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Removing one word from the rulebook to 'fix' many of X-Wing's problems

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1 hour ago, TheHumanHydra said:

I respectfully hope they don't add a second dice-rolling step, just to save work while playing. I think a simpler way to achieve a similar effect would be to use 'ordnance dice' with one or two double-damage faces that can be negated with only a single evade result. So if I roll blank, hit, double-hit, you only need to roll evade, evade to negate it all. This results in the ordnance being potentially more damaging but easier to evade, as in your breakdown above, without having to roll a second set of dice.

No need to have a second step to roll dice. Roll them all together, compare the to hit symbols first with the evade symbols. If enough, then account the damage symbols.
FFG has done that for years with Descent, or Imperial Assault, Armada, the RPG games... where the same dice include damage symbols, range symbols, special effect symbols, and you roll them all together and count what you have got in one go.
You can surely do the same here, with some dice having lots of "to hit" symbols and not so many "damage symbols", some other dice having the opposite, and some dice having an average of both. Then weapons would indicate their attack score with numbers telling how many of every type to roll. Like Attack: ◆◆ (That is, one orange die and two red dice).

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8 hours ago, __underscore__ said:

I mean, Talonbane would be happy!

Frankly, I never understood why he was released as he is in the same wave which introduced the TLT. Really DOA that way on his chassis. He should have had his range 3 effect against secondaries as well. Or (better) TLT should have had a weakness like being range 2-3.

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Got it bonus dice for both in arc and out of arc.

  1. In primary firing arc +1 red dice. That way all the 2 firepower throw 3 read dice and X-wings can have 4 dice just like in the movies.
  2. In Mobile/Aux/Special no bonus die
  3. Outside all firing arcs (PWT and <turret> upgrades) +1 green die.

Same for both primary and secondary weapons in addition to the range bonus for primary weapons.

  • range 1 in primary +2 red dice.
  • Range 3 out of arc PWT +2 green dice.
  • Range 2 in rear aux no bonus dice.

Happy now?

:P

Edited by Marinealver

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3 hours ago, skotothalamos said:

This idea makes Dash Rendar very sad. :'(

Dash deserves a good swift kick in the nuts.  Hate that guy.  You can take your wanna-be Han Solo and his 90's Liefeld pouches and toss his asteroid ignoring butt right out the airlock.

I really, really hate Dash.

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3 hours ago, Icelom said:

I am so glad these forms are not game designers.... 

Another solid heavy handed fix that breaks more then it solves brought to you by the arm chair designers of this forum.

Please, I'd love to hear about what it breaks so I can better understand your reasoning.

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1 minute ago, Kdubb said:

Please, I'd love to hear about what it breaks so I can better understand your reasoning.

Mangler cannon for example loses it's value by a considerable degree infact all cannon would be nailed very hard by this and I don't think anyone finds cannons overpowered.

On top of that edge case ordanance users would be hit pushing them even further from the field, I use things like TAP's with missiles pushing them further out would hurt.

I huge blanket nerf to secondaries just leaves the ships that are allready great with them as the only ones still using them. If you nerf cannons the defenders still takes them but then the M3A might just not be used anymore.

Nerf an entire system and you only leave the ships that were the precivied problem left using that system as they are the only ones still good enough with it.

No one complains about a rookie x-wing sporting a torpedo why should it get nerfed?

 

 

 

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13 hours ago, ViscerothSWG said:

Have you played any flight simulator games? When a turret ship is at full stop, it's not too difficult to hit anything. When the ship is moving and turning and rotating, it's extremely hard to track your target outside of the flight path. 

So I'll add a clause that if a PWT ship did any maneuver other than a full stop, the defender gains 1 defense die. That solves all the issues.

so all the turrets are manually controlled and dont have in built tracking systems?

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18 hours ago, Stay On The Leader said:

Secondary weapons are the biggest problem in the game, not just TLT.  The top meta lists the last two weekends only 1 of the top 13 squads uses primary weapons, and that's Fair Ship Rebels the squad that's successful because it's the only thing really able to live with secondary weapons.

 

So... we're complaining about something that people saw as irrelevant less than 2 years ago? What top meta lists, where. At what level of competition?

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7 hours ago, Icelom said:

I am so glad these forms are not game designers.... 

Another solid heavy handed fix that breaks more then it solves brought to you by the arm chair designers of this forum.

Which is why I am wondering about this credible leak on reddit. It seems more armchair design than anything. But woe to anyone that talks bad about it because it contains the Holy and Benevolent Jumpmaster Nerf, and those that are against it are no-skill ice cream licking kindergartners that play OP ships.:rolleyes:

Edited by Marinealver

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2 hours ago, boomaster said:

So... we're complaining about something that people saw as irrelevant less than 2 years ago? What top meta lists, where. At what level of competition?

As per Listjuggler/meta-wing, all tournaments played since Wave 11.


And yes, we are.  Because what's worse than torps/bombs etc being rubbish is torps/bombs etc being good.  Much MUCH worse.

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6 hours ago, spacelion said:

so all the turrets are manually controlled and dont have in built tracking systems?

In star wars? Yes. 

BTL Y-wings are unmanned turrets. They shoot straight ahead in the flight path and are linked to the main guns.

You want to shoot willy nilly in any direction at any time, you need someone in the chair and a lot of luck or space magic to hit anything.

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On 02/08/2017 at 0:40 PM, Stay On The Leader said:

Secondary weapons are the biggest problem in the game, not just TLT.  The top meta lists the last two weekends only 1 of the top 13 squads uses primary weapons, and that's Fair Ship Rebels the squad that's successful because it's the only thing really able to live with secondary weapons.

 

Ducan Howard has won two Store Champs (one last weekend) with Quickdraw, Omega Leader and Cap'n Yorr without any secondary weapons. And he went through at least one FSRs to do it.

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