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xanatos135

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  1. Like
    xanatos135 got a reaction from Gupa-nupa in Total Destruction - Droid Tri-Fighter preview up!   
    Which they do, since they can equip independent calculations... ūüėÉ
  2. Like
    xanatos135 got a reaction from Gupa-nupa in Total Destruction - Droid Tri-Fighter preview up!   
    I think they are effectively the fastest ship in the game, right? 
    5 straight, 5 straight SLAM
    Wow¬†ūü§≠ūü•Ķūü§ď
    I can't delete those emojis xD
  3. Like
    xanatos135 reacted to theBitterFig in Total Destruction - Droid Tri-Fighter preview up!   
    Oddball doesn't need it.  Just Synchronized Console and go.
    Huge get for a LAAT, though.  Focus and attack, for a 3-dice with rerolls attack, then light up the entire squad.  Warthog + Blue Torrents got even better.
    Where it'll really shine, however, is factions without SynCon or other tricks like that.
  4. Like
    xanatos135 reacted to Pa Weasley in Total Destruction - Droid Tri-Fighter preview up!   
    "My name is Odd Ball and I approve of this upgrade." 
  5. Thanks
    xanatos135 reacted to ForceSensitive in Stay Sharp - V-Wing preview live!   
    First we should all recognize that there are attacks that have 1 firepower, technically. Bombs and mines circumvent the problem of having to deal with the defense dice math by just not allowing them into the equation, and also preventing the user from being able to modify the bombs 'attack' with their own resources such as tokens. Excepting a few cases like Sabine which I suppose I could give you. In the end though the device attacks are stat-locked as to their success and outcomes. For example the new Thermal Detonators. It is a known chance, and that allows it to be predictable in general, but still have variance that keeps the risk calculation factor present. 
    These next few paragraphs are just had to be noted things for many of you. It should be obvious and maybe you've recognized it yourself but we don't talk about it much if we do. There is a not talked about beauty of the dice as is in X-wing though. And I strongly believe it's one of the lessons they learned from first Ed like Davy said. The engineered goal of the dice in X-wing is to generally allow things to be destroyed. This actually happens in two ways. The most obvious we all already know is that the dice are unequal one-to-one. The attack die is just better. So as long as you keep the pool-vs-pool within a certain range, that particular part of the intentional design works. But there's the rub, you have to keep them roughly equal so that the red dice can do their job. 
    To do that they've kept it close by having an baseline disparity that's allowed built in to the foundation. Generally speaking, if we look at it just from the starting points of the combat engines calculations, so we ignore some variables that are circumstantial such as weapons disabled or say some upgrades or pilot effects, attack pools cannot be less than defense die pools by more than one die. Very important that I emphasize again here that this is the starting point of the calculation. After it leaves this void of origin, it can get as weird as they want so long as it had game costs associated to it.
    This is accomplished with a very simple design 'rule' they tend to stick extremely close to. That rule is: Their are four base attack values 2, 3, 4, 5. Some of those obviously are only via ordnance . And four base defense values 0, 1, 2, 3. Grab any two of those numbers at random and chances are the attack number you pick will be higher than the defense number. Duh right? Even cutting the two extremes which are very intentionally rare, 5 and 0, and just on it's own rarity let's throw out the 4 too, if you randomly pick one from each of the remaining values, attack can still at no point be less than defense by one. 
    This rule assures that the system naturally trend's toward reds favor by keeping the pools pretty close. And that's good, because the game must go on. Again, we don't want the combat engine to stall out. The design rule is simple. The max allowable starting deficiency of the attacker is to be behind the defense die by an eighth of a result average. So they'll have a chance by literally one die face as the defender. If they were to allow your 1 die primary, it creates a problem as that baseline changes to 5/8ths average ahead for green, and certain game states will then favor the defender. Because in that case green will too often not even have to try. 1/2 hits base is not allowed against 9/8ths evades base. You can only get that good/bad via game play after the base is set.
    And I think it's rather eloquent in a way. There's this certain beauty to it of four numbers against four, offset by two. And it reminds me for some reason of a d6 system deep down and I find that kinda neat. Now I know I've written another term paper here so I'll leave it here and come back later. Thanks for reading if you got this far lol! ūüćĽ
    One last note. yes we need to have an objective system or similar. But they gave us three already, and none of them are required, and majority seems uninterested in them. 
  6. Like
    xanatos135 got a reaction from Gupa-nupa in Concentrate Your Fire - LAAT Preview   
    It's a real pity you can't squeeze cody in the LAAT, it would make the torrents and ARC more deadly. An option could be to take cody and N1 Anakin instead of Mace, it fits exactly with daredevil and RP-4. Just for 1 point you can't include CLT Saeese or Luminara... 
  7. Haha
    xanatos135 reacted to ScummyRebel in Stay Sharp - V-Wing preview live!   
    You underestimate my ability! I swear any debris gamble I take ends in a crit...
  8. Like
    xanatos135 got a reaction from ForceSensitive in What's coming next?   
    Don't you think it's very weird that we are most likely getting this ship but it won't come with Palpatine crew since that was in the ARC pack?¬†ūüėÖ
  9. Like
    xanatos135 reacted to theBitterFig in The Phat Blue Line (Hyperspace Republic)   
    Gotta get SynCon on Warthog, too.  That'll go a long way towards ensuring locks.  I'd just drop one Conc (probably here, but maybe on a Torrent) down to an Ion Missile.  Damage isn't really much worse, but the extra lock would be handy.  Could cut a Dedicated instead, but that's irksome to my sense of symmetry.
  10. Like
    xanatos135 got a reaction from Odanan in What's coming next?   
    Don't you think it's very weird that we are most likely getting this ship but it won't come with Palpatine crew since that was in the ARC pack?¬†ūüėÖ
  11. Haha
    xanatos135 reacted to Rich P in Concentrate Your Fire - LAAT Preview   
    Best thing about having kids is that you get to legitimately buy lego for them too ... then 'help' them build it
     
  12. Like
    xanatos135 reacted to FriendofYoda in Stay Sharp - V-Wing preview live!   
    Am I right in thinking that Klick could lock a buddy, say Aayla, on turn 1. Then when she goes diving into range 1 you can use his charge to deny the range bonus against her?
     
    Or hey grab an R3 Astro and pick another ship to protect too! Matchstick for added fun times..?
  13. Like
    xanatos135 got a reaction from Silver_leader in Lets design the Razor Crest, just for the fun of it.   
    I think the child should have a restriction: "Squad including Jin Djarin" or "Ship including Jin Djarin" so that you can play him with Jin Djarin crew too. 
  14. Like
    xanatos135 reacted to NoobMaster70 in Lets design the Razor Crest, just for the fun of it.   
    For this effect I would go with something along the lines of: The Child. 1 force, while you defend, you may spend 1 focus token to change 1 result to a (evade) result
     
    For me though, I would go with something a bit more unique for the child. The Child: 3 force (but non recurring), can only be equipped on Jin Djarin. 
  15. Like
    xanatos135 reacted to Greedo_Sharpshooter in Lets design the Razor Crest, just for the fun of it.   
    Wacky thematic upgrade...
    Carbonite Containment (costs one point) - Choose one crew card from ANY faction. During setup if your opponent has the same crew card as the one placed in Carbonite Containment they immediately discard it (this does not alter their total squad points).
    Alternatively... could function like the old Rebel Captive crew card from 1.0
  16. Like
    xanatos135 got a reaction from TedW in Push The Limit, Eta-2   
    You can also do that with Kickback (torrent pilot) with a linked lock out of a barrell roll. 
    Probably not good but still, a posibility. 
  17. Like
    xanatos135 reacted to JBFancourt in LAAT ARC Beefy Rerolls   
  18. Like
    xanatos135 got a reaction from JBFancourt in LAAT ARC Beefy Rerolls   
    Wouldn't that reinforced Warthog be stressed and unable to perform any action? 
  19. Like
    xanatos135 got a reaction from Gupa-nupa in Push The Limit, Eta-2   
    I just realized Shaak Ti works on herself. It costs her virtually nothing to come to the combat in the second turn with an extra focus or evade. 
    She's going to be reeally good.
  20. Like
    xanatos135 reacted to Cerebrawl in LAAT ARC Beefy Rerolls   
    Here's a different take on it. Wolfpack doesn't have to be on the LAAT... leaving room for Cody to soften two targets up before the double modded ARCs attack.
    "Warthog" (54)    
        Ghost Company (5)    
        Clone Commander Cody (4)    
        
    Ship total: 63  Half Points: 32  Threshold: 5    
        
    Squad Seven Veteran (44)    
        Wolfpack (4)    
        
    Ship total: 48  Half Points: 24  Threshold: 5    
        
    Squad Seven Veteran (44)    
    Ship total: 44  Half Points: 22  Threshold: 5    
        
    Squad Seven Veteran (44)    
    Ship total: 44  Half Points: 22  Threshold: 5    
        
        
    Total: 199
  21. Like
    xanatos135 got a reaction from Archangelspiv in Push The Limit, Eta-2   
    Because Anakin's ability works after you perform a maneuver, while R2-D2 gives you a deplete token after you activate. Is that the same moment? I'm not sure. 
    What I meant is: can Anakin get rid of the token the same turn he gets it? 
  22. Like
    xanatos135 got a reaction from ImperialAce95 in Push The Limit, Eta-2   
    I just realized Shaak Ti works on herself. It costs her virtually nothing to come to the combat in the second turn with an extra focus or evade. 
    She's going to be reeally good.
  23. Like
    xanatos135 reacted to ClassicalMoser in Push The Limit, Eta-2   
    I continue to maintain that if the objective of the game were anything other than "Stay alive as long as possible and kill something if you can by the way," non-engagement would not be an issue.
    As it is there's far too much in-game reward for disengaging, fortressing, regen, plinking damage and running to time, etc.
    Honestly Regen could be cheap if it didn't amount to "Points preserved." Shield regen is a pretty fundamentally normal thing in SW lore, as are ship repairs through astromechs etc. They become problematic in the game because they erase your accomplishment of the only game objective of "kill stuff" which thematically doesn't even make sense for many of the characters involved (when do we ever see Yoda just "Kill stuff?").
    I like the model that Marvel: Crisis Protocol uses. You get points for dazing or knocking out characters, but you get a lot more points for objectives that can range from "Guard this" to "bring this back to your base," and any given game has not one but two different objectives going on at once. This sets up a definite arc to the game, keeps the time focused and limited, and gives you something definite to engage over that also helps shape the story the game tells. Story is just such an important part of game design and it's totally absent from 200-6 X-Wing tournament play, which just makes me so sad.
  24. Like
    xanatos135 reacted to theBitterFig in Push The Limit, Eta-2   
    I guess I'm never not going to be nervous until there's a lot of table time.  Sure, there's a lot of limitations, and you can't easily use them all at once, but the fact that this has a billion tools just keeps me skeptical.
    I should probably draw comfort by the fact that folks who *HATE ALL THE MECHANICS THIS SHIP HAS* seem to really love it.  It's tough, though.
    Scared and excited aren't exactly opposites.
    //
    Anyhow, haven't seen much talk about R5 for these. Seems like a perfect fit.  Pretty cheap at 4 points, the first damage on the ship can be immediately repaired (CLT has to wait for the shield), and the 3 Hull means the half-points breakpoints work out pretty well.
    I mean, we'll probably be forced to see R5 Agility Scaling, correct?  I'm a bit sad about that thought, since I'm not someone who hates regen on principle, and I'm sad R2 has been priced out on fairly wholesome ships because of Jedi.
  25. Like
    xanatos135 reacted to Boreas Mun in Push The Limit, Eta-2   
    Isn't R2-A6 really good on a ship with all 3 (non-red) hard turns and I5/I6? (+Extreme Maneuvers)
    R2-C4 can be good on Yoda, with his I3. Take evade action, use your force to support other jedi, then if they don't want to shoot your ship with evade and force use it to modify attack.
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