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smauel

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  1. smauel

    Tie Phantom and Gunner??

    JJ48, thanks for the input and your thoughts. I agree you can take full use of Fifth Brother and I said as much. But taking a slot away that gives a lot of expansion to a ship and replacing with a slot that doesn't fit the ship and has only one usable card is complete crap. I will say that I completely disagree with your thought that it is "too much" to have specific ships and upgrade combos cost more or less depending on the combinations you put together. That type of variable approach fixes not only this combo but any future issues down the pipe. The reality is there should not be that many combos that cause an issue like this, so having a PDF that shows the normal price and then one or two "premium" costs for being in a better combo isn't too much to contemplate or understand. Hitting the issue with a sledgehammer like they did is the old V1 methodology for fixing things. So instead of getting crazy power creep with cards to fix an issue they just dumb down a ship and remove much of the design space for it. I certainly appreciate your perspective but disagree this would cause problems. I think it would fix all the issues and be a reasonable solution, certainly better than what they just did.
  2. smauel

    Tie Phantom and Gunner??

    JJ48, sorry you got confused. I program software for a living and the changes I suggested would not only fix the balance issue they tried to address, but it would also keep the game cleaner and make it were "balancing" with cards later would be a thing of the past. This is what they were trying to do with the Squad Builder in the first place, make it where they could balance the game when they saw a powerful combo. That said the way they balanced the Phantom seems counter-intuitive. While technically they achieved the goal in the short run, the idea that they could create new gunners to make this a better change introduces way too many new problems later. It is a duct tape solution at best.
  3. smauel

    Tie Phantom and Gunner??

    To me, it makes more sense to remove it right now as the gunner is a poor replacement slot and makes little to no sense at all. So yes I am saying it would be better to just drop it than add a slot that does not fit the ship. To think that FFG would create gunner cards specifically for this kind of scenario to "balance" a ship like the Phantom that lost a core slot, one that has been on the ship since it came into the game, well that doesn't make sense and creates a whole new set of issues for game space later where changes are not thought through and the game turns into a glorified v1 again. It would have been better to increase the cost of the Phantom itself if it was really that powerful of a combination. What I would truly prefer is if they made the squad builders more intelligent so specific ship/co-pilots (or whatever killer combo comes up) cost more or less depending on the ship they are being added to. Coding that wouldn't be that difficult, simple if-then statements. I know they added the gunner so fans wouldn't feel totally cheated because "it had a co-pilot" before so where did that seat go. "Oh that is now a gunner seat," says FFG with a cheery smile. Forget the fact the Phantom only has a front facing arc and no use for a gunner except the one aforementioned Fifth Brother. It makes more sense than adding slots that don't fit a ship's core design or trying to create new cards to balance the game later. It is like trying to fix your car with duct tape, it will work, but only for so long. This is the kind of thinking that muddied up Version 1 and it is distressing to see it being applied to Version 2. Personally I am hoping they dump the gunner entirely as creating "more compatible Gunners" to solve the game is a poor way to go about the future of X-Wing.
  4. smauel

    Tie Phantom and Gunner??

    I get balance, but just remove the Co-Pilot then or increase the cost of the Phantom or Dart Vader as a co-pilot. Replacing co-pilot with a gunner slot, is just an odd choice; it makes the slot essentially useless, you literally can't use any of the cards but one. Slapping a slot on a ship that does not even fit the design of that ship is a bad choice and lazy game design at best. There had to be a better way to balance this. Honestly, they need to just remove the gunner slot and leave the co-pilot off if that was their intention. Appreciate the link to the article. I just think there are better ways to balance the game than making core changes to ship upgrades that could not be done if this was all real. It would be like putting a Co-Pilot seat on an X-wing, it is just odd, so why do it?
  5. Is this a mistake or an intentional change? It looks like a change, but why would you add a gunner to a ship that does not have a secondary arc, any type of turret and that cannot drop bombs?? I am hoping this is a bug and not an attempt to "balance" the Phantom. The only gunner card you can equip that has any usable feature is the Fifth Brother. All the others involve rotating arcs or dropping bombs none of which the Phantom can do so they are worthless. Please tell me these kinds of oddball changes is not the future of X-Wing. I was prepared for point changes, but to completely change a ships upgrade capabilities and replace them with upgrades that don't even match what the ship can do? Yeah that doesn't make sense.
  6. smauel

    Tie Defender Cost? Why So Much??

    Regarding the mix of First Order and Empire, not sure how that will go down since they are separating the factions. At the end of the day playing with friends it is all really up to whoever is playing and how they want to configure ships, so unless you are playing in official tournaments it really doesn't matter beyond what you and your buddies want anyway. My favorite squad to fly was one defender, a silencer and then a tie special forces with Backdraft. Never lost a match with that one.
  7. smauel

    Tie Defender Cost? Why So Much??

    Thanks for all the feedback and thoughts everyone! I greatly appreciate the perspective. I am going to give the squad suggestions a shot for sure. Certainly don't agree with some of the logic presented here, but I do see what everyone is saying. Still think the Defenders are priced a bit too high and should drop a few points, but I can see where someone could justify the price being so high. Just means now that I am going to have to find a new favorite ship squad to fly. Used to love to fly two defenders and a silencer together. Don't see how that can happen in V2. Thanks again for all the input!
  8. smauel

    Tie Defender Cost? Why So Much??

    Not sure where to post this, had another user recommend to post here. What in the world happened with the Tie Defender in 2nd Edition? It is one of the most expensive ships in the game now and seems way over priced for a small ship. And don't say we added the boost ability. The T-65 got the Tallon Roll and other move benefits, plus it has the same attack base and hit points and costs nearly half what a defender costs. Other ships got similar upgrades without the price jump so this one doesn't make sense. Heck you can even get a Ghost now for less then most of the Defenders. 4 Attacks and 14 hits with a turret on the Ghost, seems insane to price the Ghost that cheap when you compare it to a Defender. You would have to make 4 perfect passes on the Ghost at Range 1 with a Defender and roll 100% hits to take it out, all while avoiding hits from the Ghost to stay alive. Making it more real, you would really need to make 8 - 10 passes at the Ghost to take it out, all while it is throwing 4 to 5 dice minimum at you each time you are in its arc which with turrets is pretty easy to do. Seems like most ship's cost simply doubled in 2.0 to focus on upgrades, but the Defenders went by 25 - 30% to where you can't put more than two of them on the board. I know the focus is on flying now which I love and maybe that is the thinking, the Defender is so maneuverable that it should cost more because you can arc dodge better. Seems like FFG designers took the same course with the Defenders as you did the E-Wing in V1, awesome ship but way over priced. The problem is there is not much to fill the gap on the Empire's side like the T-65 on the Rebel side. This cost feels way unbalanced to the other ships that are in the same category in my opinion. It is almost like FFG designers want to force empire pilots to fly swarms again. The Defender used to be my favorite ship to fly and hoping that this gets adjusted in the app, right now it is out gunned consistently in each fight. As it sits now flying two Defenders against 4 or 5 Rebel ships, or two Ghosts or two Shadow Casters doesn't bode well for the Empire.
  9. smauel

    Tie Defender Cost?

    Appreciate the feedback on where to post this my friend!
  10. smauel

    Tie Defender Cost?

    Not sure where to post this, so I am putting it in the Squad Builder as it relates to building a squad and the point values of ships. What in the world happened with the Tie Defender in 2nd Edition? It is one of the most expensive ships in the game now and seems way over priced for a small ship. And don't say we added the boost ability. The T-65 got the Tallon Roll and other move benefits, plus it has the same attack base and hit points and costs nearly half what a defender costs. Other ships got similar upgrades without the price jump so this one doesn't make sense. Heck you can even get a Ghost now for less then most of the Defenders. 4 Attacks and 14 hits with a turret on the Ghost, seems insane to price the Ghost that cheap when you compare it to a Defender. You would have to make 4 perfect passes on the Ghost at Range 1 with a Defender and roll 100% hits to take it out, all while avoiding hits from the Ghost to stay alive. Making it more real, you would really need to make 8 - 10 passes at the Ghost to take it out, all while it is throwing 4 to 5 dice minimum at you each time you are in its arc which with turrets is pretty easy to do. Seems like most ship's cost simply doubled in 2.0 to focus on upgrades, but the Defenders went by 25 - 30%. I know the focus is on flying now which I love and maybe that is the thinking, the Defender is so maneuverable that it should cost more because you can arc dodge better. Seems like FFG designers took the same course with the Defenders as you did the E-Wing in V1, awesome ship but way over priced. The problem is there is not much to fill the gap on the Empire's side like the T-65 on the Rebel side. This cost feels way unbalanced to the other ships that are in the same category in my opinion. It is almost like FFG designers want to force empire pilots to fly swarms again. The Defender used to be my favorite ship to fly and hoping that this gets adjusted in the app, right now it is out gunned consistently in each fight. As it sits now flying two Defenders against 4 or 5 Rebel ships, or two Ghosts or two Shadow Casters doesn't bode well for the Empire.
  11. smauel

    X-Wing Squad Builder Update

    Awesome how none of the negative comments are making it in only the ones praising y'all. ?
  12. smauel

    X-Wing Squad Builder Update

    I certainly appreciate you guys fixing the bugs but honestly the line about you guys being dismayed more than us is insulting it best. How in the world did you guys find out about all the problems on launch day like the rest of us?! This is supposed to be the heart of the game now and how you build squads. It's very disheartening to hear that you guys didn't place any real importance on the builder's development until after it was launched. I mean geez guys, there are community apps that didn't have access to 2.0 that are way better. There is really is no excuse for how badly your team dropped the ball here! Like the other users I'm glad to see you guys fixing the problems and hopefully you'll make the app all it was promised to be but this was a really really bad start for you guys. It really needs to have an offine mode and print functions to truly be worth while.
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