Imperial Tears are sooo refreshing!!
:lol:
Green dice suck and so does Concord Dawn Protector
I'm glad we're finally getting the ship I've always wanted the scyk to be. I really hope there will be a 5 straight on the dial to go with the more aggressive playstyle
FFG haven't yet confirmed that the Fang has green hard turns. A ship in the example includes it, but that's not proof.
If it doesn't then Push the Limit is suddenly a LOT less attractive as an EPT - it's the combo of boost and barrel roll that really allows for effective arc-dodging. At that point the death-or-glory charge to range 1 is suddenly a lot more viable in comparison...
I'm actually kind of hoping it's not another double action ship - that will make it a lot more interesting to fly, and opens the door to Fearlessness and other EPTs which otherwise take a back seat to PTL.
Opens the door to it being crap you mean
You can just have green turns and not fly ptl, you know? In fact, that probably works better for everyone who isn't Terry or Rau
I feel they should have combined these two cards into one title. Any one else feel that the title does not fall into the best interest (or even the best play style) for this ship?
Sure. We'll call it Fearless Concord Dawn Protector. And the card will cost 2 points.
Edited by Darth MeanieImperial Tears are sooo refreshing!!
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:lol:
Pah. As imperial ace player I welcome my new overlords. The mental pre-order is out already, guess I have to buy me a Manatine Jumpmaster as well.
I'll be very surprised if it doesn't have green hard-2s, as those are both common denominators of the TIE/fo and Interceptor.FFG haven't yet confirmed that the Fang has green hard turns. A ship in the example includes it, but that's not proof.
If it doesn't then Push the Limit is suddenly a LOT less attractive as an EPT - it's the combo of boost and barrel roll that really allows for effective arc-dodging. At that point the death-or-glory charge to range 1 is suddenly a lot more viable in comparison...
I'm actually kind of hoping it's not another double action ship - that will make it a lot more interesting to fly, and opens the door to Fearlessness and other EPTs which otherwise take a back seat to PTL.
Green 3 turns for the win!
Well, unless he's actually at range 1.Yup. Inquisitor will get wrecked by these. Title applies, and so does Fenn Rau's defensive bonus.The title is great!
It's not just primary arc, its any arc. Ghosts arcs, firesprays arcs, hounds tooths arcs. Also, it works on EVERY attack, aka Dengars double tap, corran horn, gunner crew, brobots double tap, and ALWAYS works against the inquisitor! Nice ability for a 3 agi, 4 health ship.
Fenn Raus ability wouldnt apply o defense from the inquisitors ability
Which is wjy I specified "from the inquisitors anility". His text isnt written in a way that triggers it off the modified range like autothrusters. You have to actually physically be at range 1
I'll be very surprised if it doesn't have green hard-2s, as those are both common denominators of the TIE/fo and Interceptor.FFG haven't yet confirmed that the Fang has green hard turns. A ship in the example includes it, but that's not proof.
If it doesn't then Push the Limit is suddenly a LOT less attractive as an EPT - it's the combo of boost and barrel roll that really allows for effective arc-dodging. At that point the death-or-glory charge to range 1 is suddenly a lot more viable in comparison...
I'm actually kind of hoping it's not another double action ship - that will make it a lot more interesting to fly, and opens the door to Fearlessness and other EPTs which otherwise take a back seat to PTL.
Green 3 turns for the win!
I'd rather have green ones. 3 speed turns don't fly well in formation with other Scum small ships and the 1 speed maneuvers let them turn tighter than Interceptors.
Edited by WWHSDI love the Fang and what it can possibly do. Ships with auxiliary fire arcs give you two ways to get these new additions off. It has said quite clearly, we are trying to get players to think of new ways of flying, I am all for options. If you want to stick to boring as **** Palp Aces then go ahead, but for me the Fang is bringing a lot of possibilities. I cannot decide between Fearless Old Teroch or VI Old Teroch. He is the penultimate Soontir counter.
I agree with those calling it an arc- dodger and not a dedicated jouster. I plan to use the Fangs arc as deterrence, much like how Dengar's works. No ship will want to be caught in a jousting situation with the Fang, which causes them to react more timidly and makes you much more effective at arc-dodging.
Imperial Tears are sooo refreshing!!
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:lol:
MEAN-ASS...
Ummm, guys... No. Don't put anything in front of Party Bus. The free evade result is just gonna get zapped by Zuckuss and your extra tokens are going to get 4-Lom'd.
It's. Just. Not. Worth. It.
Ummm, guys... No. Don't put anything in front of Party Bus. The free evade result is just gonna get zapped by Zuckuss and your extra tokens are going to get 4-Lom'd.
It's. Just. Not. Worth. It.
The free evade actually comes after zuckuss.
I like the way the Fang works, not getting shot at is better than getting shot at, but if you have a Soontir or someone of that Turtle ilk, head to head dash for cash for a kill is worth it, you get a free evade, plus Fenn gets an extra dice, which may or may not be worth it. So even with simultaneous fire, you *should* come out the victor. Plus add in Old Teroch with VI and he can strip Pilots like Soontir of their defensive goodness.
Last thing I want in X-Wing is if being in enemy arc was more benefitial than getting behind him - when this happens this game will stop being dogfight simulation and will turn into turd. Luckily some of those "geniuses" whining in this thread "that dodging enemy shooting instead of brainless jousting is more beneficial for this ship" are not on the development team.
P.S. Also to some of the people in this thread saying pilots are weak; I hope you are being ironic, because this ship got awesome pilots
Edited by Embir82I wants them. And I will love them almost as much as I love my Z-95's.
So will Scum Boba -
Time between article and topic denouncing a newly revealed upgrade as useless and DOA: 3 hours, 40 minutes.
Surely we can do better than that?
The topic is that I (and a few others now) feel that the title falls short of causing us to want to joust with this ship.
If you're trying to joust with it you've missed the point of it. The Fang Fighter absolutely does not want to be in arc at Range 2 up. It'd rather not be in arc at Range 1 unless it's Teroch or Fearless.
What Concord Dawn Protector does is invert the preference of being shot at at Range 2 and being shot at at Range 1.
Usually if you fly down an enemy ship's throat it mutually increases damage. For the Fang this isn't the case. The extra evade result completely changes the dynamic as Concord Dawn Protector is a guaranteed result.
Their Range 1 attack bonus is worse than nullified: if their bonus die hits their R1 bonus is negated, if it doesn't then they've done less damage than they would have at Range 2. Meanwhile you get your Range 1 attack bonus.
For most ships, at Range 1 your attack is stronger and your defence is weaker. For the Fang, at Range 1 your attack is stronger and your defence is stronger.
The reality of arc dodging is you won't be able to dodge everything. PalpAces is based around making arc-dodgers tougher when they get caught with their pants down. Most dodgers when cornered will turtle down at the longest range they can reach and beg the dice gods for mercy. The Fang will fly down your throat because it's safer there and it will hit you harder.
Now throw Rau into the mix.
Rau's ability is very similar to Talonbane's. Talonbane gives you an extra attack die at R1 and an extra defence die at R3. When he attacks at point blank he rolls five dice like a TIE phantom.
Fenn Rau is the same, but his extra defence die is also at Range 1.
This means when Rau attacks at Range 1 he has a four die defence and a five die attack. That is to say, he has the combat stats of a pre-nerf TIE phantom.
Whether dodging at Range 2 or being arced at Range 1 is the better choice is a tactical decision you have to make based on how fast you need to kill the enemy ship. Dodge it and sting it and it may shoot at one of your friends. Fly into its face and obliterate it and you stand a good chance of a PS kill. If not, your R1 defence is stronger than the defence of the ship they'd shoot.
Rau can be an arc-dodger, a high damage dealer and an agility tank depending on the demands of the situation.
...Surely we can do better than that?
And there was me thinking that you were one of the more realistic posters on the forums.
Cheers
Baaa
...Surely we can do better than that?
And there was me thinking that you were one of the more realistic posters on the forums.
![]()
Cheers
Baaa
Most realistic?
What?
Wait.
Oh god.
This forum is full of sloppy AIs.
Edited by Blue Five
...Surely we can do better than that?
And there was me thinking that you were one of the more realistic posters on the forums.
![]()
Cheers
Baaa
Well, I was thinking we were getting sloppy here, we must double our eforts!
3hrs 40mins on the interwebs is a lifetime.
Cheers
Baaa
People seem to think that just because you get bonuses for being nose to nose with someone doesn't mean that should be your entire strategy.
This is more for when you need to get the kill shot after dodging for days or for when you have no other choice. For the love of all things Force sensitive don't just fly four forwards and boost into range 1 of a TIE swarm/Ghost/Phantom You. Will. Not. Survive.
Just because you can, doesn't mean you should.
People seem to think that just because you get bonuses for being nose to nose with someone doesn't mean that should be your entire strategy.
This is more for when you need to get the kill shot after dodging for days or for when you have no other choice. For the love of all things Force sensitive don't just fly four forwards and boost into range 1 of a TIE swarm/Ghost/Phantom You. Will. Not. Survive.
Just because you can, doesn't mean you should.
Agreed. My original argument was against the preview article. It does seem to suggest you trade fire with the enemy rather than arc dodge. I reasoned that the article (and the title upgrade) gave no conclusive argument for why this ship should joust rather than arc dodge. I then sought to argue how FFG could have changed the title upgrade to give weight to their argument and actually make it more beneficial for this new ship to joust rather than arc dodge.
OK, so I get what FFG is going for but I have to disagree with how they got there. The new title on its own is not enough to make me want to fly into the face of my enemy. The green dice suck. If I can maneuver (as the article shows) and get a R1 or R2 shot without return fire... that's what I'm doing every day of the week and twice on Sunday.
Now, Fearlessness is interesting and combined with the title makes for a fighter that hits harder and defends better in up close jousts.
I feel they should have combined these two cards into one title. Any one else feel that the title does not fall into the best interest (or even the best play style) for this ship?
If they combined Fearlessness and the Title, then you would have Fenn being an even bigger beast as he would just take PTL and be a complete over powered enemy. He would be too powerful. As it is, you can give him either option and he's good.
Thing is though, all other things aren't equal. To arc-dodge reliably you need to invest a bunch of points in the tools to do so - high PS and PTL primarily. Low PS Interceptors aren't generally a Thing because they can't get out of arc reliably and an Interceptor in multiple firing arcs is probably dead before it shoots. The Fang has other options - you can take the points you'd have used to make the ship an arc-dodger and use it to make it into a blunt object instead, and probably have some left over to bring more or better ships in support.
Also, even when you're an arc-dodger a decent chunk of the time you're in a position where you have to choose between exchanging fire with your prey or neither of you getting shots. Interceptors will lean toward the latter option (depending on target, game state etc). The Fang can bend the odds of the former option in its favour.
I agree with Rodafowa (again) on these thoughts. I think that with the title and/or with Fearlessness you end up with options. Do you want to get in R1 of the entire enemy formation? Probably not, but you can spend that round dodging some arcs. It will allow you later on to pick when you want to just go in and joust.
I also agree that the title will help a lot of the lower PS pilots. You can send them up aggressively and they won't just be blasted to pieces. OK....this is not for tournament play because no one takes low PS pilots, but the game isn't always about tournament play. It makes the low to mid PS pilots more viable. It makes a non-PTL ship viable. It makes jousting something that's not as horrible to your ships.