Which top 5 things do you believe need to be looked at the most?

By f0rbiddenc00kie, in X-Wing

1. Palpatine: Epic Only.

2. Manaroo: If you are in range 1-3 of a friendly ship ...

3. Zuckuss: If you do not have a stress token ...

4. PWTs: All three-dice PWTs require "mobile arc" tokens to fire out of arc.

5. TIE/x7: Free action rather than a free token.

6. Secondary armaments: Cannon and turret secondary armaments are affected by range limitations; torpedoes and missiles are not (latter is unchanged).

Edited by Hawkstrike

Aces are fine, they do have counters, just not spammed scrubs jousting them, except maybe crack squads.

You are right, they already aren't a counterbuild since they are so easily outmanouvered. It just doesn't feel right that Soontir Fel can sit at range 3 of 8 TIE Fighters and feel pretty safe. Change Autothrsuter so to get their in arc benefit you need to have and spend a focus token and that changes a bit. He still isn't too endangered, but one or two TIEs now actually can push through some damage.

If Soonts is hanging out at range 3 of an entire TIE swarm then that's a poor swarm player. Ever hear of blocking? (That's coming from a poor swarm player tho...)

Initial engagements, they happen. Its not like Soonts will care about 2 or 3 of the TIEs being at range 2 either.

My number 1 issue is support ships. It is really hard to spend a chunk of your 100 point list on a non-damage dealing ship (unless it has palp). I was thinking a Support ship Mod that divides the base cost of the ship by 2 and prevents you from attacking. It would have to exclude palp somehow as well since he sees plenty of play. I think Hawks both rebel and scum would love this. Manaroo may be a problem but she would lose EU and become far easier to kill.

My number 1 issue is support ships. It is really hard to spend a chunk of your 100 point list on a non-damage dealing ship (unless it has palp). I was thinking a Support ship Mod that divides the base cost of the ship by 2 and prevents you from attacking. It would have to exclude palp somehow as well since he sees plenty of play. I think Hawks both rebel and scum would love this. Manaroo may be a problem but she would lose EU and become far easier to kill.

I consider this partially a problem with 100/6 format. As soon as you shift up to 150pts supporting ships become a lot more viable.

Saying that Palob, Manaroo, Biggs, Palp Shuttle, and quite a few other ships and upgrades make it into tournaments, I remember Jan Ors being quite popular at one point.

Edited by Rodent Mastermind

Aces are fine, they do have counters, just not spammed scrubs jousting them, except maybe crack squads.

PWTs are fine, Autothrusters and TLTs counter them pretty good.

Defenders are finally kicking major booty, don't mess with them!

Bombers are overlooked, as are bombs. Trouble getting damage through 4-5 green dice? Not anymore!

Slicers, stress builds, seismic torps, there's lots of tricks old and new that need to be considered before you go FAQing crazy.

Don't let the meta define you. You define the meta.

See while you're suggestions are fine, this is part of my issue with the game right now. You say at the end "don't let the meta define you", yet you specify things you feel are fine since you can run specific things (or not certain things) to be able to deal with them. This means your list is going to be defined by the meta because you need specific cards to deal with certain other cards. The further this game runs in to this the closer it gets to being a glorified version of rock-paper-scissors. The Uboat nerf and scyk buff was a great attempt at breaking this down, and I'm sure it will in some ways. Yet, I'm not going to be satisfied until I can bring a homebrewed list that can compete with net lists based on my flying and not on whether I brought enough of the 10 cards that can actually handle net list x,y, or z.

But the only way that this could happen is for everything to become so homogenized that you might as well be playing chess. As soon as you give something a unique character some things will be good against it some won't.

Yes and this is an absolutely fair argument and the one I have to accept as fact. I do believe FFG could tighten the gap though, like the Deadeye and heavy scyk erratas have effectively done.

There is still plenty more they could do, even simple things like I listed in my original post- Ion torps give 2 ion tokens to the target it hits, Flechette cannon can deal stress to stressed ships (but perhaps does not if a ship has 2 stress tokens), Winged Gundark's ability works at all ranges... Just simple things that which, while not crazy changes, bring things that are far outside of competitiveness an inch or two in the right direction. Yes, I'd like some more things to be nerfed, but even more so than that, I want the pieces of this game that are way under the power curve to get a touch up so they can see play in a competitive format. Yes, that would mean more moans and groans from players about an errata heavy FAQ, but honestly, I think competitive players love this sort of stuff, and have little to no issue with things like this. And casual players I feel will play the ships whatever way they wish anyways, so it has little to no negative effect on them.

The "blocking" needs to change, it is a silly way of flying a ship, if 2 small ships crash you roll 1 die and take a crit or hit straight to hull, then just increase the amount of dice rolled based on ship size.

You should take a "blocking" ship because really your going to get damaged and people don't do that in real life without consequences

The "blocking" needs to change, it is a silly way of flying a ship, if 2 small ships crash you roll 1 die and take a crit or hit straight to hull, then just increase the amount of dice rolled based on ship size.

You should take a "blocking" ship because really your going to get damaged and people don't do that in real life without consequences

that's only if you think blocking = actual collision

when it could be any number of things, such as cutting a pilot off and forcing them to do sudden maneuvers that interrupt their flight path etc

game mechanics are there for a reason, the rest you just gotta abstract for yourself

Edited by ficklegreendice

1. Maarek Stele's ability. It's not cool enough.2-5. See 1.

Heh, still better than Rexler's.

Steele causes one crit, set up right Rexler can cause up to four.

It's the difference between veteran defender pilots and you Johnny come latelies, vets know-how to use rex for devastating effectiveness.

The "blocking" needs to change, it is a silly way of flying a ship, if 2 small ships crash you roll 1 die and take a crit or hit straight to hull, then just increase the amount of dice rolled based on ship size.

You should take a "blocking" ship because really your going to get damaged and people don't do that in real life without consequences

that's only if you think blocking = actual collision

when it could be any number of things, such as cutting a pilot off and forcing them to do sudden maneuvers that interrupt their flight path etc

game mechanics are there for a reason, the rest you just gotta abstract for yourself

No I get it but the game doesn't allow you to avoid instead of crash, it is the same as people flying, VCX and Biggs and just have him run into the back of the VCX to keep him at range. I get it is part of the game just a point of contention for me at times since people do it on purpose.

The "blocking" needs to change, it is a silly way of flying a ship, if 2 small ships crash you roll 1 die and take a crit or hit straight to hull, then just increase the amount of dice rolled based on ship size.

You should take a "blocking" ship because really your going to get damaged and people don't do that in real life without consequences

that's only if you think blocking = actual collision

when it could be any number of things, such as cutting a pilot off and forcing them to do sudden maneuvers that interrupt their flight path etc

game mechanics are there for a reason, the rest you just gotta abstract for yourself

No I get it but the game doesn't allow you to avoid instead of crash, it is the same as people flying, VCX and Biggs and just have him run into the back of the VCX to keep him at range. I get it is part of the game just a point of contention for me at times since people do it on purpose.

I don't see anything in the rules about crashing. Oicunn and Huge ships are the only things in the game that suggest that a collision occurs. Other instances of overlapping could easily be ships having to take evasive maneuvers in what is an abstraction of a 3D space in a 2D game. In most cases, when models of ships are touching the ships that they are representing aren't actually touching.

high PS fat PWTs are the best arc-dodgers in the game, because they combine large base displacement with a complete "I don't give a ****" attitude about facing

replace them with mobile arcs for the good of the game

I 100% support this. If all PWT were mobile arcs then it would make them much more enjoyable to fight. Not sure how to implement this from a practical standpoint, however, since the Shadow Caster comes with the little rotating thing showing which way the arc is facing.

PWTs are fine, Autothrusters and TLTs counter them pretty good.

I have to disagree VERY strongly on this one. You see, PWT were bad from the start, so they invented Autothrusters. Now, Autothrusters are OVERPOWERED BY DESIGN to keep them in check. If you have an ace that can choose Autothrusters, how often are you going to choose ANY other defensive mod over it?

If PWT's get nerfed, then Autothrusters can afford to be pushed back to reasonable levels. TLT can beat PWT but is also somewhat countered by Autothrusters. It's a whole net of problems that all starts with PWT's and chains from there.

Edited by f0rbiddenc00kie

You would need to repoint every ship that has a PWT, then you would have the whole action economy problem, the Shadow Caster works as it a) was priced with the Mobile Arc in mind b) has a title that removes the need to spend an action to turn the turret.

You would need to repoint every ship that has a PWT, then you would have the whole action economy problem, the Shadow Caster works as it a) was priced with the Mobile Arc in mind b) has a title that removes the need to spend an action to turn the turret.

Yeah, I'm aware. There's a lot of problems associated with such a fix. It may have to be something more along the lines of a game rule where "you can't spend a focus token to attack a ship outside of arc" or something like that.

You would need to repoint every ship that has a PWT, then you would have the whole action economy problem, the Shadow Caster works as it a) was priced with the Mobile Arc in mind b) has a title that removes the need to spend an action to turn the turret.

Either you play well or you have to make actual decisions that may result in losing shots or actions

Instead of farting around without a second thought

Edited by ficklegreendice

There is a big difference to being able to swing it the turn before, planning ahead for free... Which still involves skill and making decisions.....and getting to turn it at the end of your maneuver after you have seen where everyone else is going. The title on the Shadow Caster makes it work as an interesting rule without it being just annoying and painful.

It's a lot more difficult than just changing the arc, giving it the action, and changing the points to make it fun. You also have to give them the ability to actually use the arc without it just taking all the fun out of the ship.

why can't you delete a mispost on this forum

Edited by Rodent Mastermind

Fix the X-Wing and that's it. Everything else is fine.

I'd like to see a modification like

PWT ship only

Your PWT is replaced with a mobile arc

-5 points

I'd like to see a modification like

PWT ship only

Your PWT is replaced with a mobile arc

-5 points

I'd like to see a modification like

PWT ship only

Your PWT is replaced with a mobile arc

-5 points

My only problem with that is then you couldn't take Gyroscopic Targeting mod, which I've found invaluable when flying Lancers.

Why would you ever take this on a Lancer?

I'd like to see a modification like

PWT ship only

Your PWT is replaced with a mobile arc

-5 points

My only problem with that is then you couldn't take Gyroscopic Targeting mod, which I've found invaluable when flying Lancers.

Why would you ever take this on a Lancer?

Heh

I'd like to see a modification like

PWT ship only

Your PWT is replaced with a mobile arc

-5 points

My only problem with that is then you couldn't take Gyroscopic Targeting mod, which I've found invaluable when flying Lancers.

Why would you ever take this on a Lancer?

Heh

Well, actually after looking at it again, a -5 discount on a Lancer at the cost of your mod slot would probably be ideal, but it's not a PWT sooo... Ya point still stands. ;)

I'd like to see a modification like

PWT ship only

Your PWT is replaced with a mobile arc

-5 points

My only problem with that is then you couldn't take Gyroscopic Targeting mod, which I've found invaluable when flying Lancers.

Why would you ever take this on a Lancer?

Heh

Well, actually after looking at it again, a -5 discount on a Lancer at the cost of your mod slot would probably be ideal, but it's not a PWT sooo... Ya point still stands. ;)

You cannot take this on the lancer, are you talking about the Gyroscopic mod or the -5 cost?

The Lancer is already a Mobile Arc and I think they were talking about making all old PWT into Mobile Arcs

The "blocking" needs to change, it is a silly way of flying a ship, if 2 small ships crash you roll 1 die and take a crit or hit straight to hull, then just increase the amount of dice rolled based on ship size.

You should take a "blocking" ship because really your going to get damaged and people don't do that in real life without consequences

that's only if you think blocking = actual collision

when it could be any number of things, such as cutting a pilot off and forcing them to do sudden maneuvers that interrupt their flight path etc

game mechanics are there for a reason, the rest you just gotta abstract for yourself

Since ships can't overlap in a 2 dimension space, so I am ok with the blocking mechanic. The problem is purposefully blocking because that would not actually occur. However, to be above or below would be the outcome but would not result in two rounds.

Therefore, if both ships are being blocked for a second round, then damage from a die roll (hit and crits) for both ships. Now I shudder at this since the B-wing doesn't have options.

Another options is to roll a dice to determine if there is a collision.

The player who overlaps another ship rolls a dice. Upon a focus result a collision occurs and both ships take 1 damage. If the other ship then maneuvers and overlaps the first ship , then this is considered another collision and both take 1 damage.

Other top fixes

1) Large ship movements. They should not move faster than every small ship out there.

2) B-Wing - something more than 2K.(unable to K turn when bumped with a large ship or two small ships)

3) 2 point Engine Upgrade Small ship only

4) Palpatine and Manaroo range restriction. I think a 5 range would be good but not included in the core and only with Epic.

There are more but I suspect fixes will be upcoming.

The "blocking" needs to change, it is a silly way of flying a ship, if 2 small ships crash you roll 1 die and take a crit or hit straight to hull, then just increase the amount of dice rolled based on ship size.

You should take a "blocking" ship because really your going to get damaged and people don't do that in real life without consequences

that's only if you think blocking = actual collision

when it could be any number of things, such as cutting a pilot off and forcing them to do sudden maneuvers that interrupt their flight path etc

game mechanics are there for a reason, the rest you just gotta abstract for yourself

Since ships can't overlap in a 2 dimension space, so I am ok with the blocking mechanic. The problem is purposefully blocking because that would not actually occur.

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