Weeks wrote:
This was an interesting thread to read right up until that last post. Now it's a fanboy crying that we aren't helping his favorite pieces (which don't need any help mind you)better.
No need to be rude about it. My intent was simply to pick a similar costed unit in order to better illustrate the power creep I think I see in this. My Senate Commandos happened to fill that role nicely and obviously were on my mind so whats wrong with that?
Weeks wrote:
Bottom line is storm commandos have been out for a while and needed a boost to become playable, so they got it. What on earth could we give senate commandos that's better then what they already have access to? +4/+4, opp, deathshots, swap, tow cable, momentum, twin, close quarters fighting, mobile attack, squad assault, report so they cost 1 less. I mean geez dude those guys are pretty stacked as is.
Well for the record Storm Commandos cost 3 points cheaper by default, have access to superstealth, master tactician, accurate shot and greater mobile. I'm just sayin. I'd take super steath and greater mobile over any of those.
Weeks wrote:
Storm commandos have very little access to ce's pre-weir. They pick either opp or +3/+3 with swap and can get superstealth, accurite, twin from the czerka. So really all they get that's new is shields 2. Which btw your senate commandos can get through pretty easy with their 30 base damage. Your guys also do 60 on the run where sc's do 40. So I'm just not seeing why this is a end of the world senario. Storm commandos become playable and your favorite squad still probably beats them.....ya that's worth whining about.
80 actually if you wana throw in some vigos. But thats my point. These guys have a LOT of defensive abilities to fall back on. In order for balance they should either deal lots of damage or be very hard to kill or just a little of both. Storm Commandos now have some of the most powerfull defensive abilities in the game mixed with damage that has the potential to match the previous highest damage non-uniques who were balanced by having 0 defensive abilities themselves and only cheap access to mobile as a back-up.
Weeks wrote:
If you'd like more "senate" pieces for argyus to run with that's fine. Complaining about the design team making stuff THE COMMUNITY asked for is just childish and silly. A much better approach would be to head over to the requests for new minis thread and post hat you would like to see. That thread gets looked at and ideas drawn from for each set.
Yeah, I aready suggested Isaru Omin and plan on suggesting Captain Jayfon. The problem is that I can't find the comics Isaru was in. All I know of him I know from his page in wookieepedia which is quite limited. He sounds like a very cool character though.
http://starwars.wikia.com/wiki/Isaru_OminI'm not out to buff Senate Commandos though, really. I think they are fun the way they are. I'm just trying to be vigilant about power creep. Though with pieces like this coming out, perhaps Senate Commandos will need a boost in the near future to stay playable.
billiv15 wrote:
Weir himself may look sweet, and he is. I made him a power 8-9 out of 10. He was a very cool character and much like Captain Rex in terms of being an upfront nasty battle field attacker and commander. That's how I made him. But he's boosting figures that were barely tier 2-3 support figures in the current meta up to the possibility of making a Tier 2 squad. That's an improvement, but it doesn't surpass or replace Senate Commando squads, which were already a solid Tier 2 squad design.
Compare him to Argyus (a super rare of comparable cost, purpose and stats) though. Surely you can see a serious difference in power level. Don't you think Wier is at least a bit undercosted?
Sithborg wrote:
And just becuase Senate Guards/Commandos don't get a boost in this set, doesn't mean they will never get a boost.
And don't forget General Skywalker's Momentum, absolutely PERFECT for shield breaking.
I just found that one recently. Been having fun with it.