Carolina Krayts is the best X-Wing podcast

By SaltMaster 5000, in X-Wing

2 minutes ago, VanderLegion said:

Assuming his ability stays the same, yah. No guarantee there. Especially moving to a new ship (see norra)

I thought his ability was the same in the x1.

Just now, Biophysical said:

I thought his ability was the same in the x1.

Have we actually seen it somewhere?

Apparently we have him in the tie fighter, slightly changed from first edition. In 2e, it's after a friendly ship at range 0-1 defends you get the action. So actually marginaly bteter assuming you're still friendly to yourself.

22 minutes ago, Biophysical said:

Yeah, Maarek if they have him, and somebody else *please let there be Rexler in 2.0*.

I don't think the dial changes are game changing, but they are really good. The 1-bank is one of the overall most useful moves, so it being green is great. You won't use the 2k all that often, but its one of those moves that is super useful when you need it.

Historically, Double Defenders can play several different ways, but I can't say how valid they will be now. The pre-title HLC Defenders would try to flank and relied on a pretty substantial initial punch to thin the herd, then closed to range and used the barrel roll for limited arc dodging, then 4kd to start the process over again. Their ideal range was Range 3, where the HLC could crush, but most return attacks gave an extra defense die.

TIE/Ds would often trade about half their hit points to put a bunch of damage and some ion tokens on a target, then used control and positioning to finish the job with reduced fire against them. Their ideal range was Range 1 where they piled on damage like crazy and could effectively dodge woth the barrel roll.

Both types used the Defenders as hybrid jouster/arc dodgers. They would use their high damage potential to force certain enemies off of optimal approaches, but could use their decent pilot skill to sidestep the worst of the a superior jousting squad.

With access to both kinds of reposition, I guess that unless cheap enough to afford 3 Veterans, it's better to take the High PS ones over 3 Low-PS dudes more than ever. No Triple Delta for us I guess.

Although if they for some reason give us a Generic PS 5 Glaive/Royal Guard, maybe Generics?8

8 minutes ago, Biophysical said:

That's a pretty good ability in a Defender, at least. They'll be taking a lot of shots, and have lots of good actions to choose from.

Valen's low PS will tikely pair well in a jousting list- Token up on the approach to make him an unappealing target, boost in close and take TL's with his ability for 4 hit combo shots when they shoot his Wingmen/himself.

11 minutes ago, VanderLegion said:

Apparently we have him in the tie fighter, slightly changed from first edition. In 2e, it's after a friendly ship at range 0-1 defends you get the action. So actually marginaly bteter assuming you're still friendly to yourself.

That's what I was thinking of.

8 minutes ago, Kaptin Krunch said:

With access to both kinds of reposition, I guess that unless cheap enough to afford 3 Veterans, it's better to take the High PS ones over 3 Low-PS dudes more than ever. No Triple Delta for us I guess.

If the basic ship fits 3 in a squad, that honestly seems incredibly good. No crack Shot like the old days, but a better dial, boost, another hit pointn and reduced inherent defense of opposing ships.

Edited by Biophysical
38 minutes ago, Biophysical said:

That's a pretty good ability in a Defender, at least. They'll be taking a lot of shots, and have lots of good actions to choose from.

"pretty good"?

Valen Rudor is absurd in that boost/roll/lock monster

can't wait :D

Edited by ficklegreendice

im concerned bomblet is as good as it was before ? just thinking realistically do i ever drop more than 4 bombs that i actually needed to drop.

3 minutes ago, RynoZero said:

im concerned bomblet is as good as it was before ? just thinking realistically do i ever drop more than 4 bombs that i actually needed to drop.

No autodamage from Sabine now

1 minute ago, VanderLegion said:

No autodamage from Sabine now

Bomblet was fine without sabine. and i'm not convinced that bomblet+sabine in 2.0 is worse than 1.0

what might have changed is that there are worse carriers for the combo.

9 minutes ago, RynoZero said:

im concerned bomblet is as good as it was before ? just thinking realistically do i ever drop more than 4 bombs that i actually needed to drop.

Half of the problem of Bomblet was that it had no consequences for dropping one- That bomblet was going to be dropped every turn. Now they may have turns where they don't drop it where you can make plays.

Mind you, Bomblet is still too much bomb spam, and it should probably have been made worse. All we can hope for is a point cost that goes UP UP UP

3 minutes ago, RynoZero said:

Bomblet was fine without sabine. and i'm not convinced that bomblet+sabine in 2.0 is worse than 1.0

what might have changed is that there are worse carriers for the combo.

Bomblet was not fine. It was one of the worst designed cards in all of 1.0, and it was autoinclude levels of good to make it worse.

Consequence free endless bomb drops with no opportunity cost was a terrible ******* idea.

4 hours ago, Biophysical said:

So will Defenders have mod slots? They don't need Afterburners, so 8 HP Defenders with Shield Upgrade?

No apparent TIE/D double tap yet, we'll see how that goes.

Rexler appears! ...Ish

...still want the trench run for playing against @Starslinger72? sunday night is still the plan last I heard.

2 minutes ago, Kaptin Krunch said:

Bomblet was not fine. It was one of the worst designed cards in all of 1.0, and it was autoinclude levels of good to make it worse.

Consequence free endless bomb drops with no opportunity cost was a terrible ******* idea.

yes we both agree. i was disagreeing with vander on the issue of sabine and arguing bomblet didn't need sabine in order to be OP and i still think bomblet + whatever condition hard counters a ship is probably equally OP.

7 minutes ago, Kaptin Krunch said:

Half of the problem of Bomblet was that it had no consequences for dropping one- That bomblet was going to be dropped every turn. Now they may have turns where they don't drop it where you can make plays.

Mind you, Bomblet is still too much bomb spam, and it should probably have been made worse. All we can hope for is a point cost that goes UP UP UP

i agree, still too much bomb spam, if you can get 4 bombs off that's 1/3 of all turns, which is almost the same as being consequence free.

1 minute ago, RynoZero said:

yes we both agree. i was disagreeing with vander on the issue of sabine and arguing bomblet didn't need sabine in order to be OP and i still think bomblet + whatever condition hard counters a ship is probably equally OP.

i agree, still too much bomb spam, if you can get 4 bombs off that's 1/3 of all turns, which is almost the same as being consequence free.

This is why I speed dial- My dials are down a turn in advance (I reveal a move, do my action, and set dials for next turn when my opponent moves their ships.) To ensure that I don't go to time, sincevgames going to time is, in my opinion, The Big Gay.

Also because it unnerves people when they don't see their opponent making dial decisions- I'm just immediately telling them I'm ready.

30 minutes ago, Brunas said:

Rexler appears! ...Ish

...still want the trench run for playing against @Starslinger72? sunday night is still the plan last I heard.

I'm 95% sure I can do it. What time do you guys get started?

25 minutes ago, Kaptin Krunch said:

Also because it unnerves people when they don't see their opponent making dial decisions- I'm just immediately telling them I'm ready.

I never went this far, but when I was running double Defenders (like the only thing I ran for about 4 waves, with a **** ton of solo games where I played both sides), I knew what I needed to do so well that my dials were down real quick. I don't know if it unnerved anyone, but it made for pretty relaxing games that rarely went to time. I was still pretty fresh at the cut when I'd run them.

Just now, Biophysical said:

I never went this far, but when I was running double Defenders (like the only thing I ran for about 4 waves, with a **** ton of solo games where I played both sides), I knew what I needed to do so well that my dials were down real quick. I don't know if it unnerved anyone, but it made for pretty relaxing games that rarely went to time. I was still pretty fresh at the cut when I'd run them.

This is so much fun, especially on the turns when your maneuver is obvious. You just look at your opponent and tell them you don't believe they can do anything about it.

6 minutes ago, Biophysical said:

I'm 95% sure I can do it. What time do you guys get started?

You make us sound awfully coordinated

1 minute ago, Biophysical said:

I'm 95% sure I can do it. What time do you guys get started?

Usually around like... 7 or 8 eastern? that's a lot of foresight for us though.

8 minutes ago, Biophysical said:

I never went this far, but when I was running double Defenders (like the only thing I ran for about 4 waves, with a **** ton of solo games where I played both sides), I knew what I needed to do so well that my dials were down real quick. I don't know if it unnerved anyone, but it made for pretty relaxing games that rarely went to time. I was still pretty fresh at the cut when I'd run them.

I'm not doing it to unnerve people- It's purely that I don't need that time to think.

It is a nice side effect though. People get deep into their own heads when they realize their opponent set their own dials the turn prior, and is now doing something else. "Does he know something I don't?" Type paranoia.

Here's the secret- No, I just know what moves fit and I got bored.

That's how I fly everything. It actually makes me kinda mad when I've set all the dials for all 7 of my TIE Fighters before my opponent sets the dial for his Dash.

2 minutes ago, Kieransi said:

That's how I fly everything. It actually makes me kinda mad when I've set all the dials for all 7 of my TIE Fighters before my opponent sets the dial for his Dash.

That's because Dash players are almost universally cowards. Thats not a ship you bring if you like bold, decisive play.

17 minutes ago, Brunas said:

Usually around like... 7 or 8 eastern? that's a lot of foresight for us though.

I'm usually not free until about 9 eastern.

3 minutes ago, Biophysical said:

That's because Dash players are almost universally cowards. Thats not a ship you bring if you like bold, decisive play.

I tried to give this a "Strong" reaction but the options are unfortunately limited to Thanks, Haha, Confused, Sad, or Like.

Edited by Boom Owl
1 minute ago, Biophysical said:

That's because Dash players are almost universally cowards. Thats not a ship you bring if you like bold, decisive play.

Dash players are also generally cheaters and jerks.

I will admit I have played Dash in the past though. Which I feel bad for, but I couldn't think of anything less soul-crushing to fly.

I'm kind of mad that Dash is so good in 2.0. Dash players deserve to be in a world of hurt with all the 2.0 changes, and yet somehow they won?