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I have to give Kaitouace points for hitting the nail on the head.
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So here I go adding to Kaitouace's sig again, but he hit the nail on the head. FOOM is very playable.
I think the ships and their powers look like they will play well and fairly accurate. As for the issue of compatibility, it has been stated that they are not intended to play with other Heroclix properties.
It makes sense to me that they would use the same game engine. It lowers the learning curve, it's a proven combat system. It just seems like a win-win. We get another game to enjoy, especially if your a Star Trek fan, it is plug and play for existing Heroclix players, and (for those so inclined) you can even go off the deep end and do weirdo team-ups.
(I don't judge. Whatever someone does in the privacy of their own home is completely their business )
And this was no worse than Superboy's "reality shattering punch".
Seriously, people, close combat in Star Trek is simply two ships being up close and shooting at each other at point-blank range. What, you've never seen ship tactics like that, firing from afar, deflecting shots, getting in up close, and unloading a salvo? That's just how I'm going to use my "imagination" when playing this game!
Just a bit of what you all need, a bit of imagination
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The complaining does seem to be a lot of hoopla over nothing.
These are clearly meant to be completely separate games that aren't intended to play together despite sharing a common set of rules.
The designers of this game aren't actually expecting you to field a Klingon team backed up by Jigsaw and the Ventriloquist. They are well aware of the scale difference. They aren't forcing you, asking you, or expecting you to play superheroes and spaceships together in the same game.
When people eventually do that, and we all know they will, then that is on the players who chose to do so and their opponents who didn't just walk away when they had the chance. Nobody has to play these together.
...now, if we can just get Professor Pyg confirmed.
Given other vehicle/ship-scaled games I've played over the decades, I'm very excited about seeing Star Trek come to Clix. Nothing from the preview has scared me off or made me feel that either the Trek universe or the game is suffering for this new off-shoot.
The only valid complaint I could see regarding Star Trek vs. human-scale games is if WizKids allows those match-ups in tournaments.
If they don't allow those match-ups (which is the sense I'm getting in other posts), then people are getting bent out of shape prematurely. Because then it's simple: In a non-tournament game, you politely refuse to play your Justice League team against your opponent's Klingon fleet. End of problem.
As for not liking the standard HeroClix symbols, abilities, powers, et al used for Star Trek...Well, to each their own. They are all generic, and--in my opinion as a Trek fan for several decades and a Clix fan for several years--they work just fine in functionality for ship-to-ship fights, if not always in flavor text.
For those who agree...I look forward to reading your comments and maybe playing against you!
For those who disagree...I hope an upcoming WizKids release excites you as much as this one does me.
Are these pieces going to be able to use the Carry Ability for multiple friendly characters (say, like Green Lantern Corps TA?)
If so, I'm sold, seriously
Quote : Originally Posted by Batarang96
I really think Dark Knight is incapable of creating anything that does not involve 80's/90's pop culture in some way. It evokes both mirth and nostalgia in me.
Quote : Originally Posted by Sensualninja
Holy crap, I love all of this in every way a man could love something, is this thread single?
Agreed on the fist, they could have used another symbol. Either an existing (sharpshooter would probably be a better choice as far as I know, they can still shoot phasers at point blank range) or new symbol altogether.
They are able to hit each next to each other because, and I'm making an assumption here, the map is considered space and each hex may represent a different unit of measure than a literal "right up and next to you".
What is disappointing to me is that Wizkids got lazy. Seriously. I know they want to give an option of having a nice game system and make it as generic as possible, but a lot of powers really doesn't make sense here. They had a great opportunity here to create a game system based loosely on the clix ruleset, but be completely different. I don't see why any ship wouldn't have a "running shot". Ships are meant to be moving and fighting.
Energy Explosion (again going on the basis of the squares equalling a larger distance than feet) and being labeled as photon torpedos is just wrong. In the movies and series, photon torpedoes was the big boom. 1 damage barely puts a dent (or does none with "toughness/invuln/imperv") in a ship.
The Kirk Strategy (enhancement). I don't really ever recall an instance (maybe there was one, but I honestly can't remember) where Kirk was around another ship except maybe Star Trek 6 with the excelsior, but if you notice, they weren't adjacent in that movie.
Super strength? Really? Ship-to-Ship combat guys. There shouldn't be really many "close combat" powers at all.
Cloaking Device (on the 3rd preview) = super senses? huh? CLOAKING device... should = stealth. If they want to call super senses "evasive maneuvers, I could see that". I know, that's a nit pick and I get where they were going, but still. lazy..
Flurry? Again, shouldn't really be in close combat. Could have labeled it transporters and had an inherent range of 4 or something like that and have the two attacks.
Don't get me wrong, like the sculpts and I like the concept, I just think they missed the boat with the powers and the game mechanics. They should have made it its own game. Ships shouldn't "push". Seriously...
Even something as simple as relabeling powers. i.e. leap/climb and phasing are pretty much the same power as far as movement goes. (again considering space here, there really shouldn't be any walls). Could have kept the phasing/teleport and made the orange power something completely new. Charge = Ram. Force Blast = something new. Blade Claws Fangs = something new.
Now that I keep thinking about it, it's now just really disappointing. UGH... Wasted opportunity..
Quote : Originally Posted by Uberman
That's not even the issue, really. Why the hell does a spaceship use a fist to represent shooting? How are they even able to hit each other while next to each other?
Have Star Trek ships ever used tractor beams to fling space junk at one another?
The whole damn game just doesn't make sense in this shape.
I agree, but usually if you are point blank, you're doing more damage w/ranged weapons, not the same (or in this case can't even make a ranged attack because you're not a sharpshooter). That's my problem with the "powers". Wizkids lacked the "imagination" on creating or at least modifying the game system to take into factor a SHIP combat vs. a hero and/or individual combat.
Big difference there.
Quote : Originally Posted by lancelot
And this was no worse than Superboy's "reality shattering punch".
Seriously, people, close combat in Star Trek is simply two ships being up close and shooting at each other at point-blank range. What, you've never seen ship tactics like that, firing from afar, deflecting shots, getting in up close, and unloading a salvo? That's just how I'm going to use my "imagination" when playing this game!
Just a bit of what you all need, a bit of imagination
The only valid complaint I could see regarding Star Trek vs. human-scale games is if WizKids allows those match-ups in tournaments.
And why wouldn't they?
For those who have been arguing this past year that comic book fans should STFU and accept Street Fighter, Gears of War, HALO and Lord of the Rings to the party... why should Star Trek be any different?
Heck, based on what we've seen so far, incorporating Star Trek will be far less disruptive than GoW, HALO or LotR.
Like I said elsewhere... Sweet! I see how you guys made it compatible but not really playable together. Since the stat levels use the 0-20 model of normal Heroclix.. you wouldn't really want to run them together. Since they don't have a significant stat advantage over normal clix pieces. And are not costed like Colossals. I like it. I almost thought you guys would scale up the point cost and the stats to keep them comparable.
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