You're no longer limited to only one mod per ship. What breaks?

By HolySorcerer, in X-Wing

15 hours ago, Larky Bobble said:

Again, The topic title is ¨ no longer limited to one¨ . It does not limit it to two. Likewise there are examples here that use three. There is no opportunity cost for zero cost mods, as per the economic definition, if there is no limit to how many you can put.

I think some people are missing that point. "You may equip any number of upgrades although you may not equip the same upgrade two or more times," is how I read the concept. It certainly does make 0 pt. mods automatic on everything that could take them and get any use out of them. It also makes all of those cheap (however you want to define that) mods that may be highly situational or single use far more appealing as they no longer keep you from using something that is normally far more reliable.

I like the idea of increasing the mod limit by 1 (including Royal Guard allowing Interceptors 3, etc).

8 hours ago, Warlon said:

Those 15 extra dice will still fail you.

All it takes is one hit, or a missile from that rebel z95 pilot and they're ALLLLLLLL gone.

Well, statistically speaking it's extremely unlikely to roll less than 3 evades. Corran can regenerate bomb damage and has high damage output to boot. There's a 95% chance of rolling 4 or more evades, making you essentially invulnerable to any attack - and that's without focus or evade tokens. With focus, the probability of rolling less than 4 evades is 0.009% - a pathetically small chance.

If you add in an evade token there's practically no chance of you getting hit by regular attacks. 6 attack dice would probably be the bare minimum to even have a chance of hitting. It's technically possible to be hit, but you'd have to play thousands of games for it to happen even once.

1 hour ago, Astech said:

Well, statistically speaking it's extremely unlikely to roll less than 3 evades. Corran can regenerate bomb damage and has high damage output to boot. There's a 95% chance of rolling 4 or more evades, making you essentially invulnerable to any attack - and that's without focus or evade tokens. With focus, the probability of rolling less than 4 evades is 0.009% - a pathetically small chance.

If you add in an evade token there's practically no chance of you getting hit by regular attacks. 6 attack dice would probably be the bare minimum to even have a chance of hitting. It's technically possible to be hit, but you'd have to play thousands of games for it to happen even once.

Never tell me the odds.

They're B.S when it comes to evade dice.

15 minutes ago, Warlon said:

Never tell me the odds.

They're B.S when it comes to evade dice.

I get the sentiment, as does anyone who's had a full health cloaked Whisper killed at range 3 behind a rock by a Z-95. However, the statistical likelihood of any given game being resolved in Corran's favour is absurdly huge - probably over 95% without looking at player skill.

So even if it does fail you once or twice, you're in a really good run for MoV and wins in a large tournament.

9 hours ago, GrimmyV said:

Bomblet Deathrain with AS is probably close to competitive, but nothing like Turret firing ps 10 supa Bomba Nym.

guided Rockets might help out the genetics but Bombers do the same job for 5 pts less.

LWF is great on the Punisher and I guess could replace AT.

its still just too expensive to fit into most lists and generally does a poorer job all around of being a heavy bomber/ordnance carrier that the K-wing and Scurrg.

Baffles can cause some surprises paired with action bombs and EI, but I don’t see that as being anywhere near optimal, especially with no regen.

this ship needs:

title that grants EPT to pilots of >2ps

unique system that does...something. And it needs to be cool. Maybe offering double taps with secondary weapons. Or primary after secondary. Or a focus when a TL is spent. Something.

Mod or title that allows at least two mods, maybe with discounts. LRS and Chimps or AT and LWF would be nice.

unique ordnance limited to Punisher that is awesome and thematic and cheap

any one of these could help fix the Punisher. All of them would be moving it close to OP territory.

Which should be the goal, given the long term effects of imperial "fixes" so far.

3 hours ago, Astech said:
12 hours ago, Warlon said:

Those 15 extra dice will still fail you.

All it takes is one hit, or a missile from that rebel z95 pilot and they're ALLLLLLLL gone.

Well, statistically speaking it's extremely unlikely to roll less than 3 evades. Corran can regenerate bomb damage and has high damage output to boot. There's a 95% chance of rolling 4 or more evades, making you essentially invulnerable to any attack - and that's without focus or evade tokens. With focus, the probability of rolling less than 4 evades is 0.009% - a pathetically small chance.

If you add in an evade token there's practically no chance of you getting hit by regular attacks. 6 attack dice would probably be the bare minimum to even have a chance of hitting. It's technically possible to be hit, but you'd have to play thousands of games for it to happen even once.

When that "rebel z95 pilot" is Lt. Blount it doesn't matter how many agility dice you have or how deep your stack of evade tokens is you're going to get hit. Now maybe that hit will not deal any damage but it still kills Stealth Devices and would trigger the damage from an Ion Pulse missile or card from an Advanced Concussion Missile.

14 minutes ago, StevenO said:

When that "rebel z95 pilot" is Lt. Blount it doesn't matter how many agility dice you have or how deep your stack of evade tokens is you're going to get hit. Now maybe that hit will not deal any damage but it still kills Stealth Devices and would trigger the damage from an Ion Pulse missile or card from an Advanced Concussion Missile.

Blount is PS 6. Corran is PS 8 with Boost + Barrel roll. Corran will never get shot.

23 minutes ago, Astech said:

Blount is PS 6. Corran is PS 8 with Boost + Barrel roll. Corran will never get shot.

Maybe not but if he ever is in arc he'll get hit.

6 minutes ago, StevenO said:

Maybe not but if he ever is in arc he'll get hit.

That's fair. In other words, this Corran will almost certainly win in any matchup except if he comes across one of the rarest pilots in competitive play.

2 minutes ago, Astech said:

That's fair. In other words, this Corran will almost certainly win in any matchup except if he comes across one of the rarest pilots in competitive play.

It all turns into a new meta... This is why there really isn't anything that is a true "fix" and why "nerfs" are so fleeting in effectiveness; you can mess with things all you like but when the dust settles there will always be a top dog and others that just can't compete.

4 hours ago, Astech said:

Blount is PS 6. Corran is PS 8 with Boost + Barrel roll. Corran will never get shot.

With Wampa all it takes is two crit results...

4 hours ago, Warlon said:

With Wampa all it takes is two crit results...

Good point there, but I think Wampa might die after the first shot, given the end phase attack.

Perhaps 4 bombers with cluster mines could do it, come to think of it. Or nym with proton bombs...

Sorry if this is a daft question. I've looked through the rules update and FAQ pages and I can't find any mention that as general principal you are allowed to give any ship more than one modification. Where was this rules change been posted. Can some one please provide a link or path? If I've completely missed the point or miss-understood the original post, please feel free to administer a sound metaphorical slapping.

2 hours ago, Olddog said:

Sorry if this is a daft question. I've looked through the rules update and FAQ pages and I can't find any mention that as general principal you are allowed to give any ship more than one modification. Where was this rules change been posted. Can some one please provide a link or path? If I've completely missed the point or miss-understood the original post, please feel free to administer a sound metaphorical slapping.

*Slap*

This is a purely academic discussion. Would a change such as this break the game? So many patch jobs for the game have come out as mods or titles that we now have to start choosing which band aid to apply. I think most mods are expensive enough as is, so loosening the restriction on them might be a good idea.

1 hour ago, HolySorcerer said:

*Slap*

This is a purely academic discussion. Would a change such as this break the game? So many patch jobs for the game have come out as mods or titles that we now have to start choosing which band aid to apply. I think most mods are expensive enough as is, so loosening the restriction on them might be a good idea.

Thank you for clearing that up.

Too much discussion on small ships. Let's see what a big ship can do!

Chiraneau - base 46 / loadout 97
Dauntless title - 2
Expose ept - 4
Mara Jade crew - 3
Ysanne Isard crew - 4
Weapons Engineer crew - 3
Ion Torpedos torp - 5
Proton Bombs bomb - 5

Modifications:
Guidance Chips - 0
Munitions Failsafe - 1
Anti-Pursuit Lasers - 2
Ion Projectors - 2
Experimental Interface - 3
Countermeasures - 3
Hull - 3
Stealth - 3
Engine - 4
Shield - 4

You have 18 health, initiative, Countermeasures to break the Target Locks of a possible alpha strike, Dauntless to allow you to use Expose even if you bump, Experimental Interface that triggers before you get your Dauntless stress, so you can WeapEngineer two target locks before you Expose (you end up with two stress, but you can deal with that with greens--your maneuvers aren't that important). Isard mitigates a damage each turn once your 5 shields have fallen, and any poor sucker who bumps into you has a 50% chance at getting damage, 50% chance of getting ionned, and will deal with a Mara Jade stress at the end of the round (Alternatively, if you're confident you don't need Isard to defend your 13 hull, you can BoShek to make bumping even more painful, or Darth Vader to put stack a third crit onto your victim).

Obviously, doesn't handle very well against swarms, but nobody is flying swarms. Chiraneau will eat up anything else--dishing out crits with his main ability, Guidance Chips, and 4 or 5 attack dice modified by Target Locks & the Chiraneau ability.

IG-88C & IG-88B - base 36 each / loadout 50 each (identical loadouts)
IG-2000 title - 0
Veteran Instincts ept - 1
Fire Control System sys - 2
ARC Caster cannon - 2

Modifications:
Autothrusters - 2
Stealth Device - 3
Countermeasures - 3

Alternatively, if pilot skill isn't a big concern for you, could you replace VI with A Score to Settle and Trick Shot, then upgrade your ARC Casters to Ion Cannons so you have range on your IG-88B second attacks. But the range shouldn't be important; you'll be boosting to get that evade token and Range 1 shot, where the cannon will be effective. Then when you defend, you'll have between 4-6 defense dice, an evade token, Autothrusters, and can fall back on a one-time use of Countermeasures to throw off Target Locks or to add extra defense if you're worried this is the attack they might break your Stealth Device. If you really want to turtle up, you can replace FCS with Sensor Jammers and your cannons with Tractor Beams--then you're just playing mind-games with your opponent, throwing them onto asteroids and changing their precious few hits into focuses. Or heck, replace Countermeasures with Push the Limit so you can add Focus tokens to the stack.