Straw Man-ing: 9.5/10
Sky is Falling-ism: 8/10
Toxic attitude: 9.5/10
Name dropping/calling: 9.8/10
Pessimism: 8.9/10
Overall Rating: 9.2
Edited by BabaganooshStraw Man-ing: 9.5/10
Sky is Falling-ism: 8/10
Toxic attitude: 9.5/10
Name dropping/calling: 9.8/10
Pessimism: 8.9/10
Overall Rating: 9.2
Edited by BabaganooshApparently, sarcasm can't be read.
Also, the Empire is a legitimate government. Sheev Palpatine was elected, and given exectutive powers for the "duration of the crisis". No one is saying they aren't corrupt and bigotted, but you "Rebel Scum" ARE taking up arms against a sovreign nation. Terrorists, every sodding one of you
Very similar to the malcontents in Massachusetts, Virginia and the other colonies that took up arms against their king near the end of the 18th century.
True, but they were labeled as traitors as well.
The only time I will intervene with "Imperial Homers" is when they (or anyone for that matter) make baseless or unsupported claims against the E-Wing.
Ain't no one **** talking my E-Wings.
Apparently, sarcasm can't be read.
Also, the Empire is a legitimate government. Sheev Palpatine was elected, and given exectutive powers for the "duration of the crisis". No one is saying they aren't corrupt and bigotted, but you "Rebel Scum" ARE taking up arms against a sovreign nation. Terrorists, every sodding one of you
Very similar to the malcontents in Massachusetts, Virginia and the other colonies that took up arms against their king near the end of the 18th century.
True, but they were labeled as traitors as well.
That was the point I was trying to make.
Apparently, sarcasm can't be read.
Also, the Empire is a legitimate government. Sheev Palpatine was elected, and given executive powers for the "duration of the crisis". No one is saying they aren't corrupt and bigoted, but you "Rebel Scum" ARE taking up arms against a sovereign nation. Terrorists, every sodding one of you
Hitler rose to legitimate power too. Heck, the original settlers in the US rebelled against Britain, and formed their own legitimate government by taking up arms against their oppressors.
(edit because point has already been made and I overlooked it).
But while they were labeled as traitors, they did still rise to become a superpower.
Edited by UnfairBananaHitler rose to legitimate power too.Apparently, sarcasm can't be read.
Also, the Empire is a legitimate government. Sheev Palpatine was elected, and given executive powers for the "duration of the crisis". No one is saying they aren't corrupt and bigoted, but you "Rebel Scum" ARE taking up arms against a sovereign nation. Terrorists, every sodding one of you
Heck, the original settlers in the US rebelled against Britain, and formed their own legitimate government by taking up arms against their oppressors.
(edit because point has already been made and I overlooked it).
But while they were labeled as traitors, they did still rise to become a superpower.
The average citizen of the Empire probably viewed the Jedi as a religious heirarchy that possessed a militant order and had undue influence in the govermental affairs of the the Republic. I'd imagine that there was a lot of popular support when Chancellor Papatine foiled their plot to turn the entire Republic into a true Theorcracy ruled by the Jedi Council.
Wait I'm getting a reading on my buthurt`o`meter…IT`S OVER 9000!
Edited by HobojebusHomers are folks who pick one side always. Fanboys if you will.
See Krynn07 and Warturtle for examples of homer replies. Im sure more Imperial homers will post equally useless gloating replies about how they love the incoming game imbalances post AT and advanced fix.
I play both sides of the game
I see no issue at all with upcoming changes
I think maybe you should stop crying over something that hasn't even been released yet.
It's a given that in such a high turret meta that the high maneuverable ships interceptors and awing included don't see near as much play in the tournament scene.
Why on earth would I fly a 3 hp ship that can easily be one shotted and it costs a third of my squad points.
It's arc dodging is useless against turrets.
I think it's more like the other way around.
You fly turrets and probably do terrible against highly maneuverable ships and this has you all uptight.
I don't appreciate you putting me into some classification of yours.
Learn to play the game.
Don't like it there's always ebay. Sure someone will take it off your hands
...lol
If one guaranteed evade was all the empire needed to win every game in one Fell (hell yeah) swoop, then the OT would have ended in Return of the Jedi with Lando and Wedge getting murdered long before the Death Star shields came down ![]()
Look, I'm all for game balance between and within factions, I just hate turrets specifically. I play rebels about as much as empire, and no matter who I play I just detest what the Yt-1300, Yt-2400, and VT-49 Decimator do to the game ("your maneuvers don't mean ****, prepare to roll dice!")
Now if seeing nothing but those 3 ships + phantoms is someone's idea of a balanced 2 faction game, they hey there's still some time before the boat hits the shore.
After it hits, though, things are going to get interesting ![]()
Now, if anyone truly believes the DOOM!!! suggested in this thread ever comes to pass, then I suggest you start adapting. I've already grabbed my V.I + R3-A2 + Engine Upgrade + Wes and I'm ready for the flood! We'll see how cocky those squints can be when they're rolling around with 2 stress and no tokens! I know Phantoms sure as **** don't like it!
For anyone else not so enamored with hyperbole and genuinely wishing to do something constructive with the perceived gaps in the rebel forces, please head to http://community.fantasyflightgames.com/index.php?/topic/132735-meta-speculation-will-rebels-have-a-hard-time-in-wave-6/ or start a new thread.
Also recently saw something today I never had even considered: someone at my local tournament running double Space Fringers w/HLC (no title) and int agent, and a Blue B-wing with FCS. Dude took second place, trumped only by chiraneau (V.I + Engine) and four academies
Edited by ficklegreendiceI honestly cannot take this hyperbolic nonsense seriously. Anyone claiming that Autothrusters makes Interceptors invincible have clearly never seen why Autothrusters are a necessary addition to the game. Having seen far too many Fel's one shot at Range 3, I don't begrudge the upgrade that makes it just a little bit harder.
And you will forgive me if I feel forcing turreted ships to dog fight just a little bit more doesn't make them worthless. And you are clearly ignoring the stuff coming in Wave 6 that hurts Imperials as well.
I'll start with this.
Rebels won the last two World Championships.
Your entire post is ranting hyperbole full of insults, outright false assertions, hypocrisies and inaccuracies. You pull percentage statistics out nothing and make sweeping generalisations out of nothing. If this turns out to be a troll post I really wouldn't be surprised. But I'll bite.
Firstly, let's establish what Autothrusters actually is, because you're talking like you've never even read the card.

Autothrusters only applies to the TIE interceptor, the Starviper, the IG-2000 and the A-wing. No other Imperial ships can use it other than the TIE interceptor. I reiterate, only the TIE interceptor can use it. Every other Imperial ship retains full turret vunerability.
In their review of upcoming autothrusters changes the guys at NOVA were saying squints were now going to be "Indestrucable" to turrents and how great that was. Really? Indestructible to turrets is great and fun for everyone? 60-70% of rebel ships are dependant on turrents so ya real fun to have that many ships thrown in the garbage.
60-70% of a nine ship roster is about six ships. The rebels have four turret ships (BTL-S3 Y-wing, HWK, both YTs) and five arcships (XBAZE). BTL-A4 Y-wings are also arced. Your maths is wrong (along with every percentage given in your entire post).
"HWK - Turret ship, useless with AT, ZERO offense against AT"
To have zero maximum damage you'd need a one die attack. The only situation in which that can happen is the HWK attacking an Autothruster TIE interceptor with its (arc fixed) primary at Range 3 and that has nothing to do with And let's be honest, who uses the HWK primary against a 3 agility ship at Range 3 and expects it to deal damage anyway?
When it comes to the HWK's turret, it's affected as much by as any ship with a turret upgrade. Two of the turrets are 3 dice turrets so they're just as likely to hit, and the two dice turret (Autoblaster) doesn't let you roll agility at all so Autothrusters are useless.
Finally, the HWK's a support ship! Who uses a HWK as an offensive powerhouse? Autothrusters in no way impedes its ability to hand out attack dice, focus tokens and pilot skill.
Rebel Y - Turret reliant, crappy dial (oh you can waste one useful droid slot for better dial but no ept for name so still crap). Scum Y is not so bad more upgrade opportunities. he scum YT upgrade is NOT ENOUGH to make rebel Ys worth their salt due to lacking named EPT.
If you think a lack of EPTs makes a ship unplayable I seriously question your knowledge of this game. Generics are a major part of the game. The B-wing did just fine without good named pilots pre-Rebel Aces. Daggers won the Wave 3 worlds. The best Y-wing is Gold Squadron, and it doesn't need an EPT.
YT-1300 - Classic ship, every empire player hates, it seems. Odd Ties and squints never left winning lists at tourneys. Nice double standard for Imp homers. I do understand frustration with "Flavor of the month" but many folks seem to want to destroy this ship. Um how about you learn to fly against it? Rock paper scissors, i.e. different builds work better against others is the game. But Empire homers cant do that, squints HAVE to kill everything, and if they die to easily against something its the games fault, not theirs. Funny thing is squints have made final tables and still this Empire whining. Soontir is still a top dog period.
"Learn to fly against it?" I take that phrase and send it right back at you with every ship in the game. I'm sorry but you cannot make a "learn to fly" argument and then claim your opponent's ships are overpowered. That's hypocritical to the point of ridiculousness. There's only one double standard here and that's yours.
TIE interceptors don't kill everything, they're crazy fragile. The reason autothrusters exists is because the YT countered them so hard that they were by and large disappearing.
YT-2400 Honestly this ship is ok... but the doughnut hole is a serious weakness and I see little reason to fear this ship. With AT this ship is pretty lame.
The Outrider's awesome. It's got a Range 1 blind zone but most ships in the game have a 270 degree Range 1-3 blind zone. Once again, I throw your own "learn to fly" at you again. A ship isn't "lame" just because it can be arcdodged.
X-wing - Decent ship all around. However against hyper agile Squint, named advanced, Named phantom, x wings suck. they get owned, anyone trying to say their are awesome against what the empire will autoplay (Interceptors,advanced, phantom) you are either not actually playing x wings or twisting reality to suit a pro empire stance.
A squad consisting of a TIE/in, TIE/x1 and TIE/p? Sounds fun to fly, but why is that autoplay again? That list is just begging to be stressed and is very lacking in hull points, meaning it'll be stone dead as soon as its dice turn, making it unsuitable for tournaments.
A-Wing - Hypermobile, ZERO offense. If you enjoy using papercuts to try to kill an elephant this this is your ship. Have fun. Honestly it is a fun ship to fly, but overpriced even with refit for its offense.
*looks at card*
*looks at screen*
*looks back at card*
Says "2" here, not zero. That's the same as the Z-95 headhunter (undisputed good ship), the TIE fighter (undisputed good ship) and a lot of other ships in the game. The A-wing's also very easy to kit out with stuff to boost its offensive abilities further. You know what it can also equip? Autothrusters.
Again as per Nova squad radio Vader is the best pilot in the game, but the ship sucked.
You're aware these people are expressing opinions, right? Just because they say it doesn't mean it's right. It's a podcast, not an edict from God. From your description it sounds like they're fond of a little hyperbole but I'm not sure if it's their hyperbole or yours.
Z-95 - Not as good as tie but good swarm ship. But swarm ship against new Empire auto-build (Interceptor, advanced, Phantom) is useless.
Again, this "autobuild" crap. Where are you getting it from? 8 Z-95s could murder that. At worst it'd be a fair fight, which is what it's meant to be.
E-Wing - Overpriced but Corran is the only rebel ship that with AS is a decent phantom, squint, advanced killer or will be after changes. Again overcosted and ONLY corran is worth anything in killing high PS hypermobile empire ships.
Best Phantom killer is Roark Garnet or Han Solo. Han Solo's just as good against the phantom as he always was (autothrusters is ships with boost only, you did read the card right?) and the TIE advanced is still a fairly mediocre dial ship that an X-wing with pilot skill advantage can easily catch in arc.
1 - Empire homers are 80-90% of the posters on this board, or even my favorite podcast Nova squadron.
And where does this come from?
The answer is nowhere, it's an insulting hyperbole that does nothing to help your case. So yeah, good job alienating "90% of the forum" by generalising them all as WAACers who want total dominance for one faction and turning literally everyone against you.
2 Empire homers honestly do not seem to care about real game balance, only their specific interest in how this game should run or fly. Ficklegreendice, Hobowhater etc im looking at you. And Chad from Nova you too sorry man, I do enjoy your show thanks though.
"Thanks, love your show, you make comments I disagree with from time to time and thus you want one side to dominate the game."
3 - After Scum releases AT, and we get the advanced fix (Which I DO LIKE) this game will be VERY VERY ANTI Rebel as rebels are so turret dependent and VERY little to offset hyper mobile ships.
Turrets will be slightly less effective against TIE interceptors. That's literally the only change until the TIE advanced. When the TIE advanced hits, the Empire gets a midrange ship that can hit fairly well, but it's still a TIE advanced. It's less mobile than the TIE fighter.
Either you really don't think things through before you post an internet rant (advice: make sure you're right before you bash something) or you're actually Ribann in yet another cunning disguise.
Edited by TIE PilotVader gets 2 free actions peer pilot card. PTL for another free action. NOT spending target lock with advanced targeting is worth at least a partial free action. Also if you really wanted add wingman on fellow advanced and then add EI on vader for 4 + actions in a round.
So to you that is fair vs a interceptor as it is?
This is why you hardly see them now
TThank God you don't design games. It wouldn't survive wave 1.
The best part of ffg is they will keep releasing stuff to give the older ships a chance against newer ships.
You are overreacting way to much
And no I'm not a homer. Whatever dumb term that comes from no idea.
I enjoy flying rebels and imperials and I understand why ffg does what they do.
Btw I won our last tournament flying dash.
So again get your facts straight before criticizing others.
You don't know what I fly and how often.
I think the truth of the matter is you probably can't fly anything without a turret.
The rebel ywing were useless long ago.
I haven't seen them do anything extraordinary I'm a long time
Don't even remember when I saw a ywing in top 8
And the hwk?
You may occasionally see Jan in a list, but that's it
But when you constantly see Han after Han, and now dash, and rear admiral chireaneau in top 4 lists. Ya something has to be done
Don't let the door hit you on the way out
Edited by Krynn007Oh, missed an important part.
Autohits or extra crits plus 4-5 actions a round will be totally ridiculous.
Please, do enlightment me as to how you make a five action/round Vader.
Well from what I can see, AT doesn't mean you "never hit" with turrets. It just means you need to change your style of flying away from "I don't care what direction I face so long as I don't fly off the table" to "Maybe I should point my nose at the guy so he doesn't get a free evade".
Or even "I'll use the Turret against ships that DON'T have ATs equipped, while my support fighters go after the AT ship(s)".
What's that? You don't have support fighters? Maybe you should design a list that actually involves more than two dials then, and suck it up. New releases are made, and old squad builds become obsolete. Who the hell plays XXX like it's Wave 1 any more? Nobody.
Oh, and you know the Decimator that recently made something like 9 of the top 16 lists in the Indonesian Champs? Guess what gun that uses? A turret. So suddenly it has to contend with Squints, Starvipers, and all the other Fighters that are apparently "immune" to it. Should I complain about how one of our newest ships just got made obsolete, or man up and build a list that functions?
Edited by Sethis
What's that? You don't have support fighters? Maybe you should design a list that actually involves more than two dials then, and suck it up. New releases are made, and old squad builds become obsolete. Who the hell plays XXX like it's Wave 1 any more? Nobody.
I'm really excited for a return to more squadron based game-play instead of just a fattie and his butt-buddy, though we can't be sure that this style of list will be disappearing entirely.
There's a lot more thought that was go into navigating the crush of ships and firing arcs than two ships with a crap ton of post-maneuver repositioning and the ability to fire at whoever.
Well, I won't mind the IGs. Players are really going to have to work to get PS 6 and a single arc to do beautiful things.
Edited by ficklegreendiceI think anybody reliant on turrets to win is just scared they will no longer be auto include in a list, they might need to learn how to keep things in arc.
Welcome to every list the imps have made for three years, we survived so will you.
Do you see imps losing their minds because our first turret ship will face AT equipped ships? No because we are used to keeping things in front of us and won't really notice the change.
Also how cool is it I got name dropped ![]()
I don't think rebels are anywhere near in trouble. As others have pointed out Rebels have won the last two world championships. Interceptors with AT will be good but one wrong move and that interceptor is dead , when you're shooting at an interceptor its just a fancy TIE fighter. Fel is kill-able without turrets, hell, he's kill-able with X-Wings and Z-95s if you fly well. And I'm saying this as almost exclusively a Rebel player.
While its far from 90% of the board, there are a few Imperial Fanboys on this forum that do make me go "Really dude?" on occasion
I'll start with this.
Rebels won the last two World Championships.
Didn't Paul Heaver win both? So maybe it was just him being a badass, as opposed to Rebels being OP.
A interceptor has 3 hp.
3!!!
Add that evade dice suck most times.
A unmodified red dice has 4 hits total.
50% chance to hit
Green dice have 3 evades unmodified
That a 3/8 or 33.9% chance to evade unmodified.
So no the sky isnt falling.
Your way overreacting, and if your so concerned about it you have to start your thread about how much you spent.
Again ebay isn't going anywhere anytime soon
Thinking about it now, Wave 6 does have a few benefits for rebels that are a bit harder to spot because they're not new ships or shiney new upgrades designed for ships previously unsuited for the horrible Wave 5 meta
The two big ones are the Y-wing title and the Mango cannon
The Y-wing title doesn't help against super-fast non-sense, but it does turn y-wings into ships capable of plowing right through fatties. Where before the ion turret simply didn't have the damage to out-dice the bloated annoyances, the not-really-turret variant gets an extra 2 dice to layer on the 1 damage per ion token (which, yes, does stack up to a good deal).
The Mango cannon I actually hate, not the card itself (going to be awesome on Styx, might make Imperial Kath and Rebel Nyan Nyan what'shisface the B-wing worth a second glance...) but the card on the Outrider. That was the turret I least had a problem with because he could actually be outmaneuvered (though it was real ******* difficult with Dash's ability and manuverability thanks to fat base). That liability is now gone.
Yeah, 3 dice are objectively worse than four, but let me tell you if you want whatever damage you get through the likes of Soontir to matter, you want it to be a crit.
Sadly, I don't think the Y-wing Auto and Blaster (with or without title) variants are up to snuff. Hopefully rebels will later get an R4 Aggro analog, because the scum Ys are going to have a ball.
(Yes folks, I don't actually hate the Blaster turret because it can be stopped with things other than dice, hell the ion's in the same boat with a range restriction)
I'm also a bit disappointed by the flechette cannon's restrictions (you line up an arc with a YT-2400 or a B-wing on Soontir, you **** well better be rewarded!), though I'm sure someone can think of an extreme that would make an unrestricted version just too silly.
Edited by ficklegreendiceB wings - Bright spot in rebel build. tough and with advanced sensors good knife fighter. But named bwings still suck even with aces expansion. Crew slots are nice however.
If the Autothruster Interceptor starts to dominate the meta, Ten Numb will probably start to see a lot more play. With VI and a Mangler Cannon, Ten will be a strong counter. Sure he's a little on the expensive side but 36 points is about what most people will be spending on Soontir.
Soontir and Vader are both ships that have a lot of potential against Phantoms and are also an alternative to Phantoms for Imperial players. Now that they are both going to be more viable in competitive play I wouldn't be surprised to see the number of Phantoms decrease. If Phantoms become less common the percieved need to field a turret should drop as well.
Even Nova squadran radio, which I do love to listen to seems packed full of Imperial homers. In their review of upcoming autothrusters changes the guys at NOVA were saying squints were now going to be "Indestrucable" to turrents and how great that was. Really? Indestructible to turrets is great and fun for everyone? 60-70% of rebel ships are dependant on turrents so ya real fun to have that many ships thrown in the garbage.
Hi, I'm the resident MathWing analyst on Nova Squadron, so first off, thanks for listening!
You may have been referring to my loose analysis. I say "loose" because I still have yet to do a comprehensive breakdown on the card. On the show I just cited a simple example of a 4 dice Heavy Laser Cannon with Target Lock and Focus attacking a turtled up Soontir Fel with focus + evade. The difference in this case was significant, the mean damage without Autothrusters is 0.946 vs only 0.296 with Autothrusters. This is just one example of many instances and was not meant to be any sort of comprehensive evaluation, just a quick look based on the news release, and getting some numbers out there based on my scripts, since AutoThrusters isn't yet factored into any of the publicly available calculators (that I'm aware of anyway).
Did we specifically call Interceptors "indestructible" with AutoThrusters? I don't remember saying that, but that was a while and I may have simply forgotten. If you have a timestamp from the podcast please let me know and I'll see if I can help clarify.
Personally, the jury is still out as to whether the card is "too good": I haven't done my MathWing battery of tests on it yet to come to a complete analytical conclusion, and we have very little competitive tournament results data (none other than the "Aces" TC tourney) to come to an empirical solution. But in general, I think Autothrusters is a much-needed buff to TIE Interceptors (at least the named ones), who are basically extinct in the meta due to their extremely strong weakness to turrets. The card will be auto-include on named Interceptors, but that doesn't necessarily mean that it is overpowered, broken, or will make Interceptors indestructible. 3 hull is still only 3 hull. Soontir Fel will of course continue to be the best of the bunch. He still sees occasional play without AutoThrusters, so he should see considerably more use come wave 6.
As for the NOVA Squadron casters being "pro-Imperial", I'm definitely not sure about that one. I won't speak for the others on the show, but I certainly don't have any bias towards one side or the other. I buy all the ships and play both sides equally. As an almost comical example, I have had 4 TIE Advanced and HWK-290 since they both released (please don't laugh too hard...
). I have a similar approach as you for making sure that I have enough ships that a few of my friends can come over and we can get multiple games going simultaneously, using just my ships. The MathWing numbers are just the cold hard facts, so there's certainly no faction bias there. For a more concrete example of where I think balance should shift, you can see my House Rules.
It's also important to note that this change only really buffs ONE ship in wave 1-5: the TIE Interceptor. Turrets will still continue to be extremely useful against all of the other ships. And you will still be able to use Fat Turrets vs Autothruster Soontir Fel in wave 6, but you'll need gunner or more clever maneuvering to get the job done reliably.
Lastly.
Rebel ships that rely on turrets after wave 6: 3
YT-1300
HWK-290
YT-2400
Rebel ships that don't rely on turrets after wave 6: 6
X-wing
Y-wing (BTL-A4)
A-wing
B-wing
E-wing
Z-95
3/9 = 33%. That's about half of the 60% - 70% numbers that you were tossing around. If you're looking at the more competitive ships, then you can nix X-wings (other than Biggs), E-wings (other than Corran Horn), A-wings (other than Prototypes and possibly Jake), HWK-290 (other than Roark). You're still left with more viable non-turret options than turret options though. Many of the basic Rebel ships have cost effectiveness issues, but this is equally true of the Imperials. Also, don't forget BTL-A4. The Y-wing is generally going to be much better off with the title, and will firmly be in the "doesn't need a turret to be useful" category.
Hitler rose to legitimate power too.Apparently, sarcasm can't be read.
Also, the Empire is a legitimate government. Sheev Palpatine was elected, and given executive powers for the "duration of the crisis". No one is saying they aren't corrupt and bigoted, but you "Rebel Scum" ARE taking up arms against a sovereign nation. Terrorists, every sodding one of you
Heck, the original settlers in the US rebelled against Britain, and formed their own legitimate government by taking up arms against their oppressors.
(edit because point has already been made and I overlooked it).
But while they were labeled as traitors, they did still rise to become a superpower.
I'm surprised no one invoked Godwin's law here to just end this thread. Lol.
Well from what I can see, AT doesn't mean you "never hit" with turrets. It just means you need to change your style of flying away from "I don't care what direction I face so long as I don't fly off the table" to "Maybe I should point my nose at the guy so he doesn't get a free evade".
Or even "I'll use the Turret against ships that DON'T have ATs equipped, while my support fighters go after the AT ship(s)".
What's that? You don't have support fighters? Maybe you should design a list that actually involves more than two dials then, and suck it up. New releases are made, and old squad builds become obsolete. Who the hell plays XXX like it's Wave 1 any more? Nobody.
Oh, and you know the Decimator that recently made something like 9 of the top 16 lists in the Indonesian Champs? Guess what gun that uses? A turret. So suddenly it has to contend with Squints, Starvipers, and all the other Fighters that are apparently "immune" to it. Should I complain about how one of our newest ships just got made obsolete, or man up and build a list that functions?
I fly XXX, XXXZ. It's not as dead as people say it is. Considering your argument is supposed to prove that Rebels should not rely on turrets, you only weaken your own position by stating its largest pool of pilots and ships are obsolete.
I am excited about Auto Thrusters because the Interceptors needed a buff vs the turret heavy meta. However, the little Range 3 catch all part kinda ruffles my feathers because it does nerf any ship taking a Range 3 shot at another ship equipped with AT. I'm sure that AT could have been done specifically for weapons firing out of arc, but since it's already on its way, I'm over it and gladly accept it so my pool of Interceptors can wreck shop during league matches.
Vader can only take 3 actions per turn. The action from Experimental Interface must come from an upgrade card. If you take Push the Limit for his EPT, he has nothing to use Experimental Interface on.
Edited by TopHatGorillaI am excited about Auto Thrusters because the Interceptors needed a buff vs the turret heavy meta. However, the little Range 3 catch all part kinda ruffles my feathers because it does nerf any ship taking a Range 3 shot at another ship equipped with AT. I'm sure that AT could have been done specifically for weapons firing out of arc, but since it's already on its way, I'm over it and gladly accept it so my pool of Interceptors can wreck shop during league matches.
AT did need a more general benefit due to there being only five ships with turrets and only 3 of them being actual problems (well, 2.5 for the YT-2400)
2 points don't seem like much until you get to list building and then it's an integral thing to consider. Without the range 3 benefit, it'd basically have to be 0 points (though eating up a mod slot would still bite when it only works on such a tiny % of available ships).
Currently yes it feels like AT would be viable just as an anti-turret mechanisms because you see the 3 fatties freaking everywhere, but FFG has to plan ahead.