Which preview will be out today?

By Mu0n729, in X-Wing

1 minute ago, Voitek said:

"Havoc" is probably the ship I am waiting for the most. I am afraid it would be horribly expensive though: if we were pursuing the original attributes, we are looking at a large ship, with 3-4 red dice, 1-2 greens, 3-4 hulls, 5+ shields, missile. bomb, turret slots (or just mobile arc); crew and/or astromechs droids on top of that.... Thats 50+ points to start with!

Because Scum need a new large base ship:
3 dice primary
2 agility
4 Hull
5 Shields
Bomb (New bomb upgrade - ???)
Turret (New turret: Automated Laser Cannon - 2 dice 360* attack made after a primary, cannot be modified)
2 Crew

Title: Bomblet Generator (Action: Flip a single Bomb upgrde card face up)

Pilots:
PS7 Nym: You may equip Aggromech Upgrade cards in the Crew Upgrade Slots
PS6 Kole: ???
PS5 Jinkins: ???
PS3 Feeorin Pirate Generic

Nym, Kole and Jinkins as crew cards as well.

Let's make it happen Monday!

14 minutes ago, Viktus106 said:

Title: Bomblet Generator (Action: Flip a single Bomb upgrde card face up)

I think that would be going to far. Havoc wasnt able to reproduce any kind of bombs: he was able to drop the "energy bombs" using his reactor core power. Multidrop of proton bombs... too nasty, I think.

I'd rather see something like:

Energy bombs (double-side card), around 3-4 points, large ship only
Effect similar to proximity mine or seismic charge (decent chances of getting 1, maybe 2 hits). Flip facedown after use.
Facedown side: spend a shield token during the end phase to flip this card to "reloaded" side.

Would also combo nicely with Gonk - would be an expensive combo (requiring experimental interface or PTL) but not too powerful and quite thematic (exploiting reactor for more bombs weakens shields!).

Edited by Voitek

An interesting concept would be to have a theme in the wave/box of banking shield tokens on upgrade cards - i.e. a number of cards with GONK-like mechanics where you can place shield tokens on the card, then spend them later for benefits, allowing you to do things like rechargeable bombs, but also bomblet generators, GONK, etc, with a range of different effects.


I'd look at say, bomblet generators: action: place a shield token on this card, or two shield tokens if you executed a 1-speed manoeuvre this round. When you reveal your dial, you may discard this card to DROP a bomblet token, moving any number of shield tokens from this card to that token. At the end of the activation phase, the bomblet token detonates, dealing 1 damage to each ship at range 1 of it per shield token on the bomblet token.

Rechargeable bombs dual card: primed: drop for $effect. loading: action, remove a shield token from your ship or any of your equipped upgrade cards and flip this card.

Then a pilot ability who could maybe regen as an action including going above his printed shield value, and could then assign any number of shields to equipped upgrades.

Etc. You could do cannons and turrets that have to spend shields from themselves to fire in similar ways, too. E.g. allowing you to do a limited-shot cannon which starts with 3 shields on it, spends one to fire each time, andf which the pilot noted above could then recharge as an action.

Essentially using shields as energy tokens.

Probably too fiddly though.

doesnt sound too fiddly. And hey, look at wave 10, everything must be fiddly now...or it's gonna be boring.

Quad? Reverse move, action-tractoring, front arc bomb dropping?
Striker? Extra, mandatory before move boost?
Rebel Tie? Untargetable ashoka, supressive fire Rex?
Upsilon? Super fiddly Kylo, outside range1 deployment, fanatical devotion, operations specialist, kylo's shuttle title...

Plenty of fiddly stuff here!

Just now, Voitek said:

doesnt sound too fiddly. And hey, look at wave 10, everything must be fiddly now...or it's gonna be boring.

Quad? Reverse move, action-tractoring, front arc bomb dropping?
Striker? Extra, mandatory before move boost?
Rebel Tie? Untargetable ashoka, supressive fire Rex?
Upsilon? Super fiddly Kylo, outside range1 deployment, fanatical devotion, operations specialist, kylo's shuttle title...

Plenty of fiddly stuff here!

We've had front guide bomb dropping since the punisher

Just now, DeathstarII said:

We've had front guide bomb dropping since the punisher

I'm not saying it is unique, but you must admit it is quite unusual and fiddly :D

2 minutes ago, Voitek said:

doesnt sound too fiddly. And hey, look at wave 10, everything must be fiddly now...or it's gonna be boring.

Quad? Reverse move, action-tractoring, front arc bomb dropping?
Striker? Extra, mandatory before move boost?
Rebel Tie? Untargetable ashoka, supressive fire Rex?
Upsilon? Super fiddly Kylo, outside range1 deployment, fanatical devotion, operations specialist, kylo's shuttle title...

Plenty of fiddly stuff here!

Cue the Charlie Daniels Band!

Just now, Voitek said:

I'm not saying it is unique, but you must admit it is quite unusual and fiddly :D

Yes, especially since it makes zero sense if you were to imagine it in space

"we're going backwards and the momentum threw the bomb forward"

"uh...how?"

"rookie, this is Star Wars, we don't need logic"

Just now, DeathstarII said:

Yes, especially since it makes zero sense if you were to imagine it in space

"we're going backwards and the momentum threw the bomb forward"

"uh...how?"

"rookie, this is Star Wars, we don't need logic"

Whoa, whoa, it makes perfect sense - you surely have been sleeping on your "dynamics in vacuum" classes, sir!

The bomb launched forward is used to generate backwards thrust. animated movie Big Hero 8 shows it perfectly here, from 1:00 till 2.30

Yeah, kiddy animated movies can teach us physics too ;)


1 minute ago, Voitek said:

Whoa, whoa, it makes perfect sense - you surely have been sleeping on your "dynamics in vacuum" classes, sir!

The bomb launched forward is used to generate backwards thrust. animated movie Big Hero 8 shows it perfectly here, from 1:00 till 2.30

Yeah, kiddy animated movies can teach us physics too ;)


So...the quad's engines push the bomb forward?

2 hours ago, thespaceinvader said:

Wave 11 Announcement Today.

(Actually, hopefully, a freaking FAQ today)

Theory: FAQ takes a while because FFG is panicing in the face of the Parattanni-explosion and hasn't come up with a reasonable fix that doesn't screw over a myriad of other options (like Kyle Kartan pilot).

8 minutes ago, DeathstarII said:

So...the quad's engines push the bomb forward?

I think Zuvio's personally ordered a special modification for his Quadjumper.

Any other (non-deathrain) bomb-dropping ship in the game just flies straight and "leaves" the bombs by releasing them, with no propulsion or energy spend to position them.

Now with Deathrain and Zuvio the case is quite different. If we are to apply some science to it: Zuvio must have modded his bomb chutes to actualy LAUNCH the bombs forward, not just release them. Obviously using engines to push bombs sounds like a risky play. I think he has a "directional bomb chute", similar to Firespray's directional lasers - he can direct them forwards of backwards. His special maneuver is combining Quad-engines to fly backwards with this modded bomb chute launching bombs forward which also generates additiona thrust to get away from the explosion range.

Deathrain is releasing his bombs forwards so surely must use similar device, but instead of combining forward-facing engines he just uses Punishers ability to barrel roll to get out their way (but the essentials must be the same - forward-facing, propelled bomb chute that gives them some energy.

There is a weak spot in my theory though - if he uses even the slightest amount of energy to drop them forwards, they would be moving forwards constantly... which means he also uses some kind of directional engines attached to the bombs to decelerate and stop them in place once released and deployed to the desired position.

Edited by Voitek
2 minutes ago, Admiral Deathrain said:

Theory: FAQ takes a while because FFG is panicing in the face of the Parattanni-explosion and hasn't come up with a reasonable fix that doesn't screw over a myriad of other options (like Kyle Kartan pilot).

If they're caring about Kyle pilot, they're doing it wrong. I don't think I've ever even heard a report of him being played...

And the (to me) obvious fix doesn't hurt Kyle at all: to Mindlink, append 'you cannot have more than one focus token or more than one stress token'. Enhance the stressproofing by debuffing the token stacking. And give Manaroo a range limit.

2 minutes ago, Voitek said:

I think Zuvio's personally ordered a special modification for his Quadjumper.

Any other (non-deathrain) bomb-dropping ship in the game just flies straight and "leaves" the bombs by releasing them, with no propulsion or energy spend to position them.

Now with Deathrain and Zuvio the case is quite different. If we are to apply some science to it: Zuvio must have modded his bomb chutes to actualy LAUNCH the bombs forward, not just release them. Obviously using engines to push bombs sounds like a risky play. I think he has a "directional bomb chute", similar to Firespray's directional lasers - he can direct them forwards of backwards. His special maneuver is combining Quad-engines to fly backwards with this modded bomb chute launching bombs forward which also generates additiona thrust to get away from the explosion range.

Deathrain is releasing his bombs forwards so surely must use similar device, but instead of combining forward-facing engines he just uses Punishers ability to barrel roll to get out their way (but the essentials must be the same - forward-facing, propelled bomb chute that gives them some energy.

There is a weak spot in my theory though - if he uses even the slightest amount of energy to drop them forwards, they would be moving forwards constantly... which means he also uses some kind of directional engines attached to the bombs to decelerate and stop them in place once released and deployed to the desired position.

Surely Zuvio just releases the bomb then reverses away from it.

2 minutes ago, thespaceinvader said:

And the (to me) obvious fix doesn't hurt Kyle at all: to Mindlink, append 'you cannot have more than one focus token or more than one stress token'. Enhance the stressproofing by debuffing the token stacking. And give Manaroo a range limit.

Yeah, great idea, let's nerf all token stacking ships... EXCEPT FOR X7 DEFENDERS!

1 minute ago, Voitek said:

Yeah, great idea, let's nerf all token stacking ships... EXCEPT FOR X7 DEFENDERS!

?

It literally only applies to ships which have Mindlink equipped.

And Defenders need a bit of an adjustment too - my preferred suggestion there is 'After executing a manoeuvre of speed 3 or greater, if you are not touching a ship or obstacle, take a free evade action. Thus making it not stressproof and bump-proof. I also liked the suggestion to just make it unique, which keeps its viability in the 2-ship list archetype but forces people to pick other ships for higher numbers.

Edited by thespaceinvader
3 minutes ago, thespaceinvader said:

?

It literally only applies to ships which have Mindlink equipped.

Apologise, I failed at irony.

Nerfing mindlinks (strong list because token stacking) without nerfing X7 defenders (strong list because token stacking) is just gonna push us all back into the dark times of defender domination once again. well, they are dominating anyway being by far the most popular small base ship in the game.

If they are working on a nerf for token stacking ships (I really hope thy dont), then hopefully they are looking for a one that will nerf it in a reasonable way, not just surgically striking at one particular archetype.

Edited by Voitek

As noted, I wouldn't want to see Mindlink nerfed in isolation. I'd like to see it nerfed alongside Manaroo, /x7, Palp, and a couple of other power upgrades that don't spring instantly to mind, in a measured way such as to bring them back down to earth a bit.

Hey there's a preview.

For netrunner :V

17 minutes ago, Voitek said:

I think Zuvio's personally ordered a special modification for his Quadjumper.

Any other (non-deathrain) bomb-dropping ship in the game just flies straight and "leaves" the bombs by releasing them, with no propulsion or energy spend to position them.

Now with Deathrain and Zuvio the case is quite different. If we are to apply some science to it: Zuvio must have modded his bomb chutes to actualy LAUNCH the bombs forward, not just release them. Obviously using engines to push bombs sounds like a risky play. I think he has a "directional bomb chute", similar to Firespray's directional lasers - he can direct them forwards of backwards. His special maneuver is combining Quad-engines to fly backwards with this modded bomb chute launching bombs forward which also generates additiona thrust to get away from the explosion range.

Deathrain is releasing his bombs forwards so surely must use similar device, but instead of combining forward-facing engines he just uses Punishers ability to barrel roll to get out their way (but the essentials must be the same - forward-facing, propelled bomb chute that gives them some energy.

There is a weak spot in my theory though - if he uses even the slightest amount of energy to drop them forwards, they would be moving forwards constantly... which means he also uses some kind of directional engines attached to the bombs to decelerate and stop them in place once released and deployed to the desired position.

Now explain Azzameen and his ability to "hook" bombs out his butt. Personally I just imagine Roy Munson from Kingpins hurling the seismic out out the back with the door open, no mask, no vaccum of space, just his rubber hand and comb over.

Why? Because Star Wars.

16 minutes ago, Admiral Deathrain said:

Theory: FAQ takes a while because FFG is panicing in the face of the Parattanni-explosion and hasn't come up with a reasonable fix that doesn't screw over a myriad of other options (like Kyle Kartan pilot).

Parattanni is a fairly recent discovery. I think the reason that FFG nerfed U-boats was because of the amount of other builds that they pushed out of the meta. Parattanni is very strong but doesn't particularly penalize any single faction or build-type. My guess is they won't FAQ it, they will just wait for power creep to catch up.

I would like to see Manaroo and possibly Attanni given range restrictions but I am not holding my breath.

7 minutes ago, Karhedron said:

Parattanni is a fairly recent discovery. I think the reason that FFG nerfed U-boats was because of the amount of other builds that they pushed out of the meta. Parattanni is very strong but doesn't particularly penalize any single faction or build-type. My guess is they won't FAQ it, they will just wait for power creep to catch up.

I would like to see Manaroo and possibly Attanni given range restrictions but I am not holding my breath.

Paratanni pushed out Dengaroo. Dengar's offense doesn't add up well against Asajj/latts since if he's zuckussing she's got 3 evades to use against his 2 attacks. Then if he does Zuckuss, he's stressed, and Fenn can easily slip out of his arc to drop 5 dice on his head. After Dengar is dead, Fenn can mop up on his own.

21 minutes ago, Karhedron said:

Parattanni is a fairly recent discovery. I think the reason that FFG nerfed U-boats was because of the amount of other builds that they pushed out of the meta. Parattanni is very strong but doesn't particularly penalize any single faction or build-type. My guess is they won't FAQ it, they will just wait for power creep to catch up.

I would like to see Manaroo and possibly Attanni given range restrictions but I am not holding my breath.

It doesn't push out much, but it is played overwhelmingly more than any other list, making most System Opens looks bad. It has had a tangible negative influence on the community.

So . . no X wing related article today? Normally they have released something by now right?

back to waiting until next week I guess. *puts hands in pockets and kicks the dust of the forum off the floor*

Usually two articles a day.