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Rasputindarksyde

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Posts posted by Rasputindarksyde


  1. I honestly feel it's stats would be more like this.  2/4/2/2

     

    Really agile ship. But kinda soft in the end.  I would loose target lock from action bar.  Drop cannon and give it tech.  Drop the K-turns and make the 2-turns green. Probably drop the 3 backs to white and make 5 straight white as well.  This would make it about 5 points more than an Awing.   

     

     

     

     


  2. I don't like feedback on the quads. You want them to be able to move how you want them to. If you feedback you get ionized not to mention take a wound. They can die pretty easily anyways. You don't want to give them help. 

     

    I have been running 2 quads myself.  They work really well.  So much control.  I like debris if I am running BMST.  But if not I go with asteroids. The extra potential for damage is nice.   

     


  3. Trying to find rules for hanger bay tournament. Heading to the Naboo open and trying to figure out hanger bay lists. Anyone now a link to the hanger bay rules?  


  4. I have enjoyed this Norra build. 

     

    Norra: PTL, R5-P9, Kyle, vectored thrusters, title

     

    This build lets you get 2 focus a turn and a TL.  Or a focus and TL and barrel roll if need be. Use the focus on defense or getting a shield back at the end. 


  5. 5 hours ago, LagJanson said:

    The TIE is a lousy bomb drop vehicle, not because it's ineffective in doing so, but because it's spending so many points on a single release payload. It becomes highly situational whether or not you can make that one drop worth it. A cheaper bomb is easier to swallow. It's also less points on the rather ineffective TIE fighter. It's not doing much beyond support so the more points you pile on it, the less you have on the grunts doing the job of fighting.

    Ahsohka's ability to provide an extra action to low PS ordnance launchers however has already proven itself effective in my book. I took to flying A-Wing prototypes with proton rockets and guidance chips... 20 points, maneuverable, fast, and deadly at point blank range... Ahsohka being able to give a 'push' to one at a key moment to boost into range 1 enabled me to drop ships pretty quickly, or arrange for a potent barrage of multiple ships on a larger target.

    I haven't used a tie as a bomber yet. But I don't see it being ineffective. You can put the crane on it and get a bomb back. That's pretty good if you ask me. Getting more than one extra is icing on the cake.   Granted her going late in the turn can be a good or bad thing with dropping bombs. You don't have the slam action to adjust your moves. But if you know where they are going you can for sure drop it on them easier.  Siesmic's or thermal's get a bit easier as well with later PS pilots. 

    I feel there is some potential with it. 


  6. Well bombing is tough to do.  I personally don't do turrets for my K's. I just fill with bombs. But I run 3 K's too. 

     

    You said it yourself, he out flew you. Well try again and see what happens. Ion turrets I think can work really good with bombs. But planning makes perfect. 


  7. I ran Biggs and thane with a VCX-100. 

     

    Biggs: R2-F2, IA

    Thane: R2-D6, Expose, Title

    Lothal: FCS, Auto-Blaster Turret, Zeb, Tactical Jammer

     

    Biggs ends up with 4-5 Agility while Thane and the VCX kill something.  Each getting 4-5 dice attack.  It's a fun list.  

     


  8. Slam is an action. Advance slams says you can do another action after you slam. Seems logical cracked can have a K-Wing do that. Provided the range and non slam action before hand.


  9. So far Bigss Palp, and Manaroo are the biggest points of contention. Is there any upgrade/pilot card that they are paired up with. Maybe instead of going after say Manaroo we could target attini mindlink instead, just as instead of going after emperor palpatine we add the +1 point to Omicron Group Pilot. How would that break the meta-lock these gate keepers have?

    Biggs, Palp shuttle and Manaroo are all rather easy ships to kill. That makes their abilities less effective. I don't feel any points addition or nerf is needed against these. If Palp was on a harder ship to kill then yeah I could see him needing a bit of point adjustment. Biggs is intended to die. On a ship that most people say needs a fix anyways. Manaroo is a good ship. But still she is just support. She is not going to put that much damage out. Go for her first and it will nerf Mindlink lists with her in it. It will nerf Dengar from being good. Especially if he is running Zuckess.

    Change your tactics and your approach. That might help you win a bit more.


  10. Just got my first booster box.

    2x Ackbar

    2x diplomatic Immunity

    2x Nightsister

    2x Outpost

    2x Tusken Raider

    2x Bala-tek

    2x Black Market

    Jango

    Vader

    Phasma

    Grevious

    Kylo's Saber

    Qui-Gon

    Veers

    Dooku

    Padawan

    Scout

    Survival Gear

    Jedi Robes

    Falcon

    Infiltrate

    DL-44 Pistol

    Infantry Grenade

    Commlink

    Datapad

    And a Launch Bay card with a Black One die. Whoop whomp!!

    But a pretty good pull non the less. Should be getting another box in a couple days. So we shall see what's in that.


  11. Anyway I look at I play to the best of my ability and the list I built to win. If I lose I don't blame a card the other person used. I might blame dice or feel he/she played a better game than I or even blame myself at making a tactical error. But I will never blame a card that the other person used. Especially because I might use the same card as well. That's just silly.

    It's not silly.

     

    First of all, trying your best to win no matter what is a great outlook, and everyone should always do that.  What you have to accept, however, is that cards that severely mess with the balance of the game also help ruin it.  For example, what if there was a modification for 0pts that straight up gave you +5 red dice?  It would warp the ENTIRE GAME.  Imagine how insane PWT's would be.  It warps both your options available to you by pigeon-holing you into either playing it or playing around it.  What if you have fun playing aces?  Too bad, they'll get crushed mercilessly.  It takes a lot of the fun out of the game and becomes an arms race.

     

    If that WASN'T a problem, then ask yourself this... why should any developer even BOTHER to balance their games, anyways?

    That's the thing. I don't feel any of those cards "severely mess with the balance of the game" and "Especially ruin it." I feel they add a level of difficulty. Let 10 people of different levels of play use Palp and put them against 10 different people of different level of play with cards that aren't on the list. You are going to varied results. It's not the cards that make you win. It's knowing when and how to use those cards. If you are losing a lot to those cards, than it might be you and not the cards. I prefer to play against the best using the best. It only makes you better in the end. If you put a ban or even a tax on these cards they are not going to get used and a new set of cards are going to give you a hard time. Where does it end?

    Everyone will have to play with 4 rookie T-65's. That will be fun, huh?

    As far as your example. Sure that card would warp the game. Hence why FFG hasn't made that card.


  12. I just don't think you are drawing the correct conclusions from what the Most Wanted List is and does in Netrunner and trying to apply it to this game.

    No I don't play net runner. I don't know how the game is played. And I don't know how the list works.

    But I can tell you that it's not needed in Xwing. I have never sat down at a table and thought "oh he brought Palp with a PTL Ryad and a PTL inquisitor, **** I am screwed". I think how I can deal with it and play to the best of my ability to beat it. Whether it be to go after Palp shuttle first, try to get inquisitor to bump and take him out or any other way to try to win.

    Anyway I look at I play to the best of my ability and the list I built to win. If I lose I don't blame a card the other person used. I might blame dice or feel he/she played a better game than I or even blame myself at making a tactical error. But I will never blame a card that the other person used. Especially because I might use the same card as well. That's just silly.


  13. I don't any of those ships or upgrades are op. They all have limitations and they all have their strengths.

    I don't see how a 1 point tax is really going to change anything anyways. Can we put a negative 2 point tax on things that don't get used? Let's put a -2 tax on the Star viper and its title. Or a -2 tax on all the unused Droids or T-65's that are not used.

    I feel the game is in a good place right now. There are plenty of different top lists to play around with. Yes there might be a lot of Defender/x7 lists out there. But if you practice against them you can beat them pretty easily. The party bus is easy to get behind to make it almost useless. Manaroo is pretty easy to kill. I seem to remember when Mindlink came out people didn't like the card. "It gives stress to everyone!" That's crappy!

    Some people are never going to be happy. That's just plan and simple. Let the game be.

    Well to see the effects of what the most wanted list will do, take a look at list juggler and apply the "tax" and see which lists will still be less than 100 points, which list will add up to 100 points which list will need to drop a 2 point upgrade and which list will need an overhaul. The target with this list is to take the top and put it to 100 points or 102 points where a 2-3 point upgrade is dropped to get back down to standard. However taking a look at seattle regionals, the effect on the top four would be as follows.

    • Top +4 points (Manaroo + 3 attini mindlinks,104 points, would need an overhaul)
    • Runner +4 points (4 TLTs, 104 points would need to drop seismic charge and R3-A2 or overhaul)
    • Top 4 +2 points (Biggs and TLT, would need to drop an upgrade)
    • Top 4 +0 points (no effect)
    So as you see there is an effect on the tournament results but it doesn't effect all the lists. I agree you don't want 20 or so pilot/upgrade cards on the list. A few to no more than a dozen is all it would take to bring balance to the meta. And that is plane and simple letting the game be well enough. The design space for X-wing is getting crowded. This is a very simple system to allow for adjustments in that design space without resulting to hard pen and ink change errata which FFG has already felt like it had to resort to to keep the game balanced.
    This example shows me that any list can win. As there are 4 different lists. Cards are only one part of this game. There is knowing how to fly it. There is dice. It's not as cut and dry as you claim.

    So list 4 didn't have any of these cards in its list. Still came in top 4. I am sure beating out other list that had these cards in them. In not multiple. So proves that these cards can be beat and be beat by cards that are not on your "OP" list. How can that be?

    I feel enough practice and any list is beatable. You have to know what it can and can't do. You also have to know what your list can and can't do. If a certain ship is hard for you to deal with at the end game. Then you better do what you can to deal with it early on. It's really not that complicated.

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