Does This Game Really Need:

By signoftheserpent, in X-Wing

Also, shooting him in R1 and R2 in arc works the same as always.

Edited by AlexW

I expect that Stealth Device will, over time, be replaced by Hull Upgrade (or even Shield Upgrade, for the spendthrift).

What problem do you see with it, exactly?

What do you think?

It's beginning, then.

Run something that can barrel roll at PS9, if Fel scares you so much. Or start running Jan Ors. Or start running Ten Numb. Or just point your Falcon's firing arc at him.

And there's your problem: a pilot that controls the meta. THis leads to a stagnant boring environment: fel + ptl +AT + SD, every imperial list. I've seen him more than enough already.

If one pilot controls the metagame--arguably, the way Whisper does--it is indeed a problem. But its really hard to talk about th frequency of his use, since it's the first weekend Autothrusters have been legal, and unlike Whisper, you don't need to go very far out of your way to counter him. .

And the counter can even be as simple as just changing the way you fly, without changing your list at all. Most ships aren't significantly affected by Autothrusters, because it only operates at Range 3 for them--and even there, it only makes them about 7% less likely to hit.

Also, shooting him in R1 and R2 in arc works the same as always.

A lot of people seems to forget that part.

It's beginning, then.

Run something that can barrel roll at PS9, if Fel scares you so much. Or start running Jan Ors. Or start running Ten Numb. Or just point your Falcon's firing arc at him.

And there's your problem: a pilot that controls the meta. THis leads to a stagnant boring environment: fel + ptl +AT + SD, every imperial list. I've seen him more than enough already.

Autothruster just came out. It's only natural that we'll see a LOT of Interceptors (especially Fel) for a while, we've been waiting for this kind of upgrade for so long now. Also, Autothrusters is pretty much the only new toy the Imperial got in wave 6 so again, it's only natural that they experiment with it a little.... if that can pull them away from running only Phantoms and Decimators, I'm all for it!

Also, shooting him in R1 and R2 in arc works the same as always.

A lot of people seems to forget that part.

Yeah, I'm still trying to figure out a way to react to that politely. It's the first thing that's written on the card, for Pete's sake.

Autothrusters creates a maneuvering challenge: how do I put this ship in my firing arc at Range 1-2? For most ships, the ririjg-arc bit is already something they have to do, so very little changes unless you're a Y-wing, a HWK, or a Large ship with a turret primary.

And because it's a maneuvering challenge, the solution doesn't even have to be a list-building/metagame one. However you planned to handle ships like Fel, Carnor Jax, Jake Farrell, or Corran before the release of Autothrusters, that solution will still work--unless that solution was "run a Large turret", in which case you'll have to step up your game by either changing your build or changing the way you fly your turret.

Fel + Autothrusters is a dangerous guy, no doubt, but he's not uniquely dangerous, and the danger he presents can be handled by better flying. Isn't that desirable?

For scum I've found Kavil with autoblaster turret, vi, unhinged astromech, and engine upgrade to be a nasty soft counter to almost every ship that relies on green dice or evade tokens (including phantoms and fels).

Edited by barabelsftw

I wish people didn't get so unpleasant and hostile just cos they think people are whining unduly.

Anyway, I don't see it as a problem. Certainly Soontir can make himself nigh untouchable, but if he wants to do serious damage he'll need to spend his focus on attack, meaning there's still a decent chance that he'll only roll one evade on all those green dice.

Soontir with Autothrusters and stealth device is still, one bad round with the dice away from being one-shotted.

This. The interceptor is an extremely unforgiving ship to make a mistake with. Bump one time, get an extra stress, land on that astroid and you are as good as gone. If you are able to not let any of those things happen, you pretty much deserve the win

Edited by sigidi

And because it's a maneuvering challenge, the solution doesn't even have to be a list-building/metagame one. However you planned to handle ships like Fel, Carnor Jax, Jake Farrell, or Corran before the release of Autothrusters, that solution will still work--unless that solution was "run a Large turret", in which case you'll have to step up your game by either changing your build or changing the way you fly your turret.

In the isolated case of Soontir, I'd agree. But we still have these bloody phantoms running around, and some may be convinced of the notion that turrets are still their go-to counter.

In these cases, those who cannot adjust play-style and actually have their turrets care about facing (for once) might be better off seeking other squads (Stress being a very effective, guaranteed method of limiting the effectiveness of all hyper-mobile ships, phantom or interceptor)

There are also more counters to Fel as well with Scum, too, and I think multiple feedback arrays will be a thing.

There are also more counters to Fel as well with Scum, too, and I think multiple feedback arrays will be a thing.

tried it

it's ******* fun :lol: :lol: :lol:

It's not really enough to take Fell on by itself, but it does give you two very important advantages

1.) Your Zs suddenly aren't worthless against high agility!

2.) Your Zs suddenly become essential factors in your opponent's positioning, so you can work around either corralling soontir into 3 bug-zappers for an instant kill or, more likely, set-up a "no go" zone and corral Soontir into the arc of something a bit more impressive (currently Xizor) and then polish him off with an array or two. It turns the game into one much more based around positioning than dice, and I couldn't be happier for it.

So far, Feedback array is my favorite new upgrade (an upgrade that ignores dice? I don't see how fickle could be interested) but I wouldn't bank on it being my only form of anti-agility in any squad I put together.

Edited by ficklegreendice

Need an unlike button for this thread. The interceptor finally has something neat to help it deal with turrets and silly questions like this are being asked. I was hoping it would be at least a week after the release of the new hotness.

I wish people didn't get so unpleasant and hostile just cos they think people are whining unduly.

Anyway, I don't see it as a problem. Certainly Soontir can make himself nigh untouchable, but if he wants to do serious damage he'll need to spend his focus on attack, meaning there's still a decent chance that he'll only roll one evade on all those green dice.

So when that's how you want to address people responding to your topic and your posting history is pretty much this type of thread exclusively, you've exhausted people's ability to no respond in a not unpleasant manner.

Obviously you not meaning you, but in this case the OP.

Edited by ScottieATF

I love how Soontir, ELITE ACE OF THE EMPIRE, who had been relegated to niche status before Autothrusters could now immediately considered OP by a card that largely only triggers against out-of-arc turrets. He still dies almost immediately upon being blocked, landing on an obstacle, 4+ dice attacks, etc. and remains a consummate skill-based ship. The fact that he may actually see regular (read: not FREQUENT, but regular) tournament play/success is FFG righting a wrong, not making a ship OP.

See the nice thing about Soontir is that he only has 3 attack dice and he can only attack once and he doesn't get a free 2 distance barrel roll each turn and he only has 3 health and he doesn't have shields and can't target lock for free and once he's hit his 4 evade dice go away.

He's about 3x easier to deal with than a named super Phantom, just don't fly a turret.

Edited by ParaGoomba Slayer

Yeah, the Red Baron is back,

stronger then ever.

The Red Baron don't need a Stealth Device, because he don't need to hide (yeah he is THAT good)

But with a Targeting Computer he is able to kick some serious butt.

I mean, I suppose the game didn't NEED autothrusters, they could have just banned ACD. Turrets would have gone away and Interceptors would have been playable without Autothrusters.

Soontir being overpowered, which he is. He was never underpowered.

Yes he is, but don't worry a fixed advanced and Darth Vader will take his place soon. Well the Vader and Baron as a set will soon dominate the meta without any doubt once the advanced is fixed.

What will the Imperial Homers whine about then? LOL!!!

Running out of donuts?

I mean, I suppose the game didn't NEED autothrusters, they could have just banned ACD. Turrets would have gone away and Interceptors would have been playable without Autothrusters.

Huh? Turrets were a pain before Phantoms and complained about often.

Personally, I love what autothrusters have done for the game. The only downside is the knee-jerk reaction that will result and many lists will feature auto-damage or other means of getting around the interceptor's autothrusting green dice. That's fine. Ultimately there will be greater list diversity and that's refreshing.

Having said that, I think autothrusters + stealth device is not the best way to go on Fel anyway, so it will die out eventually and be replaced with the the much more effective shield upgrade. Besides, Soontir still requires a lot of spacial skill and the ability to think 2+ moves in advance to fly really well, so while he might rise in popularity for a brief time, those that can't fly him perfectly are gonna quit using him after he dies a few times to getting bumped/vadered/proton bombed/whatever.

I mean, I suppose the game didn't NEED autothrusters, they could have just banned ACD. Turrets would have gone away and Interceptors would have been playable without Autothrusters.

Huh? Turrets were a pain before Phantoms and complained about often.

Just ignore him. He's convinced that the only balance issue in the game is the Phantom, and that banning Advanced Cloaking Device is therefore a panacea. His only interest in any thread appears to be to derail it into a conversation about his pet cause.

I'd call it an impressively extended piece of performance art, if it wasn't so dull.

Edited by Vorpal Sword

Personally, I love what autothrusters have done for the game. The only downside is the knee-jerk reaction that will result and many lists will feature auto-damage or other means of getting around the interceptor's autothrusting green dice. That's fine. Ultimately there will be greater list diversity and that's refreshing.

Having said that, I think autothrusters + stealth device is not the best way to go on Fel anyway, so it will die out eventually and be replaced with the the much more effective shield upgrade. Besides, Soontir still requires a lot of spacial skill and the ability to think 2+ moves in advance to fly really well, so while he might rise in popularity for a brief time, those that can't fly him perfectly are gonna quit using him after he dies a few times to getting bumped/vadered/proton bombed/whatever.

Has somebody done the maths on this? To match a Hull Upgrade or Shield Upgrade, Stealth Device needs to give you one extra evade when you need one - that seems pretty likely to me, but I imagine the maths is quite intense, given that it depends so much on what shots are being sent your way. I think if I were to drop Stealth Device it would be for Targeting Computer, but I don't think I'll do that since I like to use both actions for movement.

Edited by mazz0

I love how Soontir, ELITE ACE OF THE EMPIRE, who had been relegated to niche status before Autothrusters could now immediately considered OP by a card that largely only triggers against out-of-arc turrets. He still dies almost immediately upon being blocked, landing on an obstacle, 4+ dice attacks, etc. and remains a consummate skill-based ship. The fact that he may actually see regular (read: not FREQUENT, but regular) tournament play/success is FFG righting a wrong, not making a ship OP.

I wouldn't have called him niche before hand, either. What Autothrusters does is eliminate a lot of the risk of running Interceptors. I have seen far, far too many Fel's killed in the first round of combat at Range 3. And a few too many one shots. He is still a 3/4 HP ship, heavily dependant on maneuvering and green dice to survive. You will pardon me if I still see some weaknesses.

Also, everyone pardon me if I think some incentive for turrets to dog fight is not a bad thing.

Also, everyone pardon me if I think some incentive for turrets to dog fight is not a bad thing.

You will not only be pardoned, but commended :lol:

Having turrets invalidate any entire class of ship was a really poor result of an imo poorly conceived rule and I'm glad FFG took steps to fix the issue. It'll do us all good to see maneuvering become a significant part of the game again, rather than just something we do to be able to throw dice at fatties and something a fattie does so it can boost out of arcs to roll dice at us.

On a more personal note, just straight up **** large turrets :P

Edited by ficklegreendice

Maybe turrets belong on a fix emplacement.

Wait! Death Star trench run maybe? Or a fixed asteroid base. Now why didn't I think of that?

Yes. Yes it did.