I'm curious if the Autothruster modification will help get enough extra mileage out of Stealth Device to make it a better choice than either Shield or Hull upgrades?
Does Autothrusters make Stealth Device better than other defensive modifications?
Well seeing as only 1 ship (so far) can take both at the same time, I don't think it changes too much.
Yes, with effectiveness increasing (for both upgrades now) with skill.
The two of them should offer some synergy with the Royal Guard title.
Stealth Device means more dice, which means a good chance of a blank for Autothruster to trigger from, which in turn will make it more likely for SD to stick around because you didn't get hit.
Of course, the problem is, 'Royal Guard' only works on PS6 or higher, and once you are flying at least a Royal Guard Pilot + PtL (you really want an evade token alongside a focus or barrel roll) + Royal Guard Title + Stealth Device + Autothrusters...
Things start getting spendy!
It is going to make the choice between HU and SD a lot harder for Interceptors.
SD is still a gamble, but its not as risky of a one anymore.
Of course, the problem is, 'Royal Guard' only works on PS6 or higher, and once you are flying at least a Royal Guard Pilot + PtL (you really want an evade token alongside a focus or barrel roll) + Royal Guard Title + Stealth Device + Autothrusters...
Things start getting spendy!
PS 5 or higher, Fel's Wrath is good enough for Palaptine ![]()
PS 5 or higher, Fel's Wrath is good enough for PalaptineOf course, the problem is, 'Royal Guard' only works on PS6 or higher, and once you are flying at least a Royal Guard Pilot + PtL (you really want an evade token alongside a focus or barrel roll) + Royal Guard Title + Stealth Device + Autothrusters...
Things start getting spendy!
yes but if he doesn't go down you don't get that delicious ability :-P
I think Autothrusters makes stealth better than hull on ptl interceptors, baring counters like Blount. It was already a better choice more often than not when you stack focus and evade, adding another buff at range 3 or when getting shot by turrets pushes it over the edge.
Things start getting spendy!
Yeah you can now get some fairly fat Interceptors... Jax can easily get to 34+ points now.
Let's not forget that auto thrusters aren't terribly effective against everything. They're a pretty hard counter to turreted ships, but they're not great against other small, maneuverable ships. You only get a bonus at R3 if you are in-arc, and most dogfights are conducted closer than that.
Phantoms are also going to be a threat unless you're out-bidding them on PS.
Does Autothrusters make Stealth Device better than other defensive modifications?
Assuming that you are only looking at the case where it kicks in (i.e. vs turreted ships), then possibly. I need to update my scripts to specifically compare these scenarios.
Does Autothrusters make Stealth Device better than other defensive modifications?
Assuming that you are only looking at the case where it kicks in (i.e. vs turreted ships), then possibly. I need to update my scripts to specifically compare these scenarios.
... and this was exactly the response I was fishing for.
Thank Major.
It helps redress the balance for certain ships vs turrets. I really like the fact that it does nothing for you at R1 - R2 in arc, nor should it.
It may just save your life vs that range 3 shot that always kills Fel ![]()
On the whole, it is a nice, balanced edition to the upgrade cards.
Does Autothrusters make Stealth Device better than other defensive modifications?
Assuming that you are only looking at the case where it kicks in (i.e. vs turreted ships), then possibly. I need to update my scripts to specifically compare these scenarios.
... and this was exactly the response I was fishing for.
Thank Major.
I already had a script set up to look at dozens of different attacker options to analyze R2-F2 vs other options. I can relatively easily add one more, and restrict myself to only looking at attacks that are 3 dice (Fat Falcon), 4 dice HLC (Dash), or 4 dice HLC + TL+F (58 Dash).
It is, pretty much, an ideal, well-thought complement to a skill ship like the Interceptor (or A-Wing and Starviper). It protects against one huge weakness (turrets) while allowing it to function against all threats with skill use (staying at Range 3). Things like jousting values won't fully appreciate the card, it will be much deadlier in the hands of skilled players. I can tell you this, Interceptors with this upgrade, stealth, and a large based ship with Tactical Jammer is in my future.