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Sunitsa

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  1. Sunitsa

    Multispectral Camo Spoiled

    I've cried too much on the malazan book of the fallen to be able to blame someone going with starvald demelain as name
  2. Sunitsa

    Multispectral Camo Spoiled

    I never claimed it was, I wouldn't be playing it if it was. One of the most appealing aspect of xwing is that you usually have a good degree of influence on dice variation thought. I doubt many players have fun by just rolling dice. Yeah you can build around the card and make it non random by using c3po or Palpatine, that's would be fine for me. PS are you the coruscant 2016 winner? Or were you the 2017 one?
  3. Sunitsa

    Multispectral Camo Spoiled

    I thought we were playing xwing, not talisman For kitchen table it is probably fine thought, having a highly skilled tournament game decided by that single green die doesn't appeal me at all. Different tastes for different people? Maybe, but an upgrade that's useless 5 out of 8 times and potentially list breaking the other 3 is a bad design for me
  4. Sunitsa

    Multispectral Camo Spoiled

    It's a bad design because it's a random effect with game changing consequence that both players can't plan around it. There's a good reason why 2.0 got rid of rolling dice to remove crits...
  5. Sunitsa

    Carolina Krayts is the best X-Wing podcast

    As I already said, I like 1.0 I would have loved some adjustment (like every passive mod not working if the ship bumped and half points granted by any 40+ points ship), but overall I like the state of the game, I even like the meta. It involves much more manouvers and mind games than people give credit, and I speak from an avid competitive players who regularly play top meta lists against other similarly competitive players point of view, and after a season that saw me playing in the top in more than a couple of big tournaments. I like playing against harpoon and tlt because they make it a game of manouvers and range control with less luck involved than some previous "golden era" of arc ships when jousting was far more common. To put things into prospective, some of the most fun I have ever had with xwing involved playing against 3 attanni torpedoes jumpmasters flown by good players, because that was really a time where arcs and blocks mattered and I couldn't relay on them blanking out to carry home the game. I also like to play with and against TLT because they have a freaking r1 bubble that I can exploit (or I need to not let my opponent exploit) and they actually punish me if I fail. In general, the more the dice are modified, the more I know I need to relay on manouver to win game. That's why I like 1.0 (even thought, as I said, some modifiers are a bit too much, I would love to see blocking mattering more). I also think current meta is more varied than what people give credit, maybe because I've never been a "faction guy" but mostly a "list guy": I see 6-7 different tier 1 lists and plenty more tier 2, the lack of scum doesn't really bother me in this context. On the other side, what I see of 2.0 seems to oriented to less modifications with all the luck implications it carries with it and an alleged focus on manouvers that I'm failing to see, with the same Devs that designed obscenity like Palpatine, Manaroo and x7 in charge of making a new game all yet to explore while scrapping the good old one. As we have already discovered, it seems I'm the only one sharing this feeling in the crowd who write in this thread... Will 2.0 be balanced? I don't know, but previous experience with xwing designers tends to put me on the side of that it won't, thus my pessimism. At least I'm hoping they will be more eager to fix eventual mistakes in 2.0 I wasn't complaining about that card being broken, we will have to see where it fits (probably on miranda and lowhrick thought, both ships that definetely didn't need it), I'm complaining about the designing of strong effect triggered by a die roll
  6. Sunitsa

    Carolina Krayts is the best X-Wing podcast

    It's not about the "brokeness" of the card that I complain about, it's the randomness. It's a **** design, period.
  7. Sunitsa

    Carolina Krayts is the best X-Wing podcast

    SPectral camo is the kind of bull designers keep getting out. A game altering randomic mod? Why they even considered it's something beyond me... It's an upgrade that might either useless or gamewinning and it is tied with a green die roll. And people wonder why I have so little trust on 2.0, it is obviously a 1.0 upgrade, but it speaks lenght if the devs where ok with printing it so close to their work on the new edition...
  8. Sunitsa

    Carolina Krayts is the best X-Wing podcast

    Well, it doesn't come as a surprise that you have an easier time playing against ghost fenn rather than qd+2 silencer with that list. Do you use M9G8 to lock the ghost and make his TLT miserable?
  9. Sunitsa

    Carolina Krayts is the best X-Wing podcast

    yeah 6 hp and autothruster are kinda bad to face. Don't you fear that QD might lose all his shields in 1 turn while fenn blocks his mod (or, if you have expertise, that the ghost would boost out of arc and remove the shields)?
  10. Sunitsa

    Carolina Krayts is the best X-Wing podcast

    Oh I didn't want to derail the 2.0 stream of conscioussness, but I would love to hear your opinion on some ghost fenn matchups. Do you think that its Kylo QD + is an easy one? Why so? Have you any of you played the 100 points miranda (with whatever sheathipede) against a ghost fenn? what would be the first target? Lowhrick? Miranda? Why almost all miranda players prefer to slam out of range rather than mans up and return fire? It's something you will have to do anyway at some point if you want to win, why not while lowhrick is still alive? Any idea on how controlbot could fare against the ghost? It seems that in the recent NA tournaments (I don't recall if they were SoS or whatever), alpha strikes, both rebels and scums, made a good showing, but they seem to be not played (or at least, not with the same success) in Europe. What do make them a good call across the pond, what are they countering? how do you rate your ghost fenn matchup?
  11. Sunitsa

    Carolina Krayts is the best X-Wing podcast

    That is really looking like a case of the fox and the grapes thought... Jokes aside, I understand you. It's a bit of a bummer since you know my feelings about 2.0 and I stayed in this thread because you guys gave some very nice insight from time to time, would have loved to hear more
  12. Sunitsa

    Why Are You Actually Bad At X-Wing?

    If you really want to improve, my advice it's to never blame dice on a loss (it happens maybe once in 20 games to have a game decided by dice luck, unless of course you are listbuilding specifically to relay on dice, but then you shouldn't blame luck either) and ask your opponents what they think you should have done differently. You have to listen to them thought and not dismiss it
  13. Sunitsa

    Carolina Krayts is the best X-Wing podcast

    it's nice to see that the whole off-topic drama had as results that I can find again actually interesting content in this thread rather than pages and pages of spam. If only you were talking about 1.0 instead of speculating the dreaded 2.0 I would be even happier... Aren't you guys going to GenCon to win the last 1.0 trophy? Are you letting some rival podcasts claim that honor? Come on, I need to absorb every bit of xwing knowledge I can before the ETC!
  14. Sunitsa

    Why Are You Actually Bad At X-Wing?

    I don't think I'm particularly bad at xwing, but I could definitely be better if I didn't make stupid assumptions on my opponent list/crit like playing a whole game against a Vader considering his boost action while he has no engine upgrade or confusing the crit of no action with the one of less agility
  15. Sunitsa

    Old Players: Tell Us A Story!

    I started playing during wave 5, I literally went from not even knowing xwing existed and playing in a store championship in a day. I flew 3 pre-autothruster interceptors, Soontir, Carnor and Tur Phennir. The LGS owner borrowed me his ships and I went in with no expectations, it turned out that being able to do 2 repositioning with all you ships at ps 8, 9and 9+ was crazy good even in the hand of complete noob like me. I lost in top 4: a patrol leader with Vader crew (and my lack of game knowledge, I hadn't even taken in hands a rulebook at that point) ended the dream. In the following months, I kept getting smashed by Vader crew on decimators (my local game store meta was incredibly imperial heavy, with interceptors everywhere. Vader crew on a PWT had become the most obvious answer), to the point I switched to rebels because I felt like Dash ability was just cheating. It turned out that arcdodging with Dash, in a Soontir infested meta, was incredibly fun since you had to keep interceptors out of your donut hole while moving before them, it was far different from the easy mode I expected and was actually harder than playing Soontir (again, as long as a Vader crew wasnt involved in a 360° arc) Then I wanted to try BBBBZ because B wings looks great and while it was a very strong list, it involved a very boring playstyle. I beleive people who keep praising the "golden age of when arcs mattered" are forgetting how boring the generic spams of the like of BBBBZ and Tie Swarms were to play: you slow roll, take TL when possible, do as few barrell roll as possible and wait for your opponent to fall in the jaw of your superior number of red dice. Compared to the proactive playstyle of a Dash or an interceptors, it's really far from being a good thing. Also, I won my first tournament ever by playing 2 Shadow squadron phantom with tactician, sensor jammer and stygian + a lambda with vader and mara jade (which was actually useless as everyone thought by the way). I had to stop playing it when aggressors came out because it was unwinnable matchup for me since they could just blast one of my ship and then run for the rest of the game. No half point was a sad time...
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