What's the overall feel?
I do think we're definitely on the right track. Its not "great" right now, but its heavens better than it was before, and better than the previous iteration of the game. A solid 8/10 or 9/10.
On generics: FFG has decided not to go the "audacious" route and make things like 33x6 Interceptors a thing. Along with the nerf to Rebel Beef at I4 12 red dice, this gives us an idea of where FFG believes 200 points should be in terms of raw firepower. basically: not audacious
Some upgrades I think could be a bit more balanced based on Init. I made an argument act things like Perceptive Copilot should be exceptionally carefully and probably overcosted: These are the types of raw value upgrades that make 2 ship combos and turret wings and shrugging off multiple attacks too easy. Another thing I would caution FFG to do less of is combo-Magic-the-gathering style cards where card combos and list building hugely increases the options and powers of a squad. Holdo is a cool card, but ... really really dangerous for the health of the game.
Edited by Blail BlergOn 10/12/2019 at 1:29 AM, Blail Blerg said:The seeming uselessness of I3 and I4 still bothers me. The question that haunts and haunts.
Wish this mechanic had more nuance to provide more interest to the skill gap.
straight up nukes
+