PSA: so they nerfed your favourite ship

By thespaceinvader, in X-Wing

9 hours ago, StriderZessei said:

So upgrades are all-or-nothing, must-be-viable-or-it's-garbage extremes?

https://community.fantasyflightgames.com/topic/276286-xwing-20-more-difficult-than-10/?do=findComment&comment=3340770

You yourself have said you don't play the game very competitively, so how do you know, in your all-seeing wisdom, that this 'blatant fumble' is going to 'ruin the game'? Is one 3-dice attack really such an insurmountable obstacle?

Yes

On 5/19/2018 at 10:27 PM, Alpha17 said:

Yes, I'm very disappointed they nerfed my favorite ship, the TIE/D. Note I didn't say, Defender, I said TIE/D, which looks like it won't exist. ****. On the plus side, the Defender does look good. Not sure it's good enough, but we'll see.

On 5/19/2018 at 10:43 PM, Biophysical said:

I'm holding out hope of some kind of Configuration or Defender only Cannon we haven't yet seen to give a version of the TIE/D ability. If not, my HLCs will be ready and waiting, unless they killed the whole Cannon slot, then I'll be pretty sad.

The dev's specified that very few ships will have a native double tap, and said that even the gunners that can provide a second shot are designed to fire at different targets, so I doubt the TIE/D will be a thing. That being said having the /x7 ability and an unencumbered cannon slot at the same time is pretty nice.

I played Y-Wings and K-Wings pretty heavily. I am very not thrilled with Shadowcaster turrets. I am even more not thrilled about weakening Miranda. Y's may have improved, and that may make the combination a wash. Still on the fence about 2.0 in general. I'll have to see the entire set before I decide whether or not to sink more $$$ into this game.

Not a regular player. But I loved the three Aces- Vader, (Grand) Inquisitor, Soontir combo. Now the Tie Advanced X1 lost the evade ability and with the change in upgrade system I can't give Vader an engine upgrade anymore. No more arc dodging Vader. On the upside the dial improved and as a pure matter of change with advanced targeting computer baked in, I now can spend the target lock.

However still a bit sore about it, while I understand that FFG wants to distinguish/differentiate much more the roles of each Tie model. Still within the lore of fighter development starting with Tie/LN, Tie/V1, Tie/X1 and finally Tie Interceptor it doesn't make much sense that you reduce the maneuver abilities from version V1 to X1 just for one gained hull point and an advanced targeting system which imho would not make the x1 that sluggish to affect a boost or evade possibility.

I also saw the Tie X1 as counterpart of the T-65, whereas the T-65 gained a lot via S-foil positioning....

Edited by kupukupu
grammar
7 minutes ago, kupukupu said:

Not a regular player. But I loved the three Aces- Vader, (Grand) Inquisitor, Soontir combo. Now the Tie Advanced X1 lost the evade ability and with the change in upgrade system I can't give Vader an engine upgrade anymore. No more arc dodging Vader. On the upside the dial improved and as a pure matter of change with advanced targeting computer baked in, I now can spend the target lock.

However still a bit sore about it, while I understand that FFG wants to distinguish/differentiate much more the roles of each Tie model. Still within the lore of fighter development starting with Tie/LN, Tie/V1, Tie/X1 and finally Tie Interceptor it doesn't make much sense that you reduce the maneuver abilities from version V1 to X1 just for one gained hull point and an advanced targeting system which imho would not make the x1 that sluggish to affect a boost or evade possibility.

I also saw the Tie X1 as counterpart of the T-65, whereas the T-65 gained a lot via S-foil positioning....

The added t-rolls and 1-straight are a great buff to the chassis. Furthermore: afterburners. They give boost too... so vader can still boost and br, just not as effordlessly. Perfect, however, for trench runs.

Also the new fcs is essentially predator, so vader can have a free ept (force?) slot. All i would have wished for was 4 hull.

14 minutes ago, MaxPower said:

The added t-roll  s and 1-straight are a great buff to the chassis. Furthermore: afterburners. They give boost too... so vader can still boost and br, just not as effordlessly. Perfect, however, for trench runs.

Also the new fcs is essentially predator, so vader can have a free ept (force?) slot. All i would have wished for was 4 hull.

Good point. I see the added T-rolls as something not unique to the X1 but to a lot of other ships throughout all factions to keep up with the newer maneuver possibilities of later waves. Yes, afterburner can bring you faster or closer into a fight and in that sense the V1 isn't an arc dodger anymore either since you cannot link boost and barrel roll. With that the Interceptor remains as the only arc dodger where you can link barrel roll and boost.

2 minutes ago, kupukupu said:

Good point. I see the added T-rolls as something not unique to the X1 but to a lot of other ships throughout all factions to keep up with the newer maneuver possibilities of later waves. Yes, afterburner can bring you faster or closer into a fight and in that sense the V1 isn't an arc dodger anymore either since you cannot link boost and barrel roll. With that the Interceptor remains as the only arc dodger where you can link barrel roll and boost.

Except Vader, who gets any two actions, every round. And anything with Afterburners. And Jake, I think?

And we still don't know what like half the pilots or 3/4 of the upgrades do.

Don't write it off until you've actually see all of it.

1) The imperial faction has tons of options to get white coordinates. Their aces are dodgier than ever. See that as your way to get double actions, eg in palp aced. Without stress, even!

2) the inquisitor and vader have the force, so they can reposition and still have (mini)focus.

3) Soontir is as arcdodgy as ever before and things are easier to dodge too.

4) Strikers and boosting/br defenders are a thing. Adapt and fly new dodgers.

5) you dont have nearly enough information on 2.0 to dismiss any strategy as weak.

6) t-rolls were reserved for other factions, they will be glorious on vader at ps 6.

Edited by MaxPower
4 hours ago, MaxPower said:

the inquisitor and vader have the force, so they can reposition and still have (mini)focus

For that matter, generic inquisitors. A Generic PS pilot with a force token is not something to take lightly, even without a force ability, since that essentially allows barrel roll/evade, or (with the predictive shot) barrel roll, linked focus, effectively target lock for reposition and double-modified missiles.

Not to mention that Imps get excellent Coordinate access. Ciena Ree is gonna enable some CRAZY shenanigans.

8 hours ago, BVRCH said:

The dev's specified that very few ships will have a native double tap, and said that even the gunners that can provide a second shot are designed to fire at different targets, so I doubt the TIE/D will be a thing. That being said having the /x7 ability and an unencumbered cannon slot at the same time is pretty nice.

Yeah, it could be, it will have to come down to points in that case.

20 hours ago, BVRCH said:

The dev's specified that very few ships will have a native double tap, and said that even the gunners that can provide a second shot are designed to fire at different targets, so I doubt the TIE/D will be a thing. That being said having the /x7 ability and an unencumbered cannon slot at the same time is pretty nice.

That would be the point of the TIE/D though: it can shoot twice. As with 1.0, its ability would be limited, but it would help make the fighter unique. An overly expensive, hard to hit powerhouse, but one that's going to eat through waaaay too many points for most to consider it worth the price.

4 hours ago, Alpha17 said:

That would be the point of the TIE/D though: it can shoot twice. As with 1.0, its ability would be limited, but it would help make the fighter unique. An overly expensive, hard to hit powerhouse, but one that's going to eat through waaaay too many points for most to consider it worth the price.

I don't see that as an inherent trait of the defender though. When I think defender, I think 'big shields, fast moves and elite pilots', I don't think 'ship that attacks twice'. They're trying to make things more fluffy, and I can understand why they might remove the TIE/D's 1.0 ability due to that. With Corran its one ship, and he has a fairly big negative effect for doing so. However like I said, the dev's have mentioned they wish to move away from those types of mechanics, which I personally agree with, and it seems they'd rather just make the defender a jousting powerhouse.

Edited by BVRCH
3 hours ago, BVRCH said:

I don't see that as an inherent trait of the defender though. When I think defender, I think 'big shields, fast moves and elite pilots', I don't think 'ship that attacks twice'. They're trying to make things more fluffy, and I can understand why they might remove the TIE/D's 1.0 ability due to that. With Corran its one ship, and he has a fairly big negative effect for doing so. However like I said, the dev's have mentioned they wish to move away from those types of mechanics, which I personally agree with, and it seems they'd rather just make the defender a jousting powerhouse.

In the lore, it wasn't attacking twice. It just had like 4 lasers + ion cannons and it could fire it all at once. Firing twice is just a way to get the cannon shot into the mechanics alongside the main weapons.

Just now, VanderLegion said:

In the lore, it wasn't attacking twice. It just had like 4 lasers + ion cannons and it could fire it all at once. Firing twice is just a way to get the cannon shot into the mechanics alongside the main weapons.

The B-wing had the exact same set-up, that's not in the game. What's your point?

8 minutes ago, VanderLegion said:

In the lore, it wasn't attacking twice. It just had like 4 lasers + ion cannons and it could fire it all at once. Firing twice is just a way to get the cannon shot into the mechanics alongside the main weapons.

Is there a source for how TIE defenders work other than Star Wars: TIE Fighter? In that game, you could fire the blasters or the ions or the missiles/torpedoes, but couldn't combine weapons with anything but the tractor beam.

On 5/20/2018 at 12:01 PM, MaxPower said:

Bombs. Glorious canon bombs.

Also a 1k which is nice combined with the 2sloops.

And duchess can premove while stressed.

And they could never equip autothrusters to begin with, so they are most happy about the turret change.

And the reaper will probably still synergize nicely with them in 2.0.

....

Did I mention strikers are awesome?

Noice! I love strikers but they've always been too fragile in 1.0 against TLT and heavily modified 360 turrets. Hopefully they get some life breathed into them!

Just now, Goseki1 said:

Noice! I love strikers but they've always been too fragile in 1.0 against TLT and heavily modified 360 turrets. Hopefully they get some life breathed into them!

Strikers will be wrecking everyone. Their mobility is awesome.

On ‎5‎/‎20‎/‎2018 at 1:03 AM, Commander Kaine said:

I'm just hoping for 3 agility and some nice linked actions

The latter, probably. The former - don't get too confident. The Striker and Aggressor didn't get it, and with a general reduction in silly-dice-attacks they might well stick at agility 2.

2 hours ago, Commander Kaine said:

Strikers will be wrecking everyone. Their mobility is awesome.

2 hours ago, Goseki1 said:

Noice! I love strikers but they've always been too fragile in 1.0 against TLT and heavily modified 360 turrets. Hopefully they get some life breathed into them!

They will take a bit of getting used to. Agility 2 (if no lightweight frame) does mean a more fragile ship, but the option of making them into a light bomber instead opens up a load of new tactical options. if your concern was their fragility, I'm not sure you'll like the change, though.

Although, it's not impossible that the PS1 Planetary Sentinel might be 33 points since the Imperial Trainee is only 17. That's only 1/2 a point drop in 1.0 terms, and if the ship is now 2-green-dice-only, might be justified. 6 Strikers would be a scary thing to see.

4 hours ago, VanderLegion said:

In the lore, it wasn't attacking twice. It just had like 4 lasers + ion cannons and it could fire it all at once. Firing twice is just a way to get the cannon shot into the mechanics alongside the main weapons.

Don't forget the beam weapon, which ran right along with all of the above.

4 hours ago, BVRCH said:

The B-wing had the exact same set-up, that's not in the game. What's your point?

The B-Wing lacked the tractor beam, which was used concurrently with the other weapons. The B-Wing was also never a dogfighter that the Defender was. Its big deal was attacking capital ships and shrugging off sever hits. That's in the game though it's health. Why can't the Defender's arsenal be represented in the game? Again, even if they limited what cannons could be used with the primary, it would be great to see the Defender given more credit than "moves fast, hard to hit." At that point, isn't it just a glorified Interceptor or A-Wing?

9 hours ago, kraedin said:

Is there a source for how TIE defenders work other than Star Wars: TIE Fighter? In that game, you could fire the blasters or the ions or the missiles/torpedoes, but couldn't combine weapons with anything but the tractor beam .

In x-wing alliance, you could definitely link up and fire the blasters and hte ions together.

On 5/19/2018 at 8:22 AM, Q10fanatic said:

Never do math without drinking coffee first.

But.... I don't drink coffee!

I couldn't be happier...

my favorite ships: A-Wings. Arvel is hugely buffed and is going to be incredibly fun to fly.

Wedge? arguably unchanged, minor buff. still awesome.

Skywalker? now broken?

HWK-290 - omg yes, thank you FFG!!!!!!

E-Wings, look completely awesome with r3 astromech

I'm in a happy place.

On 5/20/2018 at 10:50 PM, BVRCH said:

The dev's specified that very few ships will have a native double tap, and said that even the gunners that can provide a second shot are designed to fire at different targets, so I doubt the TIE/D will be a thing. That being said having the /x7 ability and an unencumbered cannon slot at the same time is pretty nice.

I'm still holding out to see if Linked Battery is now a card that is exactly that. I'm fine paying a bit if it let's any ship running a cannon sacrifice a mod slot to fire both. Wouldn't be a native double tap so doesn't contradict the devs, and the veteran gunner cards show they will do it for turrets and rear arcs.

Apart from losing the 360 arc and the option to pick up engine upgrade, I'm pretty happy with the Deci changes. They even game me a hard 1 turn!

Between that and the TAP getting generic force users, I feel like my favorites got buffs.