Well, yes we will be getting all this new stuff in the future that will hurt the Phantoms, but what about right now at the current moment? Obviously, they haven't hit shelves yet, but you're talking about stuff in the future and probable outcomes against the Phantom based on x, y, and z.Also curious, Rakky: how much have you played with the Phantom?With the rebels getting another turret in thier arsenal and the imperials getting thier first, more stress inducers, and ion turrets and missiles and torpeados on the horizon, it feels very skill rewarding to win with the phantom. You beat the odds, you outbuilt your opponent and outflew them. There are a lot of hard and soft counters and more coming soon, I worried that cloaking wasn't going to do enough to protect an upgraded phantom but the movement shenanagins reward skilled plays... The opposite of thier one counter, turrets, that don't reward poor play but mitigate a lot of maneuvering errors.
I will be patient with you and give you counters already out right noe again.
1) Roark Garnet. You can give any ship PS 12 for firing so no matter who gets the phantom in his arc he can fire at it with agility 2. Also Roark is not exactly expensive and with an ion turret he is a PITA for Phantoms.
2) Lt. Blount or any Bandit Squadron plus Munitions Failsafe with Ion pulse Missiles. Granted the Phantom might oneshot you but Z-95 are cheap and Blount will hit you 100% while the Bandit would hit you sooner or later. If you get 2 ion tokens you are so dead in a phantom...
3) Flechette torps, R2-A3 or any other mechanic that will give you stress tokens reliably. If you get those the turn you have decloaked you either go green and people just know where you will be next turn or won't recloak which makes you... dead! While cloaked you still have your defense up but you still need to go greento get a boost to your attack unless you have a TL on them already. Or you need to go green afterwards which is even worse like i described already
4) Wedge, or anyone with outmaneuver or both... You can't dodge every arc but those make you a 3 or 2 agility ship. You know how you name that? A tie Fighter! They go SPLAT quite often.
5) Well i know you said turrets are a counter. Yes, indeed.
6) Gunner or Luke crewmembers (especially on turrets again)
7) anyone that can reliably have more PS than you with VI or has 9 and initiative over you.
8) Mines and bombs interdicting zones for you. Especially Proton Bombs (2 hull plus direct hit... Ouch)
9) Autoblaster, easy to dodge usually but if it gets close, it's bad for any ship with high agility.
10) Ten Numb, pretty much for the same reason as Autoblaster but more difficult to dodge.
On another page: As for your discussion with Rakky, never mind, he is usually against anything and anyone on principle, will insist on his point of views no matter what, and intolerant against anything else. Just ignore that guy if he annoys you. Even if like in this thread he is right he usually fails to explain himself in a way that does not provoke unneccessary arguments. That being said, this time Rakky after your initial rant pulled together and wrote smart stuff.
But Vorpal on the othet hand usually has good points to make even if we don't always agree.
Edited by ForceM