Ept,
If your agility is 3 or higher, when you would take 1 or more damage from a bomb, you may spend an evade token to cancel that damage.
Ept,
If your agility is 3 or higher, when you would take 1 or more damage from a bomb, you may spend an evade token to cancel that damage.
A lot of people have been suggesting this 'spend an evade to cancel damage from a bomb' idea lately. Its fine against Bomblets, but theres plenty of Action bombs that wouldn't be effected by it (because usually aces are the ones who would be taking this ept and Miranda usually bombs them before they move and get actions).
I doubt that anyone would choose this as an ept over intensity or ptl competitively. As a standard game effect it might be ok, but still limited due to Action bombs.
Introducing upgrades that only ever affect a specific upgrade type is a horrible idea that just encourages matchup wing and is literally useless in all but one context
Just make it a base rule regardless of agility and damage source
Edited by ficklegreendiceAnti-bomb card (at least for the ones you have to roll for):
I'll give you three hints as to what it is.
1. "UNLIMITED POWER!!!"
2. "I've waited a looooong time for this moment, my little green friend."
3. "Dew it."
Give up?
It's your old friend Palp of course!
Just alow the player to roll their greens; no auto damage; done.
No that just defeats the actual entire purpose of autodamage
Edited by ficklegreendice
I still am in favor of an upgrade that lets you do a free boost or barrel roll (or perhaps just a free action on your action bar) when a bomb is dropped at distance 1 of you or when you get a red target lock token. It would do so much to bring arc dodgers back into play.
Edited by Herowannabe
16 minutes ago, Herowannabe said:I still am in favor of an upgrade that lets you do a free boost or barrel roll (or perhaps just a free action on your action bar) when a bomb is dropped at distance 1 of you or when you get a red target lock token. It would do so much to bring arc dodgers back into play.
1 hour ago, clanofwolves said:Just alow the player to roll their greens; no auto damage; done.
I think these are probably the best two ideas for reducing bomb damage. Either a mod that allows you to boost/barrel roll away or just allowing the player to roll defense dice against dice bombs. I feel like the Auto damage ones are not that powerful, but too often now I am seeing bomblet deliver a fatal Hit/Direct Hit to my boy Soonitr.
1 hour ago, ficklegreendice said:No that just defeats the actual entire purpose of autodamage
Exactly
...this is an manuver and dice game.
1 hour ago, ficklegreendice said:No that just defeats the actual entire purpose of autodamage
thank god. Autodamage is stupid.
1 minute ago, clanofwolves said:Exactly
...this is an manuver and dice game.
No, it's a tactical "space combat" game based around hidden manuevering via the dial system
If anything, bombs have more business being here than dice because they're at least positioning based as opposed to pure luck
5 minutes ago, Wiredin said:thank god. Autodamage is stupid.
But Palpatine is ok for an auto evade or auto crit. Right?
The dice system in xwing is flawed as ****
you want something like Armada that actually varies significantly based on how you fly/play
Just slapping more green dice onto things is a sloppy and lazy solution that eskews actual gameplay for pure luck
"At the end of the combat phase, you may place one evade token on this card. If you do, when rolling for damage from a bomb or obstacle, you may spend this token to cancel one [crit] result, or up to two [hit] results."
It's useful outside of bombing as a safety against obstacles. It can be reused, but only after being recharged with another evade action. Denial of it requires token stripping, stress weapons/action denial, or simply forcing the spend through concentrated fire. It suits arc dodgers who naturally have evade options and high agility, but leaves less fragile ships to go it alone. It also doesn't save anyone unfortunate enough to roll through all three cluster mines, nor does it lessen the threat of arc dodgers hitting a Conner Net.
1 hour ago, Stoneface said:But Palpatine is ok for an auto evade or auto crit. Right?
I think Palp is more balanced than autoblaster/accuracy correct BS.
The problem is with the auto-damage combos that are just brutal. Palp can only help so much against that stuff.