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FrightfulCommand

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Posts posted by FrightfulCommand


  1. 1 hour ago, ficklegreendice said:

    Specific counters are not good game design, turns the game into matchup wing which is direct contrast to designers intention

    Specific interceptors durability mods are also a bad idea. We already know about autothrusters 

    It's like we've all forgotten the game we're still playing 

    I know I'm coming across as harsh and I do apologize for that, but literally no good can come from gunner Luke. nerfing him into obsolescence is the only thing that has been offered in his defense 

    Luke (xwing)/Vader/Soontir will not warp the game to anyway near that extent. They can be outplayed, can't effortlessly token (soonts) or boost/roll (Vader and Luke). And, according to the designers, they will pay premium for high initiative and/or Force . They can be top tier without screwing all your manuevering-dependent ships over 

     A force mod gunner and the force in general makes me a little worried. 

    I'm frankly not seeing the appeal either. Its not like Xwing1.0 felt incomplete without the force. 


  2. 5 minutes ago, MandalorianMoose said:

    Quad battery always helps. It’s quickly become my favorite turbolaser, especially on ISD’s. If they slow down to avoid proccing it, great, they are hanging out in your front arc. If they try to speed past, you are now throwing 6 dice with a CF

    but does it help when they are not in your front arcs, to make those other shots better?

    Should JErjerrod be taken or Vader or Admiral Motti?


  3. 8 hours ago, Ken-Obi said:

    We have a local player who has favored Dual ISD2 Jerjerrod lists for a year or so and in the last 2 funsies tournaments he's run 3 ISDs.  They don't work if you want to win the tournament, but they are FUN.  What we've seen is what was described above - the 2 core problems are running into a heavy bomber list and that even with Jerjerrod you just can't get all 3 ISDs to have high damage shots against a single target.  One of them is inevitably either not shooting at the primary target at all, or getting a wimpy obstructed side shot (or something), despite great navigation options Jerjerrod gives you.  But they look awesome on the table and they're a fun challenge to fly!

    Yes i notice this too. The firing solutions are not very optimal. 

    Would Quad Battery help?


  4. Makes it so hard to choose between Silencers and Defenders, I haven't flown my defenders much. 

    Lately also this list seems a little one dimensional. Bait them into attacking the silencers, who generally move and action. 


  5. 3 minutes ago, ForceM said:

    I agree on all of this, but the Sheathipede could just do with a price increase across the board instead.

    I like the rest of the changes because they keep the stuff playable without having it as powerful.

    No absolutely not. The sheathipede should never have had Ps11 Coordinate for anything close to 20 points. Ezra also has what was to be the most powerful combo in all Xwing for 8 waves: r3A2 gunner. Absolutely not. I've not seen a more horrific ship. 


  6. Absolutely. I'll help compile things that are way out of line. 

     

    Like the Sheathipede. Number one most awful game balance decision ever. Remove astromech slot. Fenn Ray PS = 7. 

    The Ghost is most annoying. Turret should need to be equipped to the docked ship. 

    TLT adds: "defender rolls 1 additional green die if at R3". 

    Reinforce: "if an enemy ability or upgrade interacts with evade tokens, they may treat your reinforce token as if it was an evade token."

     


  7. They do need someone like you to run numbers for their game... sadly I bet that your time-cost is probably very far over what they want to pay for this. @MajorJuggler

    . Is that how the conversation went last time? Because yes, it is utter folly to believe that they had to overhaul the system but did not need someone with better mathematical skills to give them the info needed. I hope, though if you do keep it private, you would come on the forums to let people know that certain combos are truly overpowered from a mathematical perspective.


  8. 41 minutes ago, DXCrazytrain said:

    As someone who unfortunately created one if those clickbait threads (although I swear I was trying to do the opposite) I have to agree with @Boom Owl. This forum needs the power of positivity and nothing has been a bigger positive for me in this game than this list. I kid you not, whenever I see a new post in this thread I get a big dopey grin on my face. Everyone needs to find or create their own 'big dopey grin' thread and keep it on top. :)

    Yes, this list is my big dopey grin list right now. 


  9. Used to be my go-to game for something beautiful with movement and intricacy I could be good at, play for a long time. With beautiful models to paint. 

    Its still got great parts. But the recent trends have not been good. 


  10. On 4/22/2018 at 4:16 PM, VanderLegion said:

    I won our weeknight tournament with quickdraw/double silencer last week.  Last match was against stressra/miranda/low.  Definitely the hardest match I had (to be fair, match two was against triple T-70 with no poe, so...not the hardest match ever).  First round of combat miranda was out of range to attack, so we traded 1 shield on a silencer for 1 shield on ezra.  Second round, Miranda one-shot quickdraw with her homing missile (4 hits and a crit, blanked out defense, drew a major explosion and rolled a hit).  In return I just barely killed miranda between quickdraws 2 shots and the two silencers (lowhhrick drew off 2 crits, c3po for 1 evade, reinforce token for another.  Final shot had 2 crits, the one low couldn't draw off was a direct hit to exactly kill her).  Ended up with 2 silencers vs ezra/low and went to time with nothing else dying, so I won on points.

    Lol. Official new name: 

    QD 2 nazguls

     

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