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  2. I imagine part of the problem is FFG making do with what they are given by LFL, also. Since LFL has to approve content out of FFG, they may have a say in what is done. It's also a matter of content- what heavy bombers does the Empire have with turrets on them? Also, which faction has the largest concentration of canon fodder fighters that are easily destroyed for the sake of making the heroes look good? Another part of it is design decisions by LFL for the past few waves when Lore didn't provide something for them to do by priority. The TIE Interdictor/Punisher was FFG's attempt at buffing poorly-performing ordnance at the time, and the TIE Aggressor was FFG's gesture to bring turrets to the Empire. We can debate if that's what FFG should have been focusing on at the time for the Imperial Meta.
  3. Listbuilding is undoubtedly a skill. Some people suck at it, others are brilliant, and most are inbetween. And it's also obviously true that the list is partially responsible for the outcome of the match. Depending on skill floor/ceiling and matchup that part can be larger or smaller. Netlisting then means that part of your win is owned to someone else, while making your own list means you managed to pull off the win all by yourself. Some people don't care about this difference, some do. Personally I do care a little bit because I see someone who does well with his own list to be a more complete player than one who netlists. But I think netlisting can first be reduced down to this question: Do you consider listbuilding to be a part of the game? If no then being good at listbuilding still helps you in quickly understanding the list of your opponent, in grasping key aspects and weaknesses. But netlisting is then entirely neutral. If yes then being good at listbuilding is part of the competition and netlisting means that the work of others is presented as your own. Which we generally frown upon. Personally I wished that netlisters would realize or maybe even acknowledge that the work of someone else enabled them to win. But this is of course quite murky - many combinations are obvious and "discovered" by countless people. So in that sense it's not actually about the declaration of dependency on others but more about some humility in victory. Which brings me to the core of the whole discussion: Why do people want to win at X-Wing in the first place? There is not much material benefit in it, so I strongly suspect it is to have fun and maybe to be recognized for skill. If it really is to be recognized for skill then displaying more skill is obviously better than displaying less. Using an OP ship or squad is displaying less skill - that's why Justin Phua was not as well received as previous champs. Using a netlist is also displaying less skill compared to building your own list. That's why we're having this conversation in the first place.
  4. I'm good with the outline we discussed, work has been crazy with the magic pre-release.
  5. True, my friend plays a very strong sabine deck, but cannot quite make the 50% win vs tier 1. I'd like however a unique symbol added on interference to prevent lock, wich is not necessary tier 1, but annoying enough to make some player quit. Chak
  6. To be honest, it might be good to separate into Fencer and Swashbuckler, as two separate specializations?
  7. Correkt
  8. For the record - I blame Krayts for everything at Canadian Nationals. It's your fault.
  9. The star wars universe really bugs me with that. Like, how is life for the average person/soldier? Since apparently all outstanding people are somehow force sensitive, so what is a common rebel/stormtrooper to do in the universe? Is he/she just doomed to die because the Force decided to focus it's attention on Mister Vader Is My Father?
  10. That's what I can't find. Is there a source for that? It sounds reasonable (that they can only use their specific upgrades)
  11. It seems to be made to suffer.
  12. Gotcha! Yeah, I smiled when I saw that talent. Very cool.
  13. The new hit documentary: This Is Assault Gunboat
  14. I'm not actually familiar with these craft, but from what I could look up, the Vaksai is supposed to actually be a modified version of the other, rather than a descendant design. (And they still look far more similar than even the YTs.)
  15. Yes, that was my intent.
  16. This quest is hard. Very hard, just like you read before, the first stage is when you have to gather your force (with allies, or attachments on your heroes) because The Black Serpent will hit hard in the 2nd Stage, that stage must be clear quickly. I'm using this deck
  17. Or even sleeves with the old card backs! (Not the "original" ones, of course, but the second, post Spirit War version):
  18. I like it @awayputurwpn not left handed , I would actually limit the upgrades, only to that target. To me this is an excellent example of a custom spec. I would say though there are a features one too many "signature talents" , not left handed, deceptive taunt and better luck next time, That being said there are already a few specs out there with similar, (martial artist , gunslinger amongst others) so definitely no OP. I definitely like it Correcrion meant @Nytwyng
  19. I don't see the Swashbuckler archetype as primarily cunning. Cunning is the characteristic that governs Deception, Skulduggery, Perception, Streetwise, and Survival. None of those skills really scream "Swashbuckler" to me. The Presence skills, on the other hand, work well overall, and imply a certain amount of panache, a certain flair. Especially Cool and Charm, but also Negotiation (rather than Deception) and Leadership (for the three-musketeer-types). "Swashbuckler" connotes chivalry and gallantry, rather than cunning.
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