So I would typically run Norra in 1E with Nien Numb to extra green maneuvers which worked well with R2D2 or BB8, plt, etc... I am assuming BB8 will be Resistance only now, so there goes that combo, and the regen mechs I have seen so far seem to restrictive in 2E, which isn't a bad thing, but makes way for better options and new combos. But if Nien Numb remains the same, and the Arc can't have a crew, and only a gunner, then I won't be able to get those extra blue maneuvers any more either... seems like she'll be a whole new ship to fly. I do like her new ability though, but with that, she needs extra maneuverability to stay close. Really interested to see the other Arc pilots and what slots they'll have.
2.0 Arc-170 crew slot... is it a gunner slot or a crew slot?
42 minutes ago, Ixidor said:I don't think we are 100% sure but I believe it requires you to pick a different arc than any you've fired out of. So, for a single-facing turret, it's not useful unless you've also got a forward arc (maybe turret or cannon upgrades will work as well?). For the dual-facing arcs, should let you fire out of one then out of the other.
Yeah, i hope if veteran turret gunner allows a double tap, then veteran tail gunner should also allow that, but it didn't appear that does. Han also allows a double tap, so I hope another gunner allows some sort of double tap for a front/rear arc ship.
It will be a gunner slot, veteran tail gunner is the one option we know about. Perhaps there will be a normal 'tail gunner' that will reduce a defenders agility from a shot out the rear arc like the 1e card. Veteran tail gunner will be less expensive on the ARC-170 compared to the firespray because the rear arc is only 2-attack.
Does that allow double tap? when i read the card it didn't appear so.
10 minutes ago, Arc170Chris said:Yeah, i hope if veteran turret gunner allows a double tap, then veteran tail gunner should also allow that, but it didn't appear that does. Han also allows a double tap, so I hope another gunner allows some sort of double tap for a front/rear arc ship.
It gives you a bonus shot out of the rear arc. Neither card lets you shoot the same direction twice (except maybe with veteran turret gunner, if you've got a primary arc and your turret facing forward, that might work, maybe).
4 hours ago, ficklegreendice said:Well, I'm personally assuming 3 slots because of lore AND because otherwise it's literally a Ywing
Slightly buffed statline and no bombs or rotatw morbile arc, but literally just a buffed Y
Same dial, action bar (minus reload), same astro + gunner, even same Norra
Maybe, although as it has different stats, different dials, different base size, different arcs - it’s literally not a Y-Wing at all, and if the designers think it is too similar (given how many ships we have I’m not sure how different we should expect them all to be) there are also other ways they might differentiate them. Systems upgrades, ordnance, configurations, mod slots, for example. Not saying it won’t be gunner + crew (or double gunner, fingers crossed), just saying there are plenty options.
It IS a Ywing, just rotate the turret to the *** arc and slap on an extra die on its primary firing arc and give it 1 healtj
Or what? Do two blue banks suddenly make it another ship? No, it's FAR too similar for comfort.
Bottom line, the ARC needs more to distinguish it from both the Y and really any jouster de jour. Because it's not just a jouster, it's the most beautiful ship in the game and it deserves to be (also we got enough rebel jousters)
And it's great that ffg could add stuff at leasiure, but we're really not guaranteed that. Better just to launch the ARC with its old upgrade bar intact + the gunner everyone and their frigate seems to be sporting
Besides what MONSTER would impose ******* Garven on us and not let us use preceptive copilot?
**** Garven, I want Thane back (his Xwing ability is PERFECT for the 2 die aux arc that can't hit diddly)
Edited by ficklegreendice2 hours ago, ficklegreendice said:It IS a Ywing, just rotate the turret to the *** arc and slap on an extra die on its primary firing arc and give it 1 healtj
Or what? Do two blue banks suddenly make it another ship? No, it's FAR too similar for comfort.
Bottom line, the ARC needs more to distinguish it from both the Y and really any jouster de jour. Because it's not just a jouster, it's the most beautiful ship in the game and it deserves to be (also we got enough rebel jousters)
And it's great that ffg could add stuff at leasiure, but we're really not guaranteed that. Better just to launch the ARC with its old upgrade bar intact + the gunner everyone and their frigate seems to be sporting
Besides what MONSTER would impose ******* Garven on us and not let us use preceptive copilot?
**** Garven, I want Thane back (his Xwing ability is PERFECT for the 2 die aux arc that can't hit diddly)
Haha, yeah, if you change the dial, the stats, the size and the arcs it’s a Y-Wing
Personally I’m disappointed it’s still a Rebel ship at all. They should have saved it for the Republic faction, which they should announce immediately.
I’m going to avoid using PC anyway just cos its name is so ungraceful. Also, it would be an autoinclude on Garven, and I thought you hated those? Two gunner slots would be way more fun, and thematic, and give it distinct identity.
Autoinclude isn't fun but Garven is a terrible pilot and needs all the help he can get. Pc itself is also horrible on 1 agi, so it's cute to give it a place on the ARC
Esp if the pilot's otherwise just stinking up my favorite ship
Now, double gunner doesn't make a lot of sense, you're really cutting down variety for a potential gimmick when it seems none of the revealed Gunners can stack in any remote fashion. It's also not thematic as the ARC only had 1 gunner
It had a pilot, a (preceptive) copilot, and a (veteran) tailgunner
More importantly, crew gives you a ton more variety and possible upgrade combos with which to craft a vastly more interesting ship that can distinguish itself from the Y
As they say, "if it ain't broke, don't fix it."
Edited by ficklegreendice8 hours ago, ficklegreendice said:Now, double gunner doesn't make a lot of sense, you're really cutting down variety for a potential gimmick when it seems none of the revealed Gunners can stack in any remote fashion. It's also not thematic as the ARC only had 1 gunner
It had a pilot, a (preceptive) copilot, and a (veteran) tailgunner
Oh, did it? Someone else said it had a forward gunner and a tail gunner, but I'll take your word for it. Double gunner wouldn't make much sense if it never had them in fluff. I'm assuming there'll be more gunners than we've seen so far though, so I still think it's likely double gunner will make for fun combos. Veteran Tail Gunner plus normal Tail Gunner, for example (though not the best example in my opinion - I think the double arc situations are going to be few and far between, especially with fixed arcs)!
What could be interesting is if the ARC gets astromech, crew and gunner slots... but no modification slots.
Remember, those aren't automatic anymore. There's also the option to provide more than one (TIE/ln Fighters get 2, for example).
Lots of ways to make ships a bit more unique in ways we can't even see yet.
I wish they'd at least give us the initial set of upgrade slots for the 2.0 ships, even if they don't provide point costs yet...
eh, I'd rather get a single mod slot
afterburners on Norra...yes, please!