TIE Phantoms are now 3/2/3/2

By HolySorcerer, in X-Wing

6 minutes ago, HolySorcerer said:

If they keep the ept slot then juke might help make up for the lost attack die.

nah, the lost attack die you can make up for with better health + stygium + better pricing

4 die primary was a mistake to begin with

rather, we should be focusing on how to make up for the loss of Fire Control System. gonna have to find other ways to secure full mods

2 minutes ago, LordFajubi said:

Actually you praising green dice is the sixth seal broken. You using a turrent is pretty much a raining frogs moment.

So you're one of those people...

3 minutes ago, ficklegreendice said:

nah, the lost attack die you can make up for with better health + stygium + better pricing

4 die primary was a mistake to begin with

rather, we should be focusing on how to make up for the loss of Fire Control System. gonna have to find other ways to secure full mods

I think that depends on if the Phantom gets a crew or gunner.

I can't imagine it being a gunner...unless they have those?I thought the guy just operated special sensors and gizmos and such

or he just sat there looking really, really confused

latest?cb=20161219082224

guess wookiepedia said he's both a copilot and a gunner. well, that narrows it down

Edited by ficklegreendice
7 minutes ago, HolySorcerer said:

So you're one of those people...

I’m lost did I faux pax?

Just now, LordFajubi said:

I’m lost did I faux pax?

It's a common mispronunciation.

The problem with your hypothesis (as I see it) is that you’re looking at 3 dice attacks trough the prism of V1; an age of stacked and passive modifiers. A dark time.

Everythig I’ve seen and heard so far about V2 suggest such overpowers modifiers are gone. Ships strike me as more vulnerable in defence but equally slightly less powerful on the attack. I suspect we’ll find that 3 dice attacks - 4 at R1 - will be viable given changes to Evade and the inability to stack mods and tokens as readily as you could in V1.

Dont stress just yet.

12 minutes ago, LordFajubi said:

I’m lost did I faux pax?

Firstly, it’s faux pas. Secondly, to your question: there is no ‘n’ in turret.

17 minutes ago, Dr Zoidberg said:

Firstly, it’s faux pas. Secondly, to your question: there is no ‘n’ in turret.

Yeah I got that thanks, looked it up.

31 minutes ago, Dr Zoidberg said:

The problem with your hypothesis (as I see it) is that you’re looking at 3 dice attacks trough the prism of V1; an age of stacked and passive modifiers. A dark time.

Everythig I’ve seen and heard so far about V2 suggest such overpowers modifiers are gone. Ships strike me as more vulnerable in defence but equally slightly less powerful on the attack. I suspect we’ll find that 3 dice attacks - 4 at R1 - will be viable given changes to Evade and the inability to stack mods and tokens as readily as you could in V1.

Dont stress just yet.

There is also nothing special about a 3-die attack. The 4-die attack made the Phantom special, it has now lost that. We'll have to wait and see if it is a viable ship, but it lost a bit of identity in the transition.

wow and here i thought the Advanced got shafted, but the Phantom got it worst.

1 minute ago, HolySorcerer said:

There is also nothing special about a 3-die attack. The 4-die attack made the Phantom special, it has now lost that. We'll have to wait and see if it is a viable ship, but it lost a bit of identity in the transition.

exactly, now its a less agile Advanced

15 minutes ago, HolySorcerer said:

There is also nothing special about a 3-die attack. The 4-die attack made the Phantom special, it has now lost that. We'll have to wait and see if it is a viable ship, but it lost a bit of identity in the transition.

like I said before, the 4-die attack was a mistake

it led to a grievous imbalance between the phantom and all other arced ships, leading to the great turret domination of the entirety of 1.0

plus 4-dice is shared across the ups and vcx and anything that could effectively leverage ordnance. It wasn't actually anything special from an "identity" standpoint, it just made the phantom more difficult to balance than it needed to be.

Now, what actually made the Phantom special? Cloaking. Still has it? yep. Still has better versions of it to distinguish it from jank cloaking device? yep yep.

Secondly, and I'm going to have to make another thread or something because people can't seem to get this,

this isn't X-wing 1.0

things that didn't suck are going to appear less good than the previous edition, because the previous edition was a never-ending toilet-bowl spiral into stacked dice and modifications.

this change is happened across the entire game. I can't even call the Falcon a shadow of its former self because that'd be an insult to shadows

4 dice phantoms were never going to happen in a game that was trying to get away from that nonsense.

13 minutes ago, Darth evil said:

exactly, now its a less agile Advanced

the Advance can't cloak or evade or throw out 3 dice without target-locks

at all

this is a silly comparison

come on people, we got months to go and we're already thumb twiddling and griping under our breath. I of all people should not be encouraging optimism, especially not when the game isn't even out yet. This ain't my comfort zone.

get back to your rational selves so I can get back to whining about green dice and turrets that no longer exist

Edited by ficklegreendice

While i think making almost all ships attack 3 might be good for balance, i felt like attack 4 on some ships made it more interesting.

Sure, it will be easier to balance at 3-attack, it still makes it less special and less interesting. I'm not calling it DoA, just a bit sad to see it become a bit less special.

i'm starting to see Fickles point of view, i also noticed that the Tie Phantom now looks to have a hard 1 and a 2 Talon Roll, and that cloak is no longer an action so you can Talon Roll and then cloak, next turn 1 hard and clear the stress.

Do we actually know that ACD is gone? Or might stygium be the base addition to the Phantom and there are still other cards that are take up its mod slot that make it still special?

Really speculating until we get everything spoiled in August is probably a useless endeavor, since we don't even know 20% of what's coming in the conversion kits.

16 minutes ago, DarkArk said:

Do we actually know that ACD is gone? Or might stygium be the base addition to the Phantom and there are still other cards that are take up its mod slot that make it still special?

Really speculating until we get everything spoiled in August is probably a useless endeavor, since we don't even know 20% of what's coming in the conversion kits.

You can infer that ACD is gone

1.) Because it was awful design that made the phantom an addled ps ***** that couldn't function without shooting first

2.) Whisper's evade ability basically gives you ACD, albeit at the end phase

I'm glad it's gone.

Edited by ficklegreendice
1 minute ago, ficklegreendice said:

You can infer that ACD is gone

Inference isn't knowledge. ACD at the end phase is absolutely nothing like real ACD. I see stygium in 2.0 as their attempt to make generic phantoms actually worth taking, and that named high-PS ones will likely still have the option of taking it or something like it. Also hitting ships with only a focus and no TL/RRs is often times hard with four dice, three is going to make Whisper's ability go off a lot less than you would think.

8 minutes ago, DarkArk said:

Inference isn't knowledge. ACD at the end phase is absolutely nothing like real ACD. I see stygium in 2.0 as their attempt to make generic phantoms actually worth taking, and that named high-PS ones will likely still have the option of taking it or something like it. Also hitting ships with only a focus and no TL/RRs is often times hard with four dice, three is going to make Whisper's ability go off a lot less than you would think.

We really don't want to see ACD again, unless you like only seeing whisper. It was really bad design that forced the phantom to crutch on high ps, while stygium is great design that functions across all initiatives

Also 3 dice is fine for hitting things in a 2.0 environment. Seen a lot of steps taken to ensure defense stacking is not a thing anymore

Again, we're not in 1.0

Edited by ficklegreendice
4 minutes ago, DarkArk said:

Inference isn't knowledge. ACD at the end phase is absolutely nothing like real ACD. I see stygium in 2.0 as their attempt to make generic phantoms actually worth taking, and that named high-PS ones will likely still have the option of taking it or something like it. Also hitting ships with only a focus and no TL/RRs is often times hard with four dice, three is going to make Whisper's ability go off a lot less than you would think.

They have to have some upgrades that support cloak, otherwise the ability is little more than a weird boost or barrel roll. Being cloaked should also do more than just give you two more fickle green dice.

Thinking about it some, what if ACD exists, but had a charge token that only recharges with an action, or some other difficult condition? So you could do it, but you’re losing out on dice mods or having to disengage for a round before you could do it again.

Now that evade does not add a result, but changes one result, can you use multiple evade tokens? Will whisper + stygium guarantee two evades, or just make a free cloak more likely?

There must be more hijinks yet to be spoiled to make this a lovely hit and run vehicle. Don't panic.

My dream for the big Phantom reveal is that Echo is the new PS6.

2 bankie 4 lyfe.

Edited by thebrettski
1 minute ago, thebrettski said:

Now that evade does not add a result, but changes one result, can you use multiple evade tokens? Will whisper + stygium guarantee two evades, or just make a free cloak more likely?

There must be more hijinks yet to be spoiled to make this a lovely hit and run vehicle. Don't panic.

There has to be more to the phantom, as alone stygium is fairly worthless. It's a defensive buff that you have to turn off before anyone shoots, but can't turn back on until after everyone has fired. No super useful for defense.