It is wave 7 and there is still nothing more pathetic than a generic X-Wing with Proton Torpedo. And I still don't like the pwts.
Nevertheless it is a very good game, and I have seen a lot of tabletop games.
It is wave 7 and there is still nothing more pathetic than a generic X-Wing with Proton Torpedo. And I still don't like the pwts.
Nevertheless it is a very good game, and I have seen a lot of tabletop games.
I don't want generics at all. I don't know why they keep making them. Half the time they don't work, and when they do work the only reason anybody takes them is because of their point cost. Just make lower costed pilots.
Not much.
I dislike that technically with a high enough pointed game you could have 3 Falcons flying around, i think the phantom "nerf" was heavy handed and reflected poorly on FFG and most of all I want the defender to be better.
I want a real reason to take a generic. I want Rexlar to be the god that he is in epic. But I don't want to need to have a raider and comms team to support him.
Vessary is fine.
I think the idea of the same characters with new abilities in different ships would be a better idea, although you'd have to balance between adding new pilots and new versions of old pilots. Maybe new versions of old pilots would only happen in aces packs and Huge ships?
I think the idea of the same characters with new abilities in different ships would be a better idea, although you'd have to balance between adding new pilots and new versions of old pilots. Maybe new versions of old pilots would only happen in aces packs and Huge ships?
They almost made a Luke Skywalker E-wing in Wave 4. During development, they renamed the pilot to Corran Horn so that it could be flown with Luke's X-wing.
Maarek's an obvious TIE defender pilot, but why prevent Maarek from being run with the Maarek Advanced? Call the TIE defender Rexler Brath instead.
Mechanically, repeat pilots simply generate a build limitation, a limitation that earlier in the game they didn't think was helpful. But now the game's that much more fleshed out that's less of a problem. Hera 1 and Hera 2 are even in the same box.
Plus, the advantage of that eventual Maarek TIE defender not being in the first blister is they have the experience from the initial TIE defender release to draw upon. See how much better Keyan is compared to the original B-wing generics, for example.
Are some of you really defending the upgrade card distribution? It is the weakest point of the game overall.
Yes they managed to add some cards to other expansions along the way. But at first the cards are always just in one expansion.
PTL, EU, AT, AS were or still are ine 1 expansion only. EU and AT at least got two cards in the initial box.
FFG could easily increase the numbers on these cards and would still sell many many ships. But it does make sense from a finacial standpoint.
I acknowledge FFG as my drug dealer of choice. As someone who has bought mainly for models, not for the card contents, it has never really bothered me. Only having 1 Advanced Sensor until the E-wing came out never bothered me. I prefer to make lists from what I have, not what netlists tell me to have.
Are some of you really defending the upgrade card distribution? It is the weakest point of the game overall.
No, I don't think anyone is. But it's not a very interesting topic for discussion any more, if it ever was.
- The latest SLAM ruling needs to be reversed.
Nothing to reverse: it works the way the card says it works.
And Night Beast worked the way the card says it works for three years. And then the TFA core set came out, and Night Beast still works the way the card says it works, but it works differently than it did before.
Yesh...
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Yesh...
Never get tired of this image!
Needs more cowbell though. I mean Y-wings.
1- The pilots should be a separated card of the ship.
1a- Ship dials should be faction-neutral.
1b- Ship bases should be generic, and not for a specific pilot.
2- Balancing (in cost):
3- Small number of upgrade cards with each expansion.
4- Upgrade types: they added the "system" upgrade too late and now are adding the unnecessary "tech" upgrade (for, really, just 1 upgrade card?). Also, there are numerous new different maneuver types being released with the last waves. This should have be better planned from the start.
1. Completely agree.
1a. I can't think of any reason they'd need to be faction specific.
1b. Agree. Especially if pilots aren't linked to ships anymore.
2. No opinion.
3. No opinion.
4. Completely agree. System and Tech and Modification upgrades? There's no reason these should all be different things.
My own complaints.
1. Missles and Torpedoes - They're a complete disaster, along with Target Locks. They don't fit the lore at all, and they don't work very well in the game either. Target locks should unlimited range, but require the target to be(and remain) in your firing arc. The fact that all the missiles and torps are single use is just stupid. Damage on Missiles and Torpedoes should be separate from their attack rolls. Where Torpedoes have low attack dice, but deal huge damage(to represent how they're meant for destroying capital ships, and are too slow to hit agile fighters), while missiles have higher attack dice, but deal more moderate damage.
Ex. Proton Torpedo - 2 Attack Dice, Deals 5 Damage. Concussion Missile - 4 Attack Dice, Deals 3 damage.
2. Cannon and Turrets - These things should never have been upgrade types. All it does is create balance problems and ridiculous combinations that would never happen in the lore. All of a ships mounted weaponry should be locked to the ship, and if they want to have a model of the ship where the stock weapons have been swapped out, make a title card.
3. Buying ships you don't want for upgrades you want still sucks - It just does. And eBay prices are a ripoff.
All it does is create balance problems and ridiculous combinations that would never happen in the lore.
And unlocked pilots wouldn't? I doubt Vader would ever step outside of his TIE interceptor, and his wingman, Mauler Mithel, who died at Yavin'd be a great fan of the TIE phantom.
And unlocked pilots wouldn't? I doubt Vader would ever step outside of his TIE interceptor
Well, you're mistaken(and yes, I'm assuming you meant Advanced).
The point is that a pilot can, and often does, get out of one ship and get into another ship. It's extremely easy and it happens constantly in various stories. I mean, ****, Chewie and Luke both fly Lambdas in RotJ.
The lore makes it pretty clear than anyone that can pilot a ship can pilot almost any ship. Pilots like Stele and Farlander pilot practically EVERY ship. The only thing that keeps a pilot to a specific ship is personal preference.
Swapping out the primary weaponry on a ship is a lot more involved, a lot less common, and you're much less likely to have ships mounted weapon weaponry that wouldn't even fit on them, like a Heavy Laser Cannon on most of the things that are currently allowed to take it.
All it does is create balance problems and ridiculous combinations that would never happen in the lore.
And unlocked pilots wouldn't? I doubt Vader would ever step outside of his TIE interceptor, and his wingman, Mauler Mithel, who died at Yavin'd be a great fan of the TIE phantom.
But who is to say the pilots would have retained the same abilities under that sort of a design so as to make them so potent in those particular ships?
The debate isn't about what if the game was exactly the same, but with seperated pilot cards. It's about what if the game was designed with these different mechanics? Pilots abilities could then have been designed to make them more compatible with the ship they were more known for flying.
The debate isn't about what if the game was exactly the same, but with seperated pilot cards. It's about what if the game was designed with these different mechanics? Pilots abilities could then have been designed to make them more compatible with the ship they were more known for flying.
It just turns unique pilots into another kind of upgrade card. Which is no more balanced or unbalanced than any other type of upgrade.
It just turns unique pilots into another kind of upgrade card. Which is no more balanced or unbalanced than any other type of upgrade.
And then people would be complaining about how there shouldn't be a difference between pilot and crew upgrades, just like they are now complaining that there shouldn't be a difference between torps and missiles, or tech and systems and modifications
All it does is create balance problems and ridiculous combinations that would never happen in the lore.
And unlocked pilots wouldn't? I doubt Vader would ever step outside of his TIE interceptor, and his wingman, Mauler Mithel, who died at Yavin'd be a great fan of the TIE phantom.
But who is to say the pilots would have retained the same abilities under that sort of a design so as to make them so potent in those particular ships?
The debate isn't about what if the game was exactly the same, but with seperated pilot cards. It's about what if the game was designed with these different mechanics? Pilots abilities could then have been designed to make them more compatible with the ship they were more known for flying.
True, the abilities would be much more conservative and limited such as to be balanced on every ship (or at least not overpowered on any), and future ship design would be hampered by having to make all past pilots balanced on it.
I understand why they chose the path they did.
All it does is create balance problems and ridiculous combinations that would never happen in the lore.
And unlocked pilots wouldn't? I doubt Vader would ever step outside of his TIE interceptor, and his wingman, Mauler Mithel, who died at Yavin'd be a great fan of the TIE phantom.
But who is to say the pilots would have retained the same abilities under that sort of a design so as to make them so potent in those particular ships?
The debate isn't about what if the game was exactly the same, but with seperated pilot cards. It's about what if the game was designed with these different mechanics? Pilots abilities could then have been designed to make them more compatible with the ship they were more known for flying.
True, the abilities would be much more conservative and limited such as to be balanced on every ship (or at least not overpowered on any), and future ship design would be hampered by having to make all past pilots balanced on it.
I understand why they chose the path they did.
To be completely honest, from my understanding of things, I don't think it would matter either way. There would be flaws inherent in either system. Both ways would have pros and cons. But until the other way is tried, there is no saying which way would be better, other than that of personal opinion. And even if both ways existed, it would still be just opinion as to which is "better". My guess is that they probably went the way they did simply because the mechanics are easier to work out, and because it is cheaper to produce.
1. Missles and Torpedoes - They're a complete disaster, along with Target Locks. They don't fit the lore at all, and they don't work very well in the game either. Target locks should unlimited range, but require the target to be(and remain) in your firing arc. The fact that all the missiles and torps are single use is just stupid. Damage on Missiles and Torpedoes should be separate from their attack rolls. Where Torpedoes have low attack dice, but deal huge damage(to represent how they're meant for destroying capital ships, and are too slow to hit agile fighters), while missiles have higher attack dice, but deal more moderate damage.
Ex. Proton Torpedo - 2 Attack Dice, Deals 5 Damage. Concussion Missile - 4 Attack Dice, Deals 3 damage.
2. Cannon and Turrets - These things should never have been upgrade types. All it does is create balance problems and ridiculous combinations that would never happen in the lore. All of a ships mounted weaponry should be locked to the ship, and if they want to have a model of the ship where the stock weapons have been swapped out, make a title card.
1- Totally agree! The missiles and torpedoes are the weakest part of this game, IMHO. They lack so much of what makes them unique that they could be a single "warhead" upgrade.
Torpedoes really should be deadly against larger ships and very hard to hit small ships, no question.
2- Yes, yes, yes. That's one reason I like the separated ship card idea: you could have the turret (or cannon) built-in the ship. Ships could have different "properties" instead of being just a collection of stats.
Yesh...
Never get tired of this image!
Needs more cowbell though. I mean Y-wings.
Yup... everybody knows Y-Wings suck.
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Sad little NOT Wingers don't even own the stupid things!
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Good thing we are the real deal... huh.
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I understand why they chose the path they did.To be completely honest, from my understanding of things, I don't think it would matter either way. There would be flaws inherent in either system. Both ways would have pros and cons. But until the other way is tried, there is no saying which way would be better, other than that of personal opinion. And even if both ways existed, it would still be just opinion as to which is "better". My guess is that they probably went the way they did simply because the mechanics are easier to work out, and because it is cheaper to produce.
The thing is, you'd definitely have to be a lot more cautious about the pilot abilities if you opened them up, and if you didn't open them up they'd just be a clunky thing- another upgrade card. Honestly, I think the design space is a lot better when you can put different abilities on all your pilots and not worry about it. That's why Luke's not in an E-wing.
Missiles and Torps have a knife-edge balance wise because they're one-use weapons. If you made them "good value" for their raw damage you would see a lot of dominant alpha-strike lists where you can blow someone off the board with Z-95s on a joust and I don't think anyone wants that.
I understand why they chose the path they did.To be completely honest, from my understanding of things, I don't think it would matter either way. There would be flaws inherent in either system. Both ways would have pros and cons. But until the other way is tried, there is no saying which way would be better, other than that of personal opinion. And even if both ways existed, it would still be just opinion as to which is "better". My guess is that they probably went the way they did simply because the mechanics are easier to work out, and because it is cheaper to produce.
The thing is, you'd definitely have to be a lot more cautious about the pilot abilities if you opened them up, and if you didn't open them up they'd just be a clunky thing- another upgrade card. Honestly, I think the design space is a lot better when you can put different abilities on all your pilots and not worry about it. That's why Luke's not in an E-wing.
Missiles and Torps have a knife-edge balance wise because they're one-use weapons. If you made them "good value" for their raw damage you would see a lot of dominant alpha-strike lists where you can blow someone off the board with Z-95s on a joust and I don't think anyone wants that.
But why adding something that won't be used? Look all your never used ordinance cards collecting dust and say out loud: "ordinance is working as intended".
1- The pilots should be a separated card of the ship. That would allow some interesting things: a) ships could have their own "ability" (much like what they are trying to do with the TIE/v1); b) pilots could describe which ships they can fly, allowing a pilot to fly
1-3 different ships(more lore friendly); c) combining the ship ability with the pilot ability would allow greater customization and tactical richness (each ship would be really unique, even the no-named); d) hey, it is much cooler to see the pilot picture than some generic image of the ship. EDIT: very few pilots could use different ships, and that would be like 2 different ships tops. The most classic example of this is Maarek Stele, which should be able to pilot the TIE Defender. Example of the pilot and ship card.
Keyan Farlander in a Ywing + R3Stressbot. Enough said.
#4 Definitely, but to be fair it seems like the new core set was made on a timetable much like movie based video games.
The new core set just interrupts the whole release structure, there were no official spoilers, discussion and Vassal were placed under embargo. Then all of a sudden hello brand new X-wing that is better than an E-wings oh and overpriced TIE-Fighters in I-pod colors as well. So these episode 7 ships seemed to be shoved in along with that slot upgrade.
I don't know if we could possibly call Episode 7 a wave. And if it is then what would Wave 8 be? Would it be Wave 1 or wave 2? Again Episode 7 seems more and more like a Disney product instead of a FFG product, I know that is an oxymoron as FFG did design, produced and manufacture it with nothing more than Disney's blessing but still, it just doesn't fit that well.
And then people would be complaining about how there shouldn't be a difference between pilot and crew upgrades, just like they are now complaining that there shouldn't be a difference between torps and missiles, or tech and systems and modifications
Well, at the end of the day, SOMETHING still has to carry the ships pilot skill.
Although, given that pilot skill is used for nothing more than initiative in this game, and has nothing to do with flying, maneuvering, shooting, etc. maybe something DOESN'T need to carry pilot skill...
But, you're right, at that point you COULD just combine Pilots and Crew. By making pilots Crew, giving every single crew card a pilot skill(with characters that simply cannot fly ships having PS0), and then simply requiring that every ship have at least one crew with a PS of 1 or more.
And instead of having 2-3 different generic pilots per ship type, you could just have a handful of generic pilots that are nothing but pilot skills per faction.
And occasionally, you could still do a pilot who just refused to fly anything but their chosen ship. And for that, you still have the option of putting Millennium Falcon only. or whatever on such a pilot.
I don't know if we could possibly call Episode 7 a wave. And if it is then what would Wave 8 be? Would it be Wave 1 or wave 2? Again Episode 7 seems more and more like a Disney product instead of a FFG product, I know that is an oxymoron as FFG did design, produced and manufacture it with nothing more than Disney's blessing but still, it just doesn't fit that well.
If the T-70 and TIE/FO xpacs come out before Wave 8, then I am comfortable calling the Episode 7 products Wave 7.5.
Edited by DarthEnderX