Carolina Krayts is the best X-Wing podcast

By SaltMaster 5000, in X-Wing

It's worth noting that if you are spending Luke crew's force token to rotate your arc you don't get to use it to mod your dice, so there is still a large incentive to get your arc positioned properly.

5 minutes ago, Transmogrifier said:

One thing I've noticed through all of these spoilers is that I have yet to see an ability that allows you to flat out change a blank result to something useful (aside from New Evade).

For example, the Polish spoiler for Palpatine (crew) has him generating 1 force token for his ship per turn and then allowing you to spend that force token to benefit any of your ships. So you get Focus Lite to spend as you want rather than a guaranteed hit/crit.

Optimized Prototype?

2 minutes ago, Boom Owl said:

Optimized Prototype?

Krennic and other support crew are probably gonna be big in the new 2.0 meta. Better to take a Reaper, Lambda or Decimator then another 2-3 filler ships.

5 minutes ago, Boom Owl said:

Optimized Prototype?

It only lets you spend a focus, hit or crit result to strip the shield, and it requires Krennic's ship to have that ship locked in order to do so - it's significantly watered down from the 1.0 version (it doesn't give out the shield buff, or FCS lite ability either). (Team Covenant's demo game with Alex Davy shows the new version)

4 minutes ago, Boom Owl said:

Optimized Prototype?

I think the 2.0 Krennic is only focus, hit or crit results. I'm trying to find the picture for that, but I remember that being different. You can't cancel blanks like the 1.0 version. There's a large push to punishing blank dice.

Sheathipede confirmed white coordinate. I was so in, but now I'm so out.

https://ibb.co/mPNAeS

Edited by player2072913
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1 minute ago, player2072913 said:

Sheathipede confirmed white coordinate. I was so in, but now I'm so out.

https://ibb.co/mPNAeS

Well ****. Ok. At least the Ghost will not get access to engine upgrade.

Also, not sure of the point cost. The coordinate action was on the Upsilon and the game didn't break.

Just now, viedit said:

Well ****. Ok. At least the Ghost will not get access to engine upgrade.

That's pretty much it, right? Do we especially care that the Ghost can get a Coordinated anything as long as it's not repositioning?

In the Covenant Cast interview, they mentioned that Engine Upgrade just flat out doesn't exist anymore, along with Push The Limit, VI, Autothrusters. I think "Autothrusters" is now the name of the special ability TIE Interceptors get (after you perform an action, you my perform a red Boost/Barrel Roll action).

That all sounds so good.

There's an "afterburner" upgrade with the old Autothruster art. It's available to other ships, I know I saw it on Tie Advanced ships. It's like Snap Wexley's pilot ability and primed thrusters had a baby. If you do a three or faster maneuver you may do a boost action even while stressed.

Edited by viedit
2 minutes ago, viedit said:

There's an "afterburner" upgrade with the old Autothruster art. It's available to other ships, I know I saw it on Tie Advanced ships. It's like Snap Wexley's pilot ability and primed thrusters had a baby. If you do a three or faster maneuver you may do a boost action even while stressed.

But it's only got two charges, so it's only a special situation card. It's basically perfect.

11 minutes ago, Biophysical said:

That's pretty much it, right? Do we especially care that the Ghost can get a Coordinated anything as long as it's not repositioning?

Seriously. The big thing with that list (if all of the cards work as before) is that it will be a PS6 arc rotate. It will be strong, but not as strong.

Plus TLT is dead. So there's that too.

Well yeah there is that. Synced turrent with the range bonus may make Kanan/Fenn strong.

6 minutes ago, Scott Pilgrim2 said:

Well yeah there is that. Synced turrent with the range bonus may make Kanan/Fenn strong.

Assuming there is still that Ghost/Phantom interaction

2 hours ago, Incard said:

Someone mentioned that pilots with the Force stat recover 1 Force Charge per round (we know Luke also recovers one when attacked). If that's true, it's going to be very powerful indeed, before you even consider the non-default uses of Force Charges. Imagine Luke rolling up, getting a TL + Force offensive mod, and using Force on defense. If he gets attacked, he could do that every round. Except, of course, the rounds he's not shooting because he's using R2-D2 to recover a shield.

sounds like Poe

1 hour ago, impspy said:

Krennic and other support crew are probably gonna be big in the new 2.0 meta. Better to take a Reaper, Lambda or Decimator then another 2-3 filler ships.

I hope this is not going to happen. I hope “filler” ships are much stronger than crew and ability interactions. Otherwise, we end up back at combo-wing.

4 minutes ago, Dismal Scientist said:

I hope this is not going to happen. I hope “filler” ships are much stronger than crew and ability interactions. Otherwise, we end up back at combo-wing.

What if the filler ships don't have good offensive output on their own? What I really want is a combined arms approach.

For instance, there's a reason that the United States worked hard to develop an escort fighter for bombing missions over Germany in WW2: alone, the bombers were being chewed up at an alarming rate. Nymiranda was egregious because in a more realistic WW2-esque fighting game heavy bombers would be trash without cover to keep the swarms of smaller ships off of them, even if they could kill one or two with a gunner.

I say this because the devs fought long and hard to nerf TIE Swarms; I doubt they're designing 2.0 where the meta shifts to spamming one type of ship.

Edited by impspy

Until we get an accurate assessment on point costs, that's almost impossible to discuss right now.

What we do know is that actions are at a premium, positioning, dice modifications and token stacking are much more restricted. We also do not know what pilots get EPTs and other upgrades available to them. All of that makes a difference.

3 minutes ago, impspy said:

What if the filler ships don't have good offensive output on their own? What I really want is a combined arms approach.

For instance, there's a reason that the United States worked hard to develop an escort fighter for bombing missions over Germany in WW2: alone, the bombers were being chewed up at an alarming rate. Nymiranda was egregious because in a more realistic WW2-esque fighting game heavy bombers would be trash without cover to keep the swarms of smaller ships off of them, even if they could kill one or two with a gunner.

I say this because the devs fought long and hard to nerf TIE Swarms; I doubt they're designing 2.0 where the meta shifts to spamming one type of ship.

Definitely, combined arms would be great to see.

3 hours ago, Biophysical said:

That's pretty much it, right? Do we especially care that the Ghost can get a Coordinated anything as long as it's not repositioning?

Any turret with that can reposition will probably still be scary. Ion ys and the falcon come to mind. That said it will be at a max of ps 6, we dont have to worry about the ps11 nightmare where only select ships can get there and have to give up an important slot to do it

Kessel Run holy crit dude.

2 minutes ago, Boom Owl said:

Kessel Run holy crit dude.

Did I miss it? What did I miss?

Dang it, where's that owl meme..