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gamblertuba

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Posts posted by gamblertuba


  1. 21 hours ago, ClassicalMoser said:

    TL;DR: I5s are all still too cheap and I4s too expensive. Generics generally have too much of a points divide between the two in almost all cases, and mid-initiative named pilots are all over the board. Cardinal and Dormitz need to lose 3 points while Tavson gains 2, and the YT-2400 still receives the maximum possible reduction in all cases.

    Concussion missiles at 6 are probably fine, but clusters go down to 4 and homing and ion to 3. Ion cannon down to 4. DBM down to 5 and barrage up to 9.

    Other interesting stuff as well.

    Yup, most of that sounds pretty much bang on.  Especially 5's and 4's being mostly under and overpriced respectively. 

    Edit for evidence, here is the trend for initiative of the top 50 pilots from meta-wing so far.

    image.png.2fdc878708bc6360b33e9341aa714d41.png

    After nerfs to Rebel Beef and Phantoms, Init 4 is being squeezed out.  I think I1 and I6 are just pulling from a smaller pool overall.


  2. 2 minutes ago, Lyianx said:

    That's incorrect. Ships are still Destroyed the moment they reach 0 hull, even if they are not removed. So "after ship is destroyed" effects still trigger, even if the ship isnt immediately removed. 

    Quote

    • If an effect triggers after a ship is destroyed, the effect resolves immediately before the ship is removed.

    Quote

    After a friendly ship at range 0-3 with [calc] on its action bar is destroyed, each friendly ship at range 0-3 with [calc] in its action bar gains 1 calculate token.

    Nope, the rules are actually pretty clear here.

    Edit:  You do get the calc tokens but not until the ship is removed.  Which means if your opponent has 3 ships at Initiative 5, they all shoot before you get any bonus calcs.  You still get them but they may not do as much good.


  3. Great write-up.  I also don't hate a 6 Vulture and Bulbasaur list.  TA-175 is amazing but I agree that fitting a tax relay feels like you're making too many sacrifices right now.

    I flew the Ocho (4 Trade and 4 Sep) to a top 4 at a Hyperspace trial.  Still like that list too.  It's an 8 ship list that flies like a 2 ship list.  Actually pretty relaxing for a tournament squad.  Having an I1 block to block and an I3 block to hammer was nice in a few games.  

    Can I ask for a full article on Struts please?!?  Haven't put them on the table simply due to not being comfortable with how they friggin work.


  4. Seems like a reasonable place to post this.  

    Went through the trouble recently of adding initiative values to the meta-wing data.  Excel file here.  Drive spreadsheet here.  Just beginning to play around with the data.  

    Here's maybe the most relevant bit.  Can look at initiative breakdown of the top "X" pilots according to meta-wing breakdown.  Note that the final point on the graph (wave 4 to present) is based on a very small amount of data.

    image.png.445dbd777526719a80bc717cd79aa083.png


  5. 7 hours ago, ficklegreendice said:

    And ofc, struts don't do diddly to gas clouds 

    Just a little weird edge case that I have worked out.  It is possible to land on a rock/debris and barrel roll on to a gas cloud.  Requires some careful set-up but if your opponent brings gas clouds, it would be extremely sweet to fire through them with no effect and then get the extra green and autothrusters on all return fire.  Worth it?  Probably not but it is some next-level shenanigans if you can pull it off.

    gas%20cloud%20foolishness.PNG


  6.  

    4 hours ago, jddilfer said:

    This would not generally be the case. A bartered ship is supposed to go back in the game box. You could house rule it but base rules is they are out of the game. 

    Don't have the rules in front of me so could be misremembering.

    I believe buying a ship from the market causes its market card to be removed from the game.  The ship card is returned to the supply when bartered.  So used ship can be any ship in the supply, even one that has been bartered.  Makes sense thematically anyway.


  7. On 7/4/2019 at 4:51 PM, Wazat said:

    Coordinate is not a bad idea for Redline.  Among my tricks were:

    • Coordinate a boost-lock before a k-turn.
    • Coordinate a focus before Passive Sensors, for a fully-moded torp shot on a high-init target.
    • Coordinate PS before a bump.

    So the idea of having Sai in the list is great, the problem is Sai and AD.  ;)  Trade those for Vermeil + Tac Officer and I think we'll do way better!

    Can't coordinate passive sensors.  The action can only be performed during your (the ship with PS) perform action step.

    I like the idea of the card but the limitations are going to make it a niche use.  Torpedoes without a focus are super dicey.  Tried these with Bravo Pilots and generic X1's and not super impressed with either.


  8. I know they aren't excited about changing cards but...

    There are a number of more elegant fixes that could be made by making some ships and upgrades limited.  For example, make the Sympathizer 66 but don't allow more than two in a list.  Could do something similar with Juke. 

    Also, maybe just don't allow certain combos.  Maybe the Rebel YT-1300 keeps the illicit but you can't have the Inertial Dampeners on Han.

    You lose some accessibility and gain some finer adjustments to balance.

    Part of the issue here is that a number of players take this game more seriously than the devs do.

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