Underwhelmed by the mc80 liberty, am I the only one?

By Garro, in Star Wars: Armada

Wait? It is a one trick pony?! No one told me. . . And here I am fiddling with builds with Flight Coordination Teams, Engine Techs, different Turbolaser upgrades and Ion Cannon upgrades. . . who would have thought. . .

^^This, I'm not sold as a carrier, but options for ways to kill, disrupt and maim the enemy are myriad...

Lot's of people are focused on Madine, but I am thinking Ackbar with what I intend to support it with (see Neb's) :-)

Edited by Englishpete

Wait? It is a one trick pony?! No one told me. . . And here I am fiddling with builds with Flight Coordination Teams, Engine Techs, different Turbolaser upgrades and Ion Cannon upgrades. . . who would have thought. . .

I'm just going off what I've experienced, I sincerely hope I'm wrong, and am very much looking forward to being provem wrong.

I just find it hard to shake the feeling that other than being a hammer there's something else that could do any other job better/cheaper.

As I said I hope I'm wrong, I'm sure whatever other uses it had this forum will find them!

Wait? It is a one trick pony?! No one told me. . . And here I am fiddling with builds with Flight Coordination Teams, Engine Techs, different Turbolaser upgrades and Ion Cannon upgrades. . . who would have thought. . .

I'm just going off what I've experienced, I sincerely hope I'm wrong, and am very much looking forward to being provem wrong.

I just find it hard to shake the feeling that other than being a hammer there's something else that could do any other job better/cheaper.

As I said I hope I'm wrong, I'm sure whatever other uses it had this forum will find them!

I have tested it as well on vassal and it is more than just a hammer. Sure it works great as one but it is the unit people will focus on which means your smaller things can get through, it is a great diversion, a great attacker and it really does not need many upgrades to make it good. Taking the Battle Cruiser variant with just Gunnery Teams is a strong choice, add in Spinal Armaments and while a bit expensive it has the most red dice out of the front for a jousting ship.

It has many uses, you as the player needs to find them

So just to add that it is not only a hammer, but it is also an anvil, and an anvil that has a strong front arc is something the rebels sorely needed.

Now, instead of hoping your Lando MC30 survives in order to block that ISD, you can rest assured that your Liberty will. With Madine and a token, it also becomes very capable of slipping out of being pinned down if you're careful with it.

Just from the proxing, for the love of everything that is holy, put Lando on the Liberty. Keeps it alive when someone throws Demolisher at you or some plucky ISD catches you in the front.

So, been playing around proxy proxying wave 4 stuff lately and I have to say at first I was excited to get new ships but the more I use it the more I realise the liberty is really a one trick pony.

Sure it's front guns are nice, it's fast7 etc... it is a good ship I'm not saying otherwise but I don't know... it seems like a boring ship?

The imperials got the interdictor, a somewhat unique beast that opens up whole new avenues of play and whole new tactics.

The rebels got a big neb b (again not saying it's an ineffective ship).

Maybe it's just me? Or does anyone else agree?

I can see what you are saying, and on one hand agree, yes it is much more of a direct ship than the Interdictor. The biggest difference that I see is it is pointed appropriately. The interdictor is pointed as if it is one of the main ships of the fleet, not the support ship that it is supposed to be. Yes it can do lots of different things depending on what you put on it (and spending more points), but for a support ship I think its starting cost is way to much for what you get. 90pts with upgrades would have been find, but before just to much.

So, been playing around proxy proxying wave 4 stuff lately and I have to say at first I was excited to get new ships but the more I use it the more I realise the liberty is really a one trick pony.

Sure it's front guns are nice, it's fast7 etc... it is a good ship I'm not saying otherwise but I don't know... it seems like a boring ship?

The imperials got the interdictor, a somewhat unique beast that opens up whole new avenues of play and whole new tactics.

The rebels got a big neb b (again not saying it's an ineffective ship).

Maybe it's just me? Or does anyone else agree?

I can see what you are saying, and on one hand agree, yes it is much more of a direct ship than the Interdictor. The biggest difference that I see is it is pointed appropriately. The interdictor is pointed as if it is one of the main ships of the fleet, not the support ship that it is supposed to be. Yes it can do lots of different things depending on what you put on it (and spending more points), but for a support ship I think its starting cost is way to much for what you get. 90pts with upgrades would have been find, but before just to much.

I wish we could ask a beta tester dome questions on how the Interdictor was pointed prior and some possible reasons why it was increased

The Liberty actually helped me get excited to play Rebels. Finally A ship I can go in gns blazing with. Just my style, so for me its a great addition. It will also have the Imperials having to think about a head on threat.

The Liberty actually helped me get excited to play Rebels. Finally A ship I can go in gns blazing with. Just my style, so for me its a great addition. It will also have the Imperials having to think about a head on threat.

Go in guns blazing? But the real Wes Janson was calm and thoughtful, always pausing to fully examine a situation and slowly resolve it, usually with diplomacy...

So, been playing around proxy proxying wave 4 stuff lately and I have to say at first I was excited to get new ships but the more I use it the more I realise the liberty is really a one trick pony.

Sure it's front guns are nice, it's fast7 etc... it is a good ship I'm not saying otherwise but I don't know... it seems like a boring ship?

The imperials got the interdictor, a somewhat unique beast that opens up whole new avenues of play and whole new tactics.

The rebels got a big neb b (again not saying it's an ineffective ship).

Maybe it's just me? Or does anyone else agree?

I can see what you are saying, and on one hand agree, yes it is much more of a direct ship than the Interdictor. The biggest difference that I see is it is pointed appropriately. The interdictor is pointed as if it is one of the main ships of the fleet, not the support ship that it is supposed to be. Yes it can do lots of different things depending on what you put on it (and spending more points), but for a support ship I think its starting cost is way to much for what you get. 90pts with upgrades would have been find, but before just to much.
I don't think they wanted people fielding 4 Interdictors. 90 IA a lot but it is well worth it for the tactical advantage you gain.

I wish we could ask a beta tester dome questions on how the Interdictor was pointed prior and some possible reasons why it was increased

If with upgrades and such it was around 90, that I think would be fine, but starting at 90 and by the time you get the upgrades on it you can have a ISD, it is not worth that. The ISD I think will be the better option.

Although thinking ahead, when you have a Sato, Pelta, squadrons fleet and are dying to add some long ranged firepower.... Raymus liberty....

So, been playing around proxy proxying wave 4 stuff lately and I have to say at first I was excited to get new ships but the more I use it the more I realise the liberty is really a one trick pony.

Sure it's front guns are nice, it's fast7 etc... it is a good ship I'm not saying otherwise but I don't know... it seems like a boring ship?

The imperials got the interdictor, a somewhat unique beast that opens up whole new avenues of play and whole new tactics.

The rebels got a big neb b (again not saying it's an ineffective ship).

Maybe it's just me? Or does anyone else agree?

I can see what you are saying, and on one hand agree, yes it is much more of a direct ship than the Interdictor. The biggest difference that I see is it is pointed appropriately. The interdictor is pointed as if it is one of the main ships of the fleet, not the support ship that it is supposed to be. Yes it can do lots of different things depending on what you put on it (and spending more points), but for a support ship I think its starting cost is way to much for what you get. 90pts with upgrades would have been find, but before just to much.
I don't think they wanted people fielding 4 Interdictors. 90 IA a lot but it is well worth it for the tactical advantage you gain.

I wish we could ask a beta tester dome questions on how the Interdictor was pointed prior and some possible reasons why it was increased

If with upgrades and such it was around 90, that I think would be fine, but starting at 90 and by the time you get the upgrades on it you can have a ISD, it is not worth that. The ISD I think will be the better option.

Wait? It is a one trick pony?! No one told me. . . And here I am fiddling with builds with Flight Coordination Teams, Engine Techs, different Turbolaser upgrades and Ion Cannon upgrades. . . who would have thought. . .

So damage? lol

Minus the Flight Coordination Teams, I don't know what that's about.

Wait? It is a one trick pony?! No one told me. . . And here I am fiddling with builds with Flight Coordination Teams, Engine Techs, different Turbolaser upgrades and Ion Cannon upgrades. . . who would have thought. . .

So damage? lol

Minus the Flight Coordination Teams, I don't know what that's about.

Just like every other ship except the interdictor. Tactics speak for far more than an upgrade bar.

Wait? It is a one trick pony?! No one told me. . . And here I am fiddling with builds with Flight Coordination Teams, Engine Techs, different Turbolaser upgrades and Ion Cannon upgrades. . . who would have thought. . .

So damage? lol

Minus the Flight Coordination Teams, I don't know what that's about.

Just like every other ship except the interdictor. Tactics speak for far more than an upgrade bar.

Disagreed entirely, but to each their own :P

The MC80 Liberty-class is the exemplar for pure damage; face-first, sledgehammer-approach similar to that of the ISD-I. No defensive retrofit, double Brace, 5 shields in the front, double Turbolaser slots, and weapon teams. It's meant to dive face-first, brawl, and do as much damage as possible.

I don't see why anyone would not play to the strengths of the ship when they're this apparent. Other ships might be more nebulous in intended purpose, but this one is radically clear.

Wait? It is a one trick pony?! No one told me. . . And here I am fiddling with builds with Flight Coordination Teams, Engine Techs, different Turbolaser upgrades and Ion Cannon upgrades. . . who would have thought. . .

So damage? lol

Minus the Flight Coordination Teams, I don't know what that's about.

Just like every other ship except the interdictor. Tactics speak for far more than an upgrade bar.

Disagreed entirely, but to each their own :P

The MC80 Liberty-class is the exemplar for pure damage; face-first, sledgehammer-approach similar to that of the ISD-I. No defensive retrofit, double Brace, 5 shields in the front, double Turbolaser slots, and weapon teams. It's meant to dive face-first, brawl, and do as much damage as possible.

I don't see why anyone would not play to the strengths of the ship when they're this apparent. Other ships might be more nebulous in intended purpose, but this one is radically clear.

Even the ISD 1 can be something other than a brawler. The Battlecruiser is just that it is not a carrier but it is not meant to mix it up too much because it is fragile. It does not have the combat life an ISD has. Sure it can pump out damage but it is more than that. It can be a disabler, it can be a distraction, it can be a mini launching platform, and it has more functions but in the end this game is about aggression and tactics.

Wait? It is a one trick pony?! No one told me. . . And here I am fiddling with builds with Flight Coordination Teams, Engine Techs, different Turbolaser upgrades and Ion Cannon upgrades. . . who would have thought. . .

So damage? lol

Minus the Flight Coordination Teams, I don't know what that's about.

Just like every other ship except the interdictor. Tactics speak for far more than an upgrade bar.

Disagreed entirely, but to each their own :P

The MC80 Liberty-class is the exemplar for pure damage; face-first, sledgehammer-approach similar to that of the ISD-I. No defensive retrofit, double Brace, 5 shields in the front, double Turbolaser slots, and weapon teams. It's meant to dive face-first, brawl, and do as much damage as possible.

I don't see why anyone would not play to the strengths of the ship when they're this apparent. Other ships might be more nebulous in intended purpose, but this one is radically clear.

Even the ISD 1 can be something other than a brawler. The Battlecruiser is just that it is not a carrier but it is not meant to mix it up too much because it is fragile. It does not have the combat life an ISD has. Sure it can pump out damage but it is more than that. It can be a disabler, it can be a distraction, it can be a mini launching platform, and it has more functions but in the end this game is about aggression and tactics.

This isn't directed at you, but just in general I find the whole discussion of "blah blah about tactics blah blah" to be just a no-shh statement so I tend to dismiss it.

Yes, it can pump out a lot of damage, and yes, it can be a disabler because of all the crits it can inflict. But you're saying it's more than that, and I'm disagreeing because it's not cost-effective to change or slightly alter the roles of a very specific ship. Will I be using it as a mini-carrier? F no, because I think the points can be better spent in an upgrade that can push another ship's hull in.

This might just be admiral-preference, but if I'm giving a battlecruiser like this, I'm going to make sure that its going to spit red-hot F U with every breath before people figure out it has 2 shields on the sides and no ECM.

Wait? It is a one trick pony?! No one told me. . . And here I am fiddling with builds with Flight Coordination Teams, Engine Techs, different Turbolaser upgrades and Ion Cannon upgrades. . . who would have thought. . .

So damage? lol

Minus the Flight Coordination Teams, I don't know what that's about.

Just like every other ship except the interdictor. Tactics speak for far more than an upgrade bar.

Disagreed entirely, but to each their own :P

The MC80 Liberty-class is the exemplar for pure damage; face-first, sledgehammer-approach similar to that of the ISD-I. No defensive retrofit, double Brace, 5 shields in the front, double Turbolaser slots, and weapon teams. It's meant to dive face-first, brawl, and do as much damage as possible.

I don't see why anyone would not play to the strengths of the ship when they're this apparent. Other ships might be more nebulous in intended purpose, but this one is radically clear.

Even the ISD 1 can be something other than a brawler. The Battlecruiser is just that it is not a carrier but it is not meant to mix it up too much because it is fragile. It does not have the combat life an ISD has. Sure it can pump out damage but it is more than that. It can be a disabler, it can be a distraction, it can be a mini launching platform, and it has more functions but in the end this game is about aggression and tactics.

This isn't directed at you, but just in general I find the whole discussion of "blah blah about tactics blah blah" to be just a no-shh statement so I tend to dismiss it.

Yes, it can pump out a lot of damage, and yes, it can be a disabler because of all the crits it can inflict. But you're saying it's more than that, and I'm disagreeing because it's not cost-effective to change or slightly alter the roles of a very specific ship. Will I be using it as a mini-carrier? F no, because I think the points can be better spent in an upgrade that can push another ship's hull in.

This might just be admiral-preference, but if I'm giving a battlecruiser like this, I'm going to make sure that its going to spit red-hot F U with every breath before people figure out it has 2 shields on the sides and no ECM.

The problem is you are not giving the tactics consideration because you see them as no brainers. To me that is the most important aspect. Far more than points, far more than traditional role, the tactics are what make a ship

I think what Hero means is that using "tactics," as nebulous a term as that is, is kind of what everyone who has experience with the game does. Using tactics is a given.

I think what Hero means is that using "tactics," as nebulous a term as that is, is kind of what everyone who has experience with the game does. Using tactics is a given.

Sure but what kind of tactics? Are we talking about charging in? Are we talking about sniping? Carrier duty? arc dodging centric? There are a ton of tactics that can be used and as such you build the ship accordingly.

I think what Hero means is that using "tactics," as nebulous a term as that is, is kind of what everyone who has experience with the game does. Using tactics is a given.

Sure but what kind of tactics? Are we talking about charging in? Are we talking about sniping? Carrier duty? arc dodging centric? There are a ton of tactics that can be used and as such you build the ship accordingly.

The ship, by design, is a forward-facing brawler. All of its stats are geared for it, all of its upgrades suggest it, and that's definitely the ship's focus. Why would you NOT play a ship to its strengths?

That's like buying a MC30c so you can use it to kite with reds. Is it a tactic? Yes. Is it cohesive with the ship's design? LOL no.

I think what Hero means is that using "tactics," as nebulous a term as that is, is kind of what everyone who has experience with the game does. Using tactics is a given.

Sure but what kind of tactics? Are we talking about charging in? Are we talking about sniping? Carrier duty? arc dodging centric? There are a ton of tactics that can be used and as such you build the ship accordingly.

The ship, by design, is a forward-facing brawler. All of its stats are geared for it, all of its upgrades suggest it, and that's definitely the ship's focus. Why would you NOT play a ship to its strengths?

That's like buying a MC30c so you can use it to kite with reds. Is it a tactic? Yes. Is it cohesive with the ship's design? LOL no.

Sure by design it is a forward facing ship. Just because you determine the design of the ship does not mean that is the end all be all for that ship.

Open minds are flexible minds and flexible minds win battles and wars.

Actually, with Sato coming out it is a perfectly legitimate strategy. Even before then Ackbar 30's with Gunnery Teams are a HUGE pain to deal with.

Edited by Lyraeus

Well, we'll just agree to disagree. Patton wasn't very flexible, but you can't argue against his effectiveness.

And with Sato coming out, you can pretty much argue anyone throwing reds on Rebels is going to be reaching for his black dice a lot more often.

Well, we'll just agree to disagree. Patton wasn't very flexible, but you can't argue against his effectiveness.

And with Sato coming out, you can pretty much argue anyone throwing reds on Rebels is going to be reaching for his black dice a lot more often.

Sure but how many of them will get a APT's from them ^_~

So, been playing around proxy proxying wave 4 stuff lately and I have to say at first I was excited to get new ships but the more I use it the more I realise the liberty is really a one trick pony.

Sure it's front guns are nice, it's fast7 etc... it is a good ship I'm not saying otherwise but I don't know... it seems like a boring ship?

The imperials got the interdictor, a somewhat unique beast that opens up whole new avenues of play and whole new tactics.

The rebels got a big neb b (again not saying it's an ineffective ship).

Maybe it's just me? Or does anyone else agree?

After proxy games of Wave 4 I disagree with a few assements.

The Interdictor is not a new way to play. Far from it.

The Interdictor doesn't really do anything different to any other Imp ship. It's a slow moving space triangle with a few unique abilities. It's adds more slows, but Imp's were already the most viable Tractor Beam faction anyway. Grav Well gives you a bit of board control but its not high impact. The most meaningful ability is Grav Shift Reroute but only if you have Dangerous Territory/Contested Outpost and these objectives play out exactly the same anyway, the only difference is you can collect 45 points in DT on your first move and you can collect CP tokens by staying at Speed 0 instead of moving foward speed 1. Than you have Lando on a stick Scrambler.

I am more hyped for Imp Wave 5 than 4 after more than a couple of proxy games of Wave 4.

For the Rebels the MC80 Lib is a new beast. It flys entirely differently to how most Rebel ships fly, can be the 'fastest' Large Base ship in the game and is far more flexible than the Neb with choice of upgrades, playstyle. But it is nowhere near as strong as people think, defensively it's hemmed in and wants to act first or with Reeiken.

Edited by Trizzo2