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Pirates of the Aturi Cluster (PLAYTEST. Mynock Squadron- NEEDLES)

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    crimsoncoyotecrimsoncoyote Registered User regular
    It's... gonna be some time before I upgrade it seems like

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    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    @Daypigeon The TIE that Wouldn't Die. ion cannon = 1crit1hit/2evades.

    3basnids3lf9.jpg




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    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    @Sokpuppet Not to backseat drive, but you sure about Left?

    3basnids3lf9.jpg




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    DaypigeonDaypigeon Registered User regular
    alright. 4k, set.

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    see317see317 Registered User regular
    Daypigeon wrote: »
    seriously considering swapping to the autoblaster turret at this point
    with engine upgrade and this many ties each mission it feels like i'm at range 1 a lot. But of course there's also the opportunity to swap to the Starviper or maybe the Mist Hunter instead - what ships are you guys thinking of upgrading to?
    I'd like to upgrade to whatever dice A2 is using. How many XP is that going to cost?

    @DaMoonRulz , Straight ahead 4. set.

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    SokpuppetSokpuppet You only yoyo once Registered User regular
    edited March 2016
    DaMoonRulz wrote: »
    @Sokpuppet Not to backseat drive, but you sure about Left?

    Pretty darn sure about Left.
    The TIE should've already flown off and I'm like 99.9% sure hard 1 left won't fly me off.
    If it's uncomfortably close to the edge after that I can Barrel Roll to open up some room, but I'd sorta prefer to do some boosting. We'll see how it looks.

    Wait though, can the AI adjust it's maneuvers to stuff not natively on it's dial?

    Sokpuppet on
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    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    qwlhobfpkopk.jpg

    They're not SUPPOSED to be able to, but it's possible that I mess that up. Did a ship move last round in an impossible way?

    3basnids3lf9.jpg




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    SokpuppetSokpuppet You only yoyo once Registered User regular
    DaMoonRulz wrote: »
    qwlhobfpkopk.jpg

    They're not SUPPOSED to be able to, but it's possible that I mess that up. Did a ship move last round in an impossible way?

    Not that I know of. It just occurred to me that the elite making a hard-1 would ruin everything.
    But after checking the rules, it totally can't. So we're good!

    Definitely going with the barrel roll though. Back-left. :)

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    FaranguFarangu I am a beardy man With a beardy planRegistered User regular
    Fuck me.

    Hard left 3.

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    crimsoncoyotecrimsoncoyote Registered User regular
    Hard 1 left. Set

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    admanbadmanb unionize your workplace Seattle, WARegistered User regular
    Did @DaMoonRulz forget about us? :(

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    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    You haven't put a move in yet, @admanb

    3basnids3lf9.jpg




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    admanbadmanb unionize your workplace Seattle, WARegistered User regular
    Heh. Bank right 2.

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    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    Round 8 - Activation
    12841384_10207824468982539_8638998516029386752_o.jpg
    Actions, everyone, except @Farangu and @Daypigeon

    3basnids3lf9.jpg




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    crimsoncoyotecrimsoncoyote Registered User regular
    Evade. Use Ion to attack.

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    admanbadmanb unionize your workplace Seattle, WARegistered User regular
    Focus. Use it offensively only if it generates 3 hits. Fire on B5.

    Pray that one of you bastards finishes off A2 before he riddles me with holes.

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    SokpuppetSokpuppet You only yoyo once Registered User regular
    Barrel roll back left.
    Set!

    Also, I think we get EXP for the TIE Advanced.
    Earning XP for non-kills:
    Sometimes the players are not directly
    responsible for destroying an enemy ship.
    This can happen due to game effects
    such as asteroid collisions, leaving the
    board without fleeing, and the effects of
    some critical hits, such as Console Fire.
    In this case, the last player to damage
    the ship scores points for the kill. If no
    one ever damaged it, no one scores XP

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    see317see317 Registered User regular
    Focus, used defensively if when needed.
    Not sure how targeting priority works, but hoping that the Scyk's are more tempting targets than I am.

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    DaypigeonDaypigeon Registered User regular
    sit on that b6 target lock, drum fingers

    shoot A2 if possible

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    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    Round 8 - Combat
    @Sokpuppet has no shot
    @admanb fires at B5 to no avail (1crit/1evade. EVADED!)
    @see317 has no shot
    @crimsoncoyote fires his ion cannon at A2 and the ship goes dark as it loses power and dies (2crit1hit/1evade. -1HULL. DESTROYED!)
    @Farangu has no shot
    @Daypigeon has no shot
    B4 has no shot
    B5 fires at @admanb (spend focus 1crit1hit/spend focus 3evade EVADED)
    B6 fires at @crimsoncoyote (1crit1hit/spend token 2 evade. EVADED)
    C7 fires at @Farangu at close range and his ship is buffeted by a direct hit (1crit2hit/1evade. CRIT: Direct Hit! -3HULL)
    C8 has no shot
    C9 fires through a rock at @admanb at long range and just doesn't even bother (no HITS)


    12176_10207831093388145_2927494290308975526_n.jpg?oh=b28135315af02d1b52fd05bbd1dd1bc7&oe=577F54EB

    XP:
    @Sokpuppet +3XP for damaging the TIE-Adv last
    @admanb +1XP for elite death
    @see317 +1XP for elite death
    @crimsoncoyote +3XP for destroying TIE and elite death
    @Farangu +1XP for elite death
    @Daypigeon+1XP for elite death

    3basnids3lf9.jpg




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    SokpuppetSokpuppet You only yoyo once Registered User regular
    Just a few academy jocks between us and victory. We've got this.

    Left bank 3. Set!

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    see317see317 Registered User regular
    k3 turn. set

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    DaypigeonDaypigeon Registered User regular
    straight 1, set

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    FaranguFarangu I am a beardy man With a beardy planRegistered User regular
    Hard left 3, set

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    admanbadmanb unionize your workplace Seattle, WARegistered User regular
    Right bank 1. Set.

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    see317see317 Registered User regular
    @crimsoncoyote, looks like we're waiting on your move.

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    crimsoncoyotecrimsoncoyote Registered User regular
    Sorry about that.

    1 hard left. Set.

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    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    Round 9 - Imp Act
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    Round 9 - Mynock Act
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    @Farangu jumps to Hyperspace
    @admanb and @crimsoncoyote bump into TIEs
    @see317 is stressing out about killing B6
    Only need actions from @Sokpuppet and @Daypigeon

    3basnids3lf9.jpg




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    see317see317 Registered User regular
    Fire on B6 (bet nobody saw that coming).

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    DaypigeonDaypigeon Registered User regular
    it doesn't seem to be on the map anymore but i do still have a target lock on B6

    focus, and spend both on the attack if necessary

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    crimsoncoyotecrimsoncoyote Registered User regular
    I'll hit whatever I can with ion

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    SokpuppetSokpuppet You only yoyo once Registered User regular
    Boost left. Set.

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    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    Round 9 - Combat
    @Sokpuppet takes a long range shot through an asteroid at C7 but the shots hit the rock (1crit1hit/3evade. EVADED)
    @admanb has no shot
    @see317 fires at point blank at B6 to no avail (1hit/1evade. EVADED)
    @crimsoncoyote fires his ion cannon at C9 and blue energy crawls over his craft (2hit/no evade. -1HULL +ION)
    @Daypigeon fires on B6 (spend TL and Focus 3hit/1evade. -2HULL. DESTROYED!) then attempts to ion B5 but doesn't succeed (1crit/1evade. EVADED)

    12108083_10207867306133441_3299848335789010898_n.jpg?oh=cac860148d3a5f5d98452597ebf64c37&oe=578F04CB


    XP:
    @crimsoncoyote +1XP for damaging an enemy
    @Daypigeon +2XP for destroying an enemy


    Round 9 - Imperial Combat
    B4 fires on @admanb but misses the mark (1hit/2evade. EVADED)
    C9 fires on @admanb and narrowly misses (1hit/1evade. EVADED)

    3basnids3lf9.jpg




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    see317see317 Registered User regular
    Left bank 2 to clear the stress.

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    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    So you need to kill 5 TIEs this round to end the mission, or you'll have reinforcements arrive on Round 11 that you probably won't be able to kill in time

    3basnids3lf9.jpg




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    see317see317 Registered User regular
    edited March 2016
    DaMoonRulz wrote: »
    So you need to kill 5 TIEs this round to end the mission, or you'll have reinforcements arrive on Round 11 that you probably won't be able to kill in time
    At all, because the dice hate us.

    Seriously though, what're our options here? I don't think we have the firepower to kill 5 TIEs in a round, even if we were all perfectly positioned. Once reinforcements roll in, we'll have to take them (and whatever's left of the current 5 TIEs) out quickly which is (depending on the reinforcements that are incoming) even less likely than taking out the current ones this round.

    see317 on
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    admanbadmanb unionize your workplace Seattle, WARegistered User regular
    Wait what.

    Wow I do not like this system at all.

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    ElvenshaeElvenshae Registered User regular
    Speaking as a Rebel player, this mission was really hard for us; we won when we came back with a whole lot more firepower and upgrades.

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    crimsoncoyotecrimsoncoyote Registered User regular
    1 bank left for me I think.

    Speaking as a Scum player... what's firepower?

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    SokpuppetSokpuppet You only yoyo once Registered User regular
    edited March 2016
    I think we may have grossly underestimated the value of missiles/torpedos/bombs in this campaign.

    Sokpuppet on
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