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Biophysical

The best part about 2.0 is the emphasis on the Bullseye arc

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To be more specific, top 8 is more like

1.) Turrets are DEAD

2.) New pilot cars layout removes fix title upgrade bloat and gives specific action chains

Giving ships diverse capabilities and balancing action efficiency by disallowing mod stacking

3.) Base overhaul allowing never been seen things (like reinforce on non-180 arc ships, the mobile arc, and our friend the bullseye arc which biophysical covered extensively)

And then 4-8 is all the changes to modifiers like reinforce, evade, upgrade cards like Palp, and stuff like predator being bullseye only 

 

Ffg can always **** it up, and gloriously, but the mechanics are in place for a great new, balanced game 

 

Edited by ficklegreendice

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No, the best part is point costs are not set in stone...

 

But anyway all good changes in 2.0. I do love what I heard Alex say during the livestream. He said they made freighter class ships, anything large base, a little less capable of dog fighting and made snub nose fighters more capable. Exactly how its suppose to be. 1.0 was nearly a direct inverse of that.

Edited by Jo Jo

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It also make certain maneuvers significantly worse, and encourages a riskier option.  For example, on a TIE defender, where the 4K was often the best option, because you can easily get behind someone you may now be encouraged to try a 1 bank to line up the bullseye (because a 4K shows the enemy exactly where to not be).  More risk/reward play is certainly something I am excited for.

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Did I also see somewhere that pilot abilities will be different depending on the "call sign" of the pilot?  Or is it just different load outs preprinted on the card but same pilot ability?

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I'm actually super stoked about trying out what I have heard about the new Predator (in bullseye only) with Fenn Rau. He's already got a form of PTL and title built in. Predator feels like a decent pair up, especially if I'm looking to arc dodge more, making Fearless less appealing.

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12 minutes ago, piznit said:

Did I also see somewhere that pilot abilities will be different depending on the "call sign" of the pilot?  Or is it just different load outs preprinted on the card but same pilot ability?

It at least gives them the possibility to distinguish between exactly which appearance the pilot is based off. If you're going to have four different versions of Sabine Wren, then you may as well try and make them unique.

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One part that I do like about abilities in the bullseye arc is that when we will face extreme arc dodgers (Soontir) which will be able to link boost and barrel roll, the odds are that they will either be able to get that bullseye ability to trigger or arc dodge, but not both (unless the opponent ignored the ship entirely and got caught from behind, in which case, they deserve everything that is coming to them).

 

This makes arc doging something that a clever player can do, but which will also not automatically result in a disastrous or fully modded attack.

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4 hours ago, Biophysical said:

Of all the things I've seen about 2.0, the one that has me most optimistic about the direction of the game is the requirement for ships to be in a Bullseye arc to trigger so many of the bonus abilities like Marksmanship, Predator, and Crack Shot.  The reasons for this optimism are manifold.

1.)  It means opportunistic heavily modded shots (i.e., not due to stacking TL/Focus over several turns) are restricted to situations where an attacking ship is very much in the right position.  This differentiates hugely between "anywhere in arc" and "quality shot",  meaning that ships become survivable even without token stacks.

2.)  Ship size has a stronger defensive effect.  Previously large ship size was almost a universal advantage due to speed and blocking, with an occasional disadvantage of maneuvering in tight spaces.  With significant bonuses available due to the Bullseye arc, large ships become more vulnerable by being bigger targets, a feature that is both thematic and absent from the current system.  Conversely, a fast, small based fighter genuinely becomes more difficult to bring into the Bullseye. 

3.)  Even more importantly, the large movements of large base repositioning produce large shifts in the bullseye arc, giving a large ship fewer options for drawing a bead on a target to exploit bullseye arc advantages.  The relatively smaller movements by small base ships allow for finer tuning of eventual position, however, making small ships more able to exploit these advantages.  

We don't know point costs, of course, and we're missing information on many other facets of the game.  Having rarely been compelled to try and bring a target directly into a Bullseye arc, most if us don't have a good sense of how difficult this task is either.  As such, it's difficult to gauge how significant Bullseye arc advantages will be compared to other options.  However, I remain optimistic that this feature is a sign the design team understands what they're trying to do.

I agree. I think I would've even been okay if the bullseye all had the effect from 1.0 too, but with token stacking basically non-existent except for a few specific cases it might be too far.

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I am curious, though, what will make the Kimogila interesting now in 2.0? Bullseye was its main feature.

The reload was not a good feature, because for its 1.0 reload the M12 was a tad too slow (reload=weapons disabled, and slow ship, loosing too much time not being in combat, esp at its price)  and just dying too fast.

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2 minutes ago, Managarmr said:

I am curious, though, what will make the Kimogila interesting now in 2.0? Bullseye was its main feature.

The reload was not a good feature, because for its 1.0 reload the M12 was a tad too slow (reload=weapons disabled, and slow ship, loosing too much time not being in combat, esp at its price)  and just dying too fast.

bullseye does literally nothing by itself, it just governs certain upgrades (crackshot, marksmanship, predator)

so if Kimoglia keeps its 1.0 ability to disallow token spending, it'll be super special still

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1 minute ago, ficklegreendice said:

so if Kimoglia keeps its 1.0 ability to disallow token spending, it'll be super special still

...which, you'd assume, would be an ability built into the ship card, like Concord Dawn.

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33 minutes ago, Managarmr said:

I am curious, though, what will make the Kimogila interesting now in 2.0? Bullseye was its main feature.

The reload was not a good feature, because for its 1.0 reload the M12 was a tad too slow (reload=weapons disabled, and slow ship, loosing too much time not being in combat, esp at its price)  and just dying too fast.

I imagine the Kimmy Schmidt will get a total redesign to fit the design goal of it, along the lines of the TIE Phantom (now 3/2/3/2 with decloak happening in the systems phase and re-cloak by spending an evade built in).

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1 hour ago, ficklegreendice said:

bullseye does literally nothing by itself, it just governs certain upgrades (crackshot, marksmanship, predator)

so if Kimoglia keeps its 1.0 ability to disallow token spending, it'll be super special still

I had good luck with Kimogila. I used Flechette Torps and title to cause a lot of double stress.  Reload was used if I didn't have a shot.

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6 minutes ago, heychadwick said:

I had good luck with Kimogila. I used Flechette Torps and title to cause a lot of double stress.  Reload was used if I didn't have a shot.

We had a local running trip Kimo's that did pretty well at multiple regional/system open level events and got a ton of use out of reload.

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