It's been at least a week since the last Punisher thread

By Commander Kaine, in X-Wing

to those wishing double torp/missile shots, if that didnt happen in 1E where rolling 5+ dice a turn was pretty easy, it wont happen in 2E where things are being toned down.

At best it'll have an innate mod with them (1 focus > hit), at worst just +1 charge before needing to reload. And its bound to have reload because so far everything thats typically an ordnance carrier and not just with a random missile/torp tube has reload.
Both pilots will get a new ability since Deathrain's is sorta wasted now that bombs happen at a specific point and Redlines is redundant now that (atleast the ones weve seen) ordnance dont consume the TL

Edited by Vineheart01

My hope is that TIE Bombers have 2-3 bomb slots and maybe one missile OR torpedo slot, and are dedicated bombers, while Punishers have 2 of each slot and you can load them to the teeth so that they are bristling with all of the various orfdnangnaces that are available in the game.

OH AND ALSO I hope that some kind of change allows both ships to handle incoming fire at least slightly better than a damp paper bag

Edited by nexttwelveexits
10 hours ago, Force Majeure said:

Give the ship a crew slot or possibly a gunner slot (but call it something related to ordnance).

Also please give it a linked action to boost. That thing needs some help in the speed department.

Technically.. if Rebels showed us a TIE bomber with a gunner posistion, the punisher could have 4.

I don't know about sexiest ship(s), but I hope the devs take this golden moment to make the IG bots B and C swap abilities. It would be so much easier to remember B for boost and C for cannons.

I think you guys are looking at it wrong. You are looking at all these special powers or linked actions to make the Tie Punisher work then you are looking at it wrong. Remember the power level of the game is going down. I'm sure the dial will improve a little bit, but not too much. The genetic Tie Punisher will not have crazy powers.

How will they fix it? It can have Reload.....and it can give specific costs to the upgrades. Imagine being able to load up on all sorts of Ordnance for super cheap. Price points for ordnance for Tie Punisher is how they will fix it. One or two point Proton Torpedoes? One point bombs? TWO point Cluster Missiles?

Also, things like FCS will be good on them. Don't need to spend TL. Keep the TL and adjust one die result. Or, if you blank out, spend the TL. This way you can keep firing ordnance at the enemy every turn without losing TO.

There will surely be cool pilot abilities for the aces that will help, but that will be aces. I'm thinking of generic Punisher.

I'm not sure if it will have ANY linked abilities. They seem to be stingy on them.

Edited by heychadwick

Well, if the X-Wing was considered dead, and it got maneuver, chassis ability and cost fixes; then the uber-lowly, DOA, tournament joke that is the Punisher should get the biggest boost from what is to what will be; then it will at least be playable outside epic and for funzies.

dOV8JzQ.jpg

What I think will neatly separate the Punisher from the Bomber is that medium base. The Punisher is going to actually be faster than the Bomber now, plus if it still carries a Boost, it'll a Heavy-weight alpha striker. I'm very curious.

8 hours ago, ABXY said:

Never been very fond of this ship... in 1.0 it sort of looks like an orange on a toothpick.

But on a medium base I'll be marginally less un-fond of it.

What? An orange on a toothpick?

31 minutes ago, heychadwick said:

I think you guys are looking at it wrong. You are looking at all these special powers or linked actions to make the Tie Punisher work then you are looking at it wrong. Remember the power level of the game is going down. I'm sure the dial will improve a little bit, but not too much. The genetic Tie Punisher will not have crazy powers.

How will they fix it? It can have Reload.....and it can give specific costs to the upgrades. Imagine being able to load up on all sorts of Ordnance for super cheap. Price points for ordnance for Tie Punisher is how they will fix it. One or two point Proton Torpedoes? One point bombs? TWO point Cluster Missiles?

Also, things like FCS will be good on them. Don't need to spend TL. Keep the TL and adjust one die result. Or, if you blank out, spend the TL. This way you can keep firing ordnance at the enemy every turn without losing TO.

There will surely be cool pilot abilities for the aces that will help, but that will be aces. I'm thinking of generic Punisher.

I'm not sure if it will have ANY linked abilities. They seem to be stingy on them.

I remember reading that points of upgrades will vary based on the ship or scenario so I think that is a good point you make here. They can make the ship have a greater value by reducing the cost of its’ munitions.

19 minutes ago, clanofwolves said:

Well, if the X-Wing was considered dead, and it got maneuver, chassis ability and cost fixes; then the uber-lowly, DOA, tournament joke that is the Punisher should get the biggest boost from what is to what will be; then it will at least be playable outside epic and for funzies.

dOV8JzQ.jpg

Well......the GAME is called X-wing! You know they have to make it one if the best ships around!

@Praetorate of the Empire: it also has a System slot. I really do think price of irdnance is going to be something that sets it apart from the Bomber. I think the Punisher SHOULD be loaded up with a tool for every occasion.

I concede it might have Reinforce.

Hmm... I wonder if it will have a version that's "all missiles/torps" or "all bombs/mines" akin to how the Gunboat had a cannon title (XG-1) or a missile title (OS-1).

I reckon the Punisher will have:
Focus > Lock (Red)
Reinforce
Reload

My prediction is that it will have the same stat line as it does in V.1 but like the TIE Bomber, will come with a ship ability. (For those that don't know, the TIE Bomber can use the one bank and one straight when dropping bombs.)

So what would be useful? Perhaps they could all have a build in Weapon's Engineer or perhaps they can spend a charge to perform a second attack? Maybe they can all have Major Rhymer's ability as standard, that would be sweet !

Also remember, Punishers will likely have access to EPT now as well and Saturation Salvo has been changed to be quite good with heavy carriers now.

White reinforce is no longer a crazy power

And it will be absolutely necessary in a game where jousters are finally viable

1 hour ago, MRCWING said:

What? An orange on a toothpick?

It's a virtual planetoid and it has it's own weather system!

PUNISHER NEEDZ MOAR PODZ!

2 minutes ago, Hawkstrike said:

PUNISHER NEEDZ MOAR PODZ!

f1350be787809ee731587756f664759b.jpg

4 minutes ago, HolySorcerer said:

f1350be787809ee731587756f664759b.jpg

After learning not to put all their eggs in one basket...twice, the third deathstar project was just a squadron of these guys

Their pods will block out the sun

2 hours ago, heychadwick said:

Well......the GAME is called X-wing! You know they have to make it one if the best ships around!

True, and I'm glad it will be up to par and playable, I love them!

I was just saying, if they buffed the X-Wing to the point it is really playable, it had to move, let's say distance Y on the game power line.

If they do that to the Punisher, even if it's not anywhere close to the X-Wing, but playable, the distance they'd need to move it is waaaaaay farther, that's all I was trying --albeit poorly-- to say.

She is hurting.... probably more than any other existing 1.0 ship, easy.

4 hours ago, Viktus106 said:

I reckon the Punisher will have:
Focus > Lock (Red)
Reinforce
Reload

My prediction is that it will have the same stat line as it does in V.1 but like the TIE Bomber, will come with a ship ability. (For those that don't know, the TIE Bomber can use the one bank and one straight when dropping bombs.)

So what would be useful? Perhaps they could all have a build in Weapon's Engineer or perhaps they can spend a charge to perform a second attack? Maybe they can all have Major Rhymer's ability as standard, that would be sweet !

Also remember, Punishers will likely have access to EPT now as well and Saturation Salvo has been changed to be quite good with heavy carriers now.

I think it won't be quite that easy to get focus + target lock in one turn. They seem to be toning down access to fully modified shots, so firing a torpedo with 4 dice and only a target lock for mods will be pretty strong offense compared to an average ship.

Just now, Covered in Weasels said:

I think it won't be quite that easy to get focus + target lock in one turn. They seem to be toning down access to fully modified shots, so firing a torpedo with 4 dice and only a target lock for mods will be pretty strong offense compared to an average ship.

Well, to me it seems like this:

They want to have the option to have double actions, but only for ships that fit that role. Double reposition in any combination will likely remain an Interceptor only thing (until the Silencer arrives), because that ship is supposed to be all about repositioning.

So, it stands to reason that a ship could get double mods on their attacks, if that was their niche.

A heavy ordnance platform seems to be the perfect candidate for that.

I knew the day would come when they would be fixed. The day that 2e drops, my wing of 3 Punishers will set fire to the stars.

FOR THE EMPEROR!! (sorry wrong game) ?

2 minutes ago, CoffeeMinion said:

FOR THE EMPEROR!! (sorry wrong game) ?

Close enough :)

I would be ok with a Boost into (Red) Reinforce as it would fit their lore of diving face first into fortifications to deliver ordnance and then get out alive. Usually. :P

I don't think it will have any Linked Actions. If it were going to have one, though, it would be Boost - Target Lock. I mean.....it needs a freakin TL to shoot it's ordnance. Boost gets it closer.

What you guys think of a new dial?

Or is the base size increase sufficient speed boost?