no mod slots

By librarian101, in X-Wing

41 minutes ago, Hippie Moosen said:

Defenders  c  an tear up a game with just advanced sensors. for just 8 pts more you can grant them even more options and versatility, plus afterburners keeps them on target since they will typically do speed 3 moves the entire game for that sw  eet sw  eet evade act  ion 

Not if they’re using advanced sensors.

11 hours ago, Forgottenlore said:

Not if they’re using advanced sensors.

Actually, yeah, if they're using advanced sensors. You don't use them every turn, just when you want to use them. There are turns you want to be tanky and turns you want to be dodgy. Adding afterburners just increases your options, the same way advanced sensors do.

19 hours ago, Forgottenlore said:

Not if they’re using advanced sensors. 

Locking out extra actions for one turn is a small price to pay, if it means your Defender doesn't get blocked, and still get's to fire on his target that turn. Adding a pair of free boosts on top of that would make them too effective for my taste, even if the free boost doesn't work the same turn as advanced sensors. Two Defenders might not be a Meta defining list, but I can tell you from experience that they are very potent, and almost impossible to catch in a block as long as they have those sensors. Defenders are also arguably the tankiest small base, loaded up with 7 HP total now mostly in shields and safely tucked behind 3 green dice with the option for a free evade if they go fast enough. They don't need a mod slot giving them access to yet more hull, shields, green dice, or free boost actions.

8 minutes ago, Hippie Moosen said:

They  don't need a mod slot giving them access to yet more hull, shields, green dice, or free boost actions. 

I never said they did. I was just pointing out that they aren’t getting their free evade in any round they use advanced sensors. Which, in my opinion, makes AS a terrible choice on them. I haven’t had any difficulty not being blocked when playing them.

16 minutes ago, Forgottenlore said:

I never said they did. I was just pointing out that they aren’t getting their free evade in any round they use advanced sensors. Which, in my opinion, makes AS a terrible choice on them. I haven’t had any difficulty not being blocked when playing them.

Well this thread is about mod slots or the lack thereof, so not sure why we'd be going over AS unless it's in relation to mods and the impact of having both on one ship. I don't fly most of the ships discussed here including defenders but I have flown against them. When doing so, my Phoenix squadron pilots couldn't fill in every one the defender's possible final positions thanks to AS specifically. It clearly has a drawback on this platform, but this is also definitely the kind of ship that can use this upgrade more effectively than most.

37 minutes ago, Hippie Moosen said:

Locking out extra actions for one turn is a small price to pay, if it means your Defender doesn't get blocked, and still get's to fire on his target that turn. Adding a pair of free boosts on top of that would make them too effective for my taste, even if the free boost doesn't work the same turn as advanced sensors. Two Defenders might not be a Meta defining list, but I can tell you from experience that they are very potent, and almost impossible to catch in a block as long as they have those sensors. Defenders are also arguably the tankiest small base, loaded up with 7 HP total now mostly in shields and safely tucked behind 3 green dice with the option for a free evade if they go fast enough. They don't need a mod slot giving them access to yet more hull, shields, green dice, or free boost actions.

I really like how the designers are trying to limit the impact of extra actions having seen what Push The Limit and other cards did to the game in 1.0. Which of course led to the unforeseen consequences of things like the twin laser turret which was too much, which then led to things like Fenn Rau shuttle, which AGAIN was too much. The idea that we can add things at will seems to be pretty amazing and hopefully the game see more overall balance because the arms race of 1.0 made me quit the game for over a whole year when I realized my old favorite ships were no longer able to be flown. This curtailing of broken abilities pleases me to no end!

18 minutes ago, generalchaos34 said:

I really like how the designers are trying to limit the impact of extra actions having seen what Push The Limit and other cards did to the game in 1.0. Which of course led to the unforeseen consequences of things like the twin  laser turret  which was too  much, which then led to things like   Fenn Rau shuttle, which AGAIN  was too much. The idea that we can add things at will seems to be pretty amazing and hopefully the game see more overall balance because the arms race of 1.0 made me quit the game for  over a whole year when I realized my  old favorite ships were no longer able to be flown. This curtailing of broken abilities  pleases me to no end!

I'm with you there. The devs seem very aware of how dangerous it is to hand out extra dice or extra actions. since the mod slot plays with a couple of these more touchy game elements, it makes sense to restrict it's use.