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Everything posted by >kkj
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We should form a Alliance to Restore the ... FFG Forums or something!
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The Armada Wave 2 ISD/VSD problem all over again you mean. I dont think it willl happen tho.
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Not every ship has it and if you roll the blue crit naturally you can use kraken for a red accuracy. Also, you can confire another blue in there.
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No they are not. A Muni has a very narrow front arc and can normally only trigger ion cannon crits from there. Coupled with Kraken this card gets you a guaranteed trigger of heavy ion emplacements fromt your sidearc at long range. Or two uses out of Ion Cannon Batteries while double arcing.
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Thoughts on the models in the Republic/Separatist starters?
>kkj replied to Garrett17's topic in Star Wars: Armada
Apart from some inaccurate red on my consulars, my Republic Ships look really great! Especially the Acclamator was much better than i expected! It's one of those ships that looks much worse on a photo, at least that's true for mine. I dont feel like i need to fix the paintjob, but maybe i will put on some window lights on the bridge and sides. If they do the Venator and Pelta just like that im totally fine. I actually much prefer a distinct, white look for the Republic than just another grey-ish one. -
****. My bad.
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On a sidenote: A Adar Tallon-Luke Skywalker Double Tap with Yavaris is now more powerful than the Luke Triple Tap before! 4 dice through shields!
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Except that one match were i played 10 TIE Fighters against you and you killed like 5 or 6 just with Ten Numb alone
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Thoughts on the models in the Republic/Separatist starters?
>kkj replied to Garrett17's topic in Star Wars: Armada
Hardly, since even the default model is already a few meters longer than the Venator. (The upsized version is just stupid and i hope SO MUCH that they dont got with that one for either the Recusant or Providence) -
Just read that after my post. We took all the numbers from both canon and legends stats into consideration. You have to consider though, that the ship has to be "adjusted" to fit into faction and gameplay and needs to be balanced.
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The Venator should probably not have many blue dice, since its canon armament only consists of 10 turbolasers, 52 defense laser cannons and 4 heavy torpedo launchers. If you are interested, this was our Venator design for our CoruscantConstructions The Clone Wars Set, that me and @M0N0LITH did together. Feel free to check out the whole set here: https://imgur.com/a/MzbcwoZ
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I got news for you: Real war isnt fun. This is a game. Not a simulation of the terrible circumstances of war. A game is supposed to be fun. Most people (accept for the *****) generally crave the concepts of "fairness" and "balance", not just in games. But also in games.
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Maybe that was supposed to be a joke but you realize that im talking about the Republic Nimbus-class V-Wing right? Not the Legends one used by the New Republic
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I really like the V-wing aesthetically, so i thought what could a V-Wing squadron look like in Armada? Statswise, if you follow what seems to have been FFGs model of adapting lore stats/stats from X-Wing the V-wing should have either 3 or 4 hull (its a interceptor with sields), depending on your interpretation of the shields strenght and probably at least speed 4 and counter 2. Only a blue against ships because no missiles like the A-wing. But that would make the V-wing seem like a pretty bland mix of A-Wing and TIE Interceptor, so i came up with the following: V-Wing Interceptor Squadron Hull: 4 Speed: 4 Antisquad: 1 red, 1 black Antiship: 1 blue Counter 2 Swarm Grit Cost 11 (?) I thought that Grit would really fit a nimble interceptor squadron and it would be the first generic non-bomber to have it. With a swarm-provided double hit on the red and the likely 1 damage from the black you can still oneshot vultures and tris with a lucky hit but you rely more on the V-Wings Counter ability and its Grit-provided movement freedom. Against Aces the V-wing obviously struggles though. What do you think? Is it interesting and different enough from the existing interceptors while still holding true to the ships lore?
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I dont think you understood my metaphor, but i agree with the rest of your post anyway. I was specifically reacting to the criticism that the game (at least regarding expansions quality) went down from the SSD onwards, which i agree with. There was no reason for the Onager to cost 50 % more than the ISD despite having the same amount of plastic and even costing fewer points than the ISD. And the SSD was really just a overpriced plastic model with almost no inpact on gameplay, since there was just a total of 8 new cards in it. Yeah i get why they did that and that was the smart thing to do but for 200 bucks i just didnt see the value in it aside from a nice toy for the bookshelf. (Oh and my point with the dentist was, if a dentists ruins my teeth then i sure have the right to criticize that)
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^This. Gamemechanics that give the opposing player no chance to react at all are never a good design choice. NEVER.
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Yes but if you noticed i was specifically reacting to your statement that Redudant Shields is too expensive (which i agree with). Yeah i know you were talking about it in the context of a support role, but that card is still too expensive anyway so i figured i share that build with you because it semi-adresses the problem of the card being mostly worthless.
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There is actually a nice combo that @Triangular recently came up with, that makes it possible for the Arquitens to profit from Rendudant Shields for 5 rounds (6th doesnt really count since there is no round after it that could benefit from the regained shields). It goes something like this: Command Arquitens (59) with: -Auxilliary Shields Team (3) -Expert Shield Tech (5) -Redudant Shields (8) -Turbolaser Reroute Circuits (7) Total: 82 points Commander: Tarkin (28) Include any number of Arquitens in your fleet. (If you use 4 of them and Tarkin, you have exactly 44 points left for 4 TIE Interceptors) The trick is to use give out Repair Tokens in round 1 and use them to move your 2 rear shields to the sides. At the beginning of round 3 you will have your 2 rear shields back from redundant shields during rounds 1 and 2, thus making you profit for max 5 rounds from it, if you stay alive. The advantage to this is - as Triangular rightfully pointed out to me - that you can still use a Nav Command with the Arquitens during Round 1 to not totally indicate to your opponent where they will fly, because of their straight-forward nav chart. Together with the newly points-reduced Tarkin this seems like a really intriguing build to me that i would like to try out. (And yeah those Arquitens are expensive as **** then, but this is obviously a tank build meant to score a few deciding hits and deny your opponent easy kills. 4 Arquitens might not be ideal though, maybe 2 or 3 and a different, more hard-hitting ship or a carrrier instead. Though Tarkin really wants all ships to need the same tokens.)
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Isnt the Command Arquitens a much better option for that though, especially since it also has the option for redundant shields?
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The Glad is just fine without titles. The problem was never that it sucked without titles, but rather that Demolisher was just too good to not take. I have seen @Triangular play multiple title-less Glads many times. (And sometimes even successful! 😜)
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With that kind of logic you can never criticize anything. You think your doctor should NOT have broken all your teeth instead of fixing them? Dont go to the doctor then. Its a stupid arguement. I can still love this game and agree with the statement that the SSD, Starhawk and Onnager were all pretty boring and overpriced releases that didn't really impact the gamemeta all that much.
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Eh you so sure about that? I think the majority of the long-time players here have a pretty good feeling about what many of the problematic cards should cost. All the Devs would need to do is make a community survey and bam they have access to the biggest playtesting community ever. Very often it feels to me like the Devs only realize/fix problems years after the community already figured them out and had countless ideas for changes. FFG wasnt very good at engaging with the community, so hopefully AMG can go a different route with this and listen to player feedback more often/sooner.
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They havent given these traits to old ships yet, but they said maybe in the future they will release a updated ship card pack with traits (and possible rebalancing) added to them
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Intel is still good. Its how it should should have been from the start now and no longer a totally undercosted „all your fighters are useless now“-trait. A worse scattter? You obviously never played Tel Trevura with Asteroid Tactics. If im gonna fly Kit Fisto, Asteroid Tactics will be an autoinclude. Especially since Intel also grants Grit to Kit himself, meaning its even easier to disengage.
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Oh. So goodbye to Liberties with Auto 2 Accuracies. Too bad, i liked that combo. But it was probably a little op, even though costly.
