New points are up!

By Managarmr, in X-Wing

49 minutes ago, GuacCousteau said:

So as I've not seen much talk on it yet, where are we coming down on Targeting Computer only being 3 points?

Kind of surprised me that it wasn't 2 points, actually. 3 points gets you Passive Sensors, which grants Lock or Calculate immediately before you engage, so you'll be able to lock with a knowledge of who you want to shoot.

Rather, I'm still mad Passive Sensors doesn't require you to have the Lock action on your bar to equip it.

2 minutes ago, theBitterFig said:

Kind of surprised me that it wasn't 2 points, actually. 3 points gets you Passive Sensors, which grants Lock or Calculate immediately before you engage, so you'll be able to lock with a knowledge of who you want to shoot.

Rather, I'm still mad Passive Sensors doesn't require you to have the Lock action on your bar to equip it.

Passive Sensors also leaves you tokenless until you activate and will get shut down if a higher initiative pilot lands a Panicked Pilot or Damaged Sensor Array crit. Passive Sensors is bad.

10 hours ago, It’s One Of Ours said:

While the ARC is (still) a big multi-arc gunship... the Y-Wing is the better ordnance carrier. Torpedo or bombs, no other Republic ship has a reload as of yet.

This might be part of the problem. I’ve never utilized bombs much. Only when I first started playing in 1.0 and the guy who taught me exclusively flew Fel. So this could be a chance to mess around with them again.

Plasmas still intrigue me. I know they’re not super great. But with reload options and R2 being a thing, it could come in handy.

7 minutes ago, MasterShake2 said:

Passive Sensors also leaves you tokenless until you activate

I mean, so does taking a lock manually.

8 hours ago, Scum4Life said:

I disagree, for a few reasons.

Ahsoka adds a force mod to a ship shes on, This is an actionless, bump proof, stress free mod that is available to use to mod defense even against snap shot/foresight.

Seriously. Both of them being 12 seems whack. Han Gunner's massive price increase hasn't really aged well, IMHO.

3 minutes ago, theBitterFig said:

I mean, so does taking a lock manually.

But focus and target lock are mathematically similar enough that, outside of being able to get both or firing ordinance, there's very little advantage to specifically Target Lock over focus

2 hours ago, GuacCousteau said:

So as I've not seen much talk on it yet, where are we coming down on Targeting Computer only being 3 points?

On the one hand, I do feel that if it was any more expensive, no one would bother with it.

But on the other, it does seem like a good deal compared with some similar upgrades. To my knowledge, the only other non-limited cards that give you additional actions are Debris Gambit, Angled Deflectors and Squad Leader.

Debris Gambit is 4 points, and adds a red evade that is situationally white. Angled Deflectors is also 3 points when cheapest, but it has a stat requirement (at least one shield) and reduces your max shield value for the whole game by 1. Squad Leader is 4 points at it's very cheapest (and that is only the bottom Initiative value - I'm not counting 0 here as that only effects Null), and is also a red action that is not a 'full' version of co-ordinate as it requires both ships to share actions on their action bar.

Debris Gambit also has the side benefit of being the only card that lets you treat a red linked action as white. This only applies to the TIE Aggressor after a Barrel Roll, but it's there.

Squad Leader can let you get multiple actions on your most important ship. The First Order in particular can abuse this with Muse and Biohexacrypt Codes for 38 points. Angled Deflectors is a bad card that is currently the Expose of 2.0. It could be dropped to 1 point for all chassis in the next update and would probably still be terrible (ironically, the one ship in the game that would benefit most from it -- the StarFortress -- cannot equip the card due to the size restriction).

14 minutes ago, PhantomFO said:

Debris Gambit also has the side benefit of being the only card that lets you treat a red linked action as white. This only applies to the TIE Aggressor after a Barrel Roll, but it's there.

Might not be seeing play competitively right now, but these exist.

•Sabine Wren Blue Squadron Protector Entire Torrent platform has the roll into evade linked, this is just the cheapest one that can take a talent.

1 hour ago, MasterShake2 said:

But focus and target lock are mathematically similar enough that, outside of being able to get both or firing ordinance, there's very little advantage to specifically Target Lock over focus

There's the potential time-shift difference of a lock, grab now, use later. Also, it's not too hard to gain focus-type modification on a bunch of ships. The main "Passive Sensors, but no Lock" ship is the TIE Phantom, which can easily carry Fifth Brother, and maybe also have Emperor Palpatine in the same list.

But whatever, my point wasn't about whether Lock is ever good to use. It's that I think it's silly Passive Sensors grants a lot of flexibility over a regular Lock action, but doesn't require that you have the Lock action on your bar.

About the Nantex upgrades, I would probably have kept mod slot(s) on Gorgol, given that thematically (as said in the Nantex article) he is an engineer who makes the most out of scrapped ships. Maybe I'd consider having mods on generics too, but on the higher initiative ones it's a no-no for me.

I'm thankful that they have been so careful on the pricing for these ships, instead of being greedy and risking power-creep. From what I read, I dont think ppl have yet realised how scary Sun Fac is for every ace...

Edit: typos

Edited by Chetote
31 minutes ago, Chetote said:

I'm thankful that they have been so careful on the pricing for these ships, instead of being greedy and risking power-creep. From what I read, I dont think ppl has still realised how scary Sun Fac is for every ace...

On top of this, with worlds being so close to us, better to be conservative now and lower points after worlds than deal with broken mechanics going into the biggest tournament of the year.

5 hours ago, GuacCousteau said:

A Jendon Sloane swarm with 4 Alphas (three with TC) suddenly feels like it's got more dangerous.

You get better value out of a Jendon Tarkin list. Wait a second...

Colonel Jendon (46)
Admiral Sloane (9)
Grand Moff Tarkin (6)
Targeting Computer (3)

Alpha Squadron Pilot (34)

Alpha Squadron Pilot (34)

Alpha Squadron Pilot (34)

Alpha Squadron Pilot (34)


Total: 200

Is this the new meta? Unfortunately though, like everything with Alphas, it would be better with strikers than interceptors.

Generally speaking though, Targeting Computer is a pretty awful choice on generic interceptors. Focus is offensively equivalent, but low-initiative ships get the best of both defense and offense from their focus as they get shot at before they shoot, so they will never waste a focus token by saving it and then not needing it. Even without the 3 point per ship cost, Lock is a poor action choice on Alpha or Saber interceptors.

Edited by ClassicalMoser
21 hours ago, player2072913 said:

Fun fact, in the app, "Odd Ball" in the Y-wing is actually spelt "Oddball".

This means you can have 2 Odd Balls in your list.

I don't want to be that guy pointing out minor typos and spelling mistakes; but seeing as you already did. "Spelt" isn't a word. "Spelled" is, just because you pronounce it as "spelt" doesn't mean it's spelled that way ;)

Anyways,..... move along!

So trying to break both 7th fleet gunner and Goji in same list

Naboo Royal N-1 Starfighter - •Ric Olié - 42
•Ric Olié - Bravo Leader (42)

BTL-B Y-wing - •“Goji” - 54
•“Goji” - Payload Specialist (34)
Dorsal Turret (3)
R4 Astromech (2)
Proximity Mines (6)
Seventh Fleet Gunner (9)

BTL-B Y-wing - Red Squadron Bomber - 53
Red Squadron Bomber - (33)
Dorsal Turret (3)
R4 Astromech (2)
Proximity Mines (6)
Seventh Fleet Gunner (9)

Delta-7 Aethersprite - •Obi-Wan Kenobi - 51
•Obi-Wan Kenobi - Guardian of the Republic (47)
Calibrated Laser Targeting (4)

Total: 200/200

View in the X-Wing Squad Builder

On turns you take disarm for 7th fleet you reload and drop even more mines. you would need **** lot of mine tokens for this. Now I only need to know how 7th fleets 4 dice limit interacts with calibrated targeting and Ricks ability :D

Edited by Redblock
6 minutes ago, executor said:

I don't want to be that guy pointing out minor typos and spelling mistakes; but seeing as you already did. "Spelt" isn't a word. "Spelled" is, just because you pronounce it as "spelt" doesn't mean it's spelled that way ;)

Anyways,..... move along!

Ah, here in the UK, 'spelt' and 'spelled' are pretty interchangeable spellings!

1 minute ago, player2072913 said:

Ah, here in the UK, 'spelt' and 'spelled' are pretty interchangeable spellings!

Then i stand corrected sir :)

22 hours ago, Hiemfire said:

[...] and when used during the Engagement Phase (which only requires you to have a shot lined up)...

Foresight

Hrm... the relative strengths and weaknesses of Foresight as an engagement-phase weapon are interesting... 2 dice at all ranges, but an opponent at range 3 doesn't get an extra defense die. 1.438 hits expected due to the eye-change, while allowing you to save your force and tokens for defense and positioning.

  • At 4 points, it's 2 points more expensive than CLT on the cheapest Jedi, so it doesn't really make sense there if the goal is to replace the primary weapon in the main phase. CLT does a decent amount more damage, if you're willing to use tokens and actions offensively, and it isn't any easier to get Foresight rather than CLT shots.
  • Seventh Sister doesn't synergize well with it, since she's primary weapon only. Generic Inquisitors are a maybe. They'll be 39 points each, and won't really need other upgrades. You won't need to run Jendon to support missiles and FCS, and can just go about taking Evades, or linking to Focus after movement actions. They'll be significantly less offensive than other builds, but pretty cheap.
    • Presuming you can Foresight against a huge ship, these guys seem like they'd be sweet in Epic.
  • Actually, I did think of a potential use: Jedi without configurations. 7B is great, but wicked expensive. CLT is cheap, but fills the modification slot. On Init 5/6 (Plo, Obi, Ani) it will be the same price or cheaper than CLT, and while not stronger when using offensive dice modification, it'll be stronger than not modifying dice.
    • Foresight Plo can use his force to move or to shuffle tokens, and still have a decent-enough bullseye attack. Maybe take Angled Deflectors, since if there's one thing a loaded R2/7B Anakin needs, it's a reinforce token. AD Plo goes from 47 to 51 points with Foresight, so that gives up a few more points, but he probably can make a bigger contribution while alive.
    • Foresight Obi-Wan or Anakin with R2 Astromech and Shield Upgrade would be defensive powerhouses. 3/3/2 defensive statline with force and regen, and able to prioritize purely defensive actions (Evade, even?)

Now, I can't really say those would be better builds than standard ones, but they don't seem too bad, if you had to use Foresight on a dare.

1 hour ago, theBitterFig said:

On Init 5/6 (Plo, Obi, Ani) it will be the same price or cheaper than CLT, and while not stronger when using offensive dice modification, it'll be stronger than not modifying dice.

Any thoughts on Foresight Mace Windu? At i4, it’s possible a ship moves before him to trigger it, and if you execute a red maneuver you’ll essentially get back the charge you spent to attack.

Just now, kempokid said:

Any thoughts on Foresight Mace Windu? At i4, it’s possible a ship moves before him to trigger it, and if you execute a red maneuver you’ll essentially get back the charge you spent to attack.

I mean, it's cheap enough that it's something worth considering, maybe on a 7B. But that's also trying to use Foresight as a movement-interruption tool, rather than a primary-attack-replacement tool. Overall, I'd probably rather have CLT and Sense, rather than Foresight/no Config.

Broadsides + ict + Cody seems quite solid for 44 points

Cody ensures you get something even without your ability

14 hours ago, Okapi said:

The right choice is likely not to work hard to get that elusive bullseye shot, but to make your opponent work hard to avoid it. Taking Foresight can pay off even if it never triggers once, as long as it forces your opponent to pick suboptimal moves and actions.

Agreed! And this is a solid use for it at 4pts, if it were higher though I wouldn't want to be taking it for ship sheparding alone. Which goes back to my point of thinking this upgrade is priced correctly.

4 hours ago, kempokid said:

On top of this, with worlds being so close to us, better to be conservative now and lower points after worlds than deal with broken mechanics going into the biggest tournament of the year.

Yeah, I don't think that this has been mentioned enough. It is a pretty good reason to be super conservative with the pricing of this new tractor mechanic (ship ability + either of the talents obviously meant for it) , especially given the hate for the tugs before from Ace only players, who really dislike having such a hard counter around.

The unfortunate part is that FFG was unable to make the idea work, yet went so far as to print an entire expansion featuring the mechanics. It seems like a complete failure of the design and testing process. Erring on the side of caution is definitely more responble, but it is still making a mistake.

They knew when they planned to release this ship, what they wanted it to be, and they couldn't make it come together in a usable state. They need to make a serious attempt to reconnect their design team with their playtesters, or whoever is making these balancing decisions. As of now it really looks like the left hand doesn't know what the right is doing.

So we have something that looked promising but has now been overnerfed. They can't find a balance for it between OP NPE and too expensive to matter. That's bad design, and unlike pretty much the entire 2.0 Rebel faction (but especially gunner Luke) , they can't blame this on the legacy of 1.0.

2 hours ago, Redblock said:

So trying to break both 7th fleet gunner and Goji in same On turns you take disarm for 7th fleet you reload and drop even more mines. you would need **** lot of mine tokens for this. Now I only need to know how 7th fleets 4 dice limit interacts with calibrated targeting and Ricks ability :D

Going to want to read prox mines again, cant reload them.

3 hours ago, player2072913 said:

Ah, here in the UK, 'spelt' and 'spelled' are pretty interchangeable spellings!

You're spoilt for choice.

5 hours ago, player2072913 said:

Ah, here in the UK, 'spelt' and 'spelled' are pretty interchangeable spellings!

5 hours ago, executor said:

Then i stand corrected sir :)

Wrekt?