5 hours ago, Giledhil said:Fact, at least in my area.
We had this year the biggest regional ever.
5 hours ago, Giledhil said:Fact, at least in my area.
We had this year the biggest regional ever.
41 minutes ago, SEApocalypse said:We had this year the biggest regional ever.
You can't look at a whole game by only taking into account the highly competitive events.
What we saw in here (East of France) is mainly a lot of little tournaments and weekly game tables in stores having trouble to find enough players. Compared to what was going on 2 years ago, that's pretty clear to me.
6 hours ago, Vontoothskie said:agree with most of that. sorry my comment came off harsher than i intended.
the only thing i disagree with is that i think dont think FFG waited until all the swarms were gone, they waited till ship sales of swarms died down to release this crap. they sold a ton of gozantis with the promise of viable M3-As, then immediatey release a swarm killing missile. pretty sketchy
Got cha, OK, we're talking here. I see your point well now, cool. But I have heard the developers intent on new releases (up till the close of 2017) was to not only release cool new expansions to sell stuff, but also to use these expansions to buff some unused ships and to reel in OP ships. Now in sharp contrast, the quick and most recent FAQ falling on the heels of pulling the reigns waaaaay back on the Jumpmaster proves that the designers have discovered that the latter application just doesn't work well at all; time lag and weak play-testing are both inevitable and unavoidable.
I just think they hoped (when they released it to print many, many moons ago) that the Harpoon would balance down the completely new reinforce mechanic, old and existing regen, and damage avoidance sinks (almost exclusively Rebel) with high HPs like the current Kanan problem. I think this is really what @catachanninja was getting at in his own way. It is a clear fact that Harpoons do assist 80 degree arced ships that are suffering greatly in this game (and is it's heart) and Harpoons also give players a way to take down damage resistant ships, that is also a fact. Now is it damage resistant things that need to be fixed or is it Harpoons? The disease or the hopeful cure? ...though we'll all agree the cure does take down other functions in the body that aren't the disease, granted.
Edited by clanofwolves6 hours ago, Vontoothskie said:what a nasty attitude.
Someone laid out a rational, detailed explanation of their feeling on the topic at hand. thats what this board is for. if you dont like their opinion we welcome your rational detailed expanation of why, but please refrain from whatever that was
So I'm gonna start by apologizing to @heliodorus04 ; I'm on full tilt about the game right now and that was the moment I broke. I'm not gonna adress pros vs casuals, I think that's a ridiculous argument.
However the old ships and jmk convo are super valid so I'll bring them up.
Old ships have been in a bad spot forever. Harpoons aren't what did them in. My beloved b wings are the most glaring example, going from the 2nd most common ship on the table at the 2015 north american champs to life support at worlds 2015. Wave 7 and 8 ushered in massive power creep that began to drive old ships out. The majority of things that people say harpoons are pushing out, have been pushed out for a long long time. Most wave 1-6 ships simply are in a bad spot unless they carry tlt or some other gamebreaking ability or upgrade.
The issue with jumpmasters was multifaceted, but the fundamental issue was they were better at Everything. Need a jouster? Torp scout, need a blocker, incidentally also a torp scout, best support ship, manaroo, best high ps damage dealer? Dengar. Prior to the first nerf deadeye scouts could roll up take a focus and hit Anything in thier large ship arc for 4 reliably, they also had a turret if they guessed wrong. Also a white sloop so they'd be back on target next round. Thier dial and barrel roll combo made them great blockers too, so they could reliably and easily put two fully modded 4 dice shots into a target.
Our harpoon carriers are a little different. First off, they're generally small based ships, so thier threat radius is much much smaller. Generally they're using long range scanners to get thier lock, so they have to declare thier targets ahead of time, the opponent gets to react to this and make decisions accordingly. Long range scanners and missles were already a powerful combo even before harpoons. Most harpoon carriers do not have native turrets, they are far more reliant on thier arc, additionally as small based ships they're inferior blockers. The lack of a white sloop, and the need for long range scanners generally means they have to get away to set up an additional harpoon volley, they are extremely vulnerable during this time.
Most importantly, and I'm sorry for not stating this clear enough, harpoons allow small based arc reliant ships to punch through defensive stacking ships and regen. I have always liked the dog fighting feel of x wing and harpoon missles are a positive step towards helping fighters compete again. If we took harpoons out of the game, nothing particularly fun comes back because the fun stuff really can't keep up with defensive stacking and the red dice power creep that came with it. X wings and tie fighter were in a bad spot long before harpoons came around.
Again because is worth saying, i am sorry that I broke. I hate this game so much right now. It looks nothing like the game I fell in love with during wave 3, harpoons are the closest thing we have to trying to catch ships in arc and the OPs proposal combined with how truly awful the game is really set me off.
43 minutes ago, catachanninja said:If we took harpoons out of the game, nothing particularly fun comes back...
This.
Summary.
Logic.
53 minutes ago, catachanninja said:So I'm gonna start by apologizing to @heliodorus04 ; I'm on full tilt about the game right now and that was the moment I broke. I'm not gonna adress pros vs casuals, I think that's a ridiculous argument.
However the old ships and jmk convo are super valid so I'll bring them up.
Old ships have been in a bad spot forever. Harpoons aren't what did them in. My beloved b wings are the most glaring example, going from the 2nd most common ship on the table at the 2015 north american champs to life support at worlds 2015. Wave 7 and 8 ushered in massive power creep that began to drive old ships out. The majority of things that people say harpoons are pushing out, have been pushed out for a long long time. Most wave 1-6 ships simply are in a bad spot unless they carry tlt or some other gamebreaking ability or upgrade.
The issue with jumpmasters was multifaceted, but the fundamental issue was they were better at Everything. Need a jouster? Torp scout, need a blocker, incidentally also a torp scout, best support ship, manaroo, best high ps damage dealer? Dengar. Prior to the first nerf deadeye scouts could roll up take a focus and hit Anything in thier large ship arc for 4 reliably, they also had a turret if they guessed wrong. Also a white sloop so they'd be back on target next round. Thier dial and barrel roll combo made them great blockers too, so they could reliably and easily put two fully modded 4 dice shots into a target.
Our harpoon carriers are a little different. First off, they're generally small based ships, so thier threat radius is much much smaller. Generally they're using long range scanners to get thier lock, so they have to declare thier targets ahead of time, the opponent gets to react to this and make decisions accordingly. Long range scanners and missles were already a powerful combo even before harpoons. Most harpoon carriers do not have native turrets, they are far more reliant on thier arc, additionally as small based ships they're inferior blockers. The lack of a white sloop, and the need for long range scanners generally means they have to get away to set up an additional harpoon volley, they are extremely vulnerable during this time.
Most importantly, and I'm sorry for not stating this clear enough, harpoons allow small based arc reliant ships to punch through defensive stacking ships and regen. I have always liked the dog fighting feel of x wing and harpoon missles are a positive step towards helping fighters compete again. If we took harpoons out of the game, nothing particularly fun comes back because the fun stuff really can't keep up with defensive stacking and the red dice power creep that came with it. X wings and tie fighter were in a bad spot long before harpoons came around.
Again because is worth saying, i am sorry that I broke. I hate this game so much right now. It looks nothing like the game I fell in love with during wave 3, harpoons are the closest thing we have to trying to catch ships in arc and the OPs proposal combined with how truly awful the game is really set me off.
It's ironic. I agree with your view on the facts. I just don't agree with your opinion. I would hate playing the game against a bunch of BBBBZ and TIE-Swarms all the time and I LOVE the meta of wave 8. It was imho highly entertaining and the game itself was in a good spot, even when some stuff like B-Wings was crap.
Flying mattered, autothruster ships could deal with the torps scouts based on the 2 dice attacks, etc
If anything I wish autothrusters would be a core mechanic for range 3 and out of arc shots instead of the extra green dice, because that might be my only grip about TLTs and non-interceptor ships. They lack simply autothrusters, while ships which can take them lack options on their modification slot, because they nearly all need that autothruster.
1 hour ago, clanofwolves said:Now is it damage resistant things that need to be fixed or is it Harpoons? The disease or the hopeful cure? ...though we'll all agree the cure does take down other functions in the body that aren't the disease, granted.
Harpoons are the chemotherapy this cancer-fest of a game needs!
Just now, Favoritism Flight Games said:Harpoons are the chemotherapy this cancer-fest of a game needs!
I consider it more the perfume that is covering up the stench of underlying rot.
I still love X-Wing, but the mechanics and balance of the game need to be fixed properly, not just papered over.
1 hour ago, SEApocalypse said:It's ironic. I agree with your view on the facts. I just don't agree with your opinion. I would hate playing the game against a bunch of BBBBZ and TIE-Swarms all the time and I LOVE the meta of wave 8. It was imho highly entertaining and the game itself was in a good spot, even when some stuff like B-Wings was crap.
Flying mattered, autothruster ships could deal with the torps scouts based on the 2 dice attacks, etcIf anything I wish autothrusters would be a core mechanic for range 3 and out of arc shots instead of the extra green dice, because that might be my only grip about TLTs and non-interceptor ships. They lack simply autothrusters, while ships which can take them lack options on their modification slot, because they nearly all need that autothruster.
The wave 8 meta is looking better as time goes on, I'll agree with that, i was trying to illustrate the power creep as well as the capability of the jumpmaster.
6 hours ago, catachanninja said:So I'm gonna start by apologizing to @heliodorus04 ; I'm on full tilt about the game right now and that was the moment I broke. I'm not gonna adress pros vs casuals, I think that's a ridiculous argument.
However the old ships and jmk convo are super valid so I'll bring them up.
Old ships have been in a bad spot forever. Harpoons aren't what did them in. My beloved b wings are the most glaring example, going from the 2nd most common ship on the table at the 2015 north american champs to life support at worlds 2015. Wave 7 and 8 ushered in massive power creep that began to drive old ships out. The majority of things that people say harpoons are pushing out, have been pushed out for a long long time. Most wave 1-6 ships simply are in a bad spot unless they carry tlt or some other gamebreaking ability or upgrade.
The issue with jumpmasters was multifaceted, but the fundamental issue was they were better at Everything. Need a jouster? Torp scout, need a blocker, incidentally also a torp scout, best support ship, manaroo, best high ps damage dealer? Dengar. Prior to the first nerf deadeye scouts could roll up take a focus and hit Anything in thier large ship arc for 4 reliably, they also had a turret if they guessed wrong. Also a white sloop so they'd be back on target next round. Thier dial and barrel roll combo made them great blockers too, so they could reliably and easily put two fully modded 4 dice shots into a target.
Our harpoon carriers are a little different. First off, they're generally small based ships, so thier threat radius is much much smaller. Generally they're using long range scanners to get thier lock, so they have to declare thier targets ahead of time, the opponent gets to react to this and make decisions accordingly. Long range scanners and missles were already a powerful combo even before harpoons. Most harpoon carriers do not have native turrets, they are far more reliant on thier arc, additionally as small based ships they're inferior blockers. The lack of a white sloop, and the need for long range scanners generally means they have to get away to set up an additional harpoon volley, they are extremely vulnerable during this time.
Most importantly, and I'm sorry for not stating this clear enough, harpoons allow small based arc reliant ships to punch through defensive stacking ships and regen. I have always liked the dog fighting feel of x wing and harpoon missles are a positive step towards helping fighters compete again. If we took harpoons out of the game, nothing particularly fun comes back because the fun stuff really can't keep up with defensive stacking and the red dice power creep that came with it. X wings and tie fighter were in a bad spot long before harpoons came around.
Again because is worth saying, i am sorry that I broke. I hate this game so much right now. It looks nothing like the game I fell in love with during wave 3, harpoons are the closest thing we have to trying to catch ships in arc and the OPs proposal combined with how truly awful the game is really set me off.
I agree with every single thing you said except that harpoons involve dogfighting. my favorite squads have 3 to 5 khiraxz in them, so trust me, i understand the hideous power creep clown car thats been running me down for 2 years. still fighters cant come back into the game until half a dozen things get fixed, and harpoons are one of those things. I think we as a community need to demand OP powercreep nonsense stop so that in the future a fix is possible.
at the current rate in a year people are going to be saying that Kannaan, Fenn, and Nym arent even worth their points anymore, and every other ships in the game currently will be useless.
a friend and I were guessing within 2 waves a 4 agility arc dodger will be released, and a lot of people guessed a 4/3/3/3 or 3/4/3/3 statline for the Silencer... those kind of guesses werent met with laughter or dismissal, many of us were thinking it might happen and how much more broken the game would be if it did.
So which is more important: keeping recent releases powerful or letting wave 1-6 back into the game?
1 hour ago, Vontoothskie said:So which is more important: keeping recent releases powerful or letting wave 1-6 back into the game?
(X-Wing 2.0.)
1 hour ago, Jeff Wilder said:(X-Wing 2.0.)
100%
3 hours ago, Vontoothskie said:I agree with every single thing you said except that harpoons involve dogfighting. my favorite squads have 3 to 5 khiraxz in them, so trust me, i understand the hideous power creep clown car thats been running me down for 2 years. still fighters cant come back into the game until half a dozen things get fixed, and harpoons are one of those things. I think we as a community need to demand OP powercreep nonsense stop so that in the future a fix is possible.
at the current rate in a year people are going to be saying that Kannaan, Fenn, and Nym arent even worth their points anymore, and every other ships in the game currently will be useless.
a friend and I were guessing within 2 waves a 4 agility arc dodger will be released, and a lot of people guessed a 4/3/3/3 or 3/4/3/3 statline for the Silencer... those kind of guesses werent met with laughter or dismissal, many of us were thinking it might happen and how much more broken the game would be if it did.
So which is more important: keeping recent releases powerful or letting wave 1-6 back into the game?
You would have to nerf so much to get waves 1-6 back in the game that the faq would be longer than the rulebook :(. Short of an outright 2.0, bringing the power floor up of ships we want around is the better option, both financially for ffg and for the long term health of the game. Also, i'm really surprised if you like dog fighters that you don't like harpoons since missiles have always been an important part of modern dog fighting, and thematically in the old legends ordinance was used in fighter to fighter combat commonly. As an aside I super don't like that Miranda and nym can take harpoons, and i wish there were a way x wings and y wings could take them.
1 hour ago, Jeff Wilder said:(X-Wing 2.0.)
Yes.
Also, next time, can we please have less added complexity and more gameplay? It might make me a bad person, but I like this game to be impossibly hard to git gud at so that I don't just always get rekt by random scrubs, but I also want it to be superficially deceptively simple so that more noobs show up for me to play with. I promise, I might curbstomp a noob, but I'll also give 'em a bunch of alt arts and buy 'em a beer/soda (depending on legal drinking age).
10 hours ago, catachanninja said:So I'm gonna start by apologizing to @heliodorus04 ;
Accepted, and moved on from.
36 minutes ago, catachanninja said:You would have to nerf so much to get waves 1-6 back in the game that the faq would be longer than the rulebook :(. Short of an outright 2.0, bringing the power floor up of ships we want around is the better option, both financially for ffg and for the long term health of the game. Also, i'm really surprised if you like dog fighters that you don't like harpoons since missiles have always been an important part of modern dog fighting, and thematically in the old legends ordinance was used in fighter to fighter combat commonly. As an aside I super don't like that Miranda and nym can take harpoons, and i wish there were a way x wings and y wings could take them.
Alternatively, FFG releases a card only box / campaign with serious fix cards for every wave 1-6 ship. It's not that hard to come op with reasonable fixes:
X-wing
- XJ X-wing title that allows it to perform a boost/barrel roll after executing a speed 3+ maneuver.
Y-wing
- Title granting an EPT to PS 3+ ships.
TIE Advanced
- Modification allowing autothruster-like ability when defending at range 1-2.
TIE Fighter
- Swarm title exclusively for TIEs and FOs where when attacking if there are two or more ships with the title at range 1 of the attacker, roll 1 extra attack die.
A-wing
- Three point missile (equating to 5-point 'second title') increasing the attack value by one.
TIE Interceptor
- 0 point TIE only modification that reduces all damage dealt by bombs by one. Great for deathrain...
Firespray
- modification allowing a cannon secondary weapon attack from the front/rear firing arc after performing a primary weapon attack from the same arc.
Millennium Falcon
- 1 point Title removing one crew and missile slot and increasing agility by one.
HWK-290
- 0 point Title giving a free focus token at the start of the combat phase
TIE Bomber
- 0 point Title granting an equivalent reload action for bombs, alongside a vaksai-like points reduction of every upgrade.
Lambda Shuttle
- 0 point Title granting the coordinate action and treating all turn maneuvers as white.
B-wing
- 0 point Title giving a free reinforce action at the start of combat, putting it exactly on par with wookies' 180 firing arc.
Z-95
- Z-95 only 1 point missile that adds a focus result to primary attacks at targets at range 1-2 in arc.
TIE Phantom
- 0 point Title that removes all red target lock tokens when the phantom cloaks/decloaks.
E-wing
- 0 point astromech adding a second system slot, and a vaksai-like points reduction on all upgrades (for the generics).
TIE Defender
- retcon TIE/D to also be -2 points.
Decimator
- Kinda fine...
YT-2400
- 0 point Title allowing a free boost/barrel roll action at the start of combat if not stressed. Dash is fine.
M3-A Scyk
- 0 point Modification allowing other friendly ships at range 1 to take ann ion token to add 1 evade result to your roll (overlapping shields?).
Starviper
- Retcon Virago to increase pilot skill by two before the 'place forces' step (doesn't affect Thweek).
IG-2000
- Retcon IG-2000 title to increase pilot skill by one.
TIE Punisher
- 1 point title allowing a free reload action at the start of the the end phase.
G1-A
- G1 only 2 point modification that increases agility value by one.
Quadjumper
- Retcon STA to allow a
free
tractor action after performing a focus action.
U-wing
- 0 point System upgrade adding the jam action to the action bar and allowing it to equip scum crew at a 1 point discount.
TIE Striker
- Alternative 2 point title adding 1 hull and one crew slot.
TIE Aggressor
- 1 point Title allowing you to cancel one of the defender's evade dice when attacking a target inside your firing arc at range 1-2.
9 minutes ago, Astech said:Alternatively, FFG releases a card only box / campaign with serious fix cards for every wave 1-6 ship. It's not that hard to come op with reasonable fixes:
X-wing - XJ X-wing title that allows it to perform a boost/barrel roll after executing a speed 3+ maneuver.
Y-wing - Title granting an EPT to PS 3+ ships.
TIE Advanced - Modification allowing autothruster-like ability when defending at range 1-2.
TIE Fighter - Swarm title exclusively for TIEs and FOs where when attacking if there are two or more ships with the title at range 1 of the attacker, roll 1 extra attack die.A-wing - Three point missile (equating to 5-point 'second title') increasing the attack value by one.
TIE Interceptor - 0 point TIE only modification that reduces all damage dealt by bombs by one. Great for deathrain...
Firespray - modification allowing a cannon secondary weapon attack from the front/rear firing arc after performing a primary weapon attack from the same arc.
Millennium Falcon - 1 point Title removing one crew and missile slot and increasing agility by one.HWK-290 - 0 point Title giving a free focus token at the start of the combat phase
TIE Bomber - 0 point Title granting an equivalent reload action for bombs, alongside a vaksai-like points reduction of every upgrade.
Lambda Shuttle - 0 point Title granting the coordinate action and treating all turn maneuvers as white.
B-wing - 0 point Title giving a free reinforce action at the start of combat, putting it exactly on par with wookies' 180 firing arc.Z-95 - Z-95 only 1 point missile that adds a focus result to primary attacks at targets at range 1-2 in arc.
TIE Phantom - 0 point Title that removes all red target lock tokens when the phantom cloaks/decloaks.
E-wing - 0 point astromech adding a second system slot, and a vaksai-like points reduction on all upgrades (for the generics).
TIE Defender - retcon TIE/D to also be -2 points.Decimator - Kinda fine...
YT-2400 - 0 point Title allowing a free boost/barrel roll action at the start of combat if not stressed. Dash is fine.M3-A Scyk - 0 point Modification allowing other friendly ships at range 1 to take ann ion token to add 1 evade result to your roll (overlapping shields?).
Starviper - Retcon Virago to increase pilot skill by two before the 'place forces' step (doesn't affect Thweek).
IG-2000 - Retcon IG-2000 title to increase pilot skill by one.TIE Punisher - 1 point title allowing a free reload action at the start of the the end phase.
G1-A - G1 only 2 point modification that increases agility value by one.
Quadjumper - Retcon STA to allow a free tractor action after performing a focus action.
U-wing - 0 point System upgrade adding the jam action to the action bar and allowing it to equip scum crew at a 1 point discount.
TIE Striker - Alternative 2 point title adding 1 hull and one crew slot.
TIE Aggressor - 1 point Title allowing you to cancel one of the defender's evade dice when attacking a target inside your firing arc at range 1-2.
Beautiful. I’d have to agree with the majority of those fixes. I think my favorite is the TIE Phantom fix, although it would work better with the old way decloaking worked. This game sorely needs a blanket makeover just like this, so hopefully something is in the works.
31 minutes ago, catachanninja said:You would have to nerf so much to get waves 1-6 back in the game that the faq would be longer than the rulebook :(. Short of an outright 2.0, bringing the power floor up of ships we want around is the better option, both financially for ffg and for the long term health of the game. Also, i'm really surprised if you like dog fighters that you don't like harpoons since missiles have always been an important part of modern dog fighting, and thematically in the old legends ordinance was used in fighter to fighter combat commonly. As an aside I super don't like that Miranda and nym can take harpoons, and i wish there were a way x wings and y wings could take them.
Your statement doesnt make sense to me historically or mechanically.
Dogfighting in real life involved strafing runs(jousting), maintaining visibilility in chaos, angle of aproach (ploting arc), tracking altitude cielings(sort of like board edge), speed and timing, etc.
all of that ceased to exist when Missiles got guidance systems shortly after the Korean War. there hasnt been a dogfight in real life in almost 60 years.
Modern planes are ordinance platforms designed to project a ordinance range into a combat zone, but there is no back and forth or Air to Air Dogfighting. you detect a target, lock, and fire a missile at a target many miles away. There is no contest or struggle as existed in WW2 and is portayed in Star Wars.
Effective alpha strikes ended the day of hot shots and aces in real life, just as they will end it in the game.
54 minutes ago, catachanninja said:You would have to nerf so much to get waves 1-6 back in the game that the faq would be longer than the rulebook :(. Short of an outright 2.0, bringing the power floor up of ships we want around is the better option, both financially for ffg and for the long term health of the game. Also, i'm really surprised if you like dog fighters that you don't like harpoons since missiles have always been an important part of modern dog fighting, and thematically in the old legends ordinance was used in fighter to fighter combat commonly. As an aside I super don't like that Miranda and nym can take harpoons, and i wish there were a way x wings and y wings could take them.
Nah, just give x and y a torp that doesn’t spend the TL. Or a droid that offers rerolls with torps. Or a torp that also gives the Harpooned! Condition.
5 minutes ago, Vontoothskie said:Effective alpha strikes ended the day of hot shots and aces in real life, just as they will end it in the game.
Well we haven’t seen Soontir in a long while. But then I think Bombs might be doing more to keep him away right now, and there’s no real equivalent to those bombs in modern aerial combat.
9 minutes ago, GrimmyV said:Well we haven’t seen Soontir in a long while. But then I think Bombs might be doing more to keep him away right now, and there’s no real equivalent to those bombs in modern aerial combat.
Maybe bombs represent ground-based AA installations, and the "dropping/lauhching" of the bomb represents the feeding of telemetry data from a modern fighter to assist in triangulating the location of the ship? Probably not though.
Bombs are a great game idea, but until aces can more or less ignore them the ace archetype will remain dead.
37 minutes ago, Astech said:Alternatively, FFG releases a card only box / campaign with serious fix cards for every wave 1-6 ship. It's not that hard to come op with reasonable fixes:
X-wing - XJ X-wing title that allows it to perform a boost/barrel roll after executing a speed 3+ maneuver.
Y-wing - Title granting an EPT to PS 3+ ships.
TIE Advanced - Modification allowing autothruster-like ability when defending at range 1-2.
TIE Fighter - Swarm title exclusively for TIEs and FOs where when attacking if there are two or more ships with the title at range 1 of the attacker, roll 1 extra attack die.A-wing - Three point missile (equating to 5-point 'second title') increasing the attack value by one.
TIE Interceptor - 0 point TIE only modification that reduces all damage dealt by bombs by one. Great for deathrain...
Firespray - modification allowing a cannon secondary weapon attack from the front/rear firing arc after performing a primary weapon attack from the same arc.
Millennium Falcon - 1 point Title removing one crew and missile slot and increasing agility by one.HWK-290 - 0 point Title giving a free focus token at the start of the combat phase
TIE Bomber - 0 point Title granting an equivalent reload action for bombs, alongside a vaksai-like points reduction of every upgrade.
Lambda Shuttle - 0 point Title granting the coordinate action and treating all turn maneuvers as white.
B-wing - 0 point Title giving a free reinforce action at the start of combat, putting it exactly on par with wookies' 180 firing arc.Z-95 - Z-95 only 1 point missile that adds a focus result to primary attacks at targets at range 1-2 in arc.
TIE Phantom - 0 point Title that removes all red target lock tokens when the phantom cloaks/decloaks.
E-wing - 0 point astromech adding a second system slot, and a vaksai-like points reduction on all upgrades (for the generics).
TIE Defender - retcon TIE/D to also be -2 points.Decimator - Kinda fine...
YT-2400 - 0 point Title allowing a free boost/barrel roll action at the start of combat if not stressed. Dash is fine.M3-A Scyk - 0 point Modification allowing other friendly ships at range 1 to take ann ion token to add 1 evade result to your roll (overlapping shields?).
Starviper - Retcon Virago to increase pilot skill by two before the 'place forces' step (doesn't affect Thweek).
IG-2000 - Retcon IG-2000 title to increase pilot skill by one.TIE Punisher - 1 point title allowing a free reload action at the start of the the end phase.
G1-A - G1 only 2 point modification that increases agility value by one.
Quadjumper - Retcon STA to allow a free tractor action after performing a focus action.
U-wing - 0 point System upgrade adding the jam action to the action bar and allowing it to equip scum crew at a 1 point discount.
TIE Striker - Alternative 2 point title adding 1 hull and one crew slot.
TIE Aggressor - 1 point Title allowing you to cancel one of the defender's evade dice when attacking a target inside your firing arc at range 1-2.
yeah exactly. I made 2 dozens of fixes on my computer in a few hours. FFG could do a better job of it at will, delay for playtesting ect. and still have it all out in a few months. the only thing holding them back is the desire to do so
4 minutes ago, Vontoothskie said:yeah exactly. I made 2 dozens of fixes on my computer in a few hours. FFG could do a better job of it at will, delay for playtesting ect. and still have it all out in a few months. the only thing holding them back is the desire to do so
I smashed those out in 20 minutes. I have absolutely no idea how the Devs - let alone dozens of playtesters - miss the clearly OP combos, which the forums spot within hours of the spoilers.
The key is to realise that fixes for such underpowered, loved ships don't need to be perfect. They just have to get within the vicinity of a good balance and the community will be happy.
16 minutes ago, GrimmyV said:Well we haven’t seen Soontir in a long while. But then I think Bombs might be doing more to keep him away right now, and there’s no real equivalent to those bombs in modern aerial combat.
well yeah, but i left out bombs because air-to-air bombs never existed in real life (unless you count WW1 gunners throwing grenades? which was sort of a thing briefly).
5 hours ago, Astech said:Alternatively, FFG releases a card only box / campaign with serious fix cards for every wave 1-6 ship. It's not that hard to come op with reasonable fixes:
X-wing - XJ X-wing title that allows it to perform a boost/barrel roll after executing a speed 3+ maneuver.
Y-wing - Title granting an EPT to PS 3+ ships.
TIE Advanced - Modification allowing autothruster-like ability when defending at range 1-2.
TIE Fighter - Swarm title exclusively for TIEs and FOs where when attacking if there are two or more ships with the title at range 1 of the attacker, roll 1 extra attack die.A-wing - Three point missile (equating to 5-point 'second title') increasing the attack value by one.
TIE Interceptor - 0 point TIE only modification that reduces all damage dealt by bombs by one. Great for deathrain...
Firespray - modification allowing a cannon secondary weapon attack from the front/rear firing arc after performing a primary weapon attack from the same arc.
Millennium Falcon - 1 point Title removing one crew and missile slot and increasing agility by one.HWK-290 - 0 point Title giving a free focus token at the start of the combat phase
TIE Bomber - 0 point Title granting an equivalent reload action for bombs, alongside a vaksai-like points reduction of every upgrade.
Lambda Shuttle - 0 point Title granting the coordinate action and treating all turn maneuvers as white.
B-wing - 0 point Title giving a free reinforce action at the start of combat, putting it exactly on par with wookies' 180 firing arc.Z-95 - Z-95 only 1 point missile that adds a focus result to primary attacks at targets at range 1-2 in arc.
TIE Phantom - 0 point Title that removes all red target lock tokens when the phantom cloaks/decloaks.
E-wing - 0 point astromech adding a second system slot, and a vaksai-like points reduction on all upgrades (for the generics).
TIE Defender - retcon TIE/D to also be -2 points.Decimator - Kinda fine...
YT-2400 - 0 point Title allowing a free boost/barrel roll action at the start of combat if not stressed. Dash is fine.M3-A Scyk - 0 point Modification allowing other friendly ships at range 1 to take ann ion token to add 1 evade result to your roll (overlapping shields?).
Starviper - Retcon Virago to increase pilot skill by two before the 'place forces' step (doesn't affect Thweek).
IG-2000 - Retcon IG-2000 title to increase pilot skill by one.TIE Punisher - 1 point title allowing a free reload action at the start of the the end phase.
G1-A - G1 only 2 point modification that increases agility value by one.
Quadjumper - Retcon STA to allow a free tractor action after performing a focus action.
U-wing - 0 point System upgrade adding the jam action to the action bar and allowing it to equip scum crew at a 1 point discount.
TIE Striker - Alternative 2 point title adding 1 hull and one crew slot.
TIE Aggressor - 1 point Title allowing you to cancel one of the defender's evade dice when attacking a target inside your firing arc at range 1-2.
Hurray, make your personal favorites OP again
We had this discussion before, you even agreed on some of those listings being ridiculously unbalanced and in need for some restrictions like that YT-2400 Title.
Yet you keep posting this. Again and again and again, expanding on the OP Buffs. Cute. Not that I would disagree with all, but discussing them seems pointless. :)=