Satu...rated S.....alvo?

By RufusDaMan, in X-Wing

1 hour ago, Cerve said:

Jeez you must fly really bad if you let this happens to you :-/

Hi Cerve . May I call you "Mr. Git Gud"? :rolleyes:

So if I alpha strike an opponent's ship to death, it's only because my opponent flew poorly, right?

My point was, a game in which it is regularly possible to remove an opponent's ship* that they spent points on and built a list around in the first round of firing is not a fun game. See also: triple Torpedo Scout meta.

But if you want to just be an ***, you go ahead and just be an ***.

*Unless it's a 12-point TIE Fighter, because those are kind of made to be expendable.

Edited by ObiWonka
35 minutes ago, ObiWonka said:

*Unless it's a 12-point TIE Fighter, because those are kind of made to be expendable.

what about an 18 point Alpha squadron intercepter? they're just as easy to kill.

Clearly this Ept allows you to fire ALL equipped ordnance at once! Rejoyce!! THIS is the FABLEDE TIE Punisher fix!!...oh wait

1 hour ago, ObiWonka said:

Hi Cerve . May I call you "Mr. Git Gud"? :rolleyes:

So if I alpha strike an opponent's ship to death, it's only because my opponent flew poorly, right?

My point was, a game in which it is regularly possible to remove an opponent's ship* that they spent points on and built a list around in the first round of firing is not a fun game. See also: triple Torpedo Scout meta.

But if you want to just be an ***, you go ahead and just be an ***.

*Unless it's a 12-point TIE Fighter, because those are kind of made to be expendable.

You can take 1 ordnance. Maybe 2 if the shooter fly well.

But if you get 3 in the first round, and you loss a ship, well, yes you can do better than that. Just saying that.

Edited by Cerve

I don't think that what it says, but it would be an interesting mechanic:

After you perform an attack with a torpedo or missile that deals one or less damage to an e nemy within range 1-2, you may immediately discard a torpedo or missile upgrade from your ship or from a squadmate that has that enemy ship in-arc to deal one additional damage to the enemy.

Edited by takfar

ugh if its more ordinance power creep im out. already dumb having a 16 hp ship die first round of combat in standard. Even with re-enforce epic ships can barely survive a turn against cheap fighters with the new missiles.

I'll still play casual with friends but if they're trying to get people out of the main game then insane missile shark jumping is a great path to doing so

3 hours ago, Cerve said:

You can take 1 ordnance. Maybe 2 if the shooter fly well.

But if you get 3 in the first round, and you loss a ship, well, yes you can do better than that. Just saying that.

2 Missiles/Torpedoes can take out a number of ships. Getting full mods gets easier as the game goes on, so 2 shots = 8 hits more often than not. Anything with less than 9 health better roll some evades, have the Evade action, or both. (Hence why there's also a health-creep trend.) And now the potential is that Saturated Salvo only requires one ship to line up the shot instead of two ships. Even if your argument was correct that ships only die to 3 shots, not 2, again Saturated Salvo (if it allows a ship to fire twice) enables those same two ships to fire four shots. Which, by your own admission, is far more than enough to remove a ship. And, I contend, is something that is unnecessary for this game to have, because it's un-fun .

Saturation fire is when you fire so much stuff that it can't help but hit.
To keep in theme with the slowly-creeping-out anti-ace tech, perhaps it's a "Shoot lots of ammo to ignore green dice" effect? It'd be a terrible idea, but that doesn't mean they didn't design it. ;)

I'd take converting a round of ordnance into a single guaranteed damage on the target and all ships within r1

So maybe kinda like a non-unique Swarm Leader, but with ordnance upgrades instead of evade tokens?

Maybe a good saturation effect would be to cancel lots of greens for a lesser but guaranteed damage

lol. Really? Ninja'd on this idea?!

Edited by Lobokai
4 hours ago, takfar said:

... f rom a squadmate...

Except, where is "squadmate" ever used in rule text...

... the convention is "friendly ship".

As far as I recall, the only time "squad" is referred to is as "squad points".

I think that part will be limiting the cost of the weapon used in the follow-up/augmentation.

I've squinted and theorized for a while at this one - and still not much the wiser!

SATU RATION
SA LVO

After yo u perform an attack with
a (T) or (M) secondary weapon
that does not hit a defender at
Range _, you may then choose
an equipped Upgrade costing _
squad points or more. Discard that
Upgra de to
the ...
or ...

Aaaaarg! - I give up!!

7 minutes ago, ABXY said:

I've squinted and theorized for a while at this one - and still not much the wiser!

SATU RATION
SA LVO

After yo u perform an attack with
a (T) or (M) secondary weapon
that does not hit a defender at
Range _, you may then choose
an equipped Upgrade costing _
squad points or more. Discard that
Upgra de to
the ...
or ...

Aaaaarg! - I give up!!

"Does not hit a defender at range (say, 2-3)" = If you miss the defender, or hit the defender at range 1, (awesome thing) happens.

2 hours ago, ABXY said:

As far as I recall, the only time "squad" is referred to is as "squad points".

I think that part will be limiting the cost of the weapon used in the follow-up/augmentation.

Negative.

"When you equip this card, place 1 illicit token on each illicit Upgrade card in your squad." -From Jabba.

Not to say that the squad point theory is invalid, just that "squad" on it's own has been used before.

5 hours ago, ObiWonka said:

2 Missiles/Torpedoes can take out a number of ships. Getting full mods gets easier as the game goes on, so 2 shots = 8 hits more often than not. Anything with less than 9 health better roll some evades, have the Evade action, or both. (Hence why there's also a health-creep trend.) And now the potential is that Saturated Salvo only requires one ship to line up the shot instead of two ships. Even if your argument was correct that ships only die to 3 shots, not 2, again Saturated Salvo (if it allows a ship to fire twice) enables those same two ships to fire four shots. Which, by your own admission, is far more than enough to remove a ship. And, I contend, is something that is unnecessary for this game to have, because it's un-fun .

I just...uh, nevermind.

I will waiting before complain about it even if it will be as writed (which I don't belive it too much).

2 hours ago, UnitOmega said:

Negative.

"When you equip this card, place 1 illicit token on each illicit Upgrade card in your squad." -From Jabba.

Not to say that the squad point theory is invalid, just that "squad" on it's own has been used before.

Cool - that gives credence to the possibility it grants something in relation to other members of your squad... interesting... makes the deciphering even trickier with the expanded possibilities.

11 hours ago, Rakaydos said:

what about an 18 point Alpha squadron intercepter? they're just as easy to kill.

This is a common misconception. Alpha Squadron Pilots roll better green dice, so you have to calculate as if they have 4 evade results on each die :P But in all seriousness, yes, they are just as easy to kill...which is why I now fly Imperial Trainees and Scarif Defenders instead.

But back to the main topic, I agree that it's more likely that the awesome effect happens if a torpedo/missile "does not hit". What if it's an Elite Talent version of Munitions Failsafe, tied into the Reload action? Nevermind. I'm really bad at this game.

I agree that it could be something with ordnance attacks that do not hit.
I bet it's kind of a "Gunner" effect for ordnance. Fire a torpedo or missile. If it doesn't hit, perform another attack with a torpedo or missile secondary weapon.

It would fit the name of saturation salvo. And it could work with ordnance that do not consume their target locks for attacking, like Homing, Advanced Homing, Cruise, or Unguided.

Edited by Azrapse
On 8/25/2017 at 0:58 AM, Cerve said:

I just...uh, nevermind.

I will waiting before complain about it even if it will be as writed (which I don't belive it too much).

I clearly stated "hopefully not..." in my initial post, you decided to chime in with "git gud", and now you want out of the conversation because we don't know what the card actually does yet.

I just... uh, nevermind.

1 hour ago, ObiWonka said:

I clearly stated "hopefully not..." in my initial post, you decided to chime in with "git gud", and now you want out of the conversation because we don't know what the card actually does yet.

I just... uh, nevermind.

Basically, I was telling to you "if you're losing your ships so badly for an alhpa strike, then don't worry! You can get better and avoid that. The game is not broken, that mechanic is not broken, it's only that more skill is request to players for playing against it. That's all".

Then you comes and judge me, got irony on me, and you know what? I don't care about it. I'm not the one who is losing his ships for an Alpha Strike, between us. Good game (:

k

Edited by ObiWonka