B-wing fix incoming?

By Reiver, in X-Wing

Just compare these two:

Blue-squadron-pilot.png Swx70-cartel-brute.png

Better action bar (Reload!), similar upgrade bar (Systems is probably better than Illicit/Salvagemech, but the combo is pretty cool and torp+missiles beats double-torp for the LRS access), an extra point of PS... and the same overall HP, attack, and durability.

The Cartel Brute then also boasts the Bullseye mechanic, which is highly situational, but still definitely the kind of thing that would usually have been worth a point or two as a cannon effect.

For the same price.

Either the Cartel Brute has a truly lousy dial, or the devs have admitted by inference that the B-wing (And hopefully, G1A as well!) is due a wee boost.

Edited by Reiver

I mean, the Kimogila is a smidge better, but without seeing the dial it's hard to truly compare. The only things we know about the Kimogila dial so far is that it has a red 4k, and red 1/2 turns. It's not supposed to be a particularly maneuverable ship (despite it, oddly, having barrel roll...). Meanwhile, the B-wing arguably still has one of the best knife-fighter dials in the game (that 2k is still godly). The problem is more that knife-fighters just aren't needed, so one of their chief tricks is now redundant. I'd also trade both the illicit and salvaged astromech slot for a system and cannon slot any day, so I'd say their upgrade bar is fairly on par, honestly.

But the drood slot tho

1 hour ago, NakedDex said:

I mean, the Kimogila is a smidge better, but without seeing the dial it's hard to truly compare. The only things we know about the Kimogila dial so far is that it has a red 4k, and red 1/2 turns. It's not supposed to be a particularly maneuverable ship (despite it, oddly, having barrel roll...). Meanwhile, the B-wing arguably still has one of the best knife-fighter dials in the game (that 2k is still godly). The problem is more that knife-fighters just aren't needed, so one of their chief tricks is now redundant. I'd also trade both the illicit and salvaged astromech slot for a system and cannon slot any day, so I'd say their upgrade bar is fairly on par, honestly.

The disparity is real, but the biggest issue is in the difference between the named pilots. Ten Numb is 4 points more than the Kimogila ace for an ability that is very similar in practice (bullseye Vs auto-crit). Where B-wings are 40+ points for a good ace, the Kimogila can safely lie in the 30-33 point range and remain effective.

The b-wings are the most shield heavy ship in the game (in proportion to their total hit points). They have that going for them at least, and they have 3 more shields than the kimo. With all the crit abilities/upgrades in this game that can be big sometimes.

But yea depending on the dial it seems like the kimo might have a slight leg up on the b-wing.

IF, and it's a big if, the b-wing gets a fix at some point (as they already got the ace treatment). I'm guessing it would be a discount on cannons and/or torps since they are mean to be heavy hitters.

Did this bring out an A-wing fix?

swx55-concord-dawn-ace.png

Retorical question, no not really. It just to fill the role that its predecessor failed to fill.

laetin-ashera.png

If anything Kiglomira or whatever you want to call it (I'll go with "Killroy") is just to correct the mistake that was this ship.

swx41_4-lom_pilot.png

Which continues the trend, Scum is new so here comes a counterpart to one of the original ships. The counterpart is underwhelming. Release a new ship that is way more powerful than anything the other factions have had before.

"The Scyk is supposed to be an A-Wing"

Yo

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15 minutes ago, UnitOmega said:

"The Scyk is supposed to be an A-Wing"

Yo

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Yeah, especially with light Scyks is pretty evidently the 12 point swarmers archetype. However they also have te Z-95 so scum do have some interesting option in that regard. I've run Scyk swarms with Serrisu before (usually as a heavy with tractor beam) and they're not bad at all.

welp, now for the obligatory scum complaint :(....

scum have two B-Wing replacement options (Kimogila and Mist hunter) and two Tiw fighter options (Light Scyk and Z-95)

I mean, Empire has two TIEs (/LN and /FO) and Rebel has two TIEs... though the Rebel TIE is much more like the Sheathipede in that it's a little pocket support ship. Really, Rebels have a lot of those, starting with the HWK.

Hey, is it bad Rebels keep trying to update their ship archetypes with new ships in similar slots? Like HWK > Rebel TIE > Sheathipede? Or X-Wing > T-70? Or B-Wing > ARC?

Or how about Empire trying to make better small ship missile carriers?

Edited by UnitOmega

Ultimately, at the price you're paying for an ace B-Wing, they don't last long enough. So they can either be made cheaper, or given something that beefs up their survivability.

Honestly, if they want to errata an extra hull onto the E2 mod, that might go a fair way to "fixing" it...

5 minutes ago, Punning Pundit said:

Ultimately, at the price you're paying for an ace B-Wing, they don't last long enough. So they can either be made cheaper, or given something that beefs up their survivability.

Honestly, if they want to errata an extra hull onto the E2 mod, that might go a fair way to "fixing" it...

+1 Shield would actually be more thematically accurate

http://starwars.wikia.com/wiki/B-wing/E_starfighter

" The B-wing/E was faster and more durable, but sacrificed maneuverability allowed by the standard B-wing. Increased shielding , speed, and its complement of weapons made this fighter a genuine threat to Imperial ships."

EDIT: Alternatively, since /E and /E2 are actually seperate models (E2 was specifically Ackbar's personal command shuttle variant), release a new B-Wing/E title for +1 shield, some maneuver stuff and some kind of gunnery enhancing effect.

Edited by UnitOmega
1 minute ago, UnitOmega said:

+1 Shield would actually be more thematically accurate

http://starwars.wikia.com/wiki/B-wing/E_starfighter

" The B-wing/E was faster and more durable, but sacrificed maneuverability allowed by the standard B-wing. Increased shielding , speed, and its complement of weapons made this fighter a genuine threat to Imperial ships."

That might be true, but there's enough damage that slips under shields that beefing up the hull starts to become a good idea.

1 minute ago, Punning Pundit said:

That might be true, but there's enough damage that slips under shields that beefing up the hull starts to become a good idea.

I believe the best solution is a free title that gives B-wings the reinforce action, so long as they still have shields= tokens on their ship. It's super thematic, as well as being an awesome fix.

Just now, Astech said:

I believe the best solution is a free title that gives B-wings the reinforce action, so long as they still have shields= tokens on their ship. It's super thematic, as well as being an awesome fix.

Reinforce is problematic on ships without Aux arcs.

Though I've been saying for it feels like forever Rebel -wing ships need to be able to reinforce "Fore" only somehow. "Deflectors Double Front" and all that.

3 minutes ago, UnitOmega said:

Reinforce is problematic on ships without Aux arcs.

Though I've been saying for it feels like forever Rebel -wing ships need to be able to reinforce "Fore" only somehow. "Deflectors Double Front" and all that.

It makes reinforcing the rear far stronger, but it also means that flanking them is far more effective - to split in and out of arc shots. You can't do that with the Auzituck's 180 degree firing arc.

I believe so.

Edited by Stay On The Leader

A reinforce action would be awesome and thematic but suffer from the problems that have been mentioned already. I thought of a possible title a little while back that I'd be curious to get feedback about. Gives a slight discount, frees up the modification slot and adds some repositioning.

RauGDFq.png

Ya'know I kinda have a problem with the Kimogila having an Astromech Slot. It really didn't have a port for one.

3 hours ago, GreenLantern1138 said:

A reinforce action would be awesome and thematic but suffer from the problems that have been mentioned already. I thought of a possible title a little while back that I'd be curious to get feedback about. Gives a slight discount, frees up the modification slot and adds some repositioning.

RauGDFq.png

I think I'd give it the Tech slot instead of the crew slot. And give it a discount of up to 3 points on any equipment, rather than making it a negative points card. But I like where you're coming from...

8 hours ago, GreenLantern1138 said:

A reinforce action would be awesome and thematic but suffer from the problems that have been mentioned already. I thought of a possible title a little while back that I'd be curious to get feedback about. Gives a slight discount, frees up the modification slot and adds some repositioning.

RauGDFq.png

I mean it’s not bad, it definitely helps the B-wing joust better, but it’s not overly great either. The B-wing already has the 2k, so with the banks you can now joust big base ships? And the crew idea just totally eradicates the E/2 mod. The other issue is actually the point reduction, It doesn’t really help with the nature of the problem that is B-wing aces are generally considered way overcosted, by more than a factor of two points. This buffs Blue squadron pilot, which is Nice but doesn’t exactly help anyone else.

I think a vasaki like title for secondary weapons where the costs is reduced by 2 or 3 for each secondary weapon would be a big benefit instead.

The other B-wing problem is not so easy to address. I know e/2 was made very early in the game, way before GC, but honestly there’s very few crew worth running in the B-wing at current. (Outside of Keyan/Kyle katarn and pilot/Hera) So I’m not convinced double mod slots should be a way to go about that issue, because you can easily just equip EU and AT and while it would be fun, the b-wing has never been something of an arc dodger. If after equipping a mod you may equip another 0 point mod i would be more on board with that idea. I’d also like to see a re-in force in arc only or evade token granted based on movement to help with defense.

Edited by FlyingAnchors
12 hours ago, Reiver said:

Just compare these two:

Blue-squadron-pilot.png Swx70-cartel-brute.png

Better action bar (Reload!), similar upgrade bar (Systems is probably better than Illicit/Salvagemech, but the combo is pretty cool and torp+missiles beats double-torp for the LRS access), an extra point of PS... and the same overall HP, attack, and durability.

The Cartel Brute then also boasts the Bullseye mechanic, which is highly situational, but still definitely the kind of thing that would usually have been worth a point or two as a cannon effect.

For the same price.

Either the Cartel Brute has a truly lousy dial, or the devs have admitted by inference that the B-wing (And hopefully, G1A as well!) is due a wee boost.

According to the comments on the release, all 1 and 2 turns are red, which means you have to take the new illicit or you will be stressed all the time and not get an action.

My own approach to fixing the Bwing is to give aces more ways to USE their pilot skill reactively, making the expensive aces worth their points as arcdodgers.

https://imgur.com/WUGm1jR

WUGm1jR.jpg

Basically Primed Thrusters+Hera crew, as long as you keep your stresscount managable. Ibstan thinks it's good, Keyan thinks it's great, Nera wouldnt mind PTL, and Ten Numb embraces VI for Ps10 arcdodging. Also works well with other pilots who flew bwing in the lore: Hera and Braylen Stram.

There is still the option of making a B-wing prototype. Take the B-wing, remove 1 shield and 1 hull, replace <system> for <crew> slot, Drop 2 points replace 2K with a 3 K (ore even a pair of speed 2 S-loops) . And don't forget to include a 1 time use (discard to use) unique B-wing prototype only <cannon> upgrade seen below.

B-wing fixed and by fixed I mean replaced. :P

Edited by Marinealver
9 hours ago, Captain Lackwit said:

Ya'know I kinda have a problem with the Kimogila having an Astromech Slot. It really didn't have a port for one.

I'm not entirely sure where the astromech socket is, but it definitely uses one in SWG, as opposed to ships like the Kihraxz which run off navicomputers.

1 minute ago, UnitOmega said:

I'm not entirely sure where the astromech socket is, but it definitely uses one in SWG, as opposed to ships like the Kihraxz which run off navicomputers.

Are you sure..? I really don't recall it...