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CrookedWookie

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Everything posted by CrookedWookie

  1. I have the money and a huge game room. That is not my point.,.this is not about me, but the less fortunate they prey upon who get into the game and find they can't keep up. I am not rich mind you but have at least a 20k collections of games--I am old and have had more time than some of you. I genuinely feel bad for the poor college students who get sucked into this game and become bitter after all the work they put in. It is a shame....a crooked one. I wish you best luck on your finding a job. My point is that poor people can't afford this kind of shenanigans. You might not be port, just down on your luck. Let me attempt to change that. If you post your resume to a Google doc and PM me a login I get you a job in 8 weeks making what you had before within 40 mins with the same benefits or better if you live in a city over 250k people. If not, I'll buy you any fantasy flight item for free under $200. You're out 30 mins for a job or $200. Up to you good sir. Cheers You ever think the "poor people" neither need nor want you as their self-appointed champion?
  2. CrookedWookie

    Please ignore ColGeneralVatutin ...

    He hardly needs you or anyone else to tell him how to better spend his time.
  3. CrookedWookie

    4y tlt - how did this list make it through PTing?

    Yea, I was noticing that, that turrets seem better than the ship mounted weapons, you'd think turrets would be on par/worse because of the 360 advantage. Just an observation was all. You're also confusing the fact that for ships like the Falcon there is no distinction between "turret," and "ship-mounted weapon" since the visible turrets ARE its primary weapon for game purposes, able to shoot outside of its primary fire arc. We've been through the 'count the number of barrels' argument since the TIE Interceptor showed up. The game is an abstraction. It tries to capture the feel of Star Wars while attempting to balance things mechanically. It never works well when you start trying to analyze things too closely. The TLT is designed to put out reliable damage, particularly against lower AGI targets, at ranges 2-3, out of fire arc, which is a concept the game previously lacked. It fills a specific niche in terms of game mechanics; nothing more and nothing less. Technically ships like the B-wing should mount ALL of the weapons listed in their upgrade bar, simultaneously - not pick and choose by spending points. But for game balance purposes having a ship you could fly a squadron of, with blasters, a heavy laser cannon, ion cannon, autoblaster, AND torpedoes would be completely broken. So you get the 'naked' ship and pay to outfit it. Same with the obvious turret on the Y-wing, the rear gun (which I think AntiPursuit Lasers was meant to represent) on the Lambda, and so on. Don't overthink it. The designers realized there was no turret that functioned well out at range 3, and saw an opportunity to develop one with an interesting mechanical game design. That's all.
  4. CrookedWookie

    Dice Etiquette - What To Do When Too Many Dice are Rolled?

    On a side note, did anyone bother to check and see that the whole "if you don't have enough dice available" thing is actually covered in the rules reference? • If players would roll more dice than the maximum number that they have available, keep track of the rolled results and reroll the dice necessary to equal the total number of dice the player would have rolled all at once. Note that these dice are not considered rerolled for the purposes of modifying dice.
  5. CrookedWookie

    Should I Play?

    I dunno, I tend to feel like if you want to play, play. If you're not sure, don't - save your money or invest it in another hobby you know you want to do. If you have to come on the forum and poll people as to whether you should come back or not, you're either desperate for attention or your heart isn't really in it and you're hoping to be persuaded to do it anyway.
  6. CrookedWookie

    Dice Etiquette - What To Do When Too Many Dice are Rolled?

    Ok - the way he worded it made it sound like you could choose to roll fewer than required, which would open up all kinds of abuse.
  7. CrookedWookie

    Dice Etiquette - What To Do When Too Many Dice are Rolled?

    The rules also expressly permit rolling dice in groups smaller than the total amount that you are entitled to. As long as the missing dice are noticed before moving on to the next step, there is no reason not to roll them. Where in the rules does it say you can choose to roll fewer dice than required?
  8. CrookedWookie

    Dice Etiquette - What To Do When Too Many Dice are Rolled?

    If the die is not laying flat and I (the TO) am called to get involved I ALWAYS call that it should be re-rolled. I agree with this: I think the first step is consulting with your opponent to see if they will allow the result to stand; if they believe it is cocked enough to be questionable or is basically flat. But if there is a disagreement and the TO is called over and there is any question of it being even mildly cocked, I think they're going to err on the side of rerolling it.
  9. CrookedWookie

    Dice Etiquette - What To Do When Too Many Dice are Rolled?

    I just find it fascinating, because it creates a double standard. Now - I've seen some very concise arguments for why it is a logical, or perhaps even justified double standard, don't get me wrong. But it does handle one distinct situation: "I rolled the incorrect number of dice" in two unique ways, depending on whether that number was too many, or too few. I guess perhaps I'm simply finding it interesting that more people aren't in favor of one blanket rule for that situation: If you rolled an incorrect number of dice, discard the result and reroll the proper number.
  10. CrookedWookie

    Dice Etiquette - What To Do When Too Many Dice are Rolled?

    OK thanks, I don't know if I agree (with the idea of not just having a blanket "roll the wrong number of dice, do this:" rule - but it is at least a logical argument I can understand.
  11. CrookedWookie

    Dice Etiquette - What To Do When Too Many Dice are Rolled?

    Of course rolling an extra can make a dramatic difference - I'm not sure what point you're trying to make there. And it still does nothing to explain why you shouldn't handle any misrolled number of dice in a consistent manner.
  12. CrookedWookie

    Dice Etiquette - What To Do When Too Many Dice are Rolled?

    But why? I'm asking seriously - I'm curious why it isn't more balanced to simply reroll the correct amount in both instances. You don't get to keep the results you like if you rolled too many. Why should you get to if you rolled too few but like the ones you did roll?
  13. CrookedWookie

    Not happy about buying new damage deck/core set!

    This should have died like 15 pages back, but if it's really devolved to people trading insults and curses, it really needs to go.
  14. CrookedWookie

    Dice Etiquette - What To Do When Too Many Dice are Rolled?

    Yeah, it's usually pretty obvious when you were shaking your dice and one comes loose and goes bouncing onto the table. I'd actually be more concerned about it landing on a hit or a crit and the player who 'rolled' it trying to claim it was legitimately rolled and should stay. Or claiming I was stuck with one if it shook loose and landed on a blank, all "ha! You rolled it!" I'm interested in the point gamblertuba raised above: I think generally speaking when dice are rolled and you discover it's too few, people I've played with have generally agreed to just roll the overlooked dice and add them to the result. I suppose, technically speaking, it would be more fair to have them pick up those dice, and roll the correct amount. I'm trying to think of a good reason why we've never DONE it that way.
  15. CrookedWookie

    4y tlt - how did this list make it through PTing?

    Anyone who says this has never tried beating a LIVE horse. Those things'll kick your face off, man.
  16. CrookedWookie

    Dice Etiquette - What To Do When Too Many Dice are Rolled?

    Yeah reroll them all - and if you're the kind of player you want your opponent to be, let them know if they rolled too few dice, or even if they rolled too many but, as was pointed out, it worked out in your favor anyway. I actually had this happen recently in a game with my wife - and if you think that can't get cutthroat, you've clearly never gamed competitively versus your significant other. I took an HLC shot at her Aggressor, and she rolled 4 defense dice, because it was at range 3, and got 2 evades. I pointed out that she didn't get the range bonus versus a secondary weapon. She asked what to do and I told her to reroll, with 3 dice. She did, and got 3 evades. Sometimes it works in your favor, sometimes it bites you in the ass, but it's the right way to play.
  17. CrookedWookie

    4y tlt - how did this list make it through PTing?

    This is actually a really good comment that I wanted to single out, because while I'm sure a lot of people are all "yeah, well that's their JOB - if they can't do it, someone else should," most people don't understand much of what actually goes into it. It's easy to look at something and go "oh that's overcosted junk," but there are usually a myriad of less obvious reasons why things wind up costing what they do. The example I always like to use is the humble X-wing - ever wondered why it costs 21 points, and not 20 - or 22? If it was 20 you could take 5 of them - and even in the current meta that would be an AWFULLY powerful list. But when costs on stuff are getting adjusted it's easy to look at them in a vacuum (no pun intended) and not consider that if this cost a point less, you could take X many of them, or you could upgrade wingmen from X-wings to B-wings, or could could squeeze in HLCs. If Aggressors were a few points cheaper you could take THREE naked ones and still have the title to share abilities. Inevitably, some of the stuff that's just coming out now was tested against stuff you don't know exists in the NEXT wave, or potentially the wave beyond THAT, depending on how far out they're developing things, and they have a much bigger picture view of how the meta will shake out than the players do. What seems like a game breaking crisis now might be just a couple month blip in the grand scheme of things. Do they always get it right? No - and when mistakes get made, they fix them. And sometimes a design element may be perfectly legit at the time it was conceived and released, only to have the meta pass it by as other, more efficient options are released - but when that happens we've seen them react to that, too. Most of the time people are mad there isn't an immediate, silver bullet fix, but over-corrections are dangerous and we tend to see them err on the side of small, cautious fixes until they find a balance they like, so something like a TIE Advanced doesn't go from seeing one pilot in play to being THE dominant ship in all of X-wing. And if you think that idea is ridiculous you're not grasping just how thin that line is at times between overcosted and overpowered, or how many variables get tested to try and find that balance, or forgetting that with every new release the line is shifting, back and forth, and may get stronger or weaker but hopefully stays within that margin of error between a must-include, a balanced piece, and obsolescence. Fixes also take time, as they need to be created, tested, balanced, and then somehow released into the wild within FFG's retail model, and in a way that makes financial sense for them. (Inevitably to be accused of greed, whether they release it in an aces pack "oh great, another repaint," or with an Epic ship "oh great, a repaint with a $100 price tag for a giant ship I don't want.") Game design IS hard. It's a complicated math problem, and for better or worse (mostly better) FFG isn't required to show you their work - so we're often left arguing with an end result without being privy to the process that brought them there. The only thing I can really think to say is that I have literally lost track of the number of ships, or upgrades, that led to a dozen individual "OMG teh sky iz falling FFG haz broken teh game, so long Xwing!" threads that I've seen over the past few years. Yet even in the rare instance where the community was correct to a degree, and something like the Phantom (the cloak mechanics, specifically) was deemed a bit too good, the problem was identified, changes were tested, and a balance fix was FAQ'd into the next possible rules update. And once more, the sky didn't fall, the game didn't go charging off the rails, and everyone is still here complaining about the next new broken card while eagerly anticipating that next wave, that next announcement, and a chance to forget about the fact the sky didn't fall last time, didn't fall this time, and can move on and spend their time predicting it will CERTAINLY fall at last, the next time. What is it they said on BSG? "All this has happened before, and all of it will happen again." So say we all.
  18. CrookedWookie

    4y tlt - how did this list make it through PTing?

    You could also ask why some people are attacking them, so fanatically, in spite of the fact the designers themselves, who, you know, designed them, don't think they're too overpowered - and are keeping an eye on them just in case they are - and will take action if they discover an issue. Doesn't make much sense to me.
  19. CrookedWookie

    4y tlt - how did this list make it through PTing?

    Full disclaimer - my name is not in the K-wing insert, so I am definitely not speaking with any knowledge of what happened as far as the development of the TLT. I was taking a break from most things X-wing for a while there, including testing stuff, to focus on some personal stuff I had going on. So even if I could tell you how testing and everything went on the TLT, I couldn't tell you. But I do think it's worth mentioning that even before taking into the account the development team having their own experiences, their own opinions, and the final SAY on everything, keep in mind they use testers from all over the country (if not the world), and opinions on anything they get their hands on in testing are invariably as divided as the community's opinions on everything upon release. One man's "Broken and OP" is another man's "Overcosted garbage."
  20. CrookedWookie

    4y tlt - how did this list make it through PTing?

    To be fair, the OP didnt blame the playtestERS, he questioned (not blamed) playtestING. I.E: the process as such. "Seriously, just don't".....or what? Sometimes inadequate (or non-existant) playtesting IS the culprit. Source: Star Trek Attack Wing. PlaytestERs are pretty intrinsically linked to playtestING. And Attack Wing is pretty much the living embodiment of the actual thing - the greedy company, the lazy design, the who cares attitude - that a lot of people around here make X-wing and FFG out to be. It also wasn't a threat. There was no "or what." I work at an engineering firm, and do a lot of work with the administrative staff. The thing the Admins absolutely hate is when an engineer does their own writing and edits and sends something out the door without going through them first - because the end result invariably is full of basic errors of spelling, grammar, and formatting issues. And a lot of the time what happens is they do a bunch of work on it, and then ten minutes before it goes out the door the engineer is re-reading it, has second thoughts about something, and sits down and punches out some last second changes and runs out the door with it without leaving any time to be given a proper job of looking over by the admin. So the thing they hate most of all is when someone comes complaining about something that is wrong with the report, and they take a look and discover "oh, they went and changed some things AFTER I saved it as Final and thought it was on its way out the door. Nice to know." Draw your own inferences from that, or don't. But don't be so quick to blame the admins for things you don't like in the final product, is all I'm saying.
  21. CrookedWookie

    Just noticed something about Wired...

    When they discover there's a lot of demand for a particular card, it winds up being packed in with another ship or ships down the road. People complained they only got it with the shuttle in Wave 3 (and you're looking at a guy who wound up selling a couple of spare shuttles so he could run a 4x Blue + AdvS list he enjoyed), E-wing came with another copy in Wave 4. If there's a lot of demand for Wired, and you start seeing multiple copies pop up in a lot of lists, it'll show up in another wave soon, simple as that.
  22. CrookedWookie

    Scum and Villainy Episode 18: Alex Davy Interview

    Aaaaaand we're back. Only that Jerjerrod has the power to space the emperor.What I find kind of fascinating is that, unless I missed the inevitable 15 discussion threads buried someplace (always possible), we didn't have any of the usual suspects screaming that Jerjerrod CAN'T space the Emperor, because his ability says "or another [Crew Icon] card," but Palpatine is a "[Crew Icon] [Crew Icon] card" because the double crew icons on the FRONT of the card should take precedence over the crew icon on the BACK of the card. I'm sorta almost tentatively proud of the community that nobody has, to the best of my knowledge, tried to argue that (yet). Yep, it happened and you missed it. Aaaaaaand we're back. THERE'S the community I know and...know.
  23. CrookedWookie

    Scum and Villainy Episode 18: Alex Davy Interview

    Only that Jerjerrod has the power to space the emperor. What I find kind of fascinating is that, unless I missed the inevitable 15 discussion threads buried someplace (always possible), we didn't have any of the usual suspects screaming that Jerjerrod CAN'T space the Emperor, because his ability says "or another [Crew Icon] card," but Palpatine is a "[Crew Icon] [Crew Icon] card" because the double crew icons on the FRONT of the card should take precedence over the crew icon on the BACK of the card. I'm sorta almost tentatively proud of the community that nobody has, to the best of my knowledge, tried to argue that (yet).
  24. CrookedWookie

    4y tlt - how did this list make it through PTing?

    I actually have a couple of lists very similar to that - I think I did both a version that is Blues with Greys, and one that's Daggers with Golds, depending on what upgrades and PS I was looking for. You still get enough TLT to do the TLT thing, but also have a couple ships with some more (potential) damage output, especially versus enemy ships carrying TLT, that can get in close and scrap with them. Another thing I've found with some of my Dash lists - particularly with a couple Rookies, or Vrill with HLC, is that where most people want to counter TLT by rushing in close, the right build can survive by doing the opposite. Stay at range 3 and trade - but try and control distance to where you're at range 3 to one, maybe two, of the TLT and not the entire pack. Hit them with HLC or something and try to hammer one of them down early. What I think a lot of people overlook is that the range equation works both ways - yes: there is a donut at range 1 that can be exploited to avoid one or two of them, at least, shooting you every turn. But there is also a very good chance that if you have the firepower to hang back at Range 3, there's a very good chance that if you are able to manipulate that distance carefully you can be just outside range 3 to several of them, as well.
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