16 hours ago, Astech said:Sold in the Nebulon Frigate $400 expansion...
Is it to scale? I'll take a dozen!
16 hours ago, Astech said:Sold in the Nebulon Frigate $400 expansion...
Is it to scale? I'll take a dozen!
1 hour ago, tortugatron said:Then maybe cut down on all the noise? It's like every song is playing at once on these forums. Whenever I'm feeling too cheerful, I visit the FFG X-Wing forums and it fixes me right up. But please, everyone add to the poison (I realize that I'm doing that right now).
I know there is a lot of noise and parts of it is useless, but if the cost of cancelling the noise is the loss or reduction of ability for legitimate concerns to be voiced, it's not worth it. It's better to learn to tune out the noise than to silence voices.
1 hour ago, RufusDaMan said:And we made the punisher. It can boost.
...And has two agility (LWF), and can all throw their bombs (Trajectory Simulator), that one of them can have infinite of (Bomlet Generator), and the rest can have four of (Extra Munitions), and has three attack dice (but the scurrg has that).
I may bring one of these to a proxy game, despite being a rebel/scum player.
No.
Now maybe if you're having a problem with Bombs FFG will create a modification just for you to deal with that specific problem.
If bombs are the problem, its better to hit bombs than create a semi-mandatory anti-bomb upgrade. Some suggestions:
QuoteSabine Wren
Rebel only.
Your upgrade bar gains the <bomb> upgrade icon. Before a friendly bomb token is removed, you may discard this card to choose 1 enemy ship at Range 1 of that token. That ship suffers 1 damage.
Quote"Genius"
If you are equipped with a bomb that can be dropped when you reveal your maneuver, you may discard that Upgrade card to drop the bomb after you execute your maneuver instead.
QuoteAdvanced SLAM
After performing a SLAM action, if you did not overlap an obstacle or another ship, you may perform a free action. Then, receive 1 stress token.
43 minutes ago, GLEXOR said:...And has two agility (LWF), and can all throw their bombs (Trajectory Simulator), that one of them can have infinite of (Bomlet Generator), and the rest can have four of (Extra Munitions), and has three attack dice (but the scurrg has that).
I may bring one of these to a proxy game, despite being a rebel/scum player.
Sure it has two agility, if it doesn't have GC. Kindof important for an ordnance carrier.
And sure it has a 3 dice attack, but only if you happen to have a focus (you can't boost or TL) and you haven't spent it on defence. And your attack cannot be modified by anything but a focus.
But it cannot regen, throw undodgeable bombs, move across half the board, and despite being the ONLY arc locked heavy bomber, it is also the only one without a turret or PWT. Oh, and it has the worst dial of the heavy bombers.
The really funny thing is while the other bombers have tons of synergy, the Punisher has anti synergy.
- It has a boost it can almost never use, because it needs its action to either: Target lock for a missile, Focus for defense/Unguided, dropping a bomb.
- Most cards that would help it fit in the mod slot or its non existing EPT slot.
- It has an upgrade bar full of slots it can never use. The viable punisher builds
At the bare minimum the Punisher needs an EPT slot on all but the lowest ps generic, and a reduction for each equipped ordnance card. Even then it would be the weakest heavy bomber, but at least then it could be played without resorting to a gimmick.
7 hours ago, StevenO said:No.
Now maybe if you're having a problem with Bombs FFG will create a modification just for you to deal with that specific problem.
^THIS^
Autothrusters is for fragile arc dodgers to deal with a problem known as turrets. If TLTs or other turrets were overpowered then it would need a buff.
Bombs is a different problem. You really can't make a card that says "Arc dodgers only make immune to all forms of damage unless it is a primary firing arc attack." That would be more broken than Atanni Mindlink for TIE Interceptors.
Edited by MarinealverOn 09/09/2017 at 8:15 PM, HolySorcerer said:
And those help bombs how? We're talking about bombs.
In palpatine's case by giving you a garuanteed blank on a bomblet or cluster mine die. Not much, but worth pointing out.
Would be cool if there was an upgrade that gives a free boost or barrel roll when you are in range one of a bomb or a bomb just dropped. Would give a nimble ship a better chance to dodge the explosion.
25 minutes ago, Kijaucey said:Would be cool if there was an upgrade that gives a free boost or barrel roll when you are in range one of a bomb or a bomb just dropped. Would give a nimble ship a better chance to dodge the explosion.
And what's the timing on that going to be? If it's a reveal bomb that goes off later then maybe but for most action bombs/mines it may not make a lot of sense. If someone drops a bomb on you it goes boom and there probably shouldn't be anything you can do about it except try to stay away from the ship's drop zone.
20 hours ago, Marinealver said:^THIS^
Autothrusters is for fragile arc dodgers to deal with a problem known as turrets. If TLTs or other turrets were overpowered then it would need a buff.
Bombs is a different problem. You really can't make a card that says "Arc dodgers only make immune to all forms of damage unless it is a primary firing arc attack." That would be more broken than Atanni Mindlink for TIE Interceptors.
And those same turret ships are the ones dropping the undodgable bombs. If they equip Autothrusters then they get bombs dropped on top of them and die, if they equip the anti-bomb mod, then they are murded by TLT shots.
Look, we all know ffg isn't going to buff Autothrusters, the best we can hope for is a new upgrade sold in a $100 epic scum expansion.
9 minutes ago, HolySorcerer said:
And those same turret ships are the ones dropping the undodgable bombs. If they equip Autothrusters then they get bombs dropped on top of them and die, if they equip the anti-bomb mod, then they are murded by TLT shots.
Look, we all know ffg isn't going to buff Autothrusters, the best we can hope for is a new upgrade sold in a $100 epic scum expansion.
if they bring nym down to a 7 base, or take EPT away from the scurrg, you can take your 9 pilot skill arc dodger with autothrustersand a good bid then not have to worry, unless you suck at moving away from bombs that you already know the position of.
36 minutes ago, GLEXOR said:if they bring nym down to a 7 base, or take EPT away from the scurrg, you can take your 9 pilot skill arc dodger with autothrustersand a good bid then not have to worry, unless you suck at moving away from bombs that you already know the position of.
That would help too.
On 9/9/2017 at 8:58 PM, GLEXOR said:edit: Why would something faster and easier to handle do better in a minefield, you say? How about because it's controls are super touchy, and you are going extraordinarily fast, and thus your reaction window is smaller. Its science.
That's not science, that's nonsense. By this absurd logic, an Interceptor should have issues avoiding collision with other ships and asteroids. Pure nonsense.
On 9/9/2017 at 9:37 PM, HolySorcerer said:
Nope, though I won't argue against that point, we're talking about undodgable bombs completely removing low health ships from the game. Granted, the Imperials suffer the most from this, but unavoidable damage is a dangerous thing to tinker with, and I'm proposing a counter to this damage.
The only undodgable bomb is for the Adv. Slam, and they are going to fixing it already.
Nym is a pain in the ***, but not undodgable at all.
The problem is that Imperial Aces needs a lot of skills to fly them really well. You need to know how to predict your enemy, the entire range of him's maneuvers, when to expose yourself, when to all-in, when to not etc.
PS: no one is thinking about ions. Both 4 ships Rebel and Nym are screwed by ions, and no one is even try theme. IonVessery+an Ace will be a good pair for the matter.
If that an Ace needs to be cooperative with a partner will be only healtly fer the game! Stop building up 360' all-around Aces.
21 hours ago, Marinealver said:You really can't make a card that says "Arc dodgers only make immune to all forms of damage unless it is a primary firing arc attack." That would be more broken than Atanni Mindlink for TIE Interceptors.
Where did "all forms of damage unless it is a primary" come from now? Autothrusters help with turrets and long range attacks (and they don't in the least guarantee no damage, ever throw dice?) and HolySorcerer's proposal specifically referenced bombs. So that leaves:
Do you need more? I'm sure there's more.
23 minutes ago, Cerve said:The problem is that Imperial Aces needs a lot of skills to fly them really well.
While it's been proved on this very board that flying Nym to success requires the skill of a person with mildly impaired intellectual functioning. So that's a blatant flaw in design right there (and a recent one). It's like one side's playing chess, the other's playing Battleship. But by all means, let's not recognize nor criticize it, after all it just affects one third of the player base, who cares about those whiny guys, amirite? Keep going, git gud or some such.
Edited by Kumagoro35 minutes ago, Kumagoro said:Where did "all forms of damage unless it is a primary" come from now? Autothrusters help with turrets and long range attacks (and they don't in the least guarantee no damage, ever throw dice?) and HolySorcerer's proposal specifically referenced bombs. So that leaves:
- Primary weapons at range 1-2 (including auxiliary arcs, and Inquisitor at range 3)
- Missiles
- Torpedoes
- Cannons
- Autoblaster combo
- Darth Vader crew
- Feedback Array
- Black Market Slicer Tools
- Dead Man's Switch
- "Hot Shot" Blaster
- Snap Shot
- Ruthlessness
- Obstacles
- Effects of faceup damage cards
Do you need more? I'm sure there's more.
From HolySorcerer's post. He wants Autothrusters to not only be anti-turret but anti- bomb as well. I say have a new mod as bomb countermeasures instead. Pick one or the other.
1 hour ago, HolySorcerer said:
And those same turret ships are the ones dropping the undodgable bombs. If they equip Autothrusters then they get bombs dropped on top of them and die, if they equip the anti-bomb mod, then they are murded by TLT shots.
Look, we all know ffg isn't going to buff Autothrusters, the best we can hope for is a new upgrade sold in a $100 epic scum expansion.
If you are talking about saltmasters then you can also include them as the same arc dodgers, jousters and other stuff. As for your magic upgrade in the next ~$100 epic expansion, it is going to be a scum expansion so it would only work for scum ships not imperials.
3 minutes ago, Marinealver said:As for your magic upgrade in the next ~$100 epic expansion, it is going to be a scum expansion so it would only work for scum ships not imperials.
That's not true at all and you being hyperbolic doesn't contribute to this discussion at all. You know **** well that it will be "Rebel and Scum only".
8 hours ago, Kumagoro said:That's not science, that's nonsense. By this absurd logic, an Interceptor should have issues avoiding collision with other ships and asteroids. Pure nonsense.
object A is 300' from object B. if object B is stationary, and object A is traveling 586.667 fps (400 miles/hour) straight toward object B, how much time does object A have to respond? the answer is 0.51136334581 seconds, but we can just round it to 0.5, or, 1/2 of a second. that is a really short amount of time!
and you are right, it is not science...
It is math. Don't tell me my logic is flawed, or that it is nonsense! did you even take algebra?
IMO best solution would be to screate a new mod upgrade that would only work with bomb:
"When you would suffer damage from a bomb, roll a # of defense dice equal to the highest damage potential of that bomb. Those dice cant be modified in any way. Cancel 1 damage per evade result you obtain. You can equip this upgrade only if the combined amout of your hull and shield is 5 or less"
What this does is force players to make a choice between thrusters or bomb defense. It would be really healthy for the meta because it would create a cycle where: If there is more bomb, people bring that mod. The more player with that mod, the less bomb we might see. When players feel bombs are less present, they bring the thrusters. Then when many players bring the thruster bombs make a comeback. Rinse and repeat.
On 9/9/2017 at 1:58 PM, GLEXOR said:...
Why would something faster and easier to handle do better in a minefield, you say? How about because it's controls are super touchy, and you are going extraordinarily fast, and thus your reaction window is smaller. Its science.
If we go back to the X-Wing video games I'll admit I prefered an A-Wing when it came to clearing minefields because it was easier to dodge them. Of course mines are not bombs and if someone lays an egg on you then you're screwed either way. Incidentally, while the A-Wing was usually my prefered mine field clearing ship my second favorite ship was the Y-Wing which was maneuverable enough but also incredibly accurate due to having the chin lasers instead of ones dangling out at the wing times; these suggestions certainly don't seem directed at helping the poor Y-Wing better survive a minefield.
It's always refreshing to hear another imperial ace player be upset that his ship isn't immortal to all sources of damage.
Ships have to take damage. If you have a ship that can be nearly immune to guns, then it had better be super screwed by any damage source other than guns.
Defensive upgrades are generally bad. Ships need to die and they need to die to a rational amount of offense. The reason we now have such irrational offense in the game is a direct response to the amount of irrational defenses in the game.
Stop asking for ships to continue to dodge all damage.
Why all the complicated stuff to fix bombs? Simple fix: Take Sabine's supernatural powers away. I mean honestly? She can be anywhere on the board to trigger this effect that happens at range 1 for enemy ships? Ridiculous.
17 hours ago, StevenO said:And what's the timing on that going to be? If it's a reveal bomb that goes off later then maybe but for most action bombs/mines it may not make a lot of sense. If someone drops a bomb on you it goes boom and there probably shouldn't be anything you can do about it except try to stay away from the ship's drop zone.
I revised my initial idea and forgot to include the phrase 'movement bombs.'