There are at least some that would need to be redesigned. Some would be fine. I think standard proton torpedoes would be ok as is but only if Guidance chips didn't exist.
Unlimited Ordnance?
Serendipity?
6 minutes ago, Vineheart01 said:what makes it easier to kill than a y/kwing is flight pattern. y and kwings have turrets, they can fly elusively and still attack. Punishers HAVE to dive at you so they are way way easier to line up shots against.
IF you manage to get 2 ships locked up close on a y/kwing, yes they die quick. Good luck doing that due to turret flight patterns. Punisher almost never gets to attack without having 2-3 ships fire back. You can dive at them before they fly past you yes but then the rest of his list is now behind you so he wont care.
That's essentially my point. The Punisher really highlights the issues with Ordinance itself by taking a chassis that is essentially the same as other functional types and dropping the things that make them work in favor of doubling down on something that doesn't.
FWIW, the Bomber itself is actually way over the curve in terms of durability for its cost. The only thing even close is the JumpMaster. That's not to say the Bomber is broken (its clearly not) but just goes to show how completely non-functional Ordinance (and worryingly, 2 dice attacks...) is in general, because its another ship that more or less goes all in on that area.
34 minutes ago, Kharnvor said:Serendipity?
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Quite possibly.
Attack Wing has it that weapon systems are "disabled" and require an action to reload them. This is harsh considering there is no Push the Limit EPT. There is only Picard (Vader).
If X wing adopted the same thing, Push the Limit, Experimental Interface, Attanni Mindlink, Fleet Officer, Squad Leader, Coordinate and Cracken would surely see it broken.
I mean jumpmasters with 2 torpedos are still a pain in the ass even without Deadeye (k4 is real good). Those being unlimited seems miserable. Also Miranda or Bossk with homing missile are barely palatable at 1-2 shots per game.
2 hours ago, gamblertuba said:Tie Advanced with FCS and Cluster Missiles would have fun.
I raise your offer to a TIE Advanced with Cluster Missiles, Accuracy Corrector and Guidance Chips. You can't lose.
I honestly don't think the Punisher is completely unusable at the present - both the named pilots can be excellent in their respective fields, but they
have
to be kept as cheap as possible. My rule of thumb (at least for Redline) is to only pack Proton Torpedo and Extra Munitions, to give him the same potential punch as an old U-Boat for approximately the same cost (35pts), while being pretty good at getting a threatening shot out of them.
Giving them unlimited munitions would probably be a bit much, but as has been pointed out they'd be unlikely to live long enough to get much use out of it, which could perhaps be the balancer.
3 minutes ago, MalusCalibur said:I honestly don't think the Punisher is completely unusable at the present - both the named pilots can be excellent in their respective fields, but they have to be kept as cheap as possible. My rule of thumb (at least for Redline) is to only pack Proton Torpedo and Extra Munitions, to give him the same potential punch as an old U-Boat for approximately the same cost (35pts), while being pretty good at getting a threatening shot out of them.
This is only the case in 100/6 games. Tie Punishers really shine in missions.
What if ordnance was unlimited, but it required a reload? It would take a re-design, but you fire your torps and (essentially) flip the card rather than discard it.
At the END of the next turn the card is automatically flipped back face-up.
That way, something with one slot, like an X-Wing can fire torps every other round, but the heavier bombers with multiple slots can bounce back and forth between ordnance cards.
1 minute ago, NotBatman said:What if ordnance was unlimited, but it required a reload? It would take a re-design, but you fire your torps and (essentially) flip the card rather than discard it.
At the END of the next turn the card is automatically flipped back face-up.
That way, something with one slot, like an X-Wing can fire torps every other round, but the heavier bombers with multiple slots can bounce back and forth between ordnance cards.
I'd say that was the way to go if it wasn't for Quinn Jast basically having that (plus a weapons disabled token) as a pilo ability.
Should have been an ability for a TIE Punisher pilot.
41 minutes ago, Marinealver said:Should have been an ability for a TIE Punisher pilot.
It could have helped, though FFG might view it's ability to take EM as good enough. Plus, the Scyk's agility means it might have a better chance of surviving long enough to reload. The Punisher's clear three maneuvers would have been nice for rabbiting while reloading.
11 minutes ago, SabineKey said:It could have helped, though FFG might view it's ability to take EM as good enough. Plus, the Scyk's agility means it might have a better chance of surviving long enough to reload. The Punisher's clear three maneuvers would have been nice for rabbiting while reloading.
I just find it funny that a tiny ship like the scyk could hold more munitions than a 4 pod TIE heavy Bomber. I guess with EM you could put 2 torpedoes, 4 missiles and 4 bombs and it is not likely that the Scyk will survive long enough to shoot more than 10 torpedoes/missiles but then again it isn't likely that the TIE Punisher would survive long enough to drop 4 mines and shoot all 6 of their missiles and torpedoes either .
28 minutes ago, Marinealver said:I just find it funny that a tiny ship like the scyk could hold more munitions than a 4 pod TIE heavy Bomber. I guess with EM you could put 2 torpedoes, 4 missiles and 4 bombs and it is not likely that the Scyk will survive long enough to shoot more than 10 torpedoes/missiles but then again it isn't likely that the TIE Punisher would survive long enough to drop 4 mines and shoot all 6 of their missiles and torpedoes either .
Well, it is a pilot's ability, which sometimes don't really make since from a fluff stand point.
Id like to see a punisher title that lets you reload as an action.... or a Assault Gunboat and Punisher only modification...
23 minutes ago, Lobokai said:Id like to see a punisher title that lets you reload as an action.... or a Assault Gunboat and Punisher only modification...
I'd would go with title. Guidence Chips has pretty much taken the Mod slots on all munition carriers.
2 minutes ago, Marinealver said:I'd would go with title. Guidence Chips has pretty much taken the Mod slots on all munition carriers.
Or Long Range Scanners, in some cases.
Edited by SabineKeyOne too few "e"s
Just now, SabineKey said:Or Long Range Scanners, in some cases.
not while the meta is still heavy with arc dodgers, not unless there was an upgrade that could damage them beyond range 3.
Just now, Marinealver said:not while the meta is still heavy with arc dodgers, not unless there was an upgrade that could damage them beyond range 3.
That's part of the point of LRS. With the TL already in place, you can take actions and red maneuvers to make arc dodging harder. Guidence Chimps, while allowing for better damage assurances, still requires you to have the enemy in arc while having the correct token to fire available. While LRS is not seen as much as Chips, it's not because of arc dodgers.
While I would love to see non-discarding ordnance (essentially a cannon in a different slot) it would need to be something new.
How broken a piece would be if it didn't require discarding is inversely proportional to how useful it is right now. On something that never sees play now it may not be too bad. On something that DOES see play just allowing unlimited use without cost could be broken.
If you want a broken ship just try Blount with Ion Pulse. Now he's got a R1-3 attack that will always deal a point of damage and give the target 2 ion tokens; he maybe could use a little more help but still much more powerful than he normally would be.
As for the X-Wing games the A-Wing may have been the ordnance champ outside of the Missile Boat. It got to carry 12 missiles and if loaded with torps I believe it still got to carry 10 of those. The X-Wing just got 6 torps and the Y-Wing 8. Used singly the may have helped a lot but if linked they still went fast.
6 hours ago, Koing907 said:
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and still FFG has yet to release this
Ordnance should have always been a case of you don't discard it; but rather it takes a either turn or an action to reload it.
I could see having a reload time with a double sided card. It could be a new card type. So instead of extra munitions you take a auto load system.
Unlimited is ridiculous. It's also unfluffy. That said, I wouldn't be against standard loadouts for ships, that are more than just single fire.