The Other Cloaks

By Lagomorphia, in X-Wing

I saw the number of cloaking mechanics FFG tested (12) posted earlier today, which makes me wonder if there's been another interview on it or something. Any information on what some of the discarded cloaking mechanics were?

Edited by Lagomorphia

Where did you see this?

I saw a number of the cloaking mechanics FFG tested (12) posted earlier today, which makes me wonder if there's been another interview on it or something. Any information on what some of the discarded cloaking mechanics were?

I think this comes from a developer interview; at least, the same idea is lodged in my head, although I can't quite put my finger on the source.

As for the actual mechanics, I doubt you'll get them. That seems like exactly the sort of thing that would be covered by an NDA.

Yes, it was in Team Covenant's developer interview from GenCon. Not likely they will ever surface, but I, too, would be quite interested in seeing what didn't make the cut and why.

Yes, it was in Team Covenant's developer interview from GenCon. Not likely they will ever surface, but I, too, would be quite interested in seeing what didn't make the cut and why.

Here is a guess that isn't too far out of the ball park. When decloaking perform a 1 straight, or a barrel roll, or move the ship back using the 1 maneuver template keeping it facing the same direction. Now why this would be a broken mechanic, well the backward move can be exploited as a stall and the 1 movement template didn't provide enough range of movement to where Phantoms were too predictable.

Edited by Marinealver

Yeah I'd love to see how they changed things in development, might stop the whinging about ACD if they could see how it could of been worse.

Yeah I'd love to see how they changed things in development, might stop the whinging about ACD if they could see how it could of been worse.

However I don't see that many threads disliking the Phantom as I see threads that dislike the Falcon.

Phantom is obnoxious. That's the problem I have with it. I feel really good when I set up a really awesome crossfire where I will have him in arc if he wants to hit me, then poof. He says to hell with it, I'll just leave. Chasing it down has gotten real old, real quick. Not really a "OP" problem, just have a couple issues with some sequences that it can pull off. I'd have fewer problems with it by far if its 1-turn wasn't white but was red. I have a good kill ratio on them but **** do I have to work hard for every one while my opponent chuckles maniacaly with glee as much of my effort goes to nought.

BTW Putting ACD on a Sigma is one of the best examples of wasted points in upgrade expenditures. Why would you ever do that out of curiosity? I'm not sure if I would even bother with stygium at that PS. Maybe just run them naked as backline skirmishers in epic?

Funny thing about Phantoms running around the games is that you don't see that many auto-blasters or proton bombs on the field. You'd figure those would be best to kill cloaked phantoms.

However with wave 6 I am sure you will see "Sub hunter" Y-wings with Autoblaster Turrets and Proton Bombs thanks to the new upgrade cards for Y-wings. My only complaint is that well Imperials should have a ship with the turret upgrade slot too.

Autblaster is horrible against phantoms because of the range 1. Protón bombs are hard to ser up con them too. The ban of the phsntom is being able yo shoot At it. Turrets and high ps pilotos can. Swarms can block their decloaks but first you hace get to that point comfortabily.

Autblaster is horrible against phantoms because of the range 1. Protón bombs are hard to ser up con them too. The ban of the phsntom is being able yo shoot At it. Turrets and high ps pilotos can. Swarms can block their decloaks but first you hace get to that point comfortabily.

Yeah, as of now If I were to attempt to make a sub hunter I would put flechet torpedoes on a B-wing (I can get 2 for the price of 1 proton torpedo) To stress Phantoms out then put Autoblasters on and maybe adrenalin rush to clear a red maneuver if I really need to do a 1 Turn to get in range. Still you can argue that is allot of points into a ship that can only go against one target especially when you have opportunities to shred the matt with HLC+FCS+E-2+Gunner instead.

Edited by Marinealver

You would want PS10+ to stress a phantom, if you can't stress him before he attacks, it is not that useful. Don't get me wrong it is nice, but hardly game turning.

One of the reasons i think people don't complain about phantoms, it is because mistakes affects their performance much better than falcons. You face the wrong way and can't shoot ? Your opponent now can punish you hard. So while they can be hard to pin down, eventually you always do, and you will get better at trying to force that errors (asteroid placement helps a lot too).

You would want PS10+ to stress a phantom, if you can't stress him before he attacks, it is not that useful.

Forces him onto a green maneuver that limits him a little and if you manage to ion him too... I get your point though.

What you want if you're under PS is to double stress him, which is easy enough for E-wings, B-wings and X-wings or if you use two ships.

Edited by Lagomorphia

You need to get him into arcs with 2 of those ships at the same time (any way to give stress to your opponent, outside rebel captive, requires you to have him into arc of fire). I would say it is actually the oppossite from easy. And if he is flying Yorr it would be pointless.

Edited by DreadStar

R3-A2, Flechette Torpedoes works quite nicely for double stressing. The thing with phantoms is that while they have multiple decloak options they've usually decided which one they want ahead of time and have planned their maneuver accordingly. If they then choose another move, chances are (especially with non-Echo) it'll be somewhat suboptimal for them.

Oddly enough, the counter to the phantom seems to be the HWK. Roark allows any ship that gets the phantom in arc to shoot it with its trousers down, and if I heard the GenCon interview correctly the word jam came up when talking about Scum Hawks. Plus HWKs get turrets.

Captain Yorr is hardly common.

No, they don't. How many times do you really get to shoot with more than one ship to a phantom ? There are two things you do with your phantom. If you are sure you are not getting shot back, you predict opponent movement and choose to just shoot with your decloak. If you are not sure if you will want to arc dodge, you take a maneuver that gives you enough flexibility to get out of the arcs if required. Barrel roll also helps immensely with this. It is very very rare that you will get two ships pointed at a phantom if he can help it.

About what is common or not, i don't like flying suboptimal lists just to overreact against one kind of lists, all those points invested into stressing phantoms (and it is hardly guaranteed it will work as you plan it will do), are hardly useful against most of the other stuff (outside Push the limit ships). If you want to deal with phantoms, have a PS9+ with high mobility, turrets with gunner, rebel captive, roark or some combination of those.

Edited by DreadStar

Bounty hunters with outmaneuver and/or gunner work wonders against phantoms of any pilot skill. Oh you evaded my shot with 4 green dice lets redo that. Basically use the BH as bait and use your other force to get shots on the phantom or if they ignore your BH then he can punish the phantom with outmaneuver and/or gunner. The average player would prolly not want his agility lowered on his phantom or have extra shots taken on it when missed so most likely will head straight for the BH. Either way it's a bad spot to be in.

No, they don't. How many times do you really get to shoot with more than one ship to a phantom ?

R3-A2 and Flechette Torpedoes can go on the same ship.

are hardly useful against most of the other stuff (outside Push the limit ships)

Never been on the receiving end of the Jam action?

Edited by Lagomorphia

Bounty hunters with outmaneuver and/or gunner work wonders against phantoms of any pilot skill. Oh you evaded my shot with 4 green dice lets redo that. Basically use the BH as bait and use your other force to get shots on the phantom or if they ignore your BH then he can punish the phantom with outmaneuver and/or gunner. The average player would prolly not want his agility lowered on his phantom or have extra shots taken on it when missed so most likely will head straight for the BH. Either way it's a bad spot to be in.

Bounty Hunters can't use Outmaneuver.