3 minutes ago, Boom Owl said:Yea and I4 and I3....
Crack Shot on the Bombers, just in case? Seriously, don't get in front of me.
3 minutes ago, Boom Owl said:Yea and I4 and I3....
Crack Shot on the Bombers, just in case? Seriously, don't get in front of me.
3 minutes ago, Biophysical said:Crack Shot on the Bombers, just in case? Seriously, don't get in front of me.
Yea im 100% in even without the crackshot.
12 minutes ago, Kaptin Krunch said:96 gets you Supervader or Juke ASensors rexler- 104 to get 3x 3atk ships.
Honestly, Triple Interceptor/Striker seems better than barrage Rockets though.
In not 100% sure about that. The hit points matter, as does the ability to move slowly and get re-rolls. The bombers are way worse once they start turning around, but way nastier on approach.
3 minutes ago, Biophysical said:In not 100% sure about that. The hit points matter, as does the ability to move slowly and get re-rolls. The bombers are way worse once they start turning around, but way nastier on approach.
Also those 5Ks are nice and the 2 hard turns arent even white anymore so you can 2 hard into a Barrel Roll/Block which is alot less awkward than the 3 turns used to be.
1 minute ago, Boom Owl said:Also those 5Ks are nice and the 2 hard turns arent even white anymore so you can 2 hard into a Barrel Roll/Block which is alot less awkward than the 3 turns used to be.
deathrain might be a more expensive choice but after seeing the dials and slots he might be really good. will he TS+ability+hard stop to try and block you with a medium base onto a bomb, or will he drop a bomb, ability for TL, kturn, missile you?
I know everyone is pretty down on Rebels, and trust me I definitely prefer all the crazy options available to Imperials and Scum ( Boba/Fenn/Guri ) but...there are a couple exceptions. One of which is the HWK-290. Particularly Kyle Katarn. The others are basically Jake Farrell and Super Luke.
Probably better ways to spend these points...but I can't help being a little hyped about the Hwks.
Focus/TL Link into Rotate, Jam, and the Title giving an incentive to keep stuff in that forward arc.
At this point just looking at theme for the hard turn boosty engines.
| 38 | Kyle Katarn | |
| 3 | Daredevil | Talent |
| 5 | Informant | Crew |
| 0 | None | Bomb |
| 3 | Engine Upgrade | Modification |
| 0 | None | Modification |
| 12 | Moldy Crow | Title |
Hopefully they dont just become facilitators of Rebel Fat Turrets like every thing introduced to 1.0 Rebels did.

Now that we have a decent stop gap squadbuilder, I’m finally actually taking in the application of these upgrades. Now, I just want to make sure this works the way I think it does.
Collision detector now is a two time r5-x3 (a criminally underrated droid if I do say so myself), for ships that actually would benefit from being able to say “nope” to a rock?
Thats good on a lambda, right? Because my goodness do those lambdas look nice.
6 minutes ago, Kdubb said:Now that we have a decent stop gap squadbuilder, I’m finally actually taking in the application of these upgrades. Now, I just want to make sure this works the way I think it does.
Collision detector now is a two time r5-x3 (a criminally underrated droid if I do say so myself), for ships that actually would benefit from being able to say “nope” to a rock?
Thats good on a lambda, right? Because my goodness do those lambdas look nice.
It'd be nice, but based on 1.0 experience I think I'd rather spend the points on the ship(s) the Lambda's helping and just live with it being on the rock.
That being said, my 1.0 Lambdas didn't have a rear arc or coordinate to worry about, so I could be wrong.
25 minutes ago, DR4CO said:It'd be nice, but based on 1.0 experience I think I'd rather spend the points on the ship(s) the Lambda's helping and just live with it being on the rock.
That being said, my 1.0 Lambdas didn't have a rear arc or coordinate to worry about, so I could be wrong.
Right. And I guess if you aren’t so worried about the potential damage or even care about shooting with the thing, adv sensors is doing plenty as well for you, with the added bonus of giving you the coordinate on a bump as well.
Idk. Maybe I’m just enamored with the idea of a shuttle that can just screw with people by saying “yea, that rock doesn’t exist if I don’t want it to.”
Could be dirty on Phantoms too. It’s probably intended as a training wheel upgrade, but having the capability to intentionally cut through a rock your opponent has to work around sounds good.
Edited by Kdubb
2 minutes ago, Kdubb said:Idk. Maybe I’m just enamored with the idea of a shuttle that can just screw with people so hard by saying “yea, that rock doesn’t exist if I don’t want it to.”
I'm just used to shuttles who say "I am aware there is a rock between me and where I want to go. I'm going there anyway." ?
If anyone has a contact details for Alex, Frank or Max, the next message that you send should read:
Open the report with a 3.0 announcement or no balls
The nice thing about collision detector is you don't have to trigger it until after you already know you hit an obstacle. I had also looked at it on Gunboats as a way to give them more approach/escape options. Giving up FCS sucks though.
5 minutes ago, Transmogrifier said:The nice thing about collision detector is you don't have to trigger it until after you already know you hit an obstacle. I had also looked at it on Gunboats as a way to give them more approach/escape options. Giving up FCS sucks though.
Man, FCS on Gunboats is so cool.
How is everybody loading Gunboats? Proton Torps seem the ideal munition. Any thoughts on Cannon armed versions?
29 minutes ago, Biophysical said:How is everybody loading Gunboats? Proton Torps seem the ideal munition. Any thoughts on Cannon armed versions?
This is as far as I got. 2x fits with a Super Vader or a Defender. But it feels far to 1.0 to be correct...I understand none of this.
| 37 | Rho | |
| 1 | Crackshot | Talent |
| 3 | FCS | System |
| 9 | Proton | Torpedo |
| 0 | None | Missile |
| 3 | Advanced Slam | Modification |
| 0 | OS-1 | Configuration |
They dont seem like a very good HLC platform so that leaves Ion Cannons. You can get Ion Nus at bargain pricing (40 Nu w/ X1-G, Ion), which seems like a steal for a fairly durable control piece that has a good threat range with the new configuration. Proton Torpedoes seem like the primary draw of the platform though - 50 Nu w/ OS-1, FCS, Adv SLAM, Proton Torps seems like the baseline. Adding PS Initiative is MUCH cheaper on the platform now so there does seem to be a good argument for paying for the named pilots when possible.
2 hours ago, Biophysical said:How is everybody loading Gunboats? Proton Torps seem the ideal munition. Any thoughts on Cannon armed versions?
I like
Rho (Crack Shot, FCS, Ion Cannon, Homing Missile, Adv. Slam, XG-1)-52
Bullies big ships pretty well, but can threaten dodgy ships?
But FCS Crack Aslam Proton OS1 seems like the best torp (or really non-XG-1) loadout.
The gunboats look solid but I will need to adjust since they do play a bit differently.
What about Major Ryhmer (34) and Tomax (34)?
Oh, on the specialistbgeneralist thing that you deliberately misinterpret as a joke-
I wouldn't apply it to all upgrades, just things that (drastically) change your attack or defensive profiles. So no designating cards like VI or PTL.
But homers at 3 is cheap enough to be generally applicable, even if you just use them to confirm kills on 1 health ships.
2 hours ago, Kaptin Krunch said:Oh, on the specialistbgeneralist thing that you deliberately misinterpret as a joke-
I wouldn't apply it to all upgrades, just things that (drastically) change your attack or defensive profiles. So no designating cards like VI or PTL.
But homers at 3 is cheap enough to be generally applicable, even if you just use them to confirm kills on 1 health ships.
I didn't know I was into dudes, but I just love strawmen
1 hour ago, Brunas said:I didn't know I was into dudes, but I just love strawmen

Been trying a pile of gunboat variants and my conclusions so far...
- Ion cannon Nu's are solid. Optionally put Adv SLAM, but wouldn't put much else. Keep them cheap, otherwise you'd be better off taking a proper 3 die primary ship that can k-turn.
- Vynder's ability is still pretty solid. Putting an ion on him probably makes him too ignorable, but conversely his main point is to SLAM -> fire, so protons, even with FCS, are losing some of their hard hit utility (since you're not allowed to spend the lock). Thus I've been going with Adv SLAM, FCS (staple these to any missile gunboats IMO), homings (you're probably only doing 1 damage on the approach anyways) and APTs. APTs are cheaper than regular protons and they're a big threat for the turn after you homing missile something, since by definition you still have the lock so you are threatening a SLAM->focus/TL'd 5 die APT.
I haven't yet found a talent that I feel is worth paying for on the gunboats... YMMV there, but I certainly wouldn't pay an extra 2/3 points for a Rho/Karsabi just for the talent slot or i3 unless i2 becomes a meta staple (doubt it).

You guys may have to put a content warning on the next episode... or alternatively play 12 hours of command and conquer. Whichever.