First Destiny, now Armada... Everything comes in 3's

By atkrull, in X-Wing

15 minutes ago, Commander Kaine said:

And another example: At the end of the 'End Phase' you could pass (if you want) the initiative token to your rival, providing another level of strategy in deciding if the next round will be a good moment to move last or fire first, and in doing so, giving your rival the opportunity to do the same to you later. This would also indirectly lessen the PS war, knowing that you aren't totally doomed the whole match if you happen to get the initiative (which ironically, 99.9% of the time is a bad thing!!). And as an added benefit, it gives the existing initiative token a purposeful use.

This way, cards like Veteran Instincts and Adaptability still keep their full functionality, but now you have ways to overcome them, without entering a full 'ace' PS war.

I like to play casual games like this. It's surprisingly refreshing.

Here's my list of what I'd liked nerfed and buffed and how in no particular order, but this is all my opinion

NERFS

1) TLT - Honestly not sure what the best fix is here, there's been many thrown around. One I had awhile back was you throw less dice if the target's agility is lower, so it's not always auto damage against lower to mid agility ships.

2) Regen - You can only regen as many shields as your shield value, you put shield tokens on whatever card gives you the ability (same as Gonk) and spend them as needed. This kinda messes up Gonk though, but not many people use him.

3) Bomblets - Only hits count, would still be a great value for 3 points to have unlimited bombs that have an average of 0.75 damage per ship and can get as much as 2 damage a ship each time.

4) Harpoons - At a minimum make the condition unique so you can't stack them on ships, or have multiple ships with the condition at the same time. I'd also make the action to remove them happen immediately, no dice roll. Spending an action is punishment enough.

5) Miranda - If regen gets nerfed she's fine I guess, but if it doesn't then her ability needs to change to primary arc only.

6) Sabine (crew) - At a minimum make her ability only work on the ship she's on. Might need something extra as well.

7) Damage Mitigation - There's some crazy defensive shenanigans out there. Maybe you could only modify a defensive roll 2 different ways per attack? So you could do focus and evade, or evade and auto thrusters, but you couldn't do focus, evade, auto thrusters, and palp all at once for example.

8) Reinforce Action - This is so good on the wooks, what if in order to take the action you have to reduce your agility by 1? Would help get a few extra hits in each game.

9) Boost on Large Ships - Do some change to it like barrel roll so they can't move as far as they currently do.

BUFFS

1) Auto Thrusters - Remove the boost requirement so they can be available to all ships to deal with all the turret madness in the game. Or at least make it at ship with boost OR agility 2 or higher.

2) Linked Batteries - Remove the small ship only restriction.

That's all I can think of off the top of my head, probably should be a few more.

6 minutes ago, markcsoul said:

Here's my list of what I'd liked nerfed and buffed and how in no particular order, but this is all my opinion

NERFS

1) TLT - Honestly not sure what the best fix is here, there's been many thrown around. One I had awhile back was you throw less dice if the target's agility is lower, so it's not always auto damage against lower to mid agility ships.

2) Regen - You can only regen as many shields as your shield value, you put shield tokens on whatever card gives you the ability (same as Gonk) and spend them as needed. This kinda messes up Gonk though, but not many people use him.

3) Bomblets - Only hits count, would still be a great value for 3 points to have unlimited bombs that have an average of 0.75 damage per ship and can get as much as 2 damage a ship each time.

4) Harpoons - At a minimum make the condition unique so you can't stack them on ships, or have multiple ships with the condition at the same time. I'd also make the action to remove them happen immediately, no dice roll. Spending an action is punishment enough.

5) Miranda - If regen gets nerfed she's fine I guess, but if it doesn't then her ability needs to change to primary arc only.

6) Sabine (crew) - At a minimum make her ability only work on the ship she's on. Might need something extra as well.

7) Damage Mitigation - There's some crazy defensive shenanigans out there. Maybe you could only modify a defensive roll 2 different ways per attack? So you could do focus and evade, or evade and auto thrusters, but you couldn't do focus, evade, auto thrusters, and palp all at once for example.

8) Reinforce Action - This is so good on the wooks, what if in order to take the action you have to reduce your agility by 1? Would help get a few extra hits in each game.

9) Boost on Large Ships - Do some change to it like barrel roll so they can't move as far as they currently do.

BUFFS

1) Auto Thrusters - Remove the boost requirement so they can be available to all ships to deal with all the turret madness in the game. Or at least make it at ship with boost OR agility 2 or higher.

2) Linked Batteries - Remove the small ship only restriction.

That's all I can think of off the top of my head, probably should be a few more.

My take:

NERFS (AKA F#ck the rebels)

1. TLT. Make only hits count. OR have a TL requirement

2. Miranda: Regen works in primary arc only. You can now run away OR regen.

3. Harpoons: TL must be spent. No other changes.

4. Sabine: Her ship only is a good idea.

5. Reinforce is now a affected by Jam.

6. Phantom I & II: They are mutually exclusive. Only one of them can be used in a squad at a time.

030333dfe09968c7e7ca482ab425692f3c472a60

If they actually have legitimate questions on the rules...

Or They just want more Nerfs!

:rolleyes:

11 hours ago, clanofwolves said:

I think it's due to the fact R2 could fix that stabilizer or something outside the ship even, but it was, in cannon, a one-off. The whole run away and regen at will over and over is neither cannon nor good game-play. Shield regen should be limited to original shield value at best. The game needs to be a game of chance and attrition, not the opposite.

Ah fluff. I follow you.

Harpoons work well against him, something people don’t Like to consider due to there path to the dark side with their hate of that particular secondary

We still whining about the Ghost? What is it, January?

Am I missing something? People are suggesting a limit on regen to original shield value...

...isn't that already a rule?

2 hours ago, piznit said:

Am I missing something? People are suggesting a limit on regen to original shield value...

...isn't that already a rule?

Yes, but it’s the unlimited nature of regen that is the problem. If only it had a cap for times it could be used...if only that were true, then Miranda mirror matches could actually be played.

Edited by clanofwolves
23 minutes ago, piznit said:

Am I missing something? People are suggesting a limit on regen to original shield value...

...isn't that already a rule?

I think they mean you can only regen X times where X = your shield value

I hope they FAQ this game. I'm really tired of the crazy rebel combos that are so prevalent.

I want to see a TLT nerf. It's annoying to give bombers an almost guaranteed chance of 2 damage per turn from their turret alone. Speaking realistically, a bomber gunner had a lot of disadvantages shooting at attacking fighters. Not counting crits and/or giving the defender range bonuses would be a good first step.

2 hours ago, Alpha17 said:

peaking realistically, a bomber gunner had a lot of disadvantages shooting at attacking fighters. Not counting crits and/or giving the defender range bonuses would be a good first step.

Fluff-wise however, whenever you see a turret on screen (on small freighters) they seem really accurate. Both the Millennium Falcon and the Ghost seem to usually come out on top when encountering fighters.

None of this should have any bearing on whether TLT deserves a nerf or not. This should be decided on balance considerations alone IMO.

33 minutes ago, LordBlades said:

Fluff-wise however, whenever you see a turret on screen (on small freighters) they seem really accurate. Both the Millennium Falcon and the Ghost seem to usually come out on top when encountering fighters.

None of this should have any bearing on whether TLT deserves a nerf or not. This should be decided on balance considerations alone IMO.

It's called plot armor. Same reason why Han, Luke, and Chewie can smoke a stormtrooper through their eyepiece at 50m, but stormtrooper has a hard time hitting a main character at all. But, even using your example, how long were Han and Luke firing at TIE Fighters in ANH before they actually got hits? Seemed to take them longer on screen than a pair of TLTs would take to kill 4 TIEs.

As for it influencing whether or not a nerf is necessary, I both agree and disagree with you. We are playing a Star Wars game, so it should follow the logic we've seen from the movies and show, at least as far as it can without being silly (plot armor, for instance).

15 minutes ago, Alpha17 said:

It's called plot armor. Same reason why Han, Luke, and Chewie can smoke a stormtrooper through their eyepiece at 50m, but stormtrooper has a hard time hitting a main character at all. But, even using your example, how long were Han and Luke firing at TIE Fighters in ANH before they actually got hits? Seemed to take them longer on screen than a pair of TLTs would take to kill 4 TIEs.

IIRC (can't look the films up atm), they hit TIE fighters more often than the TIE fighters hit them. Also, while I agree with you on the plot armor thing, it's the best we got. We don't really have a mook on mook (or hero on hero) scene depicting fighters vs a turreted freighter.

Guys again with ANH, they let them go. It was Vaders plan and storm troopers were still expendable clones. Weren’t really trying to hit them hard, flew in predictible patterns, only 4 ties off a space station the size of a moon. Stop using that scene as turrent lore please it’s complete BS.

On 4/7/2018 at 1:04 AM, eMeM said:

We still whining about the Ghost? What is it, January?

Careful, they start calling you a Ghost noob who only wins with Ghosts.

(Apparently I was a Jumpmaster noob with my 1 Jumpmaster:rolleyes:)

For Laser Brained Nerf Herders, every month is January, February, July, December and every month is a month to demand something gets nerfed.

5 hours ago, LordBlades said:

IIRC (can't look the films up atm), they hit TIE fighters more often than the TIE fighters hit them. Also, while I agree with you on the plot armor thing, it's the best we got. We don't really have a mook on mook (or hero on hero) scene depicting fighters vs a turreted freighter.

Here's the full scene.

The TIE Fighters clearly make several strafing runs, and do a fair amount of damage to the Falcon before Han or Luke were able to get a single fighter. As @LordFajubi points out, even them getting blown up was likely part of Vader's plan, and quite possibly intentional. In a straight up fight, the TIEs may have been able to win. Stepping outside of SW for a moment, my original post was thinking more about how WWII bombers had tons of weapons, but still needed to fly in tight formation if they had any hope of taking down enemy fighters. Even then, it was a losing proposition to do so. Yet, in X-Wing, Bombers are more along the lines of hunter-killers and swat Fighters out of the sky with ease.

Edited by Alpha17
On 4/7/2018 at 1:53 AM, Marinealver said:

030333dfe09968c7e7ca482ab425692f3c472a60

If they actually have legitimate questions on the rules...

Or They just want more Nerfs!

:rolleyes:

"The developers are unerring and omniscient"... what an interesting take. Please tell us more.

On 4/6/2018 at 12:28 PM, Kieransi said:

Controversial opinion here: I don't think the ghost needs to be nerfed. I actually think it's fine as is. They even purposely gave it no EPTs so that the highest PS you can get is 7, and that's with the worst of all the pilot abilities.

I think the problem in that list is the ******* Sheathipede. The ghost was good, but never an NPE until that little piece of **** messed everything up.

Kanan Biggs was very NPE actually.

This is neither here nor there, but reading this thread inspired some thoughts. In other threads (and memes) I have opined that, in order to address the games current state, you might have to go back and assess a the a pair of key waves 2 design decisions - specifically native 360 firing arc, and engine upgrade on a big ship. Both these decisions arguably led to the key moment of inteoducing autothrusters in wave 5.

In the Worlds 2015 Podcast After Party Gold Squadron Podcast somewhere (sorry too lazy to find the link and time) has a recording of me pitching my personal fix to native 360 arc to the devs. Critics of the forums, please give me your honest feedback :)

The rule change is based on a key scene from Star Wars: remember when Luke and Han share the gun turrets of the Falcon? Between the two of them they are able to achieve a 360 firing arc. Using this as our guide, let’s say that without one of them participating, their angle of arc is reduced by half: a 180 degree arc. (And with neither participating, they only can fire from their cabin, or 90 degrees forward).

The idea behind the change is basically that you can still achieve 360 degree arc, but you have to sacrifice both crew slots to get it, by filling them with dedicated crew (for example the now never used Luke Skywalker crew). If you choose to sacrifice one crew slot, you get either a back 180 or forward 180 arc.

Probably this is big ship only, and maybe their is a mod upgrade that gives you a native mobile firing arc for more flexibility (and forcing you to pick between engine and mobile), but that is the idea at least.

IIRC the developers (Frank and Alex) weren’t super impressed with the idea :/

Edited by sozin
8 minutes ago, sozin said:

This is neither here nor there, but reading this thread inspired some thoughts. In other threads (and memes) I have opined that, in order to address the games current state, you might have to go back and assess a the a pair of key waves 2 design decisions - specifically native 360 firing arc, and engine upgrade on a big ship. Both these decisions arguably led to the key moment of inteoducing autothrusters in wave 5.

In the Worlds 2015 Podcast After Party Gold Squadron Podcast somewhere (sorry too lazy to find the link and time) has a recording of me pitching my personal fix to native 360 arc to the devs. Critics of the forums, please give me your honest feedback :)

The rule change is based on a key scene from Star Wars: remember when Luke and Han share the gun turrets of the Falcon? Between the two of them they are able to achieve a 360 firing arc. Using this as our guide, let’s say that without one of them participating, their angle of arc is reduced by half: a 180 degree arc. (And with neither participating, they only can fire from their cabin, or 90 degrees forward).

The idea behind the change is basically that you can still achieve 360 degree arc, but you have to sacrifice both crew slots to get it, by filling them with dedicated crew (for example the now never used Luke Skywalker crew). If you choose to sacrifice one crew slot, you get either a back 180 or forward 180 arc.

Probably this is big ship only, and maybe their is a mod upgrade that gives you a native mobile firing arc for more flexibility (and forcing you to pick between engine and mobile), but that is the idea at least.

IIRC the developers (Frank and Alex) weren’t super impressed with the idea :/

I’d like a pwt to force a crew loss as that is one of your gunners, however isn’t there ships with 360 degree arcs with no crew? Also would this open a can of worms that would give crewed ships an arc they wouldn’t normally possess?

The ship has sailed to fix this but I think your start point is correct and many saw it. The millenium falcon ruined this game.

I think every big ship that has a native 360 turret has at least one crew slot. The 2400 only has one.

EDIT: I think it only effects of ships that have a native 360 chassis - they have the option to use it, but in order to use it they still have to burn crew slots. A Firespray couldn’t is it to get 360. (But a fireapray could take the Mobile Firing arc modification slot upgrade.)

Edited by sozin

I don't think it will really matter what they nerf in this next FAQ. There's so many poorly designed and balanced cards/mechanics in the game atm, that as soon as you nerf the dominant ones others will replace them.

X-wing's current state just reinforces to me that you don't design your way out of design problems. Most of the problem elements are cards they released to address previous imbalances.

2 minutes ago, CRCL said:

Most of the problem elements are cards

This is the largest problem to me... I didn't want to get into a card game, but that is what it has become.

On 4/6/2018 at 8:52 PM, Commander Kaine said:

My take:

NERFS (AKA F#ck the rebels)

1. TLT. Make only hits count. OR have a TL requirement

2. Miranda: Regen works in primary arc only. You can now run away OR regen.

3. Harpoons: TL must be spent. No other changes.

4. Sabine: Her ship only is a good idea.

5. Reinforce is now a affected by Jam.

6. Phantom I & II: They are mutually exclusive. Only one of them can be used in a squad at a time.

I agree with the sentiment. If not the proposal here.