Would you like to know about Armada 1.5!?!?

By shmitty, in Star Wars: Armada

So hype! Sooooo hype!!!!!

Listening now!

EDIT: Aces update... whaaaaaa?!

Edited by Rmcarrier1

Ya know, when asking a designer the sort of questions you started with - 'what were the most interesting things', or 'what were the most challenging things' and such...

...I'd be really curious, some time, to hear a designer talk about the roads not taken .

1 minute ago, xanderf said:

Ya know, when asking a designer the sort of questions you started with - 'what were the most interesting things', or 'what were the most challenging things' and such...

...I'd be really curious, some time, to hear a designer talk about the roads not taken .

I doubt they'd say much, they like to keep those available as future options.

35 minutes ago, Rmcarrier1 said:

Listening now!

EDIT: Aces update... whaaaaaa?!

Wow, yeah, that's going to...that's going to shake things up a bit!

6 minutes ago, Formynder4 said:

I doubt they'd say much, they like to keep those available as future options.

Oh, sure, for a lot of things maybe. But some perhaps not - for example, one of the thoughts in that linked thread - the Yuuzhan Vong. That feels like it would have been a pretty binary decision - they'd done work on them before the merger, and aren't now.

I mean, these interview question answers are fairly short quips or anecdotes, not in-depth analysis, which feels like it would work well for stories like that.

Wow, they really went with the Ace Cap. 1 Ace per 100 pts.

Adar Tallon says hello

54 minutes ago, eliteone said:

Wow, they really went with the Ace Cap. 1 Ace per 100 pts.

The Four Horsemen are safe! Whew.

Edited by Commodore Gardner
spelling error

My favorite "Robust" squadron ball remains legal.

This means that Sloane Aceball is not a thing any more.

6 hours ago, eliteone said:

Wow, they really went with the Ace Cap. 1 Ace per 100 pts.

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So the reasoning for the cap on aces is down to the fact that they have found that taking squadrons is an "All or nothing affair" and they want players to make harder choices in fleet building.

Not sure how the cap achieves this harder choice because to me it simply makes Squadron focused fleets just a nothing affair from now on because standard fighters generally do not have enough throughput in game to really be worth it.

@BiggsIRL @shmitty @Truthiness thankyou. This is amazing work. Similarly the data collection has clearly had a big impact. Truly outstanding.

47 minutes ago, DDolan said:

So the reasoning for the cap on aces is down to the fact that they have found that taking squadrons is an "All or nothing affair" and they want players to make harder choices in fleet building.

Not sure how the cap achieves this harder choice because to me it simply makes Squadron focused fleets just a nothing affair from now on because standard fighters generally do not have enough throughput in game to really be worth it.

I rarely use aces anyway. There is nothing wrong with generics other than fleet building mindset in my view.

I withdraw my thanks from @shmitty Garm sucks.

11 hours ago, eliteone said:

Wow, they really went with the Ace Cap. 1 Ace per 100 pts.

And Rieekan: "Not me again...."

As much as i like a change in the ace squadron balls (even if i am once again someone that is hurt really badly by this), i do not like this kind of change (at least in view of the existing squadrons).
It could happen, that quite a lot of unique squadrons will not be played anymore at all. Just because there are better ones.
And the unique without token will be hurt the most from it (if they count into this limit). They are unique, they have no token and no special effect. Why would you still play them with a max. 4 unique limit.
For Imperial i still find the ace ball of Jendon, Stele, Ciena, Valen one of the most deverstating ones. I tested these 4, combined with Tel, in a german tournament. And they were unbelievable effective. Replace Tel with two escort (just noticed that Imperials do not have this many non uniques), and you have a cheap squadron ball that can control quite a lot.

My guess is, that one reason for this might be the new squadrons that come with the republic or Seperatists. Maybe they have a bad combination, when you use too many of them.

Edited by Tokra
35 minutes ago, Tokra said:

And Rieekan: "Not me again...."

As much as i like a change in the ace squadron balls (even if i am once again someone that is hurt really badly by this), i do not like this kind of change (at least in view of the existing squadrons).
It could happen, that quite a lot of unique squadrons will not be played anymore at all. Just because there are better ones.
And the unique without token will be hurt the most from it (if they count into this limit). They are unique, they have no token and no special effect. Why would you still play them with a max. 4 unique limit.
For Imperial i still find the ace ball of Jendon, Stele, Ciena, Valen one of the most deverstating ones. I tested these 4, combined with Tel, in a german tournament. And they were unbelievable effective. Replace Tel with two escort (just noticed that Imperials do not have this many non uniques), and you have a cheap squadron ball that can control quite a lot.

My guessis , that one reason for this might be the new squadrons that come with the republic or Seperatists. Maybe they have a bad combination, when you use too many of them.

Only squads with defence tokens are "aces". They did make that point.

Incredibly disappointed they just went with an aces cap. This does nothing to address the root of the problem; aces are simply more cost efficient than generics. There's still no reason not to take as many aces as you can, and the most egregious combinations skated by unscathed. The tedious micromanaging gameplay also remains unchanged. My last hope is that aces get hit hard with a cost increase, but at this point I doubt it. From what I can read of the first republic ace you can glimpse in the trailer, she provides a defensive aura of obstruction for allies. I guess not a lot of lessons were learned from the past. I still love the game and am super excited for clone wars, but....

images.jpeg

I can't wait to see the details of the new pass mechanic.

In my local meta no one runs squads anyway so it won't change much here. People here just don't find max squads a fun list.

39 minutes ago, Tokra said:

And the unique without token will be hurt the most from it (if they count into this limit). They are unique, they have no token and no special effect. Why would you still play them with a max. 4 unique limit.
For Imperial i still find the ace ball of Jendon, Stele, Ciena, Valen one of the most deverstating ones. I tested these 4, combined with Tel, in a german tournament. And they were unbelievable effective. Replace Tel with two escort (just noticed that Imperials do not have this many non uniques), and you have a cheap squadron ball that can control quite a lot.

I thought it was 1 Ace per 100 squad points in the fleet?

6 minutes ago, GhostofNobodyInParticular said:

I thought it was 1 Ace per 100 squad points in the fleet?

Yes so four total in a 400 point game

Edited by Rune Taq
7 minutes ago, GhostofNobodyInParticular said:

I thought it was 1 Ace per 100 squad points in the fleet?

Not 1 per 100 points in squadrons.

1 per 100 points in the fleet.
400 point fleet are 4 aces.
The only question is if it is per full 100 points or inchoate 100 points (i were not able to hear the podcast so far, only read about it).

10 minutes ago, GhostofNobodyInParticular said:

I thought it was 1 Ace per 100 squad points in the fleet?

No per 100 fleet points.