Developer Interview from Worlds

By Hawkstrike, in X-Wing

It is only predictable if you follow the stress= MUST green move logic. Which is terrible.

Which is not any different from a normal dial.

The point is, a symmetrical dial can be unpredictable without having to sacrifice anything. Because every move is available in both opposite directions.

Whereas with an asymmetrical dial, in order to get the benefits of a certain move, you might have to limit yourself to one specific direction.

So I don't see any situation in which an asymmetrical dial is an advantage over a symmetrical one.

I was thinking about this a while back, I could envision Dengar running along the edge of the board with the good side turned in, so he can negate any flanking on the bad dial side. As long as you only present the strong side to the enemy it could be better than a symmetrical dial.

It's a pity the Jumpmaster can't simply invert and swap dial colours. It's an issue for modern aircraft but not out in space.

As in the Reddit thread, nobody mentioned Alex and the Phantom docking. He enumerated what was difficult to work into gameplay (turret, back-arc, a ship deploying and then coming back). AFAIK that was not known.

Meanwhile, over at Paragoomba's house, on repeat:

It is only predictable if you follow the stress= MUST green move logic. Which is terrible.

Which is not any different from a normal dial.

The point is, a symmetrical dial can be unpredictable without having to sacrifice anything. Because every move is available in both opposite directions.

Whereas with an asymmetrical dial, in order to get the benefits of a certain move, you might have to limit yourself to one specific direction.

So I don't see any situation in which an asymmetrical dial is an advantage over a symmetrical one.

I was thinking about this a while back, I could envision Dengar running along the edge of the board with the good side turned in, so he can negate any flanking on the bad dial side. As long as you only present the strong side to the enemy it could be better than a symmetrical dial.

Still the table edge is not infinite :)

It is only predictable if you follow the stress= MUST green move logic. Which is terrible.

Which is not any different from a normal dial.

The point is, a symmetrical dial can be unpredictable without having to sacrifice anything. Because every move is available in both opposite directions.

Whereas with an asymmetrical dial, in order to get the benefits of a certain move, you might have to limit yourself to one specific direction.

So I don't see any situation in which an asymmetrical dial is an advantage over a symmetrical one.

I was thinking about this a while back, I could envision Dengar running along the edge of the board with the good side turned in, so he can negate any flanking on the bad dial side. As long as you only present the strong side to the enemy it could be better than a symmetrical dial.

Still the table edge is not infinite :)

Ever played snake? Just keep going around the outer edge in circles :D

NokiaSnake-e1311257185566.gif

You guys heard about the new small ship that was just revealed? It's got 3s in every stat and a white K-turn. That power's gonna break the game in half. What hope do lists composed of normal ships have against that thing?

Mind if I sig this?

As in the Reddit thread, nobody mentioned Alex and the Phantom docking. He enumerated what was difficult to work into gameplay (turret, back-arc, a ship deploying and then coming back). AFAIK that was not known.

Do you think he maybe misspoke?

Teaser ved 18:54, heres hoping:

Jabba The Hut" 22pts (1 crew, 1 astromech) or (3 crew): During the Combat phase, instead of performing any attacks, choose 1 enemy ship and roll one attack dice, on hit or crit that ship suffers one damage.

Edited by Sciencius
1. Settle down my friend, don't declare the sky is falling until you play against the ship, its OK to predict how the ship fits in the game but no reason to declare it game breaking when we haven't seen the full dial.

Nonononono - don't you understand? We have to rant and rage about things that haven't been confirmed yet one way or another, it's simply the way we do things around here.

Meanwhile, over at Paragoomba's house, on repeat:

This guy gets it.

I don't want to have to bet my entire game on guessing my opponent's meaningless dial correctly.

Then maybe X-Wing is not the game for you.

Against a Jumpmaster/Super Dash with engine upgrade and push the limit, you're simply not going to be able to get it in arc because as long as it doesn't asteroid it will always have a shot and can just boost and barrel roll from a bad spot to a good one.

Edited by ParaGoomba Slayer

I see the sky started falling while I was asleep, you think it would wake you up but apparently not. Jumpmaster (I'm still picturing a 90's pop star when I say that) will be fun. I'm nailing part of my anatomy to the wall and declaring that he will be fun and weird and probably just as good as dash. Not broken but good when used right.

Edited by Spaceman91

Yes! Imperial Aces 2 (almost) confirmed.

Tie Bombers an Tie Defenders were mentioned in a single sentence ... so.

Here is my 'Rhymer fix' I made quite a while ago.

It would be more of a Gimmick then a fix.

But maybe we'll see something alike.

cannon10.jpg

Either way, there will be A New Hope for the humble Tie Bomber.

I don't want to have to bet my entire game on guessing my opponent's meaningless dial correctly.

Then maybe X-Wing is not the game for you.
Other ships have to get you in arc to have a shot. This makes them reasonably predictable.

Against a Jumpmaster/Super Dash with engine upgrade and push the limit, you're simply not going to be able to get it in arc because as long as it doesn't asteroid it will always have a shot and can just boost and barrel roll from a bad spot to a good one.

If only there was a way to hit it with stress so it cant boost and barrel roll all over the place or some other special card like a tractor beam that will most likely effect his movement ...

I'm not convinced from just what were seen so far it doesn't look like its going to be a super amazing turret ship. Scum seems to lack a strong ace to fly with a kitted out fat danger (No Corran, Poe, Soontier, Vader or Whisper level ace) nor does the ship have the defense or tricks for ignoring asteroids. His pilot ability is all about getting the enemy in arc. While on par with Dash he will still play different lacking the doughnut hole but not being as good at range 3 shooting because he's using the primary. End of the day he's glass cannon his pilot ability is good but he's going to eat it to a y-wing stress bot or even a crackshot swarm and people will go back to using bro-bots after the ooh fancy new factor wears off.

I don't want to have to bet my entire game on guessing my opponent's meaningless dial correctly.

Then maybe X-Wing is not the game for you.
Other ships have to get you in arc to have a shot. This makes them reasonably predictable.

Against a Jumpmaster/Super Dash with engine upgrade and push the limit, you're simply not going to be able to get it in arc because as long as it doesn't asteroid it will always have a shot and can just boost and barrel roll from a bad spot to a good one.

If only there was a way to hit it with stress so it cant boost and barrel roll all over the place or some other special card like a tractor beam that will most likely effect his movement ...

I'm not convinced from just what were seen so far it doesn't look like its going to be a super amazing turret ship. Scum seems to lack a strong ace to fly with a kitted out fat danger (No Corran, Poe, Soontier, Vader or Whisper level ace) nor does the ship have the defense or tricks for ignoring asteroids. His pilot ability is all about getting the enemy in arc. While on par with Dash he will still play different lacking the doughnut hole but not being as good at range 3 shooting because he's using the primary. End of the day he's glass cannon his pilot ability is good but he's going to eat it to a y-wing stress bot or even a crackshot swarm and people will go back to using bro-bots after the ooh fancy new factor wears off.

I want to play builds composed of normal ships that aren't Panic Attack. Sounds like what I heard from the, "Phantom isn't broken, you just have to go out of your way to hard counter it or else you'll lose" crowd before it got nerfed.

No defense or tricks for avoiding asteroids? You mean like with his turret that makes it so that he'll always have a shot no matter what direction he chooses to swerve out of the way?

His pilot ability is all about getting ships in arc? He's a 3 dice turret. His ability is just icing on the cake.

2 agility over 9 health with pre-nerf phantom omniscient mobility is not a glass cannon.

He is only a 3 dice turret if you pay 12pts for the Jumpmaster title and Dengar really wan't to be in peoples front arc, to take the shot and shoot back per his ability. I think the Jumpmaster sounds pretty fun to fly and can't wait to try it out. It might be another turret, but it still requires some skills to fly it well.

Wow... this was actually boring to watch. They did not say much that we did not already know (Certain ships will see some love later)... and they looked like they just needed to go have a nice long nap.

:lol:

He is only a 3 dice turret if you pay 12pts for the Jumpmaster title and Dengar really wan't to be in peoples front arc, to take the shot and shoot back per his ability. I think the Jumpmaster sounds pretty fun to fly and can't wait to try it out. It might be another turret, but it still requires some skills to fly it well.

Dengar/Punishing One fully equipped will run close to 60 points. Go for it. I'd love to hit you with 5 hits and score 30 points. That'll be awesome. Please bring that every game.

My Crackshot-enabled Black Squadron or A-Wings will love going up against it.

I don't want to have to bet my entire game on guessing my opponent's meaningless dial correctly.

Then maybe X-Wing is not the game for you.
Other ships have to get you in arc to have a shot. This makes them reasonably predictable.

Against a Jumpmaster/Super Dash with engine upgrade and push the limit, you're simply not going to be able to get it in arc because as long as it doesn't asteroid it will always have a shot and can just boost and barrel roll from a bad spot to a good one.

If only there was a way to hit it with stress so it cant boost and barrel roll all over the place or some other special card like a tractor beam that will most likely effect his movement ...

I'm not convinced from just what were seen so far it doesn't look like its going to be a super amazing turret ship. Scum seems to lack a strong ace to fly with a kitted out fat danger (No Corran, Poe, Soontier, Vader or Whisper level ace) nor does the ship have the defense or tricks for ignoring asteroids. His pilot ability is all about getting the enemy in arc. While on par with Dash he will still play different lacking the doughnut hole but not being as good at range 3 shooting because he's using the primary. End of the day he's glass cannon his pilot ability is good but he's going to eat it to a y-wing stress bot or even a crackshot swarm and people will go back to using bro-bots after the ooh fancy new factor wears off.

I want to play builds composed of normal ships that aren't Panic Attack. Sounds like what I heard from the, "Phantom isn't broken, you just have to go out of your way to hard counter it or else you'll lose" crowd before it got nerfed.

No defense or tricks for avoiding asteroids? You mean like with his turret that makes it so that he'll always have a shot no matter what direction he chooses to swerve out of the way?

His pilot ability is all about getting ships in arc? He's a 3 dice turret. His ability is just icing on the cake.

2 agility over 9 health with pre-nerf phantom omniscient mobility is not a glass cannon.

Its a turret their been in the game since wave 2 they aren't something unbeatable or exotic and spending what could be 60+ points on a ship with 2 agility and 9 health does not give your list a lot of staying power so yeah glass cannon.

The more variety of ships we get into the game the less your going to have the situation where one ship can take on all lists and do well. So yeah rookie x-wings have fallen behind the power curve a bit they talked about it in the interview.

You don't hear people complain that their seven cartel spacer scyk list isn't getting them wins.

Edited by Dodt

Biggest thing I noticed was wen they discussed the integrated astromech card they said mentioned added durability at zero squad cost, which implies a zero point astromech.

Biggest thing I noticed was wen they discussed the integrated astromech card they said mentioned added durability at zero squad cost, which implies a zero point astromech.

Or the assumption that people are already fielding Astros with their X-Wings, which most people I know do. :P

which implies a zero point astromech.

It could, but they could also just mean that IA is zero cost.

Biggest thing I noticed was wen they discussed the integrated astromech card they said mentioned added durability at zero squad cost, which implies a zero point astromech.

You are reading too much into that. I doubt there will be 0 cost Astromech. Possible, sure. But I find it unlikely. Remember, the X1 title is technically 1 pt as well.

As for the Jumpmaster, I think it is impossible to judge until we see the dial and all the crew Scum is getting this wave. I think there will be a nice variety of builds. Personally, I'm loving the idea of Dengar/Tactician. Fickle is loving it as a torpedo boat. It is going to be tough to run it as a fat turret, so far, because of the lack of defensive upgrades for Scum. But, we will see.

As for it's maneuverability, it is in no way a Phantom. Yes, the stuff you can do when you do the white s-loop is neat. But, it really, really does not like stress, which is going to become very popular. Besides, Dengar really wants to be in the fight, not running from it.

He is only a 3 dice turret if you pay 12pts for the Jumpmaster title and Dengar really wan't to be in peoples front arc, to take the shot and shoot back per his ability. I think the Jumpmaster sounds pretty fun to fly and can't wait to try it out. It might be another turret, but it still requires some skills to fly it well.

Dengar/Punishing One fully equipped will run close to 60 points. Go for it. I'd love to hit you with 5 hits and score 30 points. That'll be awesome. Please bring that every game.

My Crackshot-enabled Black Squadron or A-Wings will love going up against it.

On paper I think you got to run the Punishing One light. Throw on Agromech or Bossk, Engine Upgrade and maybe Lone Wolf or Crackshot and call it a day. Otherwise you are throwing a ton of points on a ship with less durability than a Firespray.

Biggest thing I noticed was wen they discussed the integrated astromech card they said mentioned added durability at zero squad cost, which implies a zero point astromech.

Or the assumption that people are already fielding Astros with their X-Wings, which most people I know do. :P

I agree in general tat is true but it was a direct reference to Biggs, who a lot of people don't add anything to, not even a 1 point R2.