This just makes it harder for FFG to really fix the x-wing now. This should be a title. If a fix eliminates all of the other astromechs than its a terrible fix.
This just makes it harder for FFG to really fix the x-wing now. This should be a title. If a fix eliminates all of the other astromechs than its a terrible fix.
it isn't a fix at all
Flight Assist simply gives you some (incredibly) situational movement options that helps alleviate just how stiff the X-wing is
given the crazy non-sense other ships are capable of, the X-wing could still benefit from an x7 tier buff and get along just fine with this astromech without coming anywhere close to broken
Edited by ficklegreendiceI don't think it's a savior persay, but certainly gives them a "boost" Makes it a lot easier for them to move around rocks, then boost/br to better positions.
Just now, MegaSilver said:I don't think it's a savior persay, but certainly gives them a "boost"

3 Red Vets with Intensity and FAA, 2 of which have Comm relay

Eh. I see this droid as the best opening tool ever.
spread your x-wings apart in the map. Then the farthest xwings from opp can spam the boost/br until first engagement, most likely in flanked positions.
I mean... Just imagine this card on the Gunboat. If this was an EPT, I would use the **** out of it. It's great for getting stuff in arc.
It keeps Integrated Astromech costing 1 point so no fix for the T-65.
Let me know when they finally make a 0 point astromech. One might argue the T-70 doesn't need any more help but I think Poe has his favorite droid and no other T-70 pilot is useful.
Nevermind am an idiot.
Edited by mdl01144 hours ago, ficklegreendice said:Hooba's got the right idea, imo
it IS situational but it IS useful (unlike...r3 astromech
)
problem is people are hailing it as something amazing when it really isn't (and it's one point so...yeah, it's not supposed to be amazing). it's not going to save the X-wing
decent astro + bad ship = bad ship still, sadly
I feel it's a very important part of the toolbox for the T-65 fix: They've desperately needed Astromechs to either improve their efficiency or their maneuverability for some time, and with maneuverability getting table-coverage (ie, fast flankers and arc hunting) was just as important as re-positioning during a firefight.
This offers an improvement to their maneuverability; I now expect their actual fix to improve efficiency. At which point you're gonna love these things, especially on flankers and arc-hunters.
Definitely more interesting options than the very underwhelming r3. Too bad they couldn't put a double of the flight Astro in there.
FAA, Intensity, Comm relay, Autothrusters. An amazing combo.
I just got out of a vassal game with the above 3 T70s, and the mechanics had a very "old flight sim" feel to them- you skirmish at long range while tokened up, (best case evade and 2 focus, but usually evade, focus, and intensity charged) and if your tokens get too depleted, disengage, get back out to long range for the autothruster mod, and mash F10 I mean recharge your tokens. 1st round focus evade, depleting intensity... if they force one of your tokens away you can use the other to recharge intensity and do it again, if they take out both you're in trouble, but not hurt yet, and if they dont get through autothrusters at all, you can keep the evade and recharge intensity, fully charged.
3 hours ago, ficklegreendice said:given the crazy non-sense other ships are capable of, the X-wing could still benefit from an x7 tier buff and get along just fine with this astromech without coming anywhere close to broken
This could have actually been an /x7-level buff, if they'd simply moved the repositioning to "at the end of activation." The restrictions would have been enough. As it is, it's a pretty big boon to aces, but it's fairly worthless for low- to mid-PS ships ... and if anything that's the opposite of what an X-wing fix should do.
But I also don't think the X-wing fix should be an Astromech. It needs to be something that keeps its slots open, not plugs them.
I’m going to call it the run-a-way droid. Joust for one or 2 rounds, then a BIG move in the opposite direction and boost and barrel roll out of the opponents K-turn arc.
Edited by Ccwebb1 hour ago, Marinealver said:It keeps Integrated Astromech costing 1 point so no fix for the T-65.
Let me know when they finally make a 0 point astromech. One might argue the T-70 doesn't need any more help but I think Poe has his favorite droid and no other T-70 pilot is useful.
Jess Pava says 'Hello there.'
Also, the real winner of this upgrade is the BTLT-A4 Y-Wing
Edited by NyxenJust now, Nyxen said:Jess Pava says 'Hello there.'
Too expensive to be fairship 2.0.
Blue Ace with Flight Assist Astro sounds like fun, I imagine he will get allot more use out of his ability when it has the potential to be free.
1 minute ago, Marinealver said:Too expensive to be fairship 2.0.
I thought FSR2 died with biggs?
1 minute ago, Nyxen said:I thought FSR2 died with biggs?
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Nope, just the X-wings![]()
Fairship will find a new 4 ship set up that will be worse.
Edited by Marinealver17 minutes ago, Ccwebb said:I’m going to call it the run-a-way droid. Joust for one or 2 rounds the BIG move in the opposite direction and boost and barrel roll out of the opponents K-turn arc.
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This droid looks really interesting. It is giving the T-65 the ability to reposition without turning it into an arc-dodger, which I like. If you already have a shot after you complete your maneuver, you cannot reposition with it to get out of arc, but if you do not have a shot yet, you have the ability to do either boost or barrel roll, which ever you need more, to get a shot.
Considering you can throw this on a T-70 to get a barrel roll followed by a boost with no stress. As someone mentioned earlier, throw primed thrusters on them for 1 pts and you can reposition after a K-Turn or T-Roll. Pattern Analyzer for 2 pts and you might be able to do both, or at least reposition to get a shot and Focus or TL.
I don't like that it takes the Astromech slot, as a "fix" for the ship shouldn't preclude all the other cool 'mechs, but here we are. I also think it should have been a title.
X-Wings are going to be able to be very quick and squirrely on the approach now.
Edited by kris40k5 minutes ago, kris40k said:
X-Wings are going to be able to be very quick and squirrely on the approach now.
It reminds me of quad BWings tbh. They were always barrel rolling for the perfect engage. This'll be better because you don't lose your focus if combat starts a round early.
It's more a jousting upgrade than an arc dodging upgrade.
Definitely a good design, imo.
Makes the ship better at jousting without stepping on the toes of an arc dodging classification, which the XWing will likely never be the best at.
Thank goodness they were smart enough to not let TLT YWings take this upgrade. Can you imagine the insanity?! Good job, play testers and FFG!
I mean, you still can, just you lose the major benefit of TLT. You'd have to build for BTL-A4.
Also, I think what FA does is it does more for "flanker" ships something not really discussed so much by the playerbase (probably because TIE/sk, being a great flanker has/had the drawback of being very melty vs turrets). People speak of the classic, early wave jousting as literal windmill tilting, which is kind of a bad tactic, this will let X-Wings play a little more smart and flexible without breaking the bank and basically being something you want to staple on anyway. You don't come head on at an enemy necessarily, you kind of come askance and then let the Flight-Assist try and put you on target. But you're still not necessarily full-blown dodging arcs and bushwhacking enemy pilots.
The name of the game is to kill your opponents ships. You can’t do that when you can’t get them in arc. This makes sure you keep them in arc for 1 point and allows you to premeasure as well. In other words- it’s good.
How some are under the impression it’s no good is beyond me. This has the possibility of being in the R2D2 and R3A2 club of top tier mechs, and almost certainly catches a spot in tier 2 with R5P9 and BB8.
It helps mostly Wedge and maybe Luke and Wes, but not so much the generics, so there is that.
There are still some other flaws to the XWings, so while this is a healthy boost and should help players be willing to experiment with them again, I suspect they are still a good bit short of being able to deal with turrets and such which are still on another level of efficiency even with this meh providing free repositioning when you don’t have a shot.