how much will wave 4 shift the meta?

By Waraxx, in X-Wing

I think we're going to see a lot of swarmy rebel builds with 2-4 Z-95s. I think we're going to see a lot of support style action passing builds with Cracken as well.

Etahn will be the most used E-Wing by far, as he can support a good sized fleet.

Etahn +2 points of upgrades +2 Rookie X-Wings +2 Bandits has a lot of potential.(OR cut the upgrades and make the X-wings Blue Squadron b-Wings. Or see what you can do with some A-Wings once the refit hits)

In Epic he'll be even more crazy.

That said, as I'm about to get to, YT's are going to see a lot of use.

On the Imperial side Phantoms and Defenders are going to have less impact in and of themselves o squad building, and a whole lot more on what gets used against them.

Phantoms are very very powerful. As people get used to them they'll start to get almost broken, and then people will learn to play against them and counterbuild them, and they'll become an early game target, as a Phantom left to endgame is nigh on untouchable. Triple Focus Whisper comes to mind as absolutely terrifying. Soontir Fel, eat your heart out. Unfortunatly, the answer to this is Turrets. Hawks offer a veriety of support options that will give phantoms hell. Roark passing Chewie PS 12 will murder Phantoms in their sleep. Jan and Kyle(and Dutch, who might as well be a Hawk) both offer potent boosts to accuracy and can Ionize Phantoms, locking them into cloak. But YT's with Gunner are going to be the bane of Phantoms everywhere. Where Hawks make it a fair fight, YT's slap Phantoms silly. We're going to see a lot of counter-building that leaves Phantoms out to dry.

Fortunatly, Most Imperial builds will be able to take on anti-Phantom lists pretty well. Chewie is good, but he's expensive and once he's focused on he goes down fast and hard. His support with be 1-2 ships with 3 attack or 3-4 with 2. Ties, bounty hunters, and Shuttles will eat him alive.

On the Imperial side of anti-Phantom tech Fettigator and other Firesprays just got better. Kath is a great Phantom counter, as is the Doom Shuttle and Rebel Captive. Krasis isn't as good, but HLC can put on the hurt, and his extra accurate Ions will be amazing.

So basically Rebels get some swarms, but need turrets more, while Imperials will be playing less Tie-Swarm and more Big Ship.

That's my guess.

Ya but Turrets can be easily countered.

1) stay at range 3 which is easier for the Phantom to do. While at range 3 you have no shoot unless you're going against a Falcon, which brings me to number 2

2) Give them Something else to shoot at. What are you going to shoot at? Tie fighter range 2,or a Panton at range 3. It's sm with Echo writes movements is easy to keep him back without having to get to close.

Your right Turrets will be is weakness, but it won't be easy. If flab properly it will still be hard to hit

That's assuming the Falcon player is awful. It covers as much ground as a Phantom boost on a 1 forward. Staying at range 3 isn't easy against a Falcon. The constantly moving nature of the game will make it alk but impossible once people learn how Phantom's move. Believe it or not flying the Phantom takes less skill and knowledge than flying against it. Were I facing a YT with a Phantom my goal would be to collide with the YT at every opportunity, unless it had Anti pursuit lasers.

Yes Hawks and Y-wing only have range two turrets. But range 2 is a big space. A phantom is too fragile to slip up with. One mistake and it's dead.

Unless biggs is there, top priority is focus fire Falcon.

Just like your said, he go down hard. It could be a tough match, but don't under estimate the Phantom

They are also not easy to hit. Now granted dice can't always be on your side, but you rolling 3 dice vs my 4-5 or possibly 6 with a focus makes them hard to kill. So even if you do 1 dmg a turn, still take you 3 turns, and while everything is chasing that, you Falcon would be focus fired on as well.

It definitely changes the aspect of the game. I think that is what ffg was intending.

I love flying the Phantom. Don't know how is feel about flying against it.

Edited by Krynn007

There are other ways, ion cannon turrets on hwks and y-wings could work, coupled with something that induces stress such as flechette torps and that would be pretty hard on phantoms. Another way might be to force it to decloak somewhere that the pilot doesn't really want to, perhaps denying a shot. Granted all this is easier said and done and will take practice but I think thats the point.

Flechettes should be death to a Phantom if you can catch it while it's stressed. Landing them is another story.

My current plan is to play a Phantom list exclusively for a few weeks against myself to try to better anticipate their movements. Hopefully I can develop a working plan of action before they tidal wave over the meta around here.

Flechettes don't have to do damage to stress the target. But I don't really see how they will be the death of them... They can still decloak and do a manevuer, which if it's green, they can still do an action...

I don't really think that the Falcon is going to be the only counter to the phantom. High PS ships with maneuver options should be good as well - if they have ACD, they want to shoot first, so therefore they'll want to move first, so PS8 is good enough for Echo, and PS9 for Whisper. Corran with VI, FCS, and EU will be a phantom killer... Let me see where you are, then br or boost to get you in arc, shoot before you 3 or 4 vs 2... and then wrap it up 3 or 4 w/ TL vs. 2... It gets even better if he gets an action from elsewhere to plop a focus on him.

And then there's the entire how you fly your ships... I think this is where the best strategy for handling phantoms will arise from. If you bunch up in a 2x2 formation, perhaps protected by Biggs, or aided by HR, you have a rather narrow firing arc. If you fly your ships spread out, perhaps 1 with a wingman, and two individual ships, and take different approach angles, its much more difficult for the Phantom to escape everything. And if it doesn't have ACD, or if you shoot first, it has a big problem. Finally, pull it into an asteroid field. It's very difficult for the phantom to decloak in a semi-dense asteroid field. So now it maintains its cloak, but can't shoot, so you only have to deal with 60 points of ships shooting at you most turns.

These are just a few alternatives to Han w/ VI + Gunner that I can think of... And there'll be more that will arise in time.

The key to Phantom killing without a turret is going to be setting up crossfires and will break the old method of formation flying. They are going to be a bugger to take out initially, but people will adapt. They are very fragile when caught in an arc.

As someone mentioned earlier, the magnify both the upside and downside of Ints.

I am literally exhausted by all of these "the game is broken!!" before every release. It's funny how every single complaint goes away after a little actual play time rather than armchair piloting based solely on speculation or a handful of games against lists without their own wave 4 counters. Freakin' relax, Chicken Littles... all will be fine.

I really do believe the Phantom was not tested thoroughly enough before release. It's movement on the board is unprecedented. I, too, do not want to be forced into running a Falcon just in case some dude in the tournament has a pair of Phantoms.

So take stuff like Roark and Decoy to mess around with shooting order, throw on some Expert Handling to gain repositioning, carry Flechettes and Ion Pulse Missiles (Blount says hi), carry R3-A2, Tarn and his trusty R7, Airen Cracken with his built in Squad Leader during combat for an extra focus or barrel roll, Etahn and Ten Numb on his side.

Something like Airen Cracken, VI, IPM.

Etahn

R2-D2

VI

Ten Numb

Marksmanship

Adv. Sensors

Ion Cannon

As long as you throw a focus or a hit, Ten will ion that phantom unless it took an evade action.

There are other ways, ion cannon turrets on hwks and y-wings could work, coupled with something that induces stress such as flechette torps and that would be pretty hard on phantoms. Another way might be to force it to decloak somewhere that the pilot doesn't really want to, perhaps denying a shot. Granted all this is easier said and done and will take practice but I think thats the point.

Flechettes should be death to a Phantom if you can catch it while it's stressed. Landing them is another story.

My current plan is to play a Phantom list exclusively for a few weeks against myself to try to better anticipate their movements. Hopefully I can develop a working plan of action before they tidal wave over the meta around here.

Flechettes don't have to do damage to stress the target. But I don't really see how they will be the death of them... They can still decloak and do a manevuer, which if it's green, they can still do an action...

I don't really think that the Falcon is going to be the only counter to the phantom. High PS ships with maneuver options should be good as well - if they have ACD, they want to shoot first, so therefore they'll want to move first, so PS8 is good enough for Echo, and PS9 for Whisper. Corran with VI, FCS, and EU will be a phantom killer... Let me see where you are, then br or boost to get you in arc, shoot before you 3 or 4 vs 2... and then wrap it up 3 or 4 w/ TL vs. 2... It gets even better if he gets an action from elsewhere to plop a focus on him.

And then there's the entire how you fly your ships... I think this is where the best strategy for handling phantoms will arise from. If you bunch up in a 2x2 formation, perhaps protected by Biggs, or aided by HR, you have a rather narrow firing arc. If you fly your ships spread out, perhaps 1 with a wingman, and two individual ships, and take different approach angles, its much more difficult for the Phantom to escape everything. And if it doesn't have ACD, or if you shoot first, it has a big problem. Finally, pull it into an asteroid field. It's very difficult for the phantom to decloak in a semi-dense asteroid field. So now it maintains its cloak, but can't shoot, so you only have to deal with 60 points of ships shooting at you most turns.

These are just a few alternatives to Han w/ VI + Gunner that I can think of... And there'll be more that will arise in time.

Higher ps ships is probably the killer for the Phantom. That why they need to stay out of the arch.

Plus there is something else everyone seems to be forgetting. Your not just flying against the Phantom. So while all your fire is concentratedo on trying to shoot him down, there are other ships firing at you as well.

This is how the Phantom works. You go after it, something else goes after you. You go after the non phantom ships,he comes from behind.

It's by no means impossible to beat, but I dint think it'll be a easy win

Edited by Krynn007

I do not think the Phantom breaks the game, I think it changes the game and that is not in anyway a bad thing. Personally, I prefer a looser approach to flying and setting up arcs, but the current meta doesn't work well with that and that's OK to.

I think forcing us to think differently in the game keeps it fresh.

@Krynn - Yes, it's possible, but more often than not it severely limits your options. If there's a 'roid to your left, and I put a ship in front of you, you can either decloak right, or stay cloaked. And more likely than not, you were planning your maneuver based on where I'd be, which likely means that you're going to decloak right. Now I can line up a shot on where you will be if you decloak right and maneuver...

And now when it's your turn to move, you see that it might not be the best idea to go there, so perhaps you decide to eat it and stay cloaked... I consider that a win.

Ya, I just don't think it'll be as easy as that. First off so far when I've been fly the Phantom I manage to keep it at a fair distance from my opponent unless his back is going to be towards me, in which I'd move in for a close range kill.

Now if your flying against a newbie you would have a much better chance,but a vet player will unlikely let himself get in that type of situation.

The phantom works best if he can keep is distance unless he knows he can get range 1 shots without any back.

Plus a good player flying the Phantom probably won't lay asteroids out so that they may hinder him as well. I like them spread out.

I should say I haven't flown Whisper only echo,so I can't say how well whisper can move around archs,but echo is a beast. So many possibilities. Even if you did managed to block his move, chances are still good he can get outv of your firing arch, and live to shoot again.

Plus while your busy chasing him, don't forget the are other ships to deal with

Edited by Krynn007

I'm not underestimating the Phantom. I'm saying that it's not broken. It's a good ship. And the most fun in the game. But it has hard counters. Roark and Chewie laugh at it. Vet instincts Fettigator might as well. Any highly Mobile ship with PS 8+ is going to give Phantoms trouble. Ships with extra firing arcs as well.

Remember. If you can force it to say cloaked, it's not shooting. If you have a PS 10 ot more pilot with an extra firing arc you can probably wipe it off the map.

Im not saying that the phantom is unbeatable, it is. But a new wave should be increasing the number of competitive squads available. And introducing a ship so powerful that you must include a way to deal with it to stay competitive in a tournament setting is restricting choice, not increasing it.

That is my issue with the wave.

We played a game of team epic last night and I had a Phantom and a Defender fully kitted out.

Echo + Veteran Instincts + Advanced Sensors + Advanced Cloaking Device

Rexlar Brath + Outmanuever + HLC + Stealth Device

They survived the fire of:

Dagger Squadron + Advanced Sensors

Dagger Squadron + Advanced Sensors

Garven +R2D6 +Vet Instincts

Biggs + R2F2 + Stealth

Cracken + Swarm Tactics

Kyle Katarn + PTL +Ion Cannon Turret +Moldy Crow +Recon Specialist

The Xwings eventually broke off to rescue the CR90 from the savage beating it was getting, but not before firing 3 turns of red lasers at Brath and Echo. The sheer maneuverability of Echo is mind boggling. I always managed to place myself in RB3 with an asteroid between us. I dont care that a Bwing gets 3 defense dice, I care that I get 6. I actually regretting using Brath the way I did, as I flew him too defensively.

If I had Whisper with me instead I could have afforded to add Flight Instructors. Now THAT is unhittable.

Echo +Veteran Instincts +Flight Instructor +Sensor Jammer +Advanced Cloaking Device

Whisper +Veteran Instincts +Flight Instructor +Sensor Jammer +Advanced Cloaking Device

Thats 88 points of SHEER FRUSTRATION. First they are hard to get into arcs, then when you do, they will be at RB3 and behind something. And then they reroll defensive dice and mess with your offensive dice. Hell Id gladly add a throw away Academy Tie and bring that to a tournament. Falcons dont need to have and arc to fire, but they will still be 3 red dice with a hit dropping to a focus each turn vs a ship at rb3 with 5 or 6 green dice, a reroll and focus.

Phantoms are truly devastating.

The Z95s, I dont know. Cracken is great from providing more actions (there is a very good defensive combo using Craken + Biggs + Garven), so you will see Cracken more than anythign else. With Squad leader on he is the cost of a Rookie Xwing which is great. Blount will be there in some lists to carry either Assault missiles or Ion Pulse Missiles. The generic Zs? Cheap, but its the combination of Howlrunner + barrel rolling +numbers that makes the TIE Swarm work, and the rebels dont have a Howlrunner equivalent.

The Ewing will have an impact. I can see a fully loaded E and a generic Z replacing 2 xwings in a lot of lists. Ebathn will be interesting, but he doesnt increase the amounts of hits, he just makes the hits higher quality. So its difficult to judge how much that will impact. I think Corran Horn will be big. He has the ability to capitalize on an enemies mistake more so than any other ship in the game. Corran + Marksmanship will be vicious. End movement within RB1 and double tap ship out of existence, then speed on out of Dodge.

My 2 cents. :)

We played a game of team epic last night and I had a Phantom and a Defender fully kitted out.

Echo + Veteran Instincts + Advanced Sensors + Advanced Cloaking Device

Rexlar Brath + Outmanuever + HLC + Stealth Device

They survived the fire of:

Dagger Squadron + Advanced Sensors

Dagger Squadron + Advanced Sensors

Garven +R2D6 +Vet Instincts

Biggs + R2F2 + Stealth

Cracken + Swarm Tactics

Kyle Katarn + PTL +Ion Cannon Turret +Moldy Crow +Recon Specialist

The Xwings eventually broke off to rescue the CR90 from the savage beating it was getting, but not before firing 3 turns of red lasers at Brath and Echo. The sheer maneuverability of Echo is mind boggling. I always managed to place myself in RB3 with an asteroid between us. I dont care that a Bwing gets 3 defense dice, I care that I get 6. I actually regretting using Brath the way I did, as I flew him too defensively.

If I had Whisper with me instead I could have afforded to add Flight Instructors. Now THAT is unhittable.

Echo +Veteran Instincts +Flight Instructor +Sensor Jammer +Advanced Cloaking Device

Whisper +Veteran Instincts +Flight Instructor +Sensor Jammer +Advanced Cloaking Device

Thats 88 points of SHEER FRUSTRATION. First they are hard to get into arcs, then when you do, they will be at RB3 and behind something. And then they reroll defensive dice and mess with your offensive dice. Hell Id gladly add a throw away Academy Tie and bring that to a tournament. Falcons dont need to have and arc to fire, but they will still be 3 red dice with a hit dropping to a focus each turn vs a ship at rb3 with 5 or 6 green dice, a reroll and focus.

Phantoms are truly devastating.

The Z95s, I dont know. Cracken is great from providing more actions (there is a very good defensive combo using Craken + Biggs + Garven), so you will see Cracken more than anythign else. With Squad leader on he is the cost of a Rookie Xwing which is great. Blount will be there in some lists to carry either Assault missiles or Ion Pulse Missiles. The generic Zs? Cheap, but its the combination of Howlrunner + barrel rolling +numbers that makes the TIE Swarm work, and the rebels dont have a Howlrunner equivalent.

The Ewing will have an impact. I can see a fully loaded E and a generic Z replacing 2 xwings in a lot of lists. Ebathn will be interesting, but he doesnt increase the amounts of hits, he just makes the hits higher quality. So its difficult to judge how much that will impact. I think Corran Horn will be big. He has the ability to capitalize on an enemies mistake more so than any other ship in the game. Corran + Marksmanship will be vicious. End movement within RB1 and double tap ship out of existence, then speed on out of Dodge.

My 2 cents. :)

We played a game of team epic last night and I had a Phantom and a Defender fully kitted out.

Echo + Veteran Instincts + Advanced Sensors + Advanced Cloaking Device

Rexlar Brath + Outmanuever + HLC + Stealth Device

They survived the fire of:

Dagger Squadron + Advanced Sensors

Dagger Squadron + Advanced Sensors

Garven +R2D6 +Vet Instincts

Biggs + R2F2 + Stealth

Cracken + Swarm Tactics

Kyle Katarn + PTL +Ion Cannon Turret +Moldy Crow +Recon Specialist

The Xwings eventually broke off to rescue the CR90 from the savage beating it was getting, but not before firing 3 turns of red lasers at Brath and Echo. The sheer maneuverability of Echo is mind boggling. I always managed to place myself in RB3 with an asteroid between us. I dont care that a Bwing gets 3 defense dice, I care that I get 6. I actually regretting using Brath the way I did, as I flew him too defensively.

If I had Whisper with me instead I could have afforded to add Flight Instructors. Now THAT is unhittable.

Echo +Veteran Instincts +Flight Instructor +Sensor Jammer +Advanced Cloaking Device

Whisper +Veteran Instincts +Flight Instructor +Sensor Jammer +Advanced Cloaking Device

Thats 88 points of SHEER FRUSTRATION. First they are hard to get into arcs, then when you do, they will be at RB3 and behind something. And then they reroll defensive dice and mess with your offensive dice. Hell Id gladly add a throw away Academy Tie and bring that to a tournament. Falcons dont need to have and arc to fire, but they will still be 3 red dice with a hit dropping to a focus each turn vs a ship at rb3 with 5 or 6 green dice, a reroll and focus.

Phantoms are truly devastating.

The Z95s, I dont know. Cracken is great from providing more actions (there is a very good defensive combo using Craken + Biggs + Garven), so you will see Cracken more than anythign else. With Squad leader on he is the cost of a Rookie Xwing which is great. Blount will be there in some lists to carry either Assault missiles or Ion Pulse Missiles. The generic Zs? Cheap, but its the combination of Howlrunner + barrel rolling +numbers that makes the TIE Swarm work, and the rebels dont have a Howlrunner equivalent.

The Ewing will have an impact. I can see a fully loaded E and a generic Z replacing 2 xwings in a lot of lists. Ebathn will be interesting, but he doesnt increase the amounts of hits, he just makes the hits higher quality. So its difficult to judge how much that will impact. I think Corran Horn will be big. He has the ability to capitalize on an enemies mistake more so than any other ship in the game. Corran + Marksmanship will be vicious. End movement within RB1 and double tap ship out of existence, then speed on out of Dodge.

My 2 cents. :)

As frustrating as that sounds I'd rather have recon specialist than flight instructor on Whisper. Thats a potential for three focus after an attack assuming you don't have to spend one on on your four or five dice to hit with. :)

Edit: And Recon is a pt cheaper.

Edited by TheGreedyMerchant

We played a game of team epic last night and I had a Phantom and a Defender fully kitted out.

Echo + Veteran Instincts + Advanced Sensors + Advanced Cloaking Device

Rexlar Brath + Outmanuever + HLC + Stealth Device

They survived the fire of:

Dagger Squadron + Advanced Sensors

Dagger Squadron + Advanced Sensors

Garven +R2D6 +Vet Instincts

Biggs + R2F2 + Stealth

Cracken + Swarm Tactics

Kyle Katarn + PTL +Ion Cannon Turret +Moldy Crow +Recon Specialist

The Xwings eventually broke off to rescue the CR90 from the savage beating it was getting, but not before firing 3 turns of red lasers at Brath and Echo. The sheer maneuverability of Echo is mind boggling. I always managed to place myself in RB3 with an asteroid between us. I dont care that a Bwing gets 3 defense dice, I care that I get 6. I actually regretting using Brath the way I did, as I flew him too defensively.

If I had Whisper with me instead I could have afforded to add Flight Instructors. Now THAT is unhittable.

Echo +Veteran Instincts +Flight Instructor +Sensor Jammer +Advanced Cloaking Device

Whisper +Veteran Instincts +Flight Instructor +Sensor Jammer +Advanced Cloaking Device

Thats 88 points of SHEER FRUSTRATION. First they are hard to get into arcs, then when you do, they will be at RB3 and behind something. And then they reroll defensive dice and mess with your offensive dice. Hell Id gladly add a throw away Academy Tie and bring that to a tournament. Falcons dont need to have and arc to fire, but they will still be 3 red dice with a hit dropping to a focus each turn vs a ship at rb3 with 5 or 6 green dice, a reroll and focus.

Phantoms are truly devastating.

The Z95s, I dont know. Cracken is great from providing more actions (there is a very good defensive combo using Craken + Biggs + Garven), so you will see Cracken more than anythign else. With Squad leader on he is the cost of a Rookie Xwing which is great. Blount will be there in some lists to carry either Assault missiles or Ion Pulse Missiles. The generic Zs? Cheap, but its the combination of Howlrunner + barrel rolling +numbers that makes the TIE Swarm work, and the rebels dont have a Howlrunner equivalent.

The Ewing will have an impact. I can see a fully loaded E and a generic Z replacing 2 xwings in a lot of lists. Ebathn will be interesting, but he doesnt increase the amounts of hits, he just makes the hits higher quality. So its difficult to judge how much that will impact. I think Corran Horn will be big. He has the ability to capitalize on an enemies mistake more so than any other ship in the game. Corran + Marksmanship will be vicious. End movement within RB1 and double tap ship out of existence, then speed on out of Dodge.

My 2 cents. :)

Any particular reason you'd run flight instructor over Recon Specialist. I could see if you had other actions you wanted more. But I'd rather have two focuses than reroll focus results.

Because I found myself Barrel-Rolling much more than pulling focus.

Actually come to think of it, my only actions all game were cloak and barrel roll. In that case, Recon Specialist would be wasted. Mind you I have limited experience with the phantom, but I think the majority of its actions will be spent denying arcs, rather than getting a focus.

I find its an extremely defensive ship. And I did uncloak to gain movement to recloak outside of RB3 when I misjudged my opponent's move.

Edited by Zoccola

Any particular reason you'd run flight instructor over Recon Specialist. I could see if you had other actions you wanted more. But I'd rather have two focuses than reroll focus results.

Because I found myself Barrel-Rolling much more than pulling focus.

Actually come to think of it, my only actions all game were cloak and barrel roll. In that case, Recon Specialist would be wasted. Mind you I have limited experience with the phantom, but I think the majority of its actions will be spent denying arcs, rather than getting a focus.

Especially considering if you're using the flight instructor you've already gotten trapped in an arc where the focus's will help you more.

Edited by Aminar

Ya I didnt want to, I would have rather pulled focus to hit, but I was severly outnumbered and Bwings are extremely unpredicable.

Seems like a waste of an action to cloak when you have the ACD to me, but if it works it works I suppose,

I should say I haven't flown Whisper only echo,so I can't say how well whisper can move around archs,but echo is a beast. So many possibilities. Even if you did managed to block his move, chances are still good he can get outv of your firing arch, and live to shoot again.

Plus while your busy chasing him, don't forget the are other ships to deal with

I flew Whisper in the Imdaar Finals and he was fun.

VI+ACD+FCS=39pts not cheap by any means but basically I would focus every round and then would shoot a target and I would have a TL and a focus up every round+ a focus for defense with the 4 agility. Only problem I had was incorrectly guessing an opponents maneuver and bumping thus leaving him a sitting duck for a Falcon

I kinda wonder about a Vader with Squad Leader and giving the Phantom the Decoy to prevemt scenarios like this

Ya I didnt want to, I would have rather pulled focus to hit, but I was severly outnumbered and Bwings are extremely unpredicable.

I also didn't see your post until after I had typed the above

I've got no problem with the phantom itself, I just don't like that ACD and SPA were released right along with.

"Hey let's introduce the brand new mechanic that has its upsides and downsides, then before anyone can even try to figure it out, lets release 2 modifications that drastically change how that mechanic functions!"

I like that munitions failsafe is coming out WAAAY after missiles and torpedoes were first introduced. It changes an existing mechanic and causes people to re-think preconceived notions about what's useable and what isn't. The phantom is just packaged with 2 mods that are auto-includes. Kinda lame, IMO.

I've got no problem with the phantom itself, I just don't like that ACD and SPA were released right along with.

"Hey let's introduce the brand new mechanic that has its upsides and downsides, then before anyone can even try to figure it out, lets release 2 modifications that drastically change how that mechanic functions!"

I like that munitions failsafe is coming out WAAAY after missiles and torpedoes were first introduced. It changes an existing mechanic and causes people to re-think preconceived notions about what's useable and what isn't. The phantom is just packaged with 2 mods that are auto-includes. Kinda lame, IMO.

Hmm. That would be fun . . . Three-way battle between a fully kitted-out Brath, Soontir, and Echo/Whisper. Who would win?

Hmm. That would be fun . . . Three-way battle between a fully kitted-out Brath, Soontir, and Echo/Whisper. Who would win?

Don't forget Turr. He's a beast too.