If Red Squad gets an EPT slot, would that be enough?

By gamblertuba, in X-Wing

I still feel this would be a good fix

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While the power creep of the EPT slot has went up undeniability to where an EPT means you can adjust your pilot skill, I still would like to see fixes that aren't EPTs and pilot abilities that more than make up for the lack of an EPT slot. I like this title but it would be nice if we had some unique titles like Red 5 or Red 2.

An EPT slot may have fixed the Red Squadron if the Red Squadron Veteran did not exist. Also titles might have to be clarified since X-wing only applies to both classic and T-70 unlike TIE advanced Only which does not apply to Tie Advance Prototype.

Edited by Marinealver

Bumping this thread, as it's _way_ more interesting than any of the discussions about Identification in Virginia.

No that's terrible game design nothing frustrates players more that having their choices forcibly taken away, ion removes movement choices but that's as a result of failing your defensive roll.

An astromech that just removes extra movement without giving the victim a chance to avoid it is broken.

It also unfairly punishes people that chose the high risk high reward play style over mindlessly jousting.

First of all I disagree that removing choices is bad game design. Many games thrive on restricting your enemies choices.

Secondly, I'd say that playing with repositioning aces is much more mindless than having to just use the maneuvers on your dial. Any idiot can fly ships that move last and get two repositioning actions. Flying ships that have to get their movement right by using JUST their dial is HARD.

Look up lash of submission.

Or Biggs. Or Carnor Jax or Omega Leader.

I've always said Biggs ability is too strong though it should of been limited to the first attack.

It is a good ability if flown correctly, no doubt. He's in a pretty crappy ship though. If he was in a ship with boost and auto thrusters it would be something. Considering he's one of the few x wings you still see used regularly I think he's alright.:)

I still feel this would be a good fix

770572_md-.png

While the power creep of the EPT slot has went up undeniability to where an EPT means you can adjust your pilot skill, I still would like to see fixes that aren't EPTs and pilot abilities that more than make up for the lack of an EPT slot. I like this title but it would be nice if we had some unique titles like Red 5 or Red 2.

An EPT slot may have fixed the Red Squadron if the Red Squadron Veteran did not exist. Also titles might have to be clarified since X-wing only applies to both classic and T-70 unlike TIE advanced Only which does not apply to Tie Advance Prototype.

You mean the power creep that's been present since wave 2? Everyone hold onto something, this creep is about to hit turbo! Or are you meaning adaptability, where that +1 -1 is just meant to give your list a bit of flexibility? The one that eats your EPT slot so you can't put something else into it? Seriously, no. Just, no.

I think FFG needs to find a good upgrade for Generics without EPT slots in the Xwing, Ewing, Bwing and even Awing arena. All those ships are lacking and if one upgrade could add spicy to them all? That'd be perfect!

I'd like to see a boost for all ships having the same squadron name maybe? an IG-1000 like title that allowed you to coordinate your two attacks into one roll? Throwing 6 dices at Agility 3 could possibly make it worth it.

Edited by CheapCreep

Fairly cheap, generic astromech that can help survival without eating into actions? Something like: "when you receive a face up damage card while defending, roll one green die. On an evade result, turn the card face down without resolving its effect."

Paired with integrated Astro, this would let the x-wings hang in longer, at least the generics. The Aces naturally normally take astromech a with more specific, strategic uses. T-65 have respectable damage output, and a decent dial, but low evasion with very little to modify the green dice gets them crunched by swarms, and I'd assume that the Jumpmasters have them for breakfast.

Or, maybe X-wings don't need to be fixed...? I wonder if their weakness is just that they have minimal upgrade slots, no obvious role to fill, and it takes a lot to make torpedoes attractive? Effectively, they perform like filler ships, but they're fairly costly for filler.

On the other hand, just for fun, it might be interesting to get a Wraith Squadron title (with appropriately painted miniatures, of course!).

I'd love to see something that boosts green dice more.

You won't, that'd make the competitive scene take too long. Too many games go to time as is.

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While the power creep of the EPT slot has went up undeniability to where an EPT means you can adjust your pilot skill, I still would like to see fixes that aren't EPTs and pilot abilities that more than make up for the lack of an EPT slot. I like this title but it would be nice if we had some unique titles like Red 5 or Red 2.

An EPT slot may have fixed the Red Squadron if the Red Squadron Veteran did not exist. Also titles might have to be clarified since X-wing only applies to both classic and T-70 unlike TIE advanced Only which does not apply to Tie Advance Prototype.

You mean the power creep that's been present since wave 2? Everyone hold onto something, this creep is about to hit turbo! Or are you meaning adaptability, where that +1 -1 is just meant to give your list a bit of flexibility? The one that eats your EPT slot so you can't put something else into it? Seriously, no. Just, no.

Remember kids to say no to drugs :P

But you have obviously failed to see the point I am trying to make. Name one unique pilot without and EPT slot that is seen in the top meta? Now even some of the non-unique pilots that are getting into the top meta are often seen with EPT slots.

I am opposed to making the EPT slot as the fix all to every ship, because if the EPT slot is what fixes all ships then you fix nothing because every ship* can take it. Now we even have 0 point cost EPTs which makes the arbitrary 100 point limit and underbidding for initiative not a problem when it comes to the choice of filling an EPT slot.

Now sure the EPT is the most flexible and varied slot as it has the largest poll since it has been out in Wave 1, also almost every ship* has the EPT slot (*minus some ships) but mainly it was a way of customizing a pilot and giving it a strategy in how the pilot was supposed to be used. For the most part now it is a requirement and despite having the larges selection of upgrades you end up only seeing only a select few of the EPTs available.

If you want an X-wing fix that doesn't give MOAR power to the T-70, titles are the way to go. Unique titles will be better as you can match the X-wing upgrades with the pilots. EPTs would just make Poe that much stronger, and the slot won't help the classic X-wing catch up to the all around better T-70.

Edited by Marinealver

I wish I knew the rationale behind some low skill generics having an EPT, and some uniques of higher skill not having them. The JM5K is a good example, this is the only ship with its lowest pilot having one. (I think)

Would the EPT help a Red Squadron Pilot? Since it doesn't help the issue of it being too expensive for what you are getting, I don't think it will.

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While the power creep of the EPT slot has went up undeniability to where an EPT means you can adjust your pilot skill, I still would like to see fixes that aren't EPTs and pilot abilities that more than make up for the lack of an EPT slot. I like this title but it would be nice if we had some unique titles like Red 5 or Red 2.

An EPT slot may have fixed the Red Squadron if the Red Squadron Veteran did not exist. Also titles might have to be clarified since X-wing only applies to both classic and T-70 unlike TIE advanced Only which does not apply to Tie Advance Prototype.

You mean the power creep that's been present since wave 2? Everyone hold onto something, this creep is about to hit turbo! Or are you meaning adaptability, where that +1 -1 is just meant to give your list a bit of flexibility? The one that eats your EPT slot so you can't put something else into it? Seriously, no. Just, no.

Remember kids to say no to drugs :P

But you have obviously failed to see the point I am trying to make. Name one unique pilot without and EPT slot that is seen in the top meta? Now even some of the non-unique pilots that are getting into the top meta are often seen with EPT slots.

Biggs? Hera, Kanan and Chopper in the Ghost? Captain Yorr?

I think folks are discounting Red Squads with crackshot for 25 points. I may have to proxy it for funsies.

I think so, but then again, I like taking things people say aren't good and trying to do well with them.

It would be hard, but not impossible, to play against something like Soontir Fel or a Phantom.

Part of me thinks that X-wings will be inferior to B-wings due to the Tyranny of Red Dice. Anyone who didn't read that post/article can basically say that there are a lot of things that boost red dice (predator, etc), but few things that boost evade dice. So, until there is something that can improve green dice over shields, it might be hard.

I'd love to see something that boosts green dice more.

Ignore literally everything about that article, it's wrong and Theorist should feel bad and you should feel bad. :P

No, but really, genericwings are no longer viable because of damage mitigation. Regen, Soontir, Autothrusters, C-3PO, R2-DCrew, etc. Their 3 attack + focus simply has no hope of hitting anything now that damage mitigation > offense now.

Name one unique pilot without and EPT slot that is seen in the top meta? Now even some of the non-unique pilots that are getting into the top meta are often seen with EPT slots.

Biggs? Hera, Kanan and Chopper in the Ghost? Captain Yorr?

Red Ace as well.

I wish I knew the rationale behind some low skill generics having an EPT, and some uniques of higher skill not having them. The JM5K is a good example, this is the only ship with its lowest pilot having one. (I think)

:P

I guess there are game balance issues involved for some pilots and EPTs. Red Ace with Juke or maybe DTF might be just a little too good. But then people came up with the killer combo of triple torpedo U-boats so they obviously don't catch everything. That build simply wouldn't be on the same level if the Contracted Scout didn't have an EPT.

Edited by Karhedron

No that's terrible game design nothing frustrates players more that having their choices forcibly taken away, ion removes movement choices but that's as a result of failing your defensive roll.

An astromech that just removes extra movement without giving the victim a chance to avoid it is broken.

It also unfairly punishes people that chose the high risk high reward play style over mindlessly jousting.

First of all I disagree that removing choices is bad game design. Many games thrive on restricting your enemies choices.

Secondly, I'd say that playing with repositioning aces is much more mindless than having to just use the maneuvers on your dial. Any idiot can fly ships that move last and get two repositioning actions. Flying ships that have to get their movement right by using JUST their dial is HARD.

I was thinking about this myself, and to an extent I agree with both - I definitely agree that less manoeuvrable ships aren't necessarily "mindless" - trying to lay arcs with X-wings to cover possible decloak spots of a phantom is anything but, and you need to plan much more in advance if you can't come out of a K-turn into a hard turn or bank/boost.

Equally, having a ship able to 'shuffle' at a ridiculous pilot skill out of arc of anyone else is not necessarily skill. I'll give Phantoms a pass on this since whilst hyper-manoeuvrable, they have to commit their manoeuvrability in advance. Super-manoeuvrable but low PS aces like Blue Ace are fun for the same reason.

At the same time, you shouldn't just flat remove people's choices, but at the same time, it's not impossible to 'punish' people for arc dodging without removing the option to do so.

Imagine a card - I'm going to say Astromech because it's a restricted upgrade which only exists on Y-wings, X-wings and E-wings - which penalises you for dodging its arc.

"Enemy ships which declare a boost, barrel roll or SLAM action within this ship's arc at range 1-2 receive [a stress token] after completing that action if their final position is outside this ship's arc or beyond range 3."

You can still chose to boost out of my shot, but you get [stressed] if you do so.

[Replace stress with other penalty if you'd prefer]

If an Elite Pilot Talent, I would suggest the name I Have You Now.

Oh! A good astro for a jouster could state:

"If a ship within your arc range 1 - 2 would preform a boost or barrel roll, you man interrupt to preform a primary weapon attack on them. You may not attack again this round"

That fixes post movement dodging as well as stops abuse from TLTs, Corran or anything that might be plain broken. What do you think?

Edited by CheapCreep

What about a new upgrade card called "Wing". This upgrade cards has an effect on all your ships of the same kind (Even Aces). One could be Rogue Squadron (only x-wing) or Obsidian Squadron (only TIE.fighter). It could be specific Actions or more passiv abilities.

I think so, but then again, I like taking things people say aren't good and trying to do well with them.

It would be hard, but not impossible, to play against something like Soontir Fel or a Phantom.

Part of me thinks that X-wings will be inferior to B-wings due to the Tyranny of Red Dice. Anyone who didn't read that post/article can basically say that there are a lot of things that boost red dice (predator, etc), but few things that boost evade dice. So, until there is something that can improve green dice over shields, it might be hard.

I'd love to see something that boosts green dice more.

Ignore literally everything about that article, it's wrong and Theorist should feel bad and you should feel bad. :P

No, but really, genericwings are no longer viable because of damage mitigation. Regen, Soontir, Autothrusters, C-3PO, R2-DCrew, etc. Their 3 attack + focus simply has no hope of hitting anything now that damage mitigation > offense now.

Hence my crusade to get Red Squads with crack shot.

I don't think it's either Red Dice>Green Dice or Green Dice<Red Dice so much as both have grown in 'capability'.

The poster boy for dodging incoming fire, Soontir Fel, has, at range 3, 5 green dice, and is able to magically conjure 3 evades out of blank results as required from Palpatine, Autothrusters and his evade token.

The 'hyper-accurate red dice' mentioned in the article is a thing, too. From jumpmaster plasma torpedoes to Dash Rendar's heavy laser cannon, you have a reasonable expectation that during any event, your squad will be facing an opponent who can deliver a four-dice-four-hit-attack reliably.

The key thing that tends to drive both is upgrade cards and pilot abilities, in various combinations. Which is why generic pilots - especially 'basic jousters' get the short end of the stick; a really powerful ship tends to come from stacking multiple upgrades together, either by a ship with many upgrade slots on it (most large ships), titles and modifications that provide unusual but especially effective slots (TIE/x1 and B-wing/E spring to mind) or pilots whose pilot ability benefit multiple other ships (Palpatine, Howlrunner and Youngster).

The problem with the Red Squadron X-wing is that it has a modification slot, an astromech slot, and a torpedo slot.

There's only so much you can do with them without adding extras, especially since none of those are 'rare' and there are no shortage of elite pilots with astromech slots. Plus, as a purely 'feel of the game' thing, astromechs are, in star wars, individuals too...which means any especially potent astromech card feels like it should be a unique, like a named crew.

I don't think it's either Red Dice>Green Dice or Green Dice<Red Dice so much as both have grown in 'capability'.

Another reason why I think the game is in need of a V2.0 re-boot.

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The problem with the Red Squadron X-wing is that it has a modification slot, an astromech slot, and a torpedo slot.

There's only so much you can do with them without adding extras, especially since none of those are 'rare' and there are no shortage of elite pilots with astromech slots. Plus, as a purely 'feel of the game' thing, astromechs are, in star wars, individuals too...which means any especially potent astromech card feels like it should be a unique, like a named crew.

All ships have a title slot. It is just that many ships don't have a title upgrade.

I don't think it's either Red Dice>Green Dice or Green Dice<Red Dice so much as both have grown in 'capability'.

Another reason why I think the game is in need of a V2.0 re-boot.

if it gets a re-boot, it better give everyone an increase in dice capacity

because losing to sh*tty dice after putting all the effort into utilizing some of the stiffer ships in the game just leads to a sh*tty experience that makes you never want to play said ships again

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While the power creep of the EPT slot has went up undeniability to where an EPT means you can adjust your pilot skill, I still would like to see fixes that aren't EPTs and pilot abilities that more than make up for the lack of an EPT slot. I like this title but it would be nice if we had some unique titles like Red 5 or Red 2.

An EPT slot may have fixed the Red Squadron if the Red Squadron Veteran did not exist. Also titles might have to be clarified since X-wing only applies to both classic and T-70 unlike TIE advanced Only which does not apply to Tie Advance Prototype.

You mean the power creep that's been present since wave 2? Everyone hold onto something, this creep is about to hit turbo! Or are you meaning adaptability, where that +1 -1 is just meant to give your list a bit of flexibility? The one that eats your EPT slot so you can't put something else into it? Seriously, no. Just, no.

Remember kids to say no to drugs :P

But you have obviously failed to see the point I am trying to make. Name one unique pilot without and EPT slot that is seen in the top meta? Now even some of the non-unique pilots that are getting into the top meta are often seen with EPT slots.

Biggs? Hera, Kanan and Chopper in the Ghost? Captain Yorr?

Bigg's? Haven't seen him since wave 4. All the ghost pilots are nothing more than big target practice, sorry to disappoint a Rebels fan. Yorr is often abandon for OGP.

Here let me answer my question for you, Wampa. There is a ship that has made the top cut and doesn't have an EPT. However his ability is ridiculous and needed to be in order for him to be flow with Palpmobile.

I still see Dark Curse quite a bit, and Torkil Mux.

But yes, as a rule, people take the 'top tier' pilot more often than not. The problem jumps out especially on more expensive fighters.

Take the named TIE defender pilots; by the time you're already paying 30 points for a ship, paying an extra half dozen for a higher pilot skill and a pilot ability and an elite pilot talent slot seems like an obvious choice.

Bigg's? Haven't seen him since wave 4. All the ghost pilots are nothing more than big target practice, sorry to disappoint a Rebels fan. Yorr is often abandon for OGP.

Here let me answer my question for you, Wampa. There is a ship that has made the top cut and doesn't have an EPT. However his ability is ridiculous and needed to be in order for him to be flow with Palpmobile.

Name one unique pilot without and EPT slot that is seen in the top meta?

Name one unique pilot without and EPT slot that is seen in the top meta, and that I, marinealver, personally think is good and doesn't invalidate the point I am trying to make and is actually Wampa?

Edited by MacchuWA