...so what's in Wave 14? (Speculation)

By emeraldbeacon, in X-Wing

MOAR A WINGS PLEASE!

25 minutes ago, Erion_Fett said:

Noooooooooooo another 360º arc big ship in game is less funny!. I like the idea of throwing secondary weapons through your rear arc+negative cost, but NO in 360º.

Good point; then it becomes another Lancer (and loses its uniqueness). So, instead, what about this?

mU0m9QQ.png

Edited by impspy

Empire is boosted by high agility, natural evade actions, re-positioning options, arguably the most powerful crew in the game (Palp) and excellent dials. Their primary downfall is low health. The rise of bombs and the creep of attack firepower (more powerful munitions, high dice modifications, ect) drove them away because of their overall low health pool. Then came high damage mitigation/reduction and it further drove them out of favor.

Defenders and SF's were a natural counter to the creep through higher health and more consistent damage, but they gave up re-positioning and some damage mitigation (No autothrusters or native boost or evade) as a cost. And now they are still vulnerable to over all damage reduction lists and high dice attacks. And in the competitive realm they give up turf to fat point fortressing regen ships (Poe/Miranda) when it comes to MOV.

Adding more firepower isn't really the answer to me. It just further creeps an existing problem or creates new ones. I think the underlying issues need to be addressed instead.

I think the most interesting suggestion so far is the Ark Angel from Doctor Aphra. It could be the first full cross-faction ship (available to Rebels, Empire and Scum). Plus imagine the fun to be had with atromech/crew cards of the murder droids! I think this would be the best bang for the buck. (Of course, it may be my bias being a fan of Doctor Aphra in the Darth Vader and Aphra comics).

Edited by Scrivner
25 minutes ago, Scrivner said:

I think the most interesting suggestion so far is the Ark Angel from Doctor Aphra. It could be the first full cross-faction ship (available to Rebels, Empire and Scum). Plus imagine the fun to be had with atromech/crew cards of the murder droids! I think this would be the best bang for the buck. (Of course, it may be my bias being a fan of Doctor Aphra in the Darth Vader and Aphra comics).

Truth be told, I think Doctor Aphra counts as a faction unto herself.

3 hours ago, RufusDaMan said:

ATC is still TIE advanced only. What I want, is a system slot.

Defenders are overpriced anyway.

Sensor jammer... Still, no regen. And I think VI, title and FCS would be a better combo.

If you think these are OP combos... Do you think they are better than Miranda with Sabine? Because I don't. They are all arc-locked ships, maneuvering around. They are very easily beaten by skill

Frankly, the System slot should have always been Empire exclusive.

Edited by BadMotivator
1 hour ago, viedit said:

Empire is boosted by high agility, natural evade actions, re-positioning options, arguably the most powerful crew in the game (Palp) and excellent dials. Their primary downfall is low health. The rise of bombs and the creep of attack firepower (more powerful munitions, high dice modifications, ect) drove them away because of their overall low health pool. Then came high damage mitigation/reduction and it further drove them out of favor.

Defenders and SF's were a natural counter to the creep through higher health and more consistent damage, but they gave up re-positioning and some damage mitigation (No autothrusters or native boost or evade) as a cost. And now they are still vulnerable to over all damage reduction lists and high dice attacks. And in the competitive realm they give up turf to fat point fortressing regen ships (Poe/Miranda) when it comes to MOV.

Adding more firepower isn't really the answer to me. It just further creeps an existing problem or creates new ones. I think the underlying issues need to be addressed instead.

Thing is... Good dials and evades are what we got instead of tanky ships. Which is fine.

The problem is that neither good dials or evades work against turrets and bombs.

Which we also don't have access to in the same fashion the other factions do.

Furthermore, good dials are not something we have a monopoly in.

In a 100 point game it doesn't matter if the empire has access to 8 arc dodger ships, while scum has only access to 2, if they can use those two to build an effective list of the same quality.

Where is our turreted, regenerating bomber with high PS alpha strike potential?

It doesn't have to be as good as Miranda, but it should be what Fenn Rau is to Soontir.

Anyone who thinks that the current roster of ships, does in any way represents a balance in the types of ships and playstyles is dead wrong.

Imps have the fewest niches to their own, and the least access to others.

I don't want a dual faction scum ship (insert gif here) but really, most BHs should be.

Then we have the lack of crew options, and the abysmal lack of small based crew slots.

The "excellent dials" are often overshadowed by dial creep, and even if they weren't, they CANNOT be the answer for everything.

No crew? Good dials!

No upgrade slots? Good dials!

Most ships have a primary of 2? Good dials!

No turrets? Guess what? Good dials!

No bombs? No decent large ships? No unique upgrade slot? Yeah but you have good dials tho.

And you know... It would be fine, really, if no one else had good dials. But they do.

I saw this somewhere on the forums before, but the empire needs upgrades for its ties that can somehow combat turret and bomb damage. It has to be a risk and reward upgrade not a guarantee but it's what those ships need. It should be limited to the empire ties only. The first order TIEs do not need help IMO.

7 hours ago, impspy said:

Good point; then it becomes another Lancer (and loses its uniqueness). So, instead, what about this?

mU0m9QQ.png

Umm... -6 maybe is too much negative cost, due to the fact that it still lets you put another title. For the rest... Good. Very good.

People asked me for direct comparison pictures... But I was painting, so they're kinda halfassed at the moment :D


Armada, of course, has a sliding scale and things aren't as well matched as they are in X=Wing, of course.

27337160_572658549743216_614659099709988

But the Gauntlet is still the biggest Squadron model we have.



Only the tail and tip of the nose of the Gozanti is longer... Basically, its the same size as the entire "Wing" and "Canard" portion of said Gozanti.

But, of course, sliding scale... still big though :)

Edited by Drasnighta

Gauntlet'd still be a heck of an impressive ship.

It'd be interesting to have a triple-faction ship (Generic Mandalorians/Phoenix Squadrons/Gar Saxon's lot).

A proper boost/barrel roll/green turns interceptor wannabe on a large base would be something unique - to date no large ship has all 3 without investing in upgrades.

11 hours ago, Magnus Grendel said:

Gauntlet'd still be a heck of an impressive ship.

It'd be interesting to have a triple-faction ship (Generic Mandalorians/Phoenix Squadrons/Gar Saxon's lot).

A proper boost/barrel roll/green turns interceptor wannabe on a large base would be something unique - to date no large ship has all 3 without investing in upgrades.

nononononononononononononono!!! this one is for scum... We have waited long enough for a suitable corvette! back off, or face the concequences

(J.K. ofcourse, but i thinkt that we should get one first! :P )

On 1/29/2018 at 11:55 AM, impspy said:

I'd love a Firespray buff that lets them fire secondary weapons out of arc and slightly lowers the cost.

NaYigjS.png

Misread this before.... I thought it was "you may perform secondary weapon attacks against enemy ships inside your secondary arc ." I don't want 360, but just front-and-back.

On 1/30/2018 at 10:02 AM, impspy said:

Good point; then it becomes another Lancer (and loses its uniqueness). So, instead, what about this?

mU0m9QQ.png

I like the idea, but thats an extreme discount, and the wording changes weapon ranges. for example a range 2-3 missile shouldnt be firable at range 1 in rear arc. i get you didnt intend that, but wording it as "when attacking with a secondary weapon you may use your auxillary arc" might be better.

as for the -6 points... holy crap. a Firespray for 27 points? i mean... why wouldnt everyone just fly 3 with ion cannons and harpoons? it would be triple jumps with bigger guns and even more busted ordinance.

the firespray needs a slight cost reduction or buff, but not a lot of both. imagine a 4 dice attack out both arcs for 34 points, etc. so maybe -3 points instead?

My dream fix for the firespray is still a new title/mod that works kinda of like the x1 title. It gives you a new slot (2nd crew), and lets you have a discount on that crew slot. At least 2 points preferably. Really want that free tail gunner to pair up with another crew member.

8 hours ago, markcsoul said:

My dream fix for the firespray is still a new title/mod that works kinda of like the x1 title. It gives you a new slot (2nd crew), and lets you have a discount on that crew slot. At least 2 points preferably. Really want that free tail gunner to pair up with another crew member.

yes and yes. honestly i just want Gonk and Tailgunner on Kath with ptl and engine upgrade, or navigator/cad bane on Emon, but jabba with Z95s might be worth it on a firespray as well

9 hours ago, markcsoul said:

My dream fix for the firespray is still a new title/mod that works kinda of like the x1 title. It gives you a new slot (2nd crew), and lets you have a discount on that crew slot. At least 2 points preferably. Really want that free tail gunner to pair up with another crew member.

2 crew slots are for shuttles and what not.

The Firespray is a small, cramped ship, and the crew (pilot/gunner or co pilot) has to sit in a strange position, because there is no more space.

On 30.1.2018 at 3:47 PM, RufusDaMan said:

Yup. Anybody who ignores this upgrade discrepancy is categorically wrong and should be buried alive. Okay maybe not the last part, but this one of the biggest problems of the game.

Not neccessarily. It wouldn't be an issue at all, if the empire had more options restricted to itself in other slots. But even there, they have less, especially when you look at crew. The one truly unique thing they have are TIE mods, and of those one is decidedly meh with TIEmk2 and one pretty good, if only usable by like one ship, with LWF.

1 minute ago, Admiral Deathrain said:

Not neccessarily. It wouldn't be an issue at all, if the empire had more options restricted to itself in other slots. But even there, they have less, especially when you look at crew. The one truly unique thing they have are TIE mods, and of those one is decidedly meh with TIEmk2 and one pretty good, if only usable by like one ship, with LWF.

If "if"-s and "but"-s were candy and nuts...

2 hours ago, RufusDaMan said:

2 crew slots are for shuttles and what not.

The Firespray is a small, cramped ship, and the crew (pilot/gunner or co pilot) has to sit in a strange position, because there is no more space.

Well according to the ep2 cross sections book the firespray does have 3 crew slots. It also has room for 2 seated passengers.

slave-1-cross-section.jpg

If the tiny little wookiee ship can have two crew slots I don't see why the firespray cant.

3 hours ago, markcsoul said:

Well according to the ep2 cross sections book the firespray does have 3 crew slots. It also has room for 2 seated passengers.

slave-1-cross-section.jpg

If the tiny little wookiee ship can have two crew slots I don't see why the firespray cant.

Yes but sometimes decisions are made for the game balance. I think the best "buff" to the FS31 is a title or something, which gives -4 or idk...

If we get a fix for the Firespray, make sure Jodo Kast is included.