2 minutes ago, costi said:Cloak?
That's the only one.
You could easily specify you may equip "small ship only" EPTs and Modifications though
2 minutes ago, costi said:Cloak?
That's the only one.
You could easily specify you may equip "small ship only" EPTs and Modifications though
5 hours ago, thespaceinvader said:Personally I'd like to see two different fixes for the Firespray - one Scummy and one Imperial, to give the ship a different feel in each faction. I thought somethign along these lines, woudl need a lot of playtesting for balance:
Title: Customs Patroller. Imperial Only. Firespray only. Gain a crew slot. Add Barrel Roll to your action bar. You may equip [elite] upgrades which are Small Ship Only. 0 points.
Illicit: Retrofit Cabin: 1 point. Gain a crew slot. You cannot equip unique crew upgrades. (Yes, that's usable by anyone. But limiting the entire ship to generic crew only, it's very limited in how useful it could be to most small base Scum ships, and at its best probably on the Falcon)
Title: Gunrunner. Scum Only. Firespray only. When you reveal a 1 bank manoeuvre, you may instead execute a white 1 turn manoeuvre in the same direction. Add Barrel Roll to your action bar. 0 points.
Modification: Stolen Transponder Codes. Unique. Scum only. Firespray only. You ignore restrictions on unique Title upgrades. 0 points. (Yes, this has the potential to go super wonky, but I don't think there are any current unique upgrades that do that, and I'm not sure exactly which ones WOULD give it that potential)
This really gives the two 'sprays different capacities. The Imperial one can potentially use Juke (though without an extra focus except from an outside source), Deadeye, etc, whilst the Scum one gets a much, much better dial. The Imp one might still need a little more, actually - I'm looking for it to be a Hux caddy really, so adding more green tto the dial, maybe. Just blanket adding 'you may equip small ship upgrades' would leave open the awkward question of how to handle large ship decloaks...
Bounty Hunter:
No change
Krassis Trelix:
Prepend ‘You may attack with secondary weapons from your auxiliary arc’.
Imp Kath Scarlet:
No change.
Imp Boba Fett:
When you reveal a bank manoeuvre, you may change its speed OR bearing to any bank manoeuvre of the relevant direction or speed.
(Basically Bobagator mostly rolled into one card leaving the crew slot free, and adding the benefit of stress clearing with all three banks in a direction (rather than rotating the dial), or directional flexibility.)
Mandalorian Mercenary:
No change.
Emon Azzameen:
Add EPT to upgrade bar.
Scum Kath Scarlet:
No change
Scum Boba Fett:
No change.
Ive always hoped for something like this, too. With the way they did Guns for Hire to add to the Khiraz and StarViper, maybe Wave XII's "theme" will be titles for several different ships just to add some more customization
1 hour ago, Stevey86 said:That mentality has given me more than one easy victory when I'm flying a Firespray.
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Then I would love to fly against you some time - I have yet to see a Firespray being flown well or efficiently or threateningly (and would include myself and my many failed attempts to make this work) and would like to see how it's done!
Just now, Bojanglez said:Then I would love to fly against you some time - I have yet to see a Firespray being flown well or efficiently or threateningly (and would include myself and my many failed attempts to make this work) and would like to see how it's done!
Imp Boba, PTL, Engine, Isard.
The ability to boost at the start of combat is amazing.
The B-wing would like to negotiate with you concerning some large ship only upgrades.
On 5/31/2017 at 5:41 AM, Kingsguard said:How much maneuvering does it really do in the movie though? I mean the most agile thing it does is pitch upwards at full speed flying out of the cave which was blind luck on Jango Fett's part that there was no asteroid in his path...
Other than that, the Slave 1's flight was basically a series of gentle course adjustments as Jango followed Obi-Wan who for some reason made no attempt to maneuver or outrun an obviously slower and less agile ship.
lol, for a minuet there I thought this was a clip from Rebels or Clone Wars, didn't recognize it as a scene from attack of the clones. Gosh the prequel CGI was so awful.
Edited by Marinealver18 hours ago, gamblertuba said:Which? I've gone through the list and I can't find any.
I.....actually can't find one either. I could have sworn I had seen a card that required a small ship and i had thought "Oh well I bet it's because this would be OP on a large ship." but for the life of me I can't recall which it was and can't find any either.
Maybe I was thinking of Vectored Thrusters making "Leebo" nearly pointless without it? I don't know anymore.
Though it is still a valid concern. If you allow a large ship to equip small ship upgrades, you may hamper your room for card design down the road. For example any card in which the drawback is receiving an Ion Token doesn't hurt large ships. If you wanted to make a card that was strong but gave your ship an Ion token you'd have to consider that Slave 1 might break it. Not as strong an argument as i was hoping to make there but it's still a valid point I think.
15 hours ago, Marinealver said:The B-wing would like to negotiate with you concerning some large ship only upgrades.
lol, for a minuet there I thought this was a clip from Rebels or Clone Wars, didn't recognize it as a scene from attack of the clones. Gosh the prequel CGI was so awful.
Lol, yeah. Not sure I follow you on the B-Wing comment though.
1 hour ago, Kingsguard said:Lol, yeah. Not sure I follow you on the B-Wing comment though.
4 minutes ago, Marinealver said:
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You know, I'm not sure why they felt the need to include (up to your shield value) on this card. If you've just suffered 3 damage, there's literally no possible way in the game that you could go above your shield value with it.
33 minutes ago, Marinealver said:
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Is that one really any good? I sort of overlooked it myself.
1 minute ago, Kingsguard said:Is that one really any good? I sort of overlooked it myself.
4 Blue Sq. B-Wings with it would be.
7 hours ago, Kingsguard said:Is that one really any good? I sort of overlooked it myself.
It can be good if you have 5 shields. TIE Punisher might not like it so much because they only have 3 so they still take quite a number of crits. Sensor jammer is the better defensive option.
I think the Large Ship Only was to prevent Corran from taking it. Pairing this with Astro-regen would be broken. If you were able to take his shields out he still gets a shield token.
8 hours ago, thespaceinvader said:You know, I'm not sure why they felt the need to include (up to your shield value) on this card. If you've just suffered 3 damage, there's literally no possible way in the game that you could go above your shield value with it.
To leave the space open if they ever want to create a shieldless large ship.
The Firespray should be able to perform barrel rolls using a 3 bank. If you think that would be crazy then its just right.
17 hours ago, Kingsguard said:I.....actually can't find one either. I could have sworn I had seen a card that required a small ship and i had thought "Oh well I bet it's because this would be OP on a large ship." but for the life of me I can't recall which it was and can't find any either.
Maybe I was thinking of Vectored Thrusters making "Leebo" nearly pointless without it? I don't know anymore.
I think giving every Large ship access to barrel roll would have cause much consternation (considering how much people grumble about the ones that have it natively)
Though it is still a valid concern. If you allow a large ship to equip small ship upgrades, you may hamper your room for card design down the road.
Whilst I do like the OP's proposition, this is precisely why it might be unwise - better instead to create a specific upgrade to bring the FS any versatility it requires...
...or... to at least mitigate, limit it to "a single Small Ship Only upgrade."
For example any card in which the drawback is receiving an Ion Token doesn't hurt large ships. If you wanted to make a card that was strong but gave your ship an Ion token you'd have to consider that Slave 1 might break it. Not as strong an argument as i was hoping to make there but it's still a valid point I think.
Ion penalties are probably the easiest to accommodate:
"You may equip a single Small Ship Only upgrade.
If an an upgrade on any friendly ship assigns one or more Ion tokens to your ship, assign one additional Ion token."
I accidentally put my Firespray buff in the squad building thread.
I like this idea...
Treat the Firespray as a small based ship for the purpose of upgrade compatibility.
Make Extra Munitions small ship only (looking at you Jumpmaster).
For what it's worth, when I proposed this idea, I didn't just say treat it as a small ship with regards to upgrades.
Tractor Beams would affect it like they would affect small base ships. As would Ion tokens and the MOV tournament thing (I've never played in a tournament, so I have no idea how important that stuff is, if it's even still relevant). Likewise, the Firespray would be performing barrel rolls like a small ship instead of a large ship.
This would make the Firespray extremely unique in how it plays, and with the number of downsides it provides, (Ion and Tractor Beam), it's even possible that the upgrade card could be negative one or two points, though I don't find that likely. At the very least, I feel this would help balance out just how insane a Firespray would be with Vectored Thrusters or Cloaking Device.
I feel this would also give people reasons to take the Firespray over the Lancer or Jumpmaster (The two of which seem to be its closest competition in terms of stats for Scum and Villainy). At the moment, there's pretty much nothing that the Firespray can do that the Jumpmaster can't, and both the Jumpmaster and Lancer have a superior dial. The Jumpmaster has a comparable upgrade bar as well, while the Lancer almost perfectly matches the Firespray's actions. The Firespray's pilots and titles aren't nearly as good as the Lancer's, though it's true that it has a far better upgrade bar. At the moment, I can't think of any real reason to take a Firespray over these other two when I'm list building.
However, if the Firespray had access to Juke, Intensity, Vectored Thrusters, ect. I can totally picture wanting to fly it. Throw in a 2 point price reduction, and the Firespray would be perfectly in line with other Scum and Villainy options, in my opinion. And with counterplay options in the form of Ion and Tractor Beams (Which would be downright brutal against a Firespray), I have a hard time seeing this ship being considered 'broken'. The biggest thing to worry about would be cloaking, and even that would be unreliable due to the RNG nature of the Cloaking Device upgrade.
5 hours ago, DaveRob said:I like this idea...
Treat the Firespray as a small based ship for the purpose of upgrade compatibility.
Make Extra Munitions small ship only (looking at you Jumpmaster).
But then I won't be able to double up on my Seismic charges for my Decimator builds
We all have to make sacrifices.
5 hours ago, DaveRob said:Make Extra Munitions small ship only (looking at you Jumpmaster).
I will be shocked if this doesn't happen in the next FAQ.
Then if/when that doesn't solve the problem, Mindlink will be next for a nerf.
FFG does like to treat the symptom and not the cause.