4 hours ago, Reiver said:Go on then, tell me which third modification is the one that makes it good at last, where it couldn't have managed just fine with two.
I'll wait.
VT EU AT or EU AT PRS.
4 hours ago, Reiver said:Go on then, tell me which third modification is the one that makes it good at last, where it couldn't have managed just fine with two.
I'll wait.
VT EU AT or EU AT PRS.
On 6/16/2017 at 7:51 PM, Moneyinvolved said:For another interceptor title, how about if they are attacked and not hit, they may perform a free boost or barrel role action. That would help the lower PS pilots and non-PTL pilots because they most likely won't be stressed. If an enemy you normally wouldn't be able to shoot misses, you can reposition to shoot and/or get a range one shot
As a staunch supporter of generic TIE interceptors, this title sounds incredibly fun! It brings them just a little closer to TIE striker levels of maneuverability, allowing them to focus, too. Ooh, it sounds so good! How much would it cost?
Edit: I normally don't get this excited about custom cards, so the fact that you've got me this wound up just goes to show how much I like your idea...and how much I want to put the lower skilled squints on the table again.
Edited by Parakitor2 hours ago, thespaceinvader said:VT EU AT or EU AT PRS.
That says less "These three slots are vital to making a useful combo" and more "Oh go on, have your cake and eat it too."
Next up: The B-wing fix gives them 5 EPTs, so they don't have to choose any more.
11 minutes ago, Reiver said:That says less "These three slots are vital to making a useful combo" and more "Oh go on, have your cake and eat it too."
Next up: The B-wing fix gives them 5 EPTs, so they don't have to choose any more.![]()
They still have to choose. COuld have Stealth Device/Scavenger Crane, could have Stygium/Cloak, and still can't get Guidance Chips and get all the others if you want the ordnance variant.
It gives a wealth of options, and several useful combos.
Conversely, explain how only two makes them good enough to not still just outright suck. I'm not seeing it, even with 3 mods and up to 6 points discount per ship, they're (from albeit limited testing myself) still not really standing up to meta staples. They still get vaped by two torpedoes.
The B Wing fix should be an ability to get free reinforce tokens, but only once Biggs is fixed.
Edited by thespaceinvader3 hours ago, thespaceinvader said:VT EU AT
So you're paying 5 points to add two actions to your action bar, on a ship with negligible action economy. Or a two point premium for Autothrusters. Wunderbar.
3 hours ago, thespaceinvader said:EU AT PRS.
A little bit better, since you can now perform a (telegraphed) one forward and recover a shield should you choose to do so, but it's hardly meta-warping, is it?
So the TIE Interceptor's problems are the poor kid (Kihraxz) getting new toys to play around with?
Not bombs, not unavoidable damage like autoblasters or Hux, not stress control, not blocking, not offense power creep where the number of reds rolled exceeds the number of greens the Squint rolls... no None of that.
It's the K-fighter with the three modification that isn't even out yet?
A third mod slot will not fix the Interceptor. It will just make it a more expensive target for the enemy to kill. Having good options to mitigate some of the above would.
Edit: hey the new Kylo fighter looks like the TIE Advanced, TIE Interceptor and TIE/fo had an awkward threesome.
We might get that as an alternative to the Interceptor. Likely with at least a shield to go with the First Order design mentality. Probably less token-stacky but offensively reliable.
1 hour ago, thespaceinvader said:The B Wing fix should be an ability to get free reinforce tokens, but only once Biggs is fixed.
I don't think the token would need to be free, as an action would be totally fine imho.
23 minutes ago, FTS Gecko said:So you're paying 5 points to add two actions to your action bar, on a ship with negligible action economy. Or a two point premium for Autothrusters. Wunderbar.
A little bit better, since you can now perform a (telegraphed) one forward and recover a shield should you choose to do so, but it's hardly meta-warping, is it?
No, which is precisely my point. The poster to whom I was responding was claiming that the third mod was OP.
I'm claiming the third mod is actually useful, but not OP. I think adding Engine and Autos is well worth 4 points, adding PRS or VT is a significant boost over that (I've been running Tbane with EUATPRS and regreted PRS instead of VT several times), but I don't think any of the available options will be sufficient to make any of the K-Fighters better than Fenn, nor to make them able to stand up to Jumpmasters effectively.
2 hours ago, thespaceinvader said:No, which is precisely my point. The poster to whom I was responding was claiming that the third mod was OP.
I'm claiming the third mod is actually useful, but not OP. I think adding Engine and Autos is well worth 4 points, adding PRS or VT is a significant boost over that (I've been running Tbane with EUATPRS and regreted PRS instead of VT several times), but I don't think any of the available options will be sufficient to make any of the K-Fighters better than Fenn, nor to make them able to stand up to Jumpmasters effectively.
Precisely the opposite: Not OP, just... excessively versatile. There is very little the third modification can grant (beyond "Meh, just grab everything I guess") that the second doesn't do: Being able to grab 4pt Autothrusters might be interesting on Talonbane, but I really don't see where the third is terribly worthwhile.
Given the sheer complexity of builds that can originate, I'm not at all convinced the third slot was a worthwhile inclusion: The second matters a lot, but the third is just depreciating returns (until they accidentally release something and now it isn't), but still more clutter on the table. You end up just throwing on extras 'because they're there', but I feel mighty awkward with that as being solid game design.
8 hours ago, Parakitor said:As a staunch supporter of generic TIE interceptors, this title sounds incredibly fun! It brings them just a little closer to TIE striker levels of maneuverability, allowing them to focus, too. Ooh, it sounds so good! How much would it cost?
Edit: I normally don't get this excited about custom cards, so the fact that you've got me this wound up just goes to show how much I like your idea...and how much I want to put the lower skilled squints on the table again.
I don't get into trying to assign a points value for balance. I just like to put my ideas out there and maybe FFG might pick one up? I like how each ship is becoming unique beyond just the number stats and dial. I would like to eventually see every ship have a title that makes it stand out
Edited by Moneyinvolved15 minutes ago, Reiver said:Precisely the opposite: Not OP, just... excessively versatile. There is very little the third modification can grant (beyond "Meh, just grab everything I guess") that the second doesn't do: Being able to grab 4pt Autothrusters might be interesting on Talonbane, but I really don't see where the third is terribly worthwhile.
Given the sheer complexity of builds that can originate, I'm not at all convinced the third slot was a worthwhile inclusion: The second matters a lot, but the third is just depreciating returns (until they accidentally release something and now it isn't), but still more clutter on the table. You end up just throwing on extras 'because they're there', but I feel mighty awkward with that as being solid game design.
And I disagree.
The third mod gives you much more repositioning flexibility (having the choice of boost or barrel roll is definitely one point better than just having boost), or regen, both of which are very valuable additions (and that assumes the first two are engine and ATs with is a good assumption for a high PS pilot, less good for anyone below Hel, and Hel's third mod is probably stealth device coupled with Scavenger Crane).
It's on the generics that I think we'll see kitchen-sink building (i.e. why not just throw it in there I guess) and that's entirely because of the *discount*, not because of the multiple slots; they just take everything they can that's free because hell, why not? Thread Tracers/Slicer Tools/Munitions Failsafe/Guidance chips will be very common amongst generic K-fighters, is my prediction, not to mention making 1 point EPTs free...
In short, the build flexibility is great, and doesn't feel OP even with the discount. They're still squishy AF.
Edited by thespaceinvader