Threat Tracker: The new best Tech?

By Celestial Lizards, in X-Wing

3pts is a lot to pay for something that only transfers an action instead of adding one.

Primed Thrusters still the best Tech.

6 hours ago, Ronu said:

Honestly the pilot I see making the most abuse of this is Zeta Ace. A block and then a 2 Barrel Roll away jest feels wrong. Conversely not blocked but that 2 Roll gets inside a TLT and again a bit cruel.

Or make the enemy chase you and barrel roll away at the last second.

7 minutes ago, Celestial Lizards said:

Or make the enemy chase you and barrel roll away at the last second.

Chase indicates that the enemy is behind you, and if he's behind you then you can't use threat tracker.

2 minutes ago, darthlurker said:

Chase indicates that the enemy is behind you, and if he's behind you then you can't use threat tracker.

Ok, then dare him to face you head-on. Zeta Ace loves that. Move, TL, enemy moves into Range 1 of you. When they shoot, barrel roll away. They waste a turn, not being able to shoot (presumably).

I think you guys really underappreciate this card. Calling it now, people will want this to be nerfed in a few weeks.

3 minutes ago, Celestial Lizards said:

Ok, then dare him to face you head-on. Zeta Ace loves that. Move, TL, enemy moves into Range 1 of you. When they shoot, barrel roll away. They waste a turn, not being able to shoot (presumably).

I don‘t see it on cheap cards like FO TIEs. You can‘t have 1/6th of Zeta be for a fun janky trick and call it great. Fun yes, but not good.

This card has no place yet. Maybe on a future ship (Awings!), but not now.

Low/MidPS need to get the TL somewhere. The idea to block and then roll away to shoot is fun, but you need to be sure to clear the enemy arc or you‘re in deep.

Is it better than almost any other tech? I highly doubt it. AO/CommRelay give +1 action because they carry over from previous turns. PrimedT/PA also give +1 action because the alternative is 0 due to stress. Targeting Synch gives another ship a TL, which is maybe ok for a blocker but too expensive. But ThreatTracker just changes one action into another one, which is action neutral. That means the only situation where it‘s reasonable is for a block or a dodged shot where you get +1/+X relative to the opponent. In that sense it is similar to why Outmaneuver is worse than Predator. It could be better than the alternative in that one turn, but it is very situational. Over the course of a game and especially tournament you‘ll be better off with another tech.

HighPS (= Kylo, QD and Poe) have better alternatives or not enough points to waste on something that‘s not efficient.

4 minutes ago, GreenDragoon said:

I don‘t see it on cheap cards like FO TIEs. You can‘t have 1/6th of Zeta be for a fun janky trick and call it great. Fun yes, but not good.

This card has no place yet. Maybe on a future ship (Awings!), but not now.

Low/MidPS need to get the TL somewhere. The idea to block and then roll away to shoot is fun, but you need to be sure to clear the enemy arc or you‘re in deep.

Is it better than almost any other tech? I highly doubt it. AO/CommRelay give +1 action because they carry over from previous turns. PrimedT/PA also give +1 action because the alternative is 0 due to stress. Targeting Synch gives another ship a TL, which is maybe ok for a blocker but too expensive. But ThreatTracker just changes one action into another one, which is action neutral. That means the only situation where it‘s reasonable is for a block or a dodged shot where you get +1/+X relative to the opponent. In that sense it is similar to why Outmaneuver is worse than Predator. It could be better than the alternative in that one turn, but it is very situational. Over the course of a game and especially tournament you‘ll be better off with another tech.

HighPS (= Kylo, QD and Poe) have better alternatives or not enough points to waste on something that‘s not efficient.

I don't see future A-wings costing much more than FO TIEs. Maybe like 2 pts or sth.

It's not just action neutral, the fact that you could BR/Boost during the Combat Phase is significant enough. Again, if an enemy is flying head-on at you, you can trick them into flying at you, and get away after they've taken actions and such.

53 minutes ago, Stay On The Leader said:

3pts is a lot to pay for something that only transfers an action instead of adding one.

Primed Thrusters still the best Tech.

What about the Focus Relay whatever it is called? That is a neat bit of action economy without stress and keeping the Elite slot open, I'd say thats worth something. Not to mention autoinclude on Poe.

8 minutes ago, RufusDaMan said:

I don't see future A-wings costing much more than FO TIEs. Maybe like 2 pts or sth.

That‘s right. I should have said „that one future HighPS Pilot“ ;)

Lockdown could take it but she prefers Commrelay

5 minutes ago, Celestial Lizards said:

It's not just action neutral, the fact that you could BR/Boost during the Combat Phase is significant enough. Again, if an enemy is flying head-on at you, you can trick them into flying at you, and get away after they've taken actions and such.

That‘s still action neutral...

38 minutes ago, RufusDaMan said:

I think you guys really underappreciate this card. Calling it now, people will want this to be nerfed in a few weeks.

Not really

Advanced sensors would be far more deserving of a nerf than something that just let's lower ps super situationally arcdodge

Edited by ficklegreendice
2 minutes ago, ficklegreendice said:

Not really

Advanced sensors would be far more deserving of a nerf than something that just let's lower ps super situationally arcdodge

They cost the same, and let you do the same thing. You can do actions in different phase. Only, one of them is more situational, but gives you a better phase to do actions in.

5 minutes ago, RufusDaMan said:

They cost the same, and let you do the same thing. You can do actions in different phase. Only, one of them is more situational, but gives you a better phase to do actions in.

But „better phase“ is only true for highPS, right?

that is, after you had your shot and ideally when you got a free FCS-target lock.

But no highPS ship wants to give away their tech. Maybe, maybe Kylo does.

But all other (Poe, QD, Lockdown) don‘t

8 minutes ago, RufusDaMan said:

They cost the same, and let you do the same thing. You can do actions in different phase. Only, one of them is more situational, but gives you a better phase to do actions in.

Same thing?

Just...no

This tech lets you exchange your tl for either a boost or roll if you have it on your action bar

You already can't even boost into a shot denying bump, or roll away from an asteroid before you overlap it

You can't focus before a red manuever or get full mods before overlapping a ship or obstacle or ptl before a green manuever...

Edited by ficklegreendice
1 minute ago, ficklegreendice said:

or roll away from an asteroid before you overlap it

Collision Detector?

1 minute ago, GreenDragoon said:

But „better phase“ is only true for highPS, right?

that is, after you had your shot and ideally when you got a free FCS-target lock.

But no highPS ship wants to give away their tech. Maybe, maybe Kylo does.

But all other (Poe, QD, Lockdown) don‘t

Well, no not necessarily.

AFAIK, the ship that needs to activate isn't specified. Anyone activates at range 1-2 in arc, you get to move away. You can prevent another ship from shooting you, while you still get a shot against them. Maybe later, but if you are in their arc, you can dodge out from it.

Imagine Blackout against Fenn Rau. Rau activates, I barrel roll out. Now Fenn cannot shoot, and I get a free shot against him. Before I got to shoot.

1 minute ago, Celestial Lizards said:

Collision Detector?

No that's roll onto an asteroid, literally the opposite

Edited by ficklegreendice

To the people saying it isn't very good. How can you not see how insane this card is?

It is Turr's ability, PTL-lite AND pre-nerf decloak - all rolled into one, for a measly 3 pts. :o


Edit: Thankfully only on VI Kylo.

Edited by Keffisch
2 minutes ago, RufusDaMan said:

Well, no not necessarily.

AFAIK, the ship that needs to activate isn't specified. Anyone activates at range 1-2 in arc, you get to move away. You can prevent another ship from shooting you, while you still get a shot against them. Maybe later, but if you are in their arc, you can dodge out from it.

Imagine Blackout against Fenn Rau. Rau activates, I barrel roll out. Now Fenn cannot shoot, and I get a free shot against him. Before I got to shoot.

I'm sorry, I don't understand. Whoever activates is still higher PS than you. If they are range 1-2 in your arc, then you're often also in theirs.

That assumes that you already have a TL, as lower PS ship.
So either you spent your action on it and now shoot without mods. Or you have problems getting this TL in the first place.
The third option is that you did not use it in a previous turn, which might be the case during midgame.
And then you need to roll/boost in a way that still leaves you your shot while also evading their arc.

All of this is so much easier if you're highPS, to the point where all these downsides of a midPS ship can't be ignored.

2 minutes ago, Keffisch said:

To the people saying it isn't very good. How can you not see how insane this card is?

It is Turr's ability, PTL-lite AND pre-nerf decloak - all rolled into one, for a measly 3 pts. :o

Turr's ability? Maybe, but unlike Turr this one costs you an action. It's slightly better because you can roll away before they shoot, while Turr means you move after a PS7 shot.
PTL-lite? How so?
Pre-nerf decloak... eh, maybe. It's at the cost of an action, and not a 2straight roll. So at best a pre-nerf-cloak light.

The cost is really important - cloak had ACD, and Turr got it free after a shot. I don't see the PTL because you don't get an additional action. PTL-compatible of course, but why PTL-light?

5 minutes ago, Keffisch said:

To the people saying it isn't very good. How can you not see how insane this card is?

It is Turr's ability, PTL-lite AND pre-nerf decloak - all rolled into one, for a measly 3 pts. :o


Edit: Thankfully only on VI Kylo.

How is it PTL-lite? It is an expensive action converter with a good timing of use, but to do it reliably you need to be high PS, have spend a total of 5 points on it and an FCS that you won't use, and it does next to nothing against turrets. The last part is what really kills it in my opinion, those aren't likely to go anywhere and make expensive (even strong) movement abilities just so much less appealing.

9 minutes ago, Keffisch said:

To the people saying it isn't very good. How can you not see how insane this card is?

It is Turr's ability, PTL-lite AND pre-nerf decloak - all rolled into one, for a measly 3 pts. :o


Edit: Thankfully only on VI Kylo.

It's literally none of those things

It's arguably better than Thurr because it's ps Independent

It is NOT ptl light. You're not getting an additional action, you're exchanging a TL for a boost/roll. You're exchanging one action for another, whether it's a normal TL or a free fcs tl

It is NOT prenerf decloak, that's just a silly comparison. Prenerf decloak was a free action (advanced cloaking), gives +2 agility v lower ps, DOES NOT REQUIRE ARC OR TL, occurs prior to movement using the 2" template...

People really seem to judge the card at a glance, without realizing how balanced and situational it is

Edited by ficklegreendice
Quote

PTL-lite? How so?

Action economy, letting you take VI + FCS over PTL. ignoring the predictable nature of PTL. Plus, have you seen that dial?

Quote

It's literally none of those things

Literally no, mechanically, it is pretty **** close.

Quote

It is NOT prenerf decloak, that's just a silly comparison

At PS 11 you get to shoot, get your TL AND move out of arc before a lower PS snubfighter can do anything. How is that a silly comparison?

It is EXACTLY what pre-nerf Whisper/Echo did to lower PS arc-based ships, albeit in a different order.

Summary:
PS 11 Kylo (+ ISYTDS)

That dial
FCS
That dial
Thrusters

That dial
First Order Vanguard

That dial


I am just happy that VI, Palp, Engine RAC + the above Kylo loadout is 10 4 pts. :P

Ok, let's see.

Positive scenario:

- You move into range 1 of an opponnent, fire 4 dice in his face, get a TL from FCS, they activate and you barrel roll out of the way. Not bad.

- You had a target lock on a high PS guy, he gets in range 1 of you, activates and you barrel roll out of arc. Again, not bad.

- Meanwhile, the title gives your rerolls in some situations, excellent.

Negative scenario:

- At the start of combat, Ventress drops a stress on you, deactivating the whole thing.

- You attack first, but the opponent has rebel captive, it deactivates the whole thing.

It seems that a rise in Silencers will be matched with a rise in stress mechanics to compensate if they become popular.

2 minutes ago, dotswarlock said:

Ok, let's see.

Positive scenario:

- You move into range 1 of an opponnent, fire 4 dice in his face, get a TL from FCS, they activate and you barrel roll out of the way. Not bad.

- You had a target lock on a high PS guy, he gets in range 1 of you, activates and you barrel roll out of arc. Again, not bad.

- Meanwhile, the title gives your rerolls in some situations, excellent.

Negative scenario:

- At the start of combat, Ventress drops a stress on you, deactivating the whole thing.

- You attack first, but the opponent has rebel captive, it deactivates the whole thing.

It seems that a rise in Silencers will be matched with a rise in stress mechanics to compensate if they become popular.

Pretty much.

Aces was pretty popular here a few years ago, so they drowned in stresshogs when that sweet R3-A2 was released.

Now we've got even more cheap stress inducing abilities. :D

Stress mechanics has always been and always will be the gatekeeper for Aces - the way I see it.

To make this Tech worthwhile, you must have access to FCS otherwise, it's not worth it's points. So now we're down to TIE/SFs and the TIE Silencer. Higher PS is super important to make this thing tick on 2 parts of it.

Part 1: Higher PS to make sure you have a ship in arc at rng 1-2 otherwise the tech's mechanic doesn't trigger.

Part 2: Shoot before they do to gain at TL via FCS

So now that leaves us with VI Quickdraw and VI Kylo. It's worth trying it on QD because of the ability of shooting twice, but with the tech you have a chance to either save it or get out of a less favorable situation, but MOST of the time, you want to force them to shoot back at you. VI Kylo, maybe..., but PTL Adv Sensors with that dial is just too insane to not take.