Not Points Changes: [Temporary?] Slots Changes

By theBitterFig, in X-Wing

45 minutes ago, Darth Meanie said:

It would be interesting if they did it ONLY for Hyperspace format.

Something like this is only fun for the minutia geeks.

For the general player, having the game become an amorphous blob of points adjustments, slot rotations, and rule changes is going to be bad for long term player retention. No one wants to play casually once a month and have to relearn the game twice a year.

Totally fair on not wanting too much chaos.

But I disagree about Hyperspace. I think bifrucating formats so much that there are different slots and maybe different costs would be a massive mistake. Having incompatible game modes seems like something which could really hurt a local community.

17 hours ago, SabineKey said:

Yeah, with point constraints, I haven’t used torps on my E-Wings in a while. That build I’m using turns them into brawlers rather than ordnance carriers. I just never felt like I was getting good enough shots with torps, even with R3 and even FCS. That’s probably due to my piloting more than anything, but I’ve just found the Elusive/AdvS/R4 to fit my style better.

I loaded up three Rogues with Elusive/R3/Pattern Analyzer in FlyCasual, and it was a blast. I'm sure it wouldn't win big, but it's super fun.

Just now, theBitterFig said:

I loaded up three Rogues with Elusive/R3/Pattern Analyzer in FlyCasual, and it was a blast. I'm sure it wouldn't win big, but it's super fun.

Sweet! Yeah, E-Wings aren’t quite there yet, but I’ve still got a soft spot for ‘em.

On 12/19/2019 at 11:17 AM, feltipern1 said:

Lose a crew slot, add a gunner slot on everything that currently has both - since we're engaging in thought experiments here! That means three gunners on StarFortress, a crew and two gunners on YT-1300s, a crew and two gunners on the YV-666, two gunner slots on Jumpmasters...

These are just the factions I play.

I do like this. Just keep it at one gunner max. So YV is two crew/one gunner. Same for star fortress

I’d like to see sensor slots of the jm5k for passive uboats to make a less terrifying return. They’d probably be playable at that point with a dial still rough enough to not be the next terror.

22 hours ago, ScummyRebel said:

I’d like to see sensor slots of the jm5k for passive uboats to make a less terrifying return. They’d probably be playable at that point with a dial still rough enough to not be the next terror.

Without Overclocked R4 providing unlimited focuses and without Guidance Chips to fix blank results, Passive Sensor Torpboats doesn't sound super oppressive, especially since they can't just white S-loop around and do it again. Advanced Sensors Scouts would be a decent blocker, and Dengar would love FCS. Dare I say it, the Jumpmaster might be playable with that slot.

Payload on the YV-666? Might give people second thoughts about sitting behind it.