Hmm...
Cardaas Spacer, 0 pt modification
Add 2 illicit slots to your upgrade bar.
So cartel spacer is a cheap feedback/switch platform, and Iif you want to put more points into it you got options.
Hmm...
Cardaas Spacer, 0 pt modification
Add 2 illicit slots to your upgrade bar.
So cartel spacer is a cheap feedback/switch platform, and Iif you want to put more points into it you got options.
I think a title like what the advanced got would do wonders; Title: illegal refit: 0points, your ship gains the illicit icon. Or have it so you gain a cannon, missile, or torpedo slot, and the card gets a -3 point discount
Hmm...
Cardaas Spacer, 0 pt modification
Add 2 illicit slots to your upgrade bar.
So cartel spacer is a cheap feedback/switch platform, and Iif you want to put more points into it you got options.
Pretty much, all tho you spliced both versions into one. First one just gets you the slot and a 2 point discount for just the cost of your modification slot. This would allow you alot of option to make up for the inefficiency of the ship. A free DMS, Glitterstim, or FA is nothing to sneeze at, and it just gets more interesting as the list naturally expands keeping the ship relevant.
Take the example Forgottenlore gave of people that like to run 5 Mangler Scyks, once we get the special Ks this list becomes mostly obsolete due to the similar firepower but higher health of the Ks. If all 5 of those Scyks suddenly could take something like Glitterstim then the choice becomes a bit more blurred then it is now.
The other version of my idea just gives the Scyk a unique trait I'd think be fun, and that's double Illicit slots. I imagin a blocker with 2 DMS or 1 DMS and a FA would be a pretty **** annoying blocker for 20 or less. It's also why I suggested a powerful close range cannon to use if you wanted to upgrade it as well, it would effectively make the Scyk a little cruise missle. Get in close and die in a spectacular manner, we don't currently have anything quite like that.
Spose we could always have both versions, they both take the modifcation slot so it gives you a choice and more options.
Edited by BomberGobThe other version of my idea just gives the Scyk a unique trait I'd think be fun, and that's double Illicit slots. I imagin a blocker with 2 DMS or 1 DMS and a FA would be a pretty **** annoying blocker for 20 or less. It's also why
I love the idea, but the question is whether or not a ship that can potentially cause 4 points of unavoidable damage to a single ship would be balanced.
This isn't originally my idea, but I liked it when I saw it: include a hull upgrade in the title (for no additional cost).
The other version of my idea just gives the Scyk a unique trait I'd think be fun, and that's double Illicit slots. I imagin a blocker with 2 DMS or 1 DMS and a FA would be a pretty **** annoying blocker for 20 or less. It's also why
I love the idea, but the question is whether or not a ship that can potentially cause 4 points of unavoidable damage to a single ship would be balanced.
Cant a Feedback Array Z95 already do 4 points?
Cant a Feedback Array Z95 already do 4 points?
Being able to take a feedback array and a dead mans switch together would certainly appeal to all those people who wanted to do kamikaze squads when DMD was first revealed.
OT edit: sigh, and the space lion is talking to himself again.
Edited by ForgottenloreI think the munitions upgrade slot should be 0 points, but then add a 2 point illicit and extra modification card like the a wing test pilot.
Eh we already have a precedence for unavoidable damage with bombs, AB cannon/turret, Vader(Crew), and other such things. The key to balance comes in the difficulty to use it or the side effects to activate it.
I think having your own ship need to die fairly close to the enemy ships is in its self enough of a side effect, and with limited options to activate it when we want it to covers the difficulty of use. Bombs and FA seem the best options for self activation of a DMS, possibly Ruthlessness.
Lets also take into consideration that your own units are affected by the explosion creating some strategic challenges. This is probably why as fun as it sounds we don't see 7 Zs with DMS, with that many they're more likely to do damage to them selves then the enemy.
That's my reasoning for balance. 2 unavoidable damage in a 1 AoE is indeed powerful, but your enemy will see it coming and will prepare for it, so you better be sure it don't blow up in your face ![]()
Honestly I see it working more how things like FA and the AB turret currently work. It's difficult to get your enemy into the postion where the weapons truely shine, but just creating a big circle of "NOPE!" is in its self a useful and worthwhile thing to have as it really allows you to control your enemys movement. It's kinda like the Palob effect. Cause he can steal tokens alot of oppenents just stop using Focus/Evade when he's around. This makes Palob useful as hell even if he never manages to steal a token.
Edited by BomberGobMy favorite build for them is the 19 point Ion Scyk.
Ive had modest luck running 4 in various builds. They are not in the least forgiving of errors. I think I'd rather fly Ties. Alex Davy mentioned something in the Team Covenant interview about the M3A. Maybe some point in the future FFG will send love in the Scyk's direction.
Alex Davy mentioned something in the Team Covenant interview about the M3A. Maybe some point in the future FFG will send love in the Scyk's direction.
They will. Alex all but admitted that they were working on something to make the scyk more popular.
And generic E-wings!
So I have hope for the StarViper in the future, even if it's still too new to be obviously bad. (I can forgive them such caution. It took a while for Shuttles to become cool too, even though they eventually fell behind with the rise of the Decimator.)
Of course, Scycks and StarVipers are tricky, given they're already both titled. I suppose it'll be a subtler Modification for the Scyk?
And generic E-wings!
So I have hope for the StarViper in the future, even if it's still too new to be obviously bad. (I can forgive them such caution. It took a while for Shuttles to become cool too, even though they eventually fell behind with the rise of the Decimator.)
Of course, Scycks and StarVipers are tricky, given they're already both titled. I suppose it'll be a subtler Modification for the Scyk?
I've been tying with fix ideas for all of them. Making the Scyk a double Illicit would give them the same thing the Awing got with Test Pilot- being the only craft on which certian combinations can happen. (Feedback array/DMS, for instance)
If the virago title was not unique and could be taken by generics, the starviper would be fine, IMO.
The Ewing is a trickier one. there's one viable build right now, as a regenerating arcdodger, relying on a single pilot ability to make it's damage output viable.
What would you say if I told you that you could get a tie bomber with +1 Ag and the evade action for the low low cost of 14pts if you'll take a worse dial and half the hit points? Oh, and lose all your ordinance upgrade slots. BUT you can pay the difference in cost to get ONE slot back or a cannon!
What? No sale?
Ya, naked tie bombers aren't exactly tearing it up so that's a pretty low ceiling even cross faction.
Even in faction there isn't much comparison. Z-95 gets both a missile and an illicit and 1 sheild and a perhaps better dial (sans kturns) for 2 cheaper. And it's really only 1 cheaper due to PS and if you have to choose between 1 and 2 PS, 1 at least lets you block. Give the Z a stealth device and a procket and it comes in a point cheaper with 1 more HP for 1 less PS and fewer actions that it's not going to use anyway. Just not a good trade.
I know none of these are perfect comparisons. But they are ballpark and even if the Scyk is playing in that ballpark it's not exactly in the major leagues. Loaded up it costs the same as 2 z's or 2 ties and dies as easily as a single of either. Soon a glimmerstim Kfighter will occupy that same point slot. With no printed upgrades and 2 unexciting named pilots there isn't a lot of life left in the Scyk without FFG doing a major overhaul (and they know it).
I've tried to put 1 in all of my Scum lists to "break the code" like the shuttle. I don't think there is any special secret code to unlock. It's somewhere between awing and advanced bad and that's just not good company.
Edited by Rakky WistolThrawn on YouTube, on 09 Aug 2015 - 2:44 PM, said:I've pre-odered 5 Kihraxz Fighter. I hope, they will perform better than my 4 M3-As which I had pre-odered last wave. If they won't, I'm going to pre-oder only one till two ship next wave to see what they are capable of.
Btw, I like the paint scheme of the Kihraxz and M3-As, it's like a sub-faction of the scum. Hope, we see more of them.
My advice: Play the M2-As along with a tanky ship like Firespay or other large base ship. You need a ship which draw the fire or which is a bigger threat/ easier target to your opponent.
I have 6 Syucks in my glass display case that tell me your preordering so many ships is a BAD IDEA until you playtest that a bit or let others do so. Worst $70- $80 I ever spent. Seriously.
The Dial is not the issue with the Syck. Yes I know that they don't have a 1 straight, but they have a 1 bank and a hard 1 and the barrel roll action, so they can slow roll when you need them to. They have both a 3 and 5k which is extremely good at getting back out to range to use their cannon.
Afraid of getting one shot? Add a hull. I've run the 26 point spacer a lot of times and that extra hull is what pays for the Cannon. It lets you live long enough to earn the points spent on the cannon. It's the cheapest HLC in the game.
If you squad is weak against high agility targets binary pilots aren't going to help you much. Currently, the meta is going with 2 ship builds that don't give up their ships easily. This is the real reason that the Syck hasn't found it's place. As future waves come out we may see a swing away from 2 ships, and then you will see more of these guys, or at least some of them. I don't think you will ever see a swarm but I think they will find there place in some builds.
They are not terrible ships, they just haven't found their place yet.
The Dial is not the issue with the Syck. Yes I know that they don't have a 1 straight, but they have a 1 bank and a hard 1 and the barrel roll action, so they can slow roll when you need them to. They have both a 3 and 5k which is extremely good at getting back out to range to use their cannon.
Afraid of getting one shot? Add a hull. I've run the 26 point spacer a lot of times and that extra hull is what pays for the Cannon. It lets you live long enough to earn the points spent on the cannon. It's the cheapest HLC in the game.
If you squad is weak against high agility targets binary pilots aren't going to help you much. Currently, the meta is going with 2 ship builds that don't give up their ships easily. This is the real reason that the Syck hasn't found it's place. As future waves come out we may see a swing away from 2 ships, and then you will see more of these guys, or at least some of them. I don't think you will ever see a swarm but I think they will find there place in some builds.
They are not terrible ships, they just haven't found their place yet.
To judge a piece in any game you compare it to other available options and find a baseline, at 26 points you gotta compare it with other options in that price range and see what it offers you over those ships.
For 2 points cheaper we have our bog standard warthog(Synd Thug, Unhinged, BTL-A4, Ion Cannon) that throws out more red dice with the Ion effect, and has twice the hitpoints. Does the Scyk build you mention have any advantages? Sure, it has 2 extra green dice, better action options, and....well....that's kinda it. The average hits for a HLC I think sits alittle above 2, so it does around the same damage on average as a warthog but lacks the Ion effect. This is only gonna get worse once the TLT comes out as it only cost 1 more point and if I'm reading it right will average about 3 hits with a warthog.
So why the heck would I run something that's half the ship, averages the same damage, and cost more to boot?
I think the HLC is overrated honestly. I only see it appear commonly on 2 builds and both have a ship specific reason to make it good. The first one being the Outrider as it lets you shoot out 4 red dice in every direction meaning you're unlikely to not have a shot with it almost every turn. The second of course is the IG that benefits from the stupid good combo of B+FCS. In both cases the ships them selves have something special to make the HLC truly shine.
Edited by BomberGobThe scyk would be much better by just moving 1 point from the ship to the title. At 13 points the basic one would compete with the z-95. If you want it as a hlc-platform, the price is rather fair at the moment. Or give it an alternative title for the heavy scyk title that gives it defense(miniautothrusters?) and it would be fine.
The Z-95 already fills a certain niche. You don't need a second ship to fill the same roll. The concept of the Scyk as a weapons platform is a really interesting one especially if you can create ways to make those upgrade options diverse. Unfortunately those options aren't that diverse and they aren't cost effective either.
I have encountered three heavy scyks with mangler canons, accompanied by Guri in her Star Viper.
Fun match against wes janson with VI and Wedge and Farlander both with opportunist.
In the end the Rebels barely won and though I am not a fan of 'lightweight' ships, the Scyk has piqued my interest.
Edited by CununculusThe Scyk piqued my interest when it was able to completely avoid damage from a range 1 Inteceptor, and then proceed to oneshot Soontir at range 3 through an asteroid.
The odds of that happening again are slim though, which is the big problem of the Scyk.
Huge fan of the scyk here.... I really want it to be competitive but unique and interesting at the same time.
Seems like the ship was designed as a cannon/weapons platform and a manouverable semi-arc dodger, but its proving very fragile and not quite as manouvarable as we would like. Also the title-less scyk is not seeing any real table time due to the z95 being a better choice for the low point filler/swarm/blocker ship.
So how about this:
Modification - M3A Scyk Only:
'Improved Roll Thrusters' 0 pts
'You may use the two straight template when executing a barrel roll. You may equip one more modification to your ship (pay the points cost as normal).'
Now this would give the little scyk a nice buff in survivability due to improved repositional/arc dodging, but without resorting to giving it the boost action - keeping the M3A unique from the games other interceptors. It would also help in lining up shots, getting range 1 from time to time, and making its movements much more unpredictable. The extra mod slot would allow for the possibility of adding hull, shield or stealth device should you choose. Also, imagine the improved blocking potential with this mod - i think this might make the 14 pt title-less scyk a viable choice.
Might be fun ![]()
So why the heck would I run something that's half the ship, averages the same damage, and cost more to boot?
I think the HLC is overrated honestly. I only see it appear commonly on 2 builds and both have a ship specific reason to make it good. The first one being the Outrider as it lets you shoot out 4 red dice in every direction meaning you're unlikely to not have a shot with it almost every turn. The second of course is the IG that benefits from the stupid good combo of B+FCS. In both cases the ships them selves have something special to make the HLC truly shine.
I agree with you that in comparison to a warthog, the HLC Scyk w/ hull may seem lacking in terms of durability.
However, your analysis of the HLC is way off.
First of all, with a focus token, the HLC averages 3 hits. At range 3, the defender does not get an extra green die, so very high chance that damage gets through defense (most likely more than 1 too).
In comparison, an ion turret y-wing w/ BTL-A4 gets to roll only 2 red dice at range 3, and the opponent gets the extra green. Very low chance of dealing any damage at all (most likely no more than 1).
At range 2, the y-wing does better: 1 or 2 damage from the main gun and another possible 1 damage + ion token. Even with a focus token (or TL) the average damage is still less than the HLC, and even worse, the defender gets to roll his green dice twice (against each attack). So the actual expected damage is usually still 1 or 2 whereas the HLC has a better chance to end up dealing more than 1 damage.
At range 1, the y-wing is the clear winner in damage potential: the HLC cannot fire for one thing, and the y-wing is getting the extra red on their primary attack.
Another thing that your analysis failed to consider is the power of being able to deal 4 damage in a single attack. Yes its not going to happen every shot, but when it does, it always gets some damage on target. Even against hard to hit stuff like Autothrusters + Stealth Device. It also has the potential to destroy low health ships in a single hit (like other scyks, TIEs and even z-95/a-wings). Something which the warthog y-wing cannot do (except at maybe range1 with extremely skewed dice results).
Didn't we just have a massive thread talking about the Syck in depth?
Anyway, I feel like the Syck is like a pre-ATs Interceptor. Decent enough against most list as long as they don't have a turret. Most turreted ships can just swat them away like flies.
I've been running 5x Mangler Scyks at my league and haven't lost with them yet. Not that my league is the most competitive, but I have found the opposite to be true. Non-Dash turreted ships have 0 to 1 defense dice against the 15 auto-crit dice coming after them and get chewed up fast. Haven't faced Dash with them yet.