54 minutes ago, falveryn said:People so entranced by 2.0 they still think anything, including krennic is any good... Nope. It is really boring for people to think the change is perfect. It has good and bad things.
Krennic's best ability is providing a targeting computer to a crewed ship, in a faction which most ships have one. And the TL action is nerfed to possibly miss, so it is not a big deal for the reaper to have TL.
The condition itself could have been blank text, and it would have been 90% as effective. As it stands, it is almost worthless.
Too situational: Requires a ship with a crew slot to acquire and maintain a TL, and another ship to attack that same ship. So it requires having 2 ships alive, one close enough to acquire a TL and another in arc and range for the attack. Then, it also requires to spend a potentially useful dice (crit, hit or eyeball).
Effect is too weak: It only nets a positive result if you wouldn't had hit or can consistently flip a nasty crit worth at least a hit (very unlikely for a ship to only have nasty crits, and just flipping for the information is not as worth as 1 more damage). It would be worth canceling eyeballs if you have no modifiers just for the information, but this effect has very little value, even less than flipping the weakest of crits.
Ships that would want to use it: You are more likely to be slapping this prototype on a high ps ace so it is easier to keep the TL'd ship in range and arc, but it would also be a waste to use this on a force user, because force users can just infinitely modify eyeballs. Ships with low attack, being more likely to not hit and use the effect more often would make the upgrade more costly relative to the ship, so not worth it. The most appropriate user so far is Fel. You would have to come in with Krennic, TL and then run forever, most likely in a Reaper. Is this effect better than palp? Even with palp being nerfed, palp is still stronger, and only 3 (6) points more expensive, and if reduced to what it should cost, but what FFG is likely to cost Krennic (3/6 points, instead of 2/4 points), then the difference would be around 5 (10) points. Another good vehicle is the Phantom (if they keep the crew slot, and have access to FCS). This way, the Phantom can TL, shoot and still be able to modify its attack without spending the TL, allowing the prototype to benefit from the effect. This would be a different type of support, a very aggressive one, but one you would still want to keep alive to prolong the effect. This is more likely the ideal support, rather than a Reaper running away forever.
So, how much would krennic be worth on whisper, prototyping Fel? between 4-6 points. On a Reaper? between 2-4 points. I think those are good numbers to even consider running Krennic. Costs for ships are otherwise mostly the same (doubled), even for fully armed ships (but increased for high ps ships, where you would ideally want to slap krennic and prototype), so what else can accommodate Whisper and Fel? Maybe Countdown if the effect and cost are similar, most probably just a tie fighter. So whisper + fel is strong, but the remaining points can't be spent effectively. The last option would be RAC + Fel, if RAC kept 3 crew slots and had no gunner slots instead, since RAC has a passive modifier plus palp, so it is less likely to need the TL reroll. It also can live long enough to make use of the prototype effect. The cost of krennic should be near the cost of him on the phantom. People will eventually realize they are better off with another crew on the support ship anyways, unless imperials keep getting more underwhelming crews, which is also likely. I am still not impressed and it needs a moderate (in phantom and decimator) to severe (everywhere else) cost reduction to be usable... on Fel only. And since the target of the prototype can't alter the cost of the crew of the host ship, Krennic will have to suffer the whole burden of the cost (leading to common builds, reducing diversity), and always be limited by its best prototype target. So basically, 2.0 krennic is bad design, very situational, has a weak effect, leads to very static builds because only a few hosts and targets are able to use it effectively and because it is hard for the cost to be balanced because it buffs another ship that can't modify the host's cost. Another bad side effect would be if the best krennic targets, like Fel, received increased costs just because they can be used together. Krennic is one of the few bad things of the change, just analyze properly instead of being blinded by the hype.
50 minutes ago, ficklegreendice said:No one's jazzed by 2.0 krennic
Everyone's hype over 1.0 krennic
Nice TL;DR fickle


