit annoyances   
    No bombs, only 3 Calculate Tokens in Scum Conversion Kit....
  8. Thanks
    D00kies reacted to IndyPendant in List of Conversion Kit annoyances   
    I decided to go through the Conversion Kits in detail, and while I think they're very good value overall, and FFG has generally done a pretty good job with them, there are some decisions that seem...well, frankly baffling to me.  (And no, this isn't another post about shield tokens; I can see both sides of the argument there. ; )
    About the only reason I can think of for some of these is "keeping the costs down", but there's also a bit of the repellent taste of deliberately misleading advertising here.  The kits were heavily implied, if not actually explicitly stated, to provide everything needed to run at least two of every ship released for 1.0, and 3 or even 4 of some ships.  But for some ships--particularly the medium and large bases--there have been artificial limitations in ship selection due to token and card distribution.  My mild, non-clinical OCD is very annoyed with this:
    SCUM
    Fang Fighter:
    3 dials, 3 Zealous Recruits, but only 2 Skull Squadron Pilots (both card and token)
    Particularly annoying: the Joy Rekkoff token included as an 'extra' for the Fang Fighter Expansion could have had a Skull Squadron printed on the opposite side.  Add a Skull Squadron card, and problem -easily- resolved.

    M3-A Interceptor:
    4 dials, 4 Cartel Spacers cards and tokens, 4 Tansarii Point Veteran cards, but only 2 Tansarii Point Veteran tokens
    Particularly annoying: Only two Veteran ship tokens?  Really, FFG?  Provide one more ship token with a Spacer/Veteran, and change an existing Spacer to a Veteran, and boom.  Problem would have been solved.

    YV-666 Light Freighter:
    2 dials, 1 Trandoshan Slaver
    Particularly annoying: can't play with Bossk and Latts Razzi at the same time, since they're opposite sides of the same ship token.

    Jumpmaster 5000:
    2 dials, 1 Contracted Scout
    Particularly annoying: can't play with Dengar and Tel Trevura at the same time, since they're opposite sides of the same ship token.

    Lancer-Class Pursuit Craft:
    2 dials, 1 Shadowport Hunter
    Particulary annoying: can't play with Asajj Ventriss and Ketsu Onyo at the same time, since they're opposite sides of the same ship token.   (Seems FFG went particularly cheap on the medium/large ship tokens.  It's a theme as we continue.)

    EMPIRE
    TIE/SK Striker:
    3 dials, 3 Black Squadron Scout cards, 2 Black Squadron Scout ship tokens Particularly annoying: nothing much to add here, for once.  Needed one more token, or one less unique pilot card.  Or maybe one more token and unique pilot, I don't know.

    Lambda-Class T-4A Shuttle:
    2 dials, 1 Omicron Group Pilot
    Particularly annoying: can't play with Captain Kagi and Colonel Jendon at the same time, since they're opposite sides of the same ship token.

    REBEL
    RZ-1 A-Wing: (Edit: missed this one, my first run through.) 3 dials, 2 Green Squadron Pilots; 2 Phoenix Squadron Pilots Particularly annoying: Uhm, seriously?  Wtf, FFG?  An extra Green/Phoenix token and two more cards, and this wouldn't even have been an issue!   UT-60D U-Wing:
    2 dials, 1 Blue Squadron Scout
    Particularly annoying: can't play with Bodhi Rook and Heff Tobber at the same time, since they're opposite sides of the same ship token.

    Modified YT-1300 Light Freighter:
    2 dials, 1 Outer Rim Smuggler
    Particularly annoying: can't play with Han Solo and Chewbacca at the same time, since they're opposite sides of the same ship token.   I built this list since I'm considering filling out my ship collection to match what the kits provide, since "everything for 2 of every ship", while -mostly- accurate, is still blatantly false.  I don't see myself wanting to fly two of many of the larger ships at once, so at least I have zero temptation to buy a second YV-666, Lancer, Lambda, or U-Wing.  I -might- fill in some of the other ships I'm missing, just in case, but I am -absolutely- limiting myself in the ships listed above.  If FFG is going to pull this **** move, I for one will show my disapproval with my wallet.
    (That having been said, I am overall rather happy with the Conversion Kits.  Which makes these obvious, apparently easily avoidable issues all the more frustrating for me!)
  9. Like
    D00kies reacted to Darth Meanie in FFG I'm a staunch defender when people say you're only in it for the $$   
    Ah.  I see you've already forgotten the 5 years of game design that got us here.
  10. Like
    D00kies reacted to __underscore__ in FFG I'm a staunch defender when people say you're only in it for the $$   
    This isn't just "not ready", it barely qualifies as a mock up of what a squad builder should be.
  11. Haha
    D00kies reacted to JJ48 in X-Wing TMG 2.0 Feels Watered Down   
    Well, the HWK and Phantom II aren't actually released, yet.  
  12. Thanks
    D00kies reacted to Old Sarge in List of Conversion Kit annoyances   
    Scum players don’t have access to the Moldy Crow title unless they buy a Rebel conversion kit.
  13. Haha
    D00kies reacted to SOTL in X-Wing TMG 2.0 Feels Watered Down   
    So they can force you buy the powered-up versions in future expansions.
  14. Like
    D00kies got a reaction from puntspeedchunk in X-Wing TMG 2.0 Feels Watered Down   
    @Kehl_Aecea Yeah, maybe it will feel better when we get back to where we were with the collection. On top of losing many of the influential pilot designs of 1.0 it just doesn't feel as dynamic at the moment.
  15. Like
    D00kies got a reaction from Jadotch in X-Wing TMG 2.0 Feels Watered Down   
    @Kehl_Aecea Yeah, maybe it will feel better when we get back to where we were with the collection. On top of losing many of the influential pilot designs of 1.0 it just doesn't feel as dynamic at the moment.
  16. Thanks
    D00kies got a reaction from Jadotch in X-Wing TMG 2.0 Feels Watered Down   
    Why do the majority of cards feel like weakened versions of the originals? Most of the re-released cards don't feel as dynamically interesting as their 1.0 versions. This is what I don't get: In addition to ship base changes why wasn't the introduction of versatile point values and upgrade slots enough for most of the game? Why redesign so many hallmark X-Wing TMG cards?
     
    Maybe I'm getting use to the new stuff, but they don't feel as inspiring as the 1.0 collection. I find myself not as interested in the effects and generally thinking about the old ones. Some of the stuff is pretty cool but SO many in 1.0 had me staring at squad builders every week it doesn't feel as grand it feels more like a loss. This is just my initial impression of 2.0 and I hope it gets better with the full release of it.
  17. Haha
    D00kies reacted to Kandiak in FFG I'm a staunch defender when people say you're only in it for the $$   
    I have to admit that making the app a central part of the 2.0 strategy was a great move. Though you've botched the launch really really badly. The community apps out there are miles better than what you gave us and you didn't even live up to the launch of the mobile apps, instead giving us a web squad builder which is riddled with bugs and inconsistencies.
     
    Kudos on the actual game which I've been playing since I got some kit at GenCon. The mechanics are terrific and it is the reboot that we needed.
     
    But I can't even try and defend you for the digital launch, it's a mess at best and was one of the pillars you touted as the future of the franchise.
  18. Like
    D00kies reacted to Darth Meanie in X-Wing TMG 2.0 Feels Watered Down   
    Because list building is supposed to be part of the game.  If it wasn't they could have just done QBs for everything an been done with it.
    Yeah, that's too bad.  Because, IMHO, you just killed half the game/fun.
  19. Like
    D00kies got a reaction from Zura in X-Wing TMG 2.0 Feels Watered Down   
    Why do the majority of cards feel like weakened versions of the originals? Most of the re-released cards don't feel as dynamically interesting as their 1.0 versions. This is what I don't get: In addition to ship base changes why wasn't the introduction of versatile point values and upgrade slots enough for most of the game? Why redesign so many hallmark X-Wing TMG cards?
     
    Maybe I'm getting use to the new stuff, but they don't feel as inspiring as the 1.0 collection. I find myself not as interested in the effects and generally thinking about the old ones. Some of the stuff is pretty cool but SO many in 1.0 had me staring at squad builders every week it doesn't feel as grand it feels more like a loss. This is just my initial impression of 2.0 and I hope it gets better with the full release of it.
  20. Like
    D00kies reacted to Marinealver in If we get an epic faq. What is your concerns?   
    Yup, harpoon cannot penetrate the thick plate armor of capital ships. at and within applies the same meaning in standard so I don't think it is going to be much confusion there. New players are usually going to play a game of standard X-wing first. Good question. I am going to go with yes but a TO may rule otherwise.  
  21. Haha
    D00kies reacted to GLEXOR in The Natives Are Getting Restless   
    That awkward moment when, the only news is news about more news coming later.
    https://www.fantasyflightgames.com/en/news/2018/4/13/the-star-wars-hyperspace-report/
  22. Like
    D00kies reacted to Viktus106 in Easy fix to everyones problems.   
    The idea behind twin laser turret is that it was meant to be a saturation weapon, put a ton of lasers in the air and you are bound to hit your target, eventually. With that in mind, why wasn't it like a gunner effect, i.e roll three dice, if it hits, cancel all dice and deal one damage. If it misses, perform this attack again?

    Wouldn't that be better?
  23. Like
    D00kies reacted to CRCL in Hoth Open Final   
    Dash is pretty much the sole reason I don't fly a pure swarm to any competitive events anymore. Unless your opponent is really bad/unlucky, you just spend 75 minutes slowly losing. Now whenever I bring some TIEs, they're always escorted by (at least) Inquisitor for that sole matchup.
    Dash is probably my most hated ship in the game, because (as you say) he needs to be beaten in list-building, rather than the actual game. He's just so oppressively good vs lower PS arc'd ships, that they have little hope of beating him without some specific tech to counter him.
  24. Like
    D00kies reacted to blairbunke in Hoth Open Final   
    TLT has been skimmed over the last two major rounds of nerfs cause other stuff was more pressing but it seems pretty unlikely given the data that it's not hit the next time round.  Only questions will be how, what else gets hit (please reinforce and AEO effects) and whether its before Worlds or after.
  25. Thanks
    D00kies reacted to sozin in Hoth Open Final   
    Is, uh, the answer TLT?
    I recently ran the numbers on TLT usage on all "ships in lists that made the cut" in 2014, 2015, 2016, 2017, and 2018. You can find it here.
    For those who just want the punchline:
    2014: 0% (no TLT) 2015: 37% (143 out of 379 samples) 2016: 71% (747 out of 1056 samples) 2017: 71% (978 out of 1368 samples) 2018: 81% (415 out of 510 samples) Lies, **** lies, statistics? How about this, the number of ship bases that fit into the range 1 band, range 2 band, range 3 band, range 1-2 turret band, and range 2-3 turret band (from this excellent thread, thxkrayts):
    Range 1 Band: 29.63 Ship Bases Range 2 Band: 68.91 Ship Bases Range 3 Band: 108.17 Ship Bases Range 1-2 Turret: 98.5 ship bases Range 2-3 Turret: 177.08 ship bases So. Goddamn. Good. 
    EDIT: Back in 2015 X-Wing Designer Frank Brooks was asked what is his rule of thumb for when an upgrade card is "too good". He used autothrusters as his example, pretending to be a player, said: "Well, I have a small ship with boost, miiiiight as well take autothrusters..."
    Miranda, meet TLT. I haven't run the numbers, but I can confidently bet that > 90% of all Mirandas taken in LJ-reported tournaments have TLT stapled to her, and 99% of the ones that made the cut have TLT. 
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