Thoughts after watching the Covenant play through video with Alex

By BlodVargarna, in X-Wing

13 hours ago, DailyRich said:

I'm not seeing how the barrel roll is now more limited for large base ships. It seems like they're back to moving the full length of the template, and only having three positions to align with doesn't feel like it addresses the original issue of them moving their entire base width left or right.

The 1 Forward template has marks on the middle of its long side too, for large base barrel rolls.

13 hours ago, DailyRich said:

I'm not seeing how the barrel roll is now more limited for large base ships. It seems like they're back to moving the full length of the template, and only having three positions to align with doesn't feel like it addresses the original issue of them moving their entire base width left or right.

The 1 Forward template has marks on the middle of its long side too, for large base barrel rolls.

Edited by Otacon
Seriously? I hit post again because nothing happened...
12 minutes ago, gamblertuba said:

All collected yesterday.

Oh lovely, I missed that one completely, thanks a lot!

21 hours ago, Cusm said:

It seemed like the X-Wing got a much needed buff, but the TIE were pretty much the same, same weak *** 2 red dice that pushed little damage through.

This was my feeling when i first saw both ship cards. Yes the Ties got crackshot but its far from the 1.0 version and its not that easy to set up. Also the Tie dial seems to have lost a lot of green. We dont know how much it impacts their gameplay but it does make it harder to use red maneuvers.

9 minutes ago, Thormind said:

This was my feeling when i first saw both ship cards. Yes the Ties got crackshot but its far from the 1.0 version and its not that easy to set up. Also the Tie dial seems to have lost a lot of green. We dont know how much it impacts their gameplay but it does make it harder to use red maneuvers.

every dial lost all its green

they're blue now

otherwise, the TIE dial is the exact same as 1.0

but you know what's not the same as 1.0? the ability for 2-dice primaries to do more than tickle. Everything that utterly cold-clocked TIE fighters is gone (evade token no longer adds evade results) or neutered (regen, reinforce).

point is, all these initial grumblings are premature as ****. It's just been so long since anyone's seen a swarm that we've all forgotten how nuts it is in a world where flying actually matters

but given how that Y got utterly annihilated in one round, we at lost got a hint of what TIEs will be capable of...despite being held back by an atrocious liability of a reaper build ?

looking forward to SWARM OP! complaints, coming soon to a forum near you

Edited by ficklegreendice
8 minutes ago, Thormind said:

This was my feeling when i first saw both ship cards. Yes the Ties got crackshot but its far from the 1.0 version and its not that easy to set up. Also the Tie dial seems to have lost a lot of green. We dont know how much it impacts their gameplay but it does make it harder to use red maneuvers.

Actually, the TIEs lost ALL their green maneuvres..

2 minutes ago, That Blasted Samophlange said:

Actually, the TIEs lost ALL their green maneuvres..

Green maneuvers were so OP they had to get rid of them entirely. I mean, every green move removed an entire stress token, and they were completely invisible to potentially 8% of the Xwing population! Talk about broken stealth mechanics!

7 minutes ago, ficklegreendice said:

but you know what's not the same as 1.0? the ability for 2-dice primaries to do more than tickle. Everything that utterly cold-clocked TIE fighters is gone (evade token no longer adds evade results) or neutered (regen, reinforce).

point is, all these initial grumblings are premature as ****. It's just been so long since anyone's seen a swarm that we've all forgotten how nuts it is in a world where flying actually matters

but given how that Y got utterly annihilated in one round, we at lost got a hint of what TIEs will be capable of...despite being held back by an atrocious liability of a reaper build ?

looking forward to SWARM OP! complaints, coming soon to a forum near you

Exactly. TIE/LN's aren't the best ship by a long shot but combined with good support ship/ace they will hold their own. The death of token stacking is the rebirth of the lowly TIE without sliding into the abusive 7-8 TIE lists that the devs didn't like about early waves.

9 minutes ago, ficklegreendice said:

Everything that utterly cold-clocked TIE fighters is gone (evade token no longer adds evade results) or neutered (regen, reinforce).

Sorry to hijack this conversation, but how did they change reinforce? I've seen the evade & region nerfs (and love them!), but I haven't heard anything concrete about reinforce changes.

1 minute ago, Red G said:

Sorry to hijack this conversation, but how did they change reinforce? I've seen the evade & region nerfs (and love them!), but I haven't heard anything concrete about reinforce changes.

going from the stream conversations (videos on twitch.tv, search for FFG), the casters said that reinforce now does not reduce damage below 1

so if a TIE fighter rolls 1 hit against an auzzie, it can still do 1 damage. it isn't automatically shafted

Edited by ficklegreendice
1 minute ago, Red G said:

Sorry to hijack this conversation, but how did they change reinforce? I've seen the evade & region nerfs (and love them!), but I haven't heard anything concrete about reinforce changes.

I heard it reduces damage by 1 to a minimum of 1.

17 minutes ago, ficklegreendice said:

point is, all these initial grumblings are premature as ****. It's just been so long since anyone's seen a swarm that we've all forgotten how nuts it is in a world where flying actually matters

but given how that Y got utterly annihilated in one round, we at lost got a hint of what TIEs will be capable of...despite being held back by an atrocious liability of a reaper build ?

Yes it is and I said seemed, I was not ready to burn 2.0 to the ground just a general observation/gripe. This is the most excited I have been about X-Wing in a couple of years, but as a long time Imperial player it is hard to get rid of the FFG hates Imperial saltiness of all these years.

Any hints of regen besides the 2 Astromechs for the rebels?

considering the only rebel regen outside of astromechs was miranda, no

but goddamn if we won't give FFG all of the **** if they **** that up again

apparently r5 lets you repair damage cards as an ACTION, though (two charges. spend charge to repair a damage card. or spend an action to repair a face-up damage card, no charge required)

going to have to guess "repair face-up damage" = flip face-down and "repair face-down damage" = discard the damage card

Edited by ficklegreendice
9 minutes ago, ficklegreendice said:

considering the only rebel regen outside of astromechs was miranda, no

but goddamn if we won't give FFG all of the **** if they **** that up again

apparently r5 lets you repair damage cards as an ACTION, though (two charges. spend charge to repair a damage card. or spend an action to repair a face-up damage card, no charge required)

going to have to guess "repair face-up damage" = flip face-down and "repair face-down damage" = discard the damage card

and I believe you get a disarm (weapon disable) token for doing so. At least R2-D2 does. So if you want to regen, you are going to suffer a much harsher penalty.

regen yes (assuming disarm is indeed weapons disable, which it basically has to be) r5 repair, no

I think the idea is that r5 requiring an ACTION prevents you from going closed-Servos and focus + boosting away like a nunce while r2 or r2-d2 brings you back up to speed

Edited by ficklegreendice

kinda hoped they'd take this chance to just kill regen entirely. Its an irritating concept on both ends, either this ship has like +2-4 health throughout the game or your expensive regen upgrade did nothing because your ship went POOF in one round.
Additional // cheaper but unique // different slot ways of just increasing your stats would have been better imo.

Also i have to agree atm the TIE/ln feels nerfed. Unless they got cheaper (which i HIGHLY doubt). If that cancel a damage was a universal ability that'd be awesome, as the more you fly the harder it is to pop the first one thus promoting swarmplay.

there's nothing wrong with limited regen

it gives you a different playstyle to augment just "joust and throw dice". Now you can be more tactical with your servomotors and hit-and-run etc.

it's the bull infinite regen at no action cost that was a problem

also no, the TIE/ln was not nerfed don't be silly. It's the same TIE/ln that absolutely dominated wave 1-3, except the wave 1-3 stuff is being brought onto its level and the wave 4+ stuff is being made less tupid

not counting the wave 4+ stuff that wasn't at the level of the TIE/ln, ofc

if we're comparing the TIE/ln to a 1.0 environment, then yeah it's ******. But it's not a 1.0 environment, and we really need to keep that in mind (it's kind of literally the whole point of 2.0)

also,

swz07_howlrunner.png
she's baaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaack

(and might affect herself)

Edited by ficklegreendice

I like that regen gives you a disarm token. Now you have to really choose the right time to get your shield up vs. how before all you had to do was dial in a green with R2-D2.

another interesting contrast from the Cov. game

Two Tubes is a range 1-2 support. Garven is range 1-3

Howlrunner is 0-1 (and "a friendly" not "another friendly)

methinks a theme is brewin'...

obviously there will be guys to break the mold (Jake Farrel basically has his 1.0 ability in reverse, but he can also use to support people), but that's what we got so far. (also, so far all the rebel support requires ships to perform actions while howlie is passive)

swz01_a2_cardfan.png

Edited by ficklegreendice
35 minutes ago, Force Majeure said:

I like that regen gives you a disarm token. Now you have to really choose the right time to get your shield up vs. how before all you had to do was dial in a green with R2-D2.

Yet it also feels less bad since you are able to pick any maneuver. I like this a lot!

I asked Alex or Frank (can't remember) during the stream on Wednesday about abilities like Garven's that are Range 1-3 or what have you and they essentially said R0 allows you to affect yourself (the ship with the ability) and/or ships touching you. R1+ would be any ships in those ranges listed.

I haven't searched for the stream on you tube but there were a lot of us trying to pump them for information about 2.0 as best we could.

The stream was Alex or Frank vs. a "commoner" playing 2.0.

The game looks good, my friends!

10 hours ago, Otacon said:

The 1 Forward template has marks on the middle of its long side too, for large base barrel rolls.

The 2:15 mark in this video shows the medium base U-Wing using the template sideways to do a barrel roll, so yeah, it looks like that carried over.

Capture.JPG

And that video comes pretty close to confirming my theory about barrel rolls. At the end of the roll you are not lining up the edge of the base with the template, but the center of the base with the edge (or center) of the template.