We have precisely one way to apply deplete to the other player and it is charge based and likely expensive.
Deplete as self-inflicted mechanic/cost is perfectly fine. Your choice. Lets not get the pitchforks out quite yet.
We have precisely one way to apply deplete to the other player and it is charge based and likely expensive.
Deplete as self-inflicted mechanic/cost is perfectly fine. Your choice. Lets not get the pitchforks out quite yet.
I've never heard anyone say that the Weapons failure crit was NPE/Broken, and it's arguably worse than deplete. Deplete won't be very common, so I'm not worried
At first I thought this was a petition thread to “Deplete Dengar” and I got excited
Rex and Kanan don’t see much play. I think it’s fine.
3 hours ago, dsul413 said:We have precisely one way to apply deplete to the other player and it is charge based and likely expensive.
Deplete as self-inflicted mechanic/cost is perfectly fine. Your choice. Lets not get the pitchforks out quite yet.
You're forgetting Vonregs pilot ability.
45 minutes ago, MegaSilver said:You're forgetting Vonregs pilot ability.
You're right. Make that two ways to apply a deplete.
One of the things I enjoy in this game is seeing things explode (both my ships and my opponents). Deplete means less damage and less explosions, so I don't like it. It also means one more token to keep track of, and this game already has a ludicrous number of tokens.
If deplete remains rare and/or expensive, then that will be good - just like any other control effect, if it's too cheap then is will not be a good time for anyone. Mag pulse missiles look extremely unfun though, so I hope they remain at a very high price. Deplete + jam nerfs a ship's offense and cuts away any defense tokens, dramatically shifting the balance of an alpha strike. As others have mentioned, this makes high-init strikes particularly dangerous.
Plenty of things mess with your ability to shoot. Tractor tokens, opponents arc dodging, asteroids...
One could argue stress and other mod-denial effects as well, since losing mods is often just as bad as losing a die.
On 12/23/2019 at 1:50 AM, gadwag said:One of the things I enjoy in this game is seeing things explode (both my ships and my opponents). Deplete means less damage and less explosions, so I don't like it. It also means one more token to keep track of, and this game already has a ludicrous number of tokens.
If deplete remains rare and/or expensive, then that will be good - just like any other control effect, if it's too cheap then is will not be a good time for anyone. Mag pulse missiles look extremely unfun though, so I hope they remain at a very high price. Deplete + jam nerfs a ship's offense and cuts away any defense tokens, dramatically shifting the balance of an alpha strike. As others have mentioned, this makes high-init strikes particularly dangerous.
Mag Pulse missiles have two charges, and will only ever deal one crit. They'll encourage you to spend tokens to avoid the nasty side effects of that hit, but in much the same way that the Concussion Missile Meta isn't a thing, I doubt Mag Pulse Missile Meta will be either.
22 hours ago, AceDogbert said:Mag Pulse missiles have two charges, and will only ever deal one crit. They'll encourage you to spend tokens to avoid the nasty side effects of that hit, but in much the same way that the Concussion Missile Meta isn't a thing, I doubt Mag Pulse Missile Meta will be either.
Concussion missiles are very popular weapons on inquisitors (with Jendon support) and on passive sensors TIE/sfs - they are certainly popular in the meta.
Mag pulse missiles aren't going to break the meta as a pure alpha weapon, but they are a powerful upgrade for both offense and defense on high initiative ships. The crit is not the important part of the attack - the jam and the deplete are what it's all about. The jam and the deplete shut down both the offense and defense of an enemy ship.
@gadwag : I've flown both Inquisitors with Concussions (and Jendon!) and experimented with Passive TIE/sfs, and while I feel they are viable, they aren't a meta-shaping weapon.
The only high initiative pilots I feel will consider Mag Pulse charges are Vader and Vonreg due to their action economy. Vader can lock and take a focus, while the TIE/ba ship ability allows for Vonreg to do the same. Of course, this is all cost-dependent.
Cheap, high init pilots like cracken (and maybe torrent oddball if FFG fix his cost) are where I'd put mag pulses to set up for another ship to shoot.
Unlike protorps, you aren't desperately trying to land a big damaging attack, you just want the defender to panic, spend tokens defensively, and hopefully get depleted too. Double mods aren't quite as vital
Just curious, what would people think if FFG declared deplete’s rules to be that it reduces your attack dice by one to a minimum of 2 dice ?
2 minutes ago, Herowannabe said:Just curious, what would people think if FFG declared deplete’s rules to be that it reduces your attack dice by one to a minimum of 2 dice ?
While IT could address the concerns given throughout this thread, it would border marking the Mag-Pulses DOA. Albeit with no 1-attack weapon in the game, such deplete would guarantee denying R1 bonus against any list in the meta. That being said, Mag-Pulses are a long range weapon and Deplete is cleared with a blue manoeuvre, meaning that actually covering this scenario is close to improbable.
Once they added Strain, it was only a matter of time to add Deplete. I think it's fine. I think you can't have one without the other. The design space will be filled.
Even if there aren't a lot of places for Deplete now, they will start to fill up with new ships and such. Everyone will be ready at that point, though.
I think the only people that would have a problem are the tournament people that are worried about time. I don't think it will be a huge impact, though. It's a new thing you have to worry about and it's a new addition to the game. I think you just have to deal with it.
Mag Pulse Missiles are going to be nasty to Huge ships. You Jam them, so they lose any TL or Reinforce they have, which is crucial. They get a Deplete token, so if they can still fire anything, they will be at -1. Also, if that Crit happens when the Shields are down, that will hurt big time.
I don't see Mag Pulse Missiles being used too much in regular games, unless you have a bit of a swarm. I think you would hit someone that would give them a Jam token to remove something as the big deal. The, the rest of your team can fire on them. I mean, when is Mag Pulse Missile better than just attacking regularly? Maybe just to Deplete a heavy hitter a bit.
1 hour ago, heychadwick said:I mean, when is Mag Pulse Missile better than just attacking regularly? Maybe just to Deplete a heavy hitter a bit
Whenever you have a 2 die primary but with missile slot and a target lock. Things like A-Wings, TAPs, Hyenas, Scyks, etc are going to love them IF they’re priced competitively. I could even see them used on high init ships like Darth Vader just for those times when you need to neuter an incoming attack and/or soften up a ship for the rest of your squad.
13 hours ago, Herowannabe said:Whenever you have a 2 die primary but with missile slot and a target lock. Things like A-Wings, TAPs, Hyenas, Scyks, etc are going to love them IF they’re priced competitively. I could even see them used on high init ships like Darth Vader just for those times when you need to neuter an incoming attack and/or soften up a ship for the rest of your squad.
Quickdraw can make good use of mag-pulse missiles - tag somebody with one then dare them to shoot you with probably 2 dice unmodified so they're likely to do no more than 1 damage (the perfect QD ability trigger). Having mag-pulse also gives QD the ability to roll 3 red dice from the rear arc, which is handy against targets that get lots of evades.
6 hours ago, Dasharr said:Quickdraw can make good use of mag-pulse missiles - tag somebody with one then dare them to shoot you with probably 2 dice unmodified so they're likely to do no more than 1 damage (the perfect QD ability trigger). Having mag-pulse also gives QD the ability to roll 3 red dice from the rear arc, which is handy against targets that get lots of evades.
QD was my initial thought for this missile, too. Vonreg and Vader seem good candidates as well, but they likely would prefer to do straight damage, whereas minimizing damage coming in to QD, also maximizes QD's damage output. Still good on all of them, I'd assume.
On 12/29/2019 at 1:44 AM, Herowannabe said:Just curious, what would people think if FFG declared deplete’s rules to be that it reduces your attack dice by one to a minimum of 2 dice ?
I like this idea. I'd also like strain to reduce to a minimum of 1 defense die.