Carolina Krayts is the best X-Wing podcast

By SaltMaster 5000, in X-Wing

2 minutes ago, Kaptin Krunch said:

When will generic Strikers not be overcosted garbage?

If sentinels were to cost < 34, you could have 6 in a list. 18 red dice across 6 ships that are very unlikely to die to one shot seems a bit much. Would have been a great place for the dots indicating no more than X of the ship could be used, like with the new droids, but likely too late to do anything other than price them high.

9 hours ago, 5050Saint said:

Duchess's lack of a four and five straight makes him less of an issue. Also, one force is much different than the 2 plus that any named Jedi have. The 4 hull backed by 2 green dice makes him vulnerable, as well. Strikers for some reason get one shot super often for me, so i'm a little biased. Duchess specifically never gets shot the entire game, or gets one shot.

As arc dodgey as premaneuver Jedi will be, losing Fine Tuned Controls for that turn will be nice. The net gain or loss is probably the same, but I'm starting to get salty about Fin Tuned.

This has been 100% my experience with Duchess. She's my favorite filler alongside Soontir and Vader in my hyperspace list, and I always evade with her unless I'm 100% sure she's not getting shot. She usually either gets behind something and stays there, or gets tagged and spends the rest of the game running. My last game at a recent Trial, she took one ESC shot and died from full health. Crazy fun, but just decides to keel over and die sometimes.

Anybody else feel like 2.0 is failing with trying to make the amount of passive/double mods rare? Almost every list I see basically has every ship in the list being double modded. Sinker swarms, tie swarms, all force users, quite a bit of resistance junk, the inquisitor list, I could go on. I just look at the lists for the top cut, see that a vast majority if not all are either swarms getting all the double mods or aces with all the double mods and I can't help but think that wasn't really the point of 2.0.

And it's really been like that since 2.0 came out, I just don't know if they will ever get to a point where it will be different.

Edited by SnooSnarry
1 hour ago, Something Wicked said:

If sentinels were to cost < 34, you could have 6 in a list. 18 red dice across 6 ships that are very unlikely to die to one shot seems a bit much. Would have been a great place for the dots indicating no more than X of the ship could be used, like with the new droids, but likely too late to do anything other than price them high.

everytime this argument comes up it makes me sad uniqueness dots weren't on the PDFs instead of the cards

18 hours ago, svelok said:

tldr I'm mad, mad about Jedi

EE4Fus3.png

Edited by Brunas
54 minutes ago, SnooSnarry said:

Anybody else feel like 2.0 is failing with trying to make the amount of passive/double mods rare? Almost every list I see basically has every ship in the list being double modded. Sinker swarms, tie swarms, all force users, quite a bit of resistance junk, the inquisitor list, I could go on. I just look at the lists for the top cut, see that a vast majority if not all are either swarms getting all the double mods or aces with all the double mods and I can't help but think that wasn't really the point of 2.0.

And it's really been like that since 2.0 came out, I just don't know if they will ever get to a point where it will be different.

*puts away DRK-1 Probe Droids*...nah, I don't know what you're talking about

57 minutes ago, SnooSnarry said:

Anybody else feel like 2.0 is failing with trying to make the amount of passive/double mods rare? Almost every list I see basically has every ship in the list being double modded. Sinker swarms, tie swarms, all force users, quite a bit of resistance junk, the inquisitor list, I could go on. I just look at the lists for the top cut, see that a vast majority if not all are either swarms getting all the double mods or aces with all the double mods and I can't help but think that wasn't really the point of 2.0.

Well, I think most of us are expecting an incoming tax on Jedi and Inqs and all force-powered pilots - probably 2 - 8 points based on force charges to curb this trend.

Making easy dbl-mods difficult has definitely been built into the fabric of 2.0.... but force charges definitely are the easy answer for those who are looking.

I feel like if they tax too hard, using force pilots with anything meaningful will be frustrating. And then there's force talents... The base pilots HAVE to be costed appropriately, or the problem of nobody using talents will be multiplied because the tax is too high.

We'd basically have to have free force talents in order for anything to see play if the pilots go up too much more.

1 minute ago, Bucknife said:

Well, I think most of us are expecting an incoming tax on Jedi and Inqs and all force-powered pilots - probably 2 - 8 points based on force charges to curb this trend.

I'd personally rather see Force modifications only work when focused.

FFG has shown a nasty tendency to see a problem and utterly nuke it from orbit, usually taking out the target and anything within a mile of the target.

7 minutes ago, Jeff Wilder said:

I'd personally rather see Force modifications only work when focused.

FFG has shown a nasty tendency to see a problem and utterly nuke it from orbit, usually taking out the target and anything within a mile of the target.

Errata to the core force mechanic would be pretty drastic... but potentially more elegant than jacking up the force tax across dozens of cards at this point.

Not all force is OP right now - just a few combos, in my opinion.

10 minutes ago, Jeff Wilder said:

I'd personally rather see Force modifications only work when focused.

FFG has shown a nasty tendency to see a problem and utterly nuke it from orbit, usually taking out the target and anything within a mile of the target.

Are you including 2e stuff in that? Everyone likes to complain that whatever meta list ends up at something like 220 after points adjustments, and how that's nuked from orbit. I can't think of any nukes from orbit (other than supernatural)

Isn't that just 10%?

(i'm not saying it's you saying that)

Edited by Brunas
13 minutes ago, Bucknife said:

Not all force is OP right now

force is kind of distortionary because its not handed out at will - force is reserved the icon pilots and crew, who by rights should be among the best cards and pieces, thematically speaking - from FFG's perspective, even if force did absolutely nothing at all, the average force per list should still be decent just because Vader, Luke, Obi-wan, palpatine, etc should always be decent themselves

4 minutes ago, svelok said:

force is kind of distortionary because its not handed out at will - force is reserved the icon pilots and crew, who by rights should be among the best cards and pieces, thematically speaking - from FFG's perspective, even if force did absolutely nothing at all, the average force per list should still be decent just because Vader, Luke, Obi-wan, palpatine, etc should always be decent themselves

Agreed.

And ya know, if all force was completely "easy mode", then wouldn't we see Vader+Inqs and 3/4 Jedi lists all over the place?

The pricing must not be that far off, or I feel like all-force lists would be dominating.

Granted, Jendon + Inkys is pretty close....

EDIT:

2 Jedi + Ric is pretty close to "all-force"... But back to what I said about "a few combos".

I don't think we're quite to the point of a core mechanic errata yet.

Edited by Bucknife
2 minutes ago, Bucknife said:

EDIT:

2 Jedi + Ric is pretty close to "all-force"... But back to what I said about "a few combos".

I don't think we're quite to the point of a core mechanic errata yet.

That Ric should arguably be a CLT Mace or Plo anyway...basically we're actually not that far off from force dominating the meta. I can't recall now, but a podcast recently had the numbers for the percentage of lists with at least 1 force pilot or charge in their list, and it was pretty high. Everything feels pretty close likely because the meta is still forming a bit, but trends are visible now which will lead to a clearer vision of the meta sooner rather than later.

Although wave 5 for Sept 13th so that'll be another wrench in it. Except from what we see, it still lends itself towards high ace play with Sun Fac and Precog & Chopper being available to Jedi. The Jedi clearly needed more tools.....

Well, the devs could do the "easy" thing and Jack up the force tax, or,

...could we see the return of counter mechanics in the form of price drops to other strong cards, like Trajectory Simulator, Homing Missiles, and Bombs so players have the tools they need to balance the meta?!?

2 minutes ago, RStan said:

That Ric should arguably be a CLT Mace or Plo anyway...basically we're actually not that far off from force dominating the meta. I can't recall now, but a podcast recently had the numbers for the percentage of lists with at least 1 force pilot or charge in their list, and it was pretty high. Everything feels pretty close likely because the meta is still forming a bit, but trends are visible now which will lead to a clearer vision of the meta sooner rather than later.

Although wave 5 for Sept 13th so that'll be another wrench in it. Except from what we see, it still lends itself towards high ace play with Sun Fac and Precog & Chopper being available to Jedi. The Jedi clearly needed more tools.....

As long as precog is appropriately costed, I'm okay with it. SNR is pretty BS because you can SNR and still get all of your normal actions. Precog shutting off all other actions, I'm pretty okay with because you're also turning off fine tuned controls, you can't focus or target lock for non-force mods and your force drops. Precog is what SNR always should've been.

9 minutes ago, Bucknife said:

Well, the devs could do the "easy" thing and Jack up the force tax, or,

...could we see the return of counter mechanics in the form of price drops to other strong cards, like Trajectory Simulator, Homing Missiles, and Bombs so players have the tools they need to balance the meta?!?

This is not going to go the way you think

3 hours ago, Something Wicked said:

If sentinels were to cost < 34, you could have 6 in a list. 18 red dice across 6 ships that are very unlikely to die to one shot seems a bit much. Would have been a great place for the dots indicating no more than X of the ship could be used, like with the new droids, but likely too late to do anything other than price them high.

5 strikers and wampa already fits

12 minutes ago, Brunas said:

5 strikers and wampa already fits

And isn't that good.

12 minutes ago, Biophysical said:

And isn't that good.

Can confirm, flown it or a variant (Del Meeko or Gideon) over a dozen times. It can be ok, but is extremely variance prone and pretty much hard countered by ordinance lists.

3 hours ago, Kaptin Krunch said:

Black Squadron Scouts cost 38. Cartel Maruaders cost 38 also.

Would you pay two health for Supernatural Reflexes at I3?

20 minutes ago, skotothalamos said:

Would you pay two health for Supernatural Reflexes at I3?

"But its not supernatural reflexes because I have to do it"

1 hour ago, Brunas said:

I can't think of any nukes from orbit (other than supernatural)

Inertial Dampeners was jacked up in price despite only being good on one pilot on one ship. And that ship cannot even take that upgrade now. So everyone else is now paying a premium for ID as collateral damage.

2 minutes ago, 5050Saint said:

Inertial Dampeners was jacked up in price despite only being good on one pilot on one ship. And that ship cannot even take that upgrade now. So everyone else is now paying a premium for ID as collateral damage.

Still not a doubling/tripling in price. Its a nerf, but not a nuke from orbit.

you could argue for Trajectory simulator, but its cost was so low to begin with that's not really fair.

1 hour ago, Jeff Wilder said:

I'd personally rather see Force modifications only work when focused.

Maybe only recover a Force token at the End Phase if you are Focused?

4 hours ago, pyoinator said:

to keel over and die sometimes.