B-Wing Prototype Config ideas?

By Schanez, in X-Wing

3 hours ago, CaptainJaguarShark said:

With synced cannon, does this still feel right? It doesn't seem like it would be that bad still, because of the long recharge period.

It doesn't seem like it would be too overpowered with one exception. Best case scenario is that you could output Fenn Rau level dice every three turns. A normal focused B-Wing would get 3 hits against a focused 3 agility ship 32% of the time, but Braylen kinda makes this overpowered (no surprise there). He would do 3 damage against that same ship 59.5% of the time. That is probably too good.

14 hours ago, CaptainJaguarShark said:

With synced cannon, does this still feel right? It doesn't seem like it would be that bad still, because of the long recharge period.

Synced Laser Cannons might force this to have an "...roll two additional up to four." I seriously don't think a 5 dice attack at Range 3 without Range Bonus is something I would like to face.

35 minutes ago, Schanez said:

Synced Laser Cannons might force this to have an "...roll two additional up to four." I seriously don't think a 5 dice attack at Range 3 without Range Bonus is something I would like to face.

Again remember that the lost damage from multiple turns of mandatorily not shooting.

Firing only once every 3 turns means on a regular synced shot your still only getting a 'front loaded' 2.1 damage (Assuming you lock and focus) vs the 'worst case scenario' target of range 3 agility 3 focused ships. Each turn you attack normally, you would do .35 damage vs that target, assuming your only focused and not TLed and focused like the 'mega shot.'.

That is a big boost of 1.15 damage, but its not the end of the world, and your gains go down DRAMATICALLY the less tanky the target is. Even ditching the focus at range 4 on an agility 3 target brings it down to 2.7 without this, and 3.1 with it. Once your at range 2 vs a focused target with 3 agility, your breaking even, and anything worse than that you lose damage.

This means this upgrade exists to reduce your needed time on target in general, and also to push through a bit of damage on really defensive ships. This has its advantages of course, but it isn't the end of the world.

In reality, I think the problem is thematically this doesn't fit what the laser is for, which is absolutely devastating chunky ships. In practice it is way more anti-ace than anti-epic ship or large transport like it should be. I suppose you could justify the reduced time on target as anti-epic/large because it reduces the likelyhood of being anihilated by an epic scale attack but... doesn't really seem to fit, which is probably the 'bigger' problem.

Edited by dezzmont
32 minutes ago, dezzmont said:

Again remember that the lost damage from multiple turns of mandatorily not shooting would make this bad even if it was 6 damage just flat out.

While 'dense' dice are good, it effectively is just a very major downgrade to Corran's ability, and Corran's ability isn't even like... really that good at all.

5 Dice Attack on Braylen, who can reroll two and has a Focus? That is a cute 84% of chance to have at least 3 hits against a Focused 2 Agility Dice. It is strong. But the recharge might be what will balance the thing.

8 hours ago, Schanez said:

5 Dice Attack on Braylen, who can reroll two and has a Focus? That is a cute 84% of chance to have at least 3 hits against a Focused 2 Agility Dice. It is strong. But the recharge might be what will balance the thing.

Oh no. This is terrible with the named B-wings because you have 2 entire turns to set up a TL anyway. I just did all my calculations assuming the B-wing had a full focus and TL, vs only a focus.

While its true that a B-wing does 3.4 damage average with a focus and target lock vs a 2 agility focused target, your actually not gaining that much at all. Your giving up 3 attacks (2 on the turn you charge, and one normal one on the turn you fire this badboy) that do 1.05 damage each average, meaning your losing 3.15 damage to deal 3.4, or a net gain of .25 damage. Which is not a lot of extra damage. It helps a lot with your window, sure, and is extremely consistent, but it is more spooky than it looks and probably wouldn't see much play if the upgrade costed anything serious.

15 hours ago, dezzmont said:

Oh no. This is terrible with the named B-wings because you have 2 entire turns to set up a TL anyway. I just did all my calculations assuming the B-wing had a full focus and TL, vs only a focus.

While its true that a B-wing does 3.4 damage average with a focus and target lock vs a 2 agility focused target, your actually not gaining that much at all. Your giving up 3 attacks (2 on the turn you charge, and one normal one on the turn you fire this badboy) that do 1.05 damage each average, meaning your losing 3.15 damage to deal 3.4, or a net gain of .25 damage. Which is not a lot of extra damage. It helps a lot with your window, sure, and is extremely consistent, but it is more spooky than it looks and probably wouldn't see much play if the upgrade costed anything serious.

I mean, take Autoblasters with Marksmanship on Ten. In Range 1 you will throw 6 Dice with a Lock/Focus and can swap 1 to a Crit. Against that same Focused 2 Agility ship, you have a m avarage damage output of 4.3 in Range 1 and 3.4 in Range 2. If you can trigger the Autoblaster mechanics, its even better, as you have unavoidable damage.

I am just hesitant about that +2 Dice. Then again... You do have to swing in those wide swooping maneuvers to give yourself time to recharge. But it might actually be good on a B-Wing, as they tend to burn down quickly in a prolonged Range 1 fight.

2 hours ago, Schanez said:

I mean, take Autoblasters with Marksmanship on Ten. In Range 1 you will throw 6 Dice

For the sake of a n00b following this, could you break down where the six dice are coming from? I'm seeing four (primary with range 1 bonus) plus three (range bonus) or four (bullseye plus range bonus) for a potential double tap with the Autoblasters. I must be missing something, and am trying to learn. Thanks!

10 minutes ago, Spinland said:

For the sake of a n00b following this, could you break down where the six dice are coming from? I'm seeing four (primary with range 1 bonus) plus three (range bonus) or four (bullseye plus range bonus) for a potential double tap with the Autoblasters. I must be missing something, and am trying to learn. Thanks!

Autoblasters have a native 2 Dice. Range 1 gives you 3. Bullseye gives you 4. Config gives you 6. And do not worry. I am playing for a year now, still a newbie (I hate the term noob) and learning :P

They also have a feature, where if you shoot someone and you are not in their Front Arc, they cannot avoid Crits.

Thanks. What is the "config" part of that that adds the last two dice? I'll try to avoid using n00b in the future. 😎

28 minutes ago, Spinland said:

Thanks. What is the "config" part of that that adds the last two dice? I'll try to avoid using n00b in the future. 😎

The B6 Prototype Config we are discussing in the post. Since the upcoming Rebel Pack will be focused around the Phoenix Squadron, part of which was Hera Syndulla, I started this theorycrafting debate. She has flown the very first prototype of a B-Wing, aka the B6 Prototype or the Blade-Wing. It has this powerful Death Star style cannon and an additional Gunner cockpit at the end of its tail. According to lore it was also much more maneuverable and faster than the later iteration of the B-Wing chassis.

2 hours ago, Spinland said:

Thanks. What is the "config" part of that that adds the last two dice? I'll try to avoid using n00b in the future. 😎

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This was a config idea I worked up. It was on the first page. Might be too strong with Sync'd or Autos, though. But you'd still be taking 2 turns off not shooting, so maybe it's balanced. Maybe not.

Edited by 5050Saint

Bullseye arc cannon that has 1 red attack die. Ignores range modifiers. If it hits it deals an additional 3 damage.

Big threat to huge ships, dangerous for large ships, scary but hard to be hit by for small and medium ships.

6 hours ago, All Shields Forward said:

Bullseye arc cannon that has 1 red attack die. Ignores range modifiers. If it hits it deals an additional 3 damage.

Big threat to huge ships, dangerous for large ships, scary but hard to be hit by for small and medium ships.

That would be... If it's left like this, it would be so broken. A Rebel Falcon would drop within two or three turns if that was the case. Adding three Hits for free is massive. Green are worse than Red. You have what, 50% vs 37.5% without any mods. With a Focus its 75% vs 62.5%. It would punish large, low agility ships a lot. And they are already struggling to make an appearance.

I am leaning towards Config: 2^ Charge spend both to perform a 4 die ordnance bullseye; reduce the difficulty of your basic red maneuvers.

It's not busted. Great at long range and still amazing vs large bases. Incorporates the better speed and maneouverability of the Prototype. Not busted with current and future cannons. Better than Heavy Laser Cannons but not by a lot.

On 10/3/2020 at 1:43 AM, Schanez said:

That would be... If it's left like this, it would be so broken. A Rebel Falcon would drop within two or three turns if that was the case. Adding three Hits for free is massive. Green are worse than Red. You have what, 50% vs 37.5% without any mods. With a Focus its 75% vs 62.5%. It would punish large, low agility ships a lot. And they are already struggling to make an appearance.

I am leaning towards Config: 2^ Charge spend both to perform a 4 die ordnance bullseye; reduce the difficulty of your basic red maneuvers.

It's not busted. Great at long range and still amazing vs large bases. Incorporates the better speed and maneouverability of the Prototype. Not busted with current and future cannons. Better than Heavy Laser Cannons but not by a lot.

It's a weapon that can take out frigates in one hit but is too unwieldy to hit fighters. It would have to be priced appropriately. My preference is the weapon has no place in X-Wing but if it's going to be added make it epic only.

4 dice ordnance is too good against small based ships that rely on green dice to live as we saw in 1e.