Curious had the Stygium card been spoiled as well?
No big pics, but enlarging the small image and reading the ant-runes tells us that Stygium Particle Accelerator lets you perform a free evade action after cloaking or decloaking
Curious had the Stygium card been spoiled as well?
No big pics, but enlarging the small image and reading the ant-runes tells us that Stygium Particle Accelerator lets you perform a free evade action after cloaking or decloaking
........and after all that jumping around you decloak only to get one shot killed by a YT-1300.
Much like the Interceptors, Turret weapons will make life difficult for our Phantom friend.
Turret weapons make life difficult for everyone.
More like expecting a 20-30 point model to solo a 40-60 point model is making life difficult.
........and after all that jumping around you decloak only to get one shot killed by a YT-1300.
Much like the Interceptors, Turret weapons will make life difficult for our Phantom friend.
Turret weapons make life difficult for everyone.
More like expecting a 20-30 point model to solo a 40-60 point model is making life difficult.
24-34, if I recall. Phantoms don't come cheap.
........and after all that jumping around you decloak only to get one shot killed by a YT-1300.
Much like the Interceptors, Turret weapons will make life difficult for our Phantom friend.
True, but the list combinations are interesting. Turrets will be painful, yet that will be the big draw in my opinion. I will want the heavies going after the cloaked Phantom out of fear only to have them back shot elsewhere.
Edited by LordColeWell, Decloaking is going to make it a bit difficult to play the Phantom. Yeah, the super boost or barrel roll can be nice, but if you are out positioned, you are really, really screwed. I would've liked to see a bit more of a benefit for being cloaked.
........and after all that jumping around you decloak only to get one shot killed by a YT-1300.
Much like the Interceptors, Turret weapons will make life difficult for our Phantom friend.
Turret weapons make life difficult for everyone.
More like expecting a 20-30 point model to solo a 40-60 point model is making life difficult.
24-34, if I recall. Phantoms don't come cheap.
You cant really 1 shot a 4 hull point model with evade if you only have 3 red dice. Even at range band 1 its very likely that a full health Phantom will survive 1 volley.
The most likely way for a pack of Phantoms to take out a Falcon is to snipe it at range band 3 to get its shields down before charging in for the kill at point blank range. And there is literally nothing the Falcon can do to get away from a model that effectively double barrel rolls or double boosts for free.
The biggest threat to phantoms is going to be high PS interceptors which can out position them and/or deny them opportunities to decloak effectively NOT Falcons.
Edited by sonova
........and after all that jumping around you decloak only to get one shot killed by a YT-1300.
Much like the Interceptors, Turret weapons will make life difficult for our Phantom friend.
Turret weapons make life difficult for everyone.
Still, 5 red dice being thrown at a large base with 1 agi?
Come at me, YT's. I'll show you a good time.
I suppose the most disappointing thing about the Phantom is that there's little reason to stay cloaked. Sure, it gives you two agility, but all the really cool stuff doesn't happen until you decloak. It feels like people are only going to be cloaking in order to decloak.
Wow... the movement of this ship will be amazing, but I think i'll practice a lot alone before used for first time. I think figure out where will be landed after decloak will be hard at the beginning.
Curious had the Stygium card been spoiled as well?
Not as of yet. Advanced Cloaking device has though (sans point cost!)
Not spoiled officially but people have zoomed in on it and guessed. Appears to give a free evade token after decloaking.
It is a modification, and so is Advanced Cloaking Device.
I suppose the most disappointing thing about the Phantom is that there's little reason to stay cloaked. Sure, it gives you two agility, but all the really cool stuff doesn't happen until you decloak. It feels like people are only going to be cloaking in order to decloak.
What's wrong with that? The point of cloak should NOT be to avoid fire it should be to position yourself for a powerful attack, then re-cloak to get away. There SHOULD be a lot of incentive to decloak.
I suppose the most disappointing thing about the Phantom is that there's little reason to stay cloaked. Sure, it gives you two agility, but all the really cool stuff doesn't happen until you decloak. It feels like people are only going to be cloaking in order to decloak.
What's wrong with that? The point of cloak should NOT be to avoid fire it should be to position yourself for a powerful attack, then re-cloak to get away. There SHOULD be a lot of incentive to decloak.
Incentive, yes. But incentive and obvious choice are two different things. As it stands now, there is no reason to remain cloaked, as decloaking grants a huge number of advantages whereas cloaking doesn't give nearly as much. And what little it gives is even almost negated with one of its upgrades, which again encourages "cloak only so you can decloak."
Edited by kerokohmm the decloak forces u to move -.- ..... could be nasty if ure near the edge and then doing a k turn = game over well that sucks and a 2 barrel roll ? not pleased with this.
I suppose the most disappointing thing about the Phantom is that there's little reason to stay cloaked. Sure, it gives you two agility, but all the really cool stuff doesn't happen until you decloak. It feels like people are only going to be cloaking in order to decloak.
What's wrong with that? The point of cloak should NOT be to avoid fire it should be to position yourself for a powerful attack, then re-cloak to get away. There SHOULD be a lot of incentive to decloak.
Incentive, yes. But incentive and obvious choice are two different things. As it stands now, there is no reason to remain cloaked, as decloaking grants a huge number of advantages whereas cloaking doesn't give nearly as much. And what little it gives is even almost negated with one of its upgrades, which again encourages "cloak only so you can decloak."
I don't see how this is an issue. A ship that is cloaked can't attack, but can still BE attacked. Cloaking gives you a slight defensive advantage, which is helpful to arrange the next deadly shot. Cloaking is not and SHOULD NOT be meant to make a ship more survivable in the long game, as this is a game about dogfighting and firepower superiority. Cloaking is meant to allow you to position those 4 attack dice where they hurt the most with little bother in the meantime.
hmm the decloak forces u to move -.- ..... could be nasty if ure near the edge and then doing a k turn = game over well that sucks and a 2 barrel roll ? not pleased with this.
If you're near the edge, just barrel roll left or right. Should put you even further away from the edge, not closer.
hmm the decloak forces u to move -.- ..... could be nasty if ure near the edge and then doing a k turn = game over well that sucks and a 2 barrel roll ? not pleased with this.
If you were near the edge of the board, don't decloak. You are not forced to do so.
Its going to make formation flying extremely difficult with phantoms. Remember going a 2 straight either way is required when you decloak, which may put you somewhere you don't want to be.
hmm the decloak forces u to move -.- ..... could be nasty if ure near the edge and then doing a k turn = game over well that sucks and a 2 barrel roll ? not pleased with this.
Maybe plan ahead?
There are some very, very interesting movement possibilities with the Phantom, however. Toss Advanced Sensors on it, and your possibilities of movement is going to be crazy. Sort of fitting for a cloaked ship to have the possibility of showing up in a lot of different places. I mean, Advanced Sensors Barrel Roll, then Decloak forward Straight 2, then the 1 turn. Or Barrel Roll, Barrel Roll, then one turn.
I suppose the most disappointing thing about the Phantom is that there's little reason to stay cloaked. Sure, it gives you two agility, but all the really cool stuff doesn't happen until you decloak. It feels like people are only going to be cloaking in order to decloak.
What's wrong with that? The point of cloak should NOT be to avoid fire it should be to position yourself for a powerful attack, then re-cloak to get away. There SHOULD be a lot of incentive to decloak.
Incentive, yes. But incentive and obvious choice are two different things. As it stands now, there is no reason to remain cloaked, as decloaking grants a huge number of advantages whereas cloaking doesn't give nearly as much. And what little it gives is even almost negated with one of its upgrades, which again encourages "cloak only so you can decloak."
I don't see how this is an issue. A ship that is cloaked can't attack, but can still BE attacked. Cloaking gives you a slight defensive advantage, which is helpful to arrange the next deadly shot. Cloaking is not and SHOULD NOT be meant to make a ship more survivable in the long game, as this is a game about dogfighting and firepower superiority. Cloaking is meant to allow you to position those 4 attack dice where they hurt the most with little bother in the meantime.
Except that is the exact issue. A cloaked ship can't attack, but is more likely to survive longer. That's the entire point of cloaking. However, the bonus it gives is hard to compare to the bonus received for decloaking, especially when factoring in upgrades like SPA which increase your survivability when you decloak anyway.
The choice between decloaking or remaining cloaked should be one that has you pulling your hair wondering which is best every turn. Not "Well, of course I'll decloak. What's the point of staying cloaked?"
Edited by kerokoLt.Blount with Ion Missiles...or Y-wings with Ion Turrets. Use them to ionize the Phantom. Then swoop in for the kill using a B-wing armed with a Autoblaster. I bet that will be one of the best counters in order to dealing with the Phantom. Without those you might be in trouble if you can't get ships like A-wings/X-wings behind it. Course you could use two B-wings, one with Autoblaster and one with Ion Cannon in order to one-two combo a phantom.
Slap a named B-wing with Advanced Sensors, Engine Upgrade, and Push the Limit, you could give Ten Numb or Ibtisam the ability to compete against the Tie Phantom in terms of movement.
Thoughts anyone?
Edited by ArithionIts going to make formation flying extremely difficult with phantoms. Remember going a 2 straight either way is required when you decloak, which may put you somewhere you don't want to be.
I get that formation flying is a tactic, but it isn't the only way to fly and I wouldn't have imagined it was a good plan with a phantom even before knowing the cloaking rule.
Edited by AlexW
The choice between decloaking or remaining cloaked should be one that has you pulling your hair wondering which is best every turn. Not "Well, of course I'll decloak. What's the point of staying cloaked?"
It's been clear since it was spoiled that cloak prevented you from attacking that you were going to spend as much time as possible not cloaked, because spending 25-40% of your points on a single ship is already a risk, and it's an even bigger risk if that ship only attacks once every three or four rounds.
You want to attack as often as possible, which means players should already be biased toward decloaking--if you have a good shot. If you don't have a good shot, you stay cloaked and do what any other ship would do, which is focus or evade and hope your dice don't fail you. Except that the Phantom, in that situation, gets two more dice than it normally would (and one more die than any ship normally would).
So I don't understand how the system of benefits here isn't a good thing. You already wanted to decloak as often as possible, in order to attack as often as possible, and you're still going to want to be cloaked whenever you expect concentrated enemy fire. Decloaking gives you lots of unexpected arcs and angles for attacking, and cloaking gives you a lot of dice to work with. Cloaking doesn't replace a defensive action (focus or evade), but you've got two different modifications that work with cloak to produce very different effects that counteract exactly the criticism you're making.
hmm the decloak forces u to move -.- ..... could be nasty if ure near the edge and then doing a k turn = game over well that sucks and a 2 barrel roll ? not pleased with this.
Then don't run them.
I suppose the most disappointing thing about the Phantom is that there's little reason to stay cloaked. Sure, it gives you two agility, but all the really cool stuff doesn't happen until you decloak. It feels like people are only going to be cloaking in order to decloak.
What's wrong with that? The point of cloak should NOT be to avoid fire it should be to position yourself for a powerful attack, then re-cloak to get away. There SHOULD be a lot of incentive to decloak.
Incentive, yes. But incentive and obvious choice are two different things. As it stands now, there is no reason to remain cloaked, as decloaking grants a huge number of advantages whereas cloaking doesn't give nearly as much. And what little it gives is even almost negated with one of its upgrades, which again encourages "cloak only so you can decloak."
I don't see how this is an issue. A ship that is cloaked can't attack, but can still BE attacked. Cloaking gives you a slight defensive advantage, which is helpful to arrange the next deadly shot. Cloaking is not and SHOULD NOT be meant to make a ship more survivable in the long game, as this is a game about dogfighting and firepower superiority. Cloaking is meant to allow you to position those 4 attack dice where they hurt the most with little bother in the meantime.
Except that is the exact issue. A cloaked ship can't attack, but is more likely to survive longer. That's the entire point of cloaking. However, the bonus it gives is hard to compare to the bonus received for decloaking, especially when factoring in upgrades like SPA which increase your survivability when you decloak anyway.
The choice between decloaking or remaining cloaked should be one that has you pulling your hair wondering which is best every turn. Not "Well, of course I'll decloak. What's the point of staying cloaked?"
You cant attack when you are cloaked. Unless one of the named pilots does silly things like hands out target locks, + PS buffs, + R/G Dice or focus tokens .... WHY WOULD YOU WANT TO BE CLOAKED FOR ANY EXTENDED PERIOD OF TIME?
Its not like you win by camping objectives in this game. Seriously less QQ more PewPEW
Edited by sonova
I suppose the most disappointing thing about the Phantom is that there's little reason to stay cloaked. Sure, it gives you two agility, but all the really cool stuff doesn't happen until you decloak. It feels like people are only going to be cloaking in order to decloak.
What's wrong with that? The point of cloak should NOT be to avoid fire it should be to position yourself for a powerful attack, then re-cloak to get away. There SHOULD be a lot of incentive to decloak.
Incentive, yes. But incentive and obvious choice are two different things. As it stands now, there is no reason to remain cloaked, as decloaking grants a huge number of advantages whereas cloaking doesn't give nearly as much. And what little it gives is even almost negated with one of its upgrades, which again encourages "cloak only so you can decloak."
I don't see how this is an issue. A ship that is cloaked can't attack, but can still BE attacked. Cloaking gives you a slight defensive advantage, which is helpful to arrange the next deadly shot. Cloaking is not and SHOULD NOT be meant to make a ship more survivable in the long game, as this is a game about dogfighting and firepower superiority. Cloaking is meant to allow you to position those 4 attack dice where they hurt the most with little bother in the meantime.
Except that is the exact issue. A cloaked ship can't attack, but is more likely to survive longer. That's the entire point of cloaking. However, the bonus it gives is hard to compare to the bonus received for decloaking, especially when factoring in upgrades like SPA which increase your survivability when you decloak anyway.
The choice between decloaking or remaining cloaked should be one that has you pulling your hair wondering which is best every turn. Not "Well, of course I'll decloak. What's the point of staying cloaked?"
You cant attack when you are cloaked. Unless one of the named pilots does silly things like hands out target locks, + PS buffs, + R/G Dice or focus tokens .... WHY WOULD YOU WANT TO BE CLOAKED FOR ANY EXTENDED PERIOD OF TIME?
Its not like you win by camping objectives in this game. Seriously less QQ more PewPEW
Exactly. The game should provide enough reason to decloak that you should never want to remain cloaked for more than a turn or two. Again, the purpose of cloaking is NOT to evade fire and never was. It is a way to position your ship to make the most damaging attack.