1 minute ago, Raltus said:Do you think it would make sense for a Decimator to barrel roll?
If it's...Expertly Handled...definitely! ![]()
1 minute ago, Raltus said:Do you think it would make sense for a Decimator to barrel roll?
If it's...Expertly Handled...definitely! ![]()
3 minutes ago, Raltus said:Do you think it would make sense for a Decimator to barrel roll?
It’s space, there is no reason anything can’t barrel roll.
But imagine if TIE interceptors, based on canonically per the TIE Defender hardpoints are located and what they look like, could equip missiles?
Also, if the TIE Silencer had the Missiles icon that the official databank says it should...
Edited by That Blasted Samophlange
Gunboat + Expose can...... ![]()
2 minutes ago, Joe Censored said:Gunboat + Expose can......
Don't.. uh.. expose your gunboat in public. There are laws against that.
6 minutes ago, Sparklelord said:Decimator title inbound, probably in a Heroes of the Resistance style pack:
"Your action bar gains the <barrel roll> icon"
I'd like something that adds some additional ways to build the ship. Maybe something like this:
1 hour ago, Sparklelord said:On the Imperial roster, the list of small base ships that can use GChips to generate a crit result is:
-TIE Defenders
... that's it, that's just something interesting, a moment where I said, "wait a minute, really?" as I was thinking about ordnance lists.
Anyone else have any of these moments they'd like to share?
That's just an imperial faction identity trait.
The number of rebel ships that can use unguided rockets is...0. Rebels use a lot more torpedoes, that's one of the aspects of their faction identity.
2 hours ago, Sekac said:That's just an imperial faction identity trait.
The number of rebel ships that can use unguided rockets is...0. Rebels use a lot more torpedoes, that's one of the aspects of their faction identity.
It seems like the Imperial faction identity is "everything imps can do, the others can do it as well, but imps can't do what they do"
1 hour ago, Darth Meanie said:Black Sun Ace (25) x 4
Kihraxz Fighter (23), Vaksai (0), Veteran Instincts (0), Cruise Missiles (2), Guidance Chips (0)
Curious why VI instead of deadeye if you're going this route? Also Munitions Failsafe and either slicer tools or IDs because why not it's free.
32 minutes ago, RufusDaMan said:I'd like something that adds some additional ways to build the ship. Maybe something like this:
I too would like an extra point and a free system/mod slot on RAC!
45 minutes ago, Sekac said:That's just an imperial faction identity trait.
The number of rebel ships that can use unguided rockets is...0. Rebels use a lot more torpedoes, that's one of the aspects of their faction identity.
No Scum ships can take Unguided Rockets, either
23 minutes ago, mdl0114 said:Curious why VI instead of deadeye if you're going this route? Also Munitions Failsafe and either slicer tools or IDs because why not it's free.
You're right, deadeye would be a better choice. Failsafe is probably a waste, because if you can't hit with 4-5 dice, oh boy. Plus, the point is Chips gives you a Crit with the ship automatically. Tools and Dampeners for free, sure why not?
Black Sun Ace (25)
Kihraxz Fighter (23), Vaksai (0), Deadeye (0), Cruise Missiles (2), Inertial Dampeners (0), Guidance Chips (0), Munitions Failsafe (0).
53 minutes ago, Sekac said:The number of rebel ships that can use unguided rockets is...0. Rebels use a lot more torpedoes, that's one of the aspects of their faction identity.
Sorry to double-quote you but another thought occurred.
I wonder if, shortly down the line, we'll start seeing mixed double-upgrade cards
For instance, something that takes 1 system & 1 torpedo slot (U-Wing, Ghost, Punisher, B-Wing, E-Wing, Starviper, and Scurrg could equip it). Could be a convenient way to buff certain ships without making them the only ones able to use a given upgrade, and make some of those upgrade slots feel like they matter more.
Yeah hopefully failsafe is a waste but since it's free and there's literally nothing else to put in that slot might as well.
There may be some new life in striden/ double gunboat for a 1st turn alpha but it's a gimmick.....
I suspect if it didn't have reload and the titles the gunboat would have had a 3 primary
54 minutes ago, Sparklelord said:Sorry to double-quote you but another thought occurred.
I wonder if, shortly down the line, we'll start seeing mixed double-upgrade cards
For instance, something that takes 1 system & 1 torpedo slot (U-Wing, Ghost, Punisher, B-Wing, E-Wing, Starviper, and Scurrg could equip it). Could be a convenient way to buff certain ships without making them the only ones able to use a given upgrade, and make some of those upgrade slots feel like they matter more.
Armada just started going that route, so it wouldn’t surprise me in the slightest if X-Wing followed suit.
2 hours ago, RufusDaMan said:It seems like the Imperial faction identity is "everything imps can do, the others can do it as well, but imps can't do what they do"
No one can take unguided rockets as well as imps can.
No one can take low cost self-sufficient aces as well as imps can.
4 hours ago, Sparklelord said:On the Imperial roster, the list of small base ships that can use GChips to generate a crit result is:
-TIE Defenders
... that's it, that's just something interesting, a moment where I said, "wait a minute, really?" as I was thinking about ordnance lists.
Anyone else have any of these moments they'd like to share?
Pity the boxes it comes in doesn't allow for its full crit potential.
On that note, I'd like to see this in a rebel expansion sometime soon.
Edited by BVRCHJust now, Sekac said:No one can take unguided rockets as well as imps can.
No one can take low cost self-sufficient aces as well as imps can.
No one can take a mediocre upgrade card that wouldn't be necessary if Imperial ordnance carriers had 3 dice primaries? Flawless logic there. Your answer to why don't imp ordnance carriers have 3 dice primaries is to mention two separate things as the faction identity of imperials, both of those things being worse than the alternative. Which is exactly my point. Imps lack a faction identity so much, people bring up their weaknesses as one.
Three ships can equip unguided rockets, none of them are drowning in action efficiency, and all depend heavily on their focus action for defense. Unguided rockets is nice and cheap, but it's really not worth the fuss. I'd rather have that extra primary, thank you very much.
I'm not sure what you mean by "low cost self-sufficient aces" but if you mean the pocket aces... they can. Not even bad ones. A-wing aces are nice, The Scyck has some cool pilots as well. Granted, they are not OL, but they are not bad. It's not like imperials have access to okay regen (like Pulse Ray Shield). We have no regen at all.
And if you mean Soontir, Vader and alike... yeah they can. Fenn Rau and TBC are the same price, and very dangerous pilots. If flown well, they can annihilate a ship in a round by themselves.
Imperial ordnance ships don't have 3 die primaries because Sienar is really stingy with those laser cannons. It's hard to be mad at FFG for this, they established a system for the primary weapon dice based on the normal number of default laser weapons. 2 is 2, 3-4 is 3, 5+ or particularly powerful weapons (like the Ghost's large forward lasers) is 4. 0-1 was 1, but then they learned the mechanics of that didn't play out. Interceptors, Strikers and Defenders fit this mold in imperials, they have the many lasers of lasering - sometimes in addition to secondary weapons. TIE/sa, TIE/IT and TIE/AG are unfortunately built like TIE/LNs, and just have the two cockpit weapons, and then some extra space for munitions. The munitions on those ships are supposed to be doing the work, something UG actually allows them to do. Even the StarWing only has a couple of forward lasers. The imperial missile boat had just one! The Silencer by rights should have missiles, but executive pressure may have been put on FFG to throw that ship out before Lucasfilm got off their butts and made that readily available intel. Even so, it'd be like putting chips on a TIE/D.
So if you want imps who can crit with GChips, you're gonna have to hope for a Sentinel lander with missile slots, hope they put external missile racks out there, or call up LF and tell them to invent some new ding-dang ships because the last thing in the pocket is the TIE/ad (which if it did do missiles might give it some distinct identity from the TIE/VN). I think literally every other TIE variant which throws missiles and torps (usually missiles) is SFS laser cannon x2.
3 hours ago, Stay On The Leader said:Kylo won some store champs but he's not quite there really. Needs a killer imp crew to elevate the Upsilon.
This. There is a LOT of untapped potential in all those named Imperials from both Canon and Legends that FFG could use to throw an imperial cap into the ring. Same goes for pilots for possible future ace packs.
The concept of Pilots finding work in multiple factions has been around a while, and quite a few people in the galaxy defected. Let's also just say that I'd kill for Krennic being in the game, preferrably amazing.
3 minutes ago, UnitOmega said:Imperial ordnance ships don't have 3 die primaries because Sienar is really stingy with those laser cannons. It's hard to be mad at FFG for this, they established a system for the primary weapon dice based on the normal number of default laser weapons. 2 is 2, 3-4 is 3, 5+ or particularly powerful weapons (like the Ghost's large forward lasers) is 4. 0-1 was 1, but then they learned the mechanics of that didn't play out. Interceptors, Strikers and Defenders fit this mold in imperials, they have the many lasers of lasering - sometimes in addition to secondary weapons. TIE/sa, TIE/IT and TIE/AG are unfortunately built like TIE/LNs, and just have the two cockpit weapons, and then some extra space for munitions. The munitions on those ships are supposed to be doing the work, something UG actually allows them to do. Even the StarWing only has a couple of forward lasers. The imperial missile boat had just one! The Silencer by rights should have missiles, but executive pressure may have been put on FFG to throw that ship out before Lucasfilm got off their butts and made that readily available intel. Even so, it'd be like putting chips on a TIE/D.
So if you want imps who can crit with GChips, you're gonna have to hope for a Sentinel lander with missile slots, hope they put external missile racks out there, or call up LF and tell them to invent some new ding-dang ships because the last thing in the pocket is the TIE/ad (which if it did do missiles might give it some distinct identity from the TIE/VN). I think literally every other TIE variant which throws missiles and torps (usually missiles) is SFS laser cannon x2.
While you are right, the problem with this (and this is purely FFG's fault, not yours, or your argument's) is that imperial ships were inferior, but they were fielding many many of them. Imperial ships in the lore are not designed to match other craft ship to ship combat, not the main line at least (LN, IN, SA).
This is not represented in X-wing. Not well enough. As I said, 8 ship swarms are possible with all factions, and they all have similarly cheap options.
So the problem still remains. The Imperial ships are designed according to the lore, but they leave out a crucial part from the equation.
(Also, while the number of cannons can indicate the offensive power of ships, but it is pretty much proven not to be a rule about 1 cannon = 1 red dice. The Interceptor for example has 6 cannons. There are too many examples against it, the argument doesn't really hold water)
Interceptors CAN have six cannons. But the normal is four, just the x4 wing-tip. That said, it's never been straight up 1 gun = 1 red (X-Wings say hi), just the number is usually a good categorical calculus for 2-3 attack ships. 1 ATK ships after the HWK were just bad, and only 4 is the least exact (The Phantom was solid, it's depicted in the RPG and in EaW as a 5 gun ship. The VCX and the Upsilon are less precise.)
Edited by UnitOmega4 hours ago, RufusDaMan said:While you are right, the problem with this (and this is purely FFG's fault, not yours, or your argument's) is that imperial ships were inferior, but they were fielding many many of them. Imperial ships in the lore are not designed to match other craft ship to ship combat, not the main line at least (LN, IN, SA).
This is not represented in X-wing. Not well enough. As I said, 8 ship swarms are possible with all factions, and they all have similarly cheap options.
So the problem still remains. The Imperial ships are designed according to the lore, but they leave out a crucial part from the equation.
Well, as my wife likes to point out, according to lore, the Imps were designed to lose. We are the bad guys.
Not that this makes for good game design.
I will say that the thing that keeps weak imperial ships weak is lack of squadron tactics and lack of an officer's corps issuing commands (in-game buffs) from above.
6 hours ago, Sekac said:No one can take unguided rockets as well as imps can.
No one can take low cost self-sufficient aces as well as imps can.
Every rebel here'd love to be you, Imps!
Even when taking your lumps
[IMPERIALS]
As a specimen, yes, I'm intimidating!
[ALL]
My, what a guy, that Imperials !