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Phelan Boots

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  1. Like
    Phelan Boots got a reaction from CaptainJaguarShark in Should Twin Ion Engine Mark II make a reappearance?   
    This also bothers me, and I have to head-canon that they actually do have astromechs, they’re just ultra basic ones that don’t have any special abilities beyond calculating hyperspace stuff.
  2. Haha
    Phelan Boots reacted to theBitterFig in Snap shot up, Why?   
    ༼ つ ◕◕ ༽つ SUMMON FFG Proofreading NEW POINTS ༼ つ ◕◕ ༽つ
    ༼ つ ◕◕ ༽つ SUMMON FFG Proofreading NEW POINTS ༼ つ ◕◕ ༽つ
    ༼ つ ◕◕ ༽つ SUMMON FFG Proofreading NEW PIOTNS POINTS ༼ つ ◕◕ ༽つ
  3. Like
    Phelan Boots reacted to theBitterFig in Thoughts on how to improve the A-wing in 2.0   
    Yeah.
    I mean, there's a potentially cool strategy for Rebel A-Wings where they'll do a lot of block-and-lock, and fly past folks and return with missiles ready, and so forth.  Something like Starbird Slash would be kinda neat in that.  At what price, though?
    If it costs something so a Rebel A-Wing would want it, it'll be hellish on an RZ-2.  Fly past (with those glorious 3 Bank Blues), flip the guns, and you've added Outmaneuver to Heroic and Optics.
    I keep coming back to my central thought about E-Wings and RZ-1s.  They don't really need new tricks: they're kinda interesting as they are.  They just need to be cheaper.
    I hope this never happens.  It'd be the most lazy and boring thing FFG could do.
    The only *ONLY* way it wouldn't be: they don't have any way to rotate back.  Ever.  Flip once, and you're flipped for the whole game.  Maybe *MAYBE* then it'd be interesting.
    Probably still terrible.
  4. Like
    Phelan Boots reacted to ImperialAce95 in Rebels lacking Astromechs?   
    That's the idea! They flew together at Yavin.
  5. Like
    Phelan Boots reacted to GreenDragoon in Snap shot up, Why?   
    Was just confirmed to be a typo. Everything is fine here, how are you?
  6. Like
    Phelan Boots got a reaction from Gupa-nupa in Rebels lacking Astromechs?   
    Gavin would love R5-K6
  7. Like
    Phelan Boots got a reaction from CoffeeMinion in Rebels lacking Astromechs?   
    Gavin would love R5-K6
  8. Like
    Phelan Boots reacted to theBitterFig in Snap shot up, Why?   
    ༼ つ ◕◕ ༽つ SUMMON Proofreading of NEW POINTS because Hull Upgrade and Snap Shot say different things in the Official App and PDFs, but they fixed Crack Shot and Passive Sensors having Old Costs ༼ つ ◕◕ ༽つ
  9. Like
    Phelan Boots reacted to dezzmont in Unpopular Point(s) of View   
    Right. And these ships are bad carriers for those upgrades.
    Depends on how aggressively its priced. However, if a ship that can carry a critical crew isn't seeing that crew member carried already, it means that the combo isn't efficient because the ship is a bad carrier of that crew.
    THe Vader+Lambda is actually a great example. Vader+0-0-0 on the Lambda MIGHT see play if the chasis points cost reduction, because the Lambda, despite being a crew carrier platform... is kinda bad as a place to shove critical list wide crew: it has literally the worst dial in the game, 10 health which is... ok for a large, no turret, and only 1 defensive dice. I have killed a Lambda with Jake just poking at it before over a game.
    Like 0-0-0 isn't even... good on the Lambda, because it doesn't exactly cry out for bonus mods. The correct choice would always be to give away a calculate, because what is it actually going to do with them that is scary? Vader is a bit better but its so easy to arc dodge and stay on the Lambda's side and so easy to hit you don't really care about losing greens offensively or defensively. 
    Likewise, the K-wing is just a worse pick for a Leia carrier than a U-wing, even with discounts. It consistently struggles due to it, again, being rather easy to just murder, meaning slapping upgrades on it is lower value than their points cost would indicate.
    Again, you are implying that the list's 'real' value is above 200 points when the mere fact that a ship is not getting use and seeing upgrades indicates it is not.
    The VCX got a buff of -1 points cost on its basic chasis, right? So, in a sense, the VCX+Leia, while previously evaluated at 75 points, is now evaluated at 74 in the game. This means, by your logic, any list running Leia on a generic VCX and hitting 200 points is 'in reality' a 201 point list.
    This obviously doesn't make sense. The points got reduced because the VCX isn't good!
    The K-wing got a points reduction of 6 in a specific case. Basically the price of Leia. This did not result in people saying 'Leia is basically free on Esege, she is only 1 point now on that chasis.'
    By saying 'You would get a list that plays above the 200 point limit' you fundementally misunderstand how points balances work. A 20 point ship is in theory 'worth' 10% of a list, and two in theory should have the same effective power as one 40 point ship. If, however, it becomes clear that 40 point ship is much worse than 2 20 points ships, that 40 point ship isn't actually worth 40 points, the points cost is incorrect, and balance wise you fix it by reducing the price. This reduction in price allows you to upgrade more ships, get stronger ships to fly with it, or add more ships to fly with it. If that ship got reduced to 35 points, what that balance change is 'saying' is 'This ship we said was worth 40 points was not worth 40 points, it was worth 35, but you were paying for 40. From now on your going to pay 35.'
    Likewise, a hypothetical 4 point reduced upgrade cost K-wing (and I don't know if that is the good number, but lets use it as an example and assume the K-wing IS off by 4 points but we can't lower it down there because that makes it hit the same major breakpoint the Y-wing does and its clearly 'better' than a Y-wing despite the Y-wing seeing play and K-wings not) isn't actually saying 'this list that was worth 200 is now getting 204 worth of stuff!' It is saying 'this list costs 200, but in reality it fights like its 196 points. Now you get 4 free points worth of stuff to actually fight at 200.'
    The mistake your making is that your assuming that the ships that would be getting this are actually worth their cost in any capacity, like that currently a generic K-wing is worth 38 points, so Leia on a K-wing is worth 45 points, which means if that combo was reduced to being 41 points your list is now a 204 point list. But the reality is, the K-wing is currently overcosted, and just can't go down because of major breakpoints compared to other ships. By giving them the ability to upgrade a bit to offset this, it allows you to lower the cost even further without crashing through a breakpoint. You aren't ACTUALLY getting a discount on Leia that makes this ship a way to get extra points of upgrades into your list and getting a 204 point list, because your 'downgrading' your list in the first place by taking a K-wing or a Lambda or whatever. Right now, Leia on a K-wing (assuming it is overcosted by 4, which it may or may not be, I dunno there) makes your list a 196 point list, because the K-wing is 4 points 'worse' than what its points cost reflects.
    Put another way: Is Leia on a Sheathipede a remotely good idea? Taking Leia on a Sheathapedle is only 39 points compared to the Blue Squad Scout's 50, meaning your list is now a 211 point list! Woo! Except obviously not, the Sheathapedle is so bad as a crew carrier due to its fragility and easily chased down nature, that those 11 points aren't 'free' and putting you to a list that has the power of a 211 point list... quite the opposite! The Sheathapedle swap makes your list  worse, much worse in fact because the ship is in the bottom 10% of ships in the entire game over the last entire year, meaning your far offsetting what you would gain by 11 points worth of expenditures elsewhere. 
    This means you LOST points from your list's effective power even once you spend those 11 points, because the gap in preformance between the U-wing and the Sheathapedle is larger than what the 11 point gap suggests and is more of a loss in value than what 11 points can buy in other places, specifically in the domain of carrying crew. You can't just look at what the costs of ships and upgrades are, you need to actually evaluate performance, which is what costs are trying to evaluate and price, and when there is a gap, you need to adjust costs down to compensate when possible. When a ship can't be priced down more, there need to be other tools to effectively drop the price.
  10. Like
    Phelan Boots reacted to dezzmont in Unpopular Point(s) of View   
    Its actually not quick because it requires fine tuning to ensure you don't create scenarios where one set of upgrades is 'enforced' over others, and because it requires recognizing what the ship specifically needs and laying out the information. It also is a biiiit harder for players to handle as it means suddenly despite 'trading' upgrades you might suddenly jump in price. The benefit is you can enforce specific types of upgrades per-ship to enforce an identity (Y-wing bombers, missile A's, B's taking weapons rather than talents, ect.) but the downside is obvious too (You risk 'enforcing' a meta pick from that upgrade rather than actually increasing list diversity).
    The quick and dirty way is just adding a new collumn to the existing points spreadsheet labeled 'Free upgrade points', writing in '1' or '0' for 90% of ships, and just moving those free points up and down. This has the benefit of making it so that the G-1A doesn't suddenly get confusingly more expensive if you trade a given crew for a given sensor or the title and makes it so that options for ships that have more than one type of slot can all compete.
  11. Like
    Phelan Boots reacted to Blail Blerg in Thoughts on how to improve the A-wing in 2.0   
    No. That’s wrong. Get that out of your head. An all Awing list is just as valid as an all FO tie list or an all delta or all X list. Even an all Arc170 list should be a valid T2 even though the more valid T1 is 3+something else. 
    I don’t even play Awings but I will defend other people’s fun to play with them. 
     
    yes the better lists are likely more one of and two of And that’s how I run it but never ever tell people ever again: your way of playing is wrong and bad and not valid for semi competitive fun.  
  12. Like
    Phelan Boots reacted to dezzmont in Thoughts on how to improve the A-wing in 2.0   
    While I don't think there is a core problem with a generics A-wing list, that doesn't super interest me. A big problem with the rebel identity already is this faction that has a ton of flavorful characters and which in the setting historically mixes a bunch of ships is encouraged to run a down the line generic swarmy list.
    Reducing points isn't impossible, but the issue with just pricing the generics down is that it wouldn't help the ship's core problems with its identity, it would just make it more worth it to run them naked as filler. I get the A-wing's mechanical identity has become filler, but its place in many people's minds isn't that. I love the A-wing from the X-wing games and the Rogue Squadron games where it was this slick ultra fast ship for you to style on people and blast off missiles with, and while it probably won't ever be a cheap ship and will be best flown as a pair or trio unless your using Jake as one of the best support pieces rebels have (purely due to him being the cheapest way to generate an entirely extra action in rebels, and maybe the game, for another ship in a list), I don't want the only realistic way to run A's is to just mush em in there.
    I don't necessarily want it to be an Ace platform, in fact it may be more interesting if the A-wing is forever an 'agrigate ace' where where you might run 1 TIE/In you are running 2-3 A's gaining board position but making it way harder to deny shots on your entire list causing them to sorta be a 'swarm ace' archetype, but I want it to be out there doing clever tricks rather than just existing at a good points value for their stats, and at the end of the day its just really hard to justify putting a big fat upgrade on a sub 30 points ship with 4 health and no real way to ensure it can both defensively mod and actually output damage.
    The comparison to the Y-wing is interesting, because the Y-wing does see play and sees it with a variety of different potential upgrades and pilots. You could go double tap ions, or a torp list, and all 4 3 named pilots fly very differently and can fit onto a list. Even though its stats are rather equivalent (Losing 2 health for 2 agility, having a worse dial overall but being able to go at 1 and use a torp), the fact the game systems so disincentivize flimsy ships that need upgrades to generate value, as opposed to survivable ships that need upgrades to generate value because generic Y's are very very bad but they like an ace can expect to live long enough to actually earn the points spent back for scoring, indicates that there is a more fundamental problem than A's just being over-costed in terms of how lists are built. You could certainly push down A-wing prices so that they see play and are just an upgrade to the TIE/Fo, but that just results in another ship (admittedly a less iconic one) being unloved and doesn't solve the fundamental 'A-dissatisfaction' I know a lot of people have where the fantasy of the A-wing being your way to essentially make a custom cool squad doing some slick stuff doesn't exist.
  13. Like
    Phelan Boots reacted to GreenDragoon in Thoughts on how to improve the A-wing in 2.0   
    As mentioned elsewhere I think intimidation Arvel is pretty good, and so is Jake. The phoenix with intimidation is also an amazing blocker that improves other attacks. I don't understand why a single Phoenix is unplayable at 29 but good at 27. That is nonsensical to me because it depends so much on the rest of the list. If it were true then you could already now make a version of that hypothetical list and replace something with a -2pt alternative and it should still be pretty ok. Ok enough to run successfully at small events.
    And to go back to the topic:
    The reason I didn't pick up on the wingman idea is because in my opinion that does try to recreate a very specific list instead of improving a ship. There is no reason to believe that A-wings with wingman would be any good. Also, later versions of the original finger four(five), as soon as snapshot was released, did even better without wingman. Still bad, but better. So I tried to pick up the underlying issue instead of a very specific, superficial fix.
  14. Like
    Phelan Boots reacted to GreenDragoon in Thoughts on how to improve the A-wing in 2.0   
    because it looks awesome and I love it. The game is more fun when stuff you like is also somewhat decent. For some odd reason, mass Awings have been popular for years.
    There are underlying reasons of course, but that's the crux of it. I love the ship.
  15. Like
    Phelan Boots got a reaction from mcintma in [Blog] How to Fix an E-Wing.   
    With exception of I6-Force-Corran guy, most of us are not asking for a Kylo.  The idea of trying to make the E-Wing compete with the X-Wing as an efficiency jouster (AKA keep tuning the points down) is incredibly unappealing in a faction that is already defined by efficiency jousters.
    I would like to see the E-Wing be priced and perform similarly (AKA a sensor or droid upgrade that gives access a calculate after a reposition) to the other super-fighters in the game.  It would give the faction something new and interesting instead of just another torpedo jouster.
  16. Like
    Phelan Boots got a reaction from Gilarius in [Blog] How to Fix an E-Wing.   
    With exception of I6-Force-Corran guy, most of us are not asking for a Kylo.  The idea of trying to make the E-Wing compete with the X-Wing as an efficiency jouster (AKA keep tuning the points down) is incredibly unappealing in a faction that is already defined by efficiency jousters.
    I would like to see the E-Wing be priced and perform similarly (AKA a sensor or droid upgrade that gives access a calculate after a reposition) to the other super-fighters in the game.  It would give the faction something new and interesting instead of just another torpedo jouster.
  17. Like
    Phelan Boots reacted to GuacCousteau in Midwest Scrubcast: [Blog] Guri and the Problem of Advanced Sensors   
    This would hurt Adv Sensors beyond the reposition. If the stated goal is to make Adv Sensors more like its apparent intention and be a tool to get actions pre red maneuver, then using Adv Sensors in the Systems phase is telegraphing to your opponent that you're doing a red maneuver. This allows them to react appropriately. 
     
    This would totally kill the Reaper and all Strikers except Duchess.
    Pre-movement repositioning is only a problem when its optional. 
    Adaptive Ailerons represent a barrier to entry for all other Strikers - figuring out how to use them is a skill that must be learned. Yes, it can be advantageous once figured out, but not game breakingly so. 
    Putting AA into the System phase makes an already difficult maneuver planning challenge even more difficult. No one would bother with it if you had to account for the fact that someone could reposition to block based on the direction of the AA manuever. It would be work that would never be worth the benefit. 
     
     
     
    There's nothing wrong with Adv Sensors. 
    It's an expensive card with heavy restrictions. On most pilots, the gain is relatively limited. 
    You are always sacrificing dice mods and double reposition, were applicable, by using it. The gain is that you avoid a rock you parked in front of the previous turn or a block. Given that half the point of a block is to deny tokes, the fact that Adv Sensors does that anyway means the advantage is limited. Maybe avoiding the block gets you out of a killbox. Maybe. But it's not like most ships that can take can do anything more useful than survive if they do that. Sure, if your opponent is already up on points and they use AS as means to dodge shots until time runs out I can see why that would be frustrating. But if your problem is 'they can get ahead on points then have a slightly easier time winding the clock down' then there are soooooo many pilots and upgrades in the game that should be higher priority targets. 
     
    Literally the only problem is Guri, because she gets that focus token and her barrel roll is bendy. She can exploit the reposition like no one else because she's basically the only pilot who can turn the bump dodge into an offensive position. 
    TIE Defenders like it a bit because it lets them angle those k-turns, and their turning ability sucks. But it turns off their free evade and any offensive mods, so outside a couple of janky Outmaneuver Ryad builds I've never seen it taken. 
     
    Adv Sensors is a really useful card on a ship with a dial full of red, though. Adv Sensors would give people a reason to take generic B-Wings, for example, if only the cost didn't make it so much more economical to take Braylen and Ten every time. Adv Sensors is basically the only way 4-LOM or Zuckuss can be close to useful. 
     
    And funnily enough that is exactly what this article is all about. I've yet to see anyone actually come up with a complete argument as to why these article is wrong that Adv Sensors Guri and only Adv Sensors Guri is wrong. It's just 'AdVaNcEd SeNsOrS bAd FfF dUmB'.
     
    I think a lot of people get into weird mindsets about NPEs. They see an Adv Sensors ship dodge their maneuver and get annoyed because it feels like even a correct prediction goes unrewarded. But how often do people actually look to the benefit of that action? How many times do people simply step back and think, okay you've made my dial choice irrelevant but you're not actually turning that into scoring points by killing my ships. Yes, obviously that's what happens with Guri - that's the problem and the point of this post. But if people just stay calm and allow their opponent to dodge all their arcs and blocks because they've realised that ship is now pointing at only one ship with no dice mods while costing half the list, I think there'd be a lot fewer complaints. 
     
     
    This is just a straight buff to Vader. 
    He spends a Force to take a focus action pretty much every single turn anyway. So now he's getting that focus for free. He'd love it if that let him recover twice the current max number of Force tokens in a turn too, it would let him use Sense at range 3 for just the cost of the card. It would let him use Supernatural Reflexes without losing out on a Force token. 
    Even if you just made the rule that you recover 1 Force token on a focus action, it would still mean he got a focus action for free every single turn.
     
    @MidWestScrub, @5050Saint
    On the blog post itself, chalk me up as another general agreement. I don't think Adv Sensors Guri is too much of a problem. Frankly she's a blast to fly, but so expensive that I have trouble getting her in a list with enough dice to actually win a game. I think the game needs all the fun flying experiences it can get, and a lot of people seem to forget there's a 'silent majority' out there of people who play this game relatively casually and get a kick out of combos like this. 
    But equally, when all players are of equal and high skill, I can see the obvious problems with her. And swapping to the Tech Slot is a simple, elegant solution. Personally, I think it would just mean Guri gets Advanced Optics stapled to her instead because that keeps her both action efficient and lower variance, but making her dice a bit more consistent at the cost of making her possible to catch in arc again is definitely a net reduction in power and a big net reduction in NPE. Plus, I agree that it might just about make Xizor and Dalan playable. Probably more so Dalan, I still think Xizor sucks even if you treat him as a slightly better generic and not even Primed Thrusters will fix that. 
    Plus the Star Viper is meant to be crazy advanced and ahead of its time, I don't think making it the 'earliest' ship to get the future-advancement-representing Tech Slot is a problem at all. Not when the Scum faction as a whole already has access to the Tech slot via the Quadjumper. 
  18. Haha
    Phelan Boots reacted to Asaverino1019 in New squadrons packs ?   
    D'oh.  Thanks for reminding me.  I was so used to PTL on Tycho I thought that's what his ability was.
  19. Haha
    Phelan Boots reacted to Bucknife in What would X-Wing be like with a 4 Ship Minimum Requirement?   
    What?
    You don't like the thought of a game which was designed to promote creative freedom in a competitive environment reducing that creative bubble down to an extremely confined creative bubble?  
    You can have any choice you like! 
    As long as it's 4-8 ships within one of seven factions and a somewhat arbitrarily vetted pool of pilots and upgrades between the months of June 2020 and January 2021 during the reasonable hours of 10:25 AM and 11:47 PM and........
    ............
  20. Like
    Phelan Boots reacted to LUZ_TAK in EA’s Star Wars Squadrons   
    Alpha Gunship?
  21. Like
    Phelan Boots reacted to Darth Meanie in Scum Ahsoka silver Angel?   
    OMFG.
    The point is that FFG got burned several times producing ships like the BSF-17 Bomber (wrong name} and the TIE Silencer (wrong size} because they produced them too early.
    I doubt they want to do that with the Razorcrest, so they will not make that ship without more screen time, since it will see that screen time and evolve in the next seasons of The Mandalorian.
  22. Haha
    Phelan Boots got a reaction from Silver_leader in How to effectively use the Scum Falcon?   
    Fully embrace the Jank! This list can (potentially) drop NINE additional debris tokens!
    TrashMan
    (54) Han Solo [Customized YT-1300 Light Freighter]
    (6) Jabba the Hutt
    (1) Greedo
    (4) Rigged Cargo Chute
    (7) Engine Upgrade
    (4) Trick Shot
    (3) Lando's Millennium Falcon
    Points: 79
    (41) Cartel Executioner [M12-L Kimogila Fighter]
    (3) R3 Astromech
    (4) Rigged Cargo Chute
    (4) Spare Parts Canisters
    (1) Crack Shot
    Points: 53
    (41) Cartel Executioner [M12-L Kimogila Fighter]
    (3) R3 Astromech
    (4) Rigged Cargo Chute
    (4) Spare Parts Canisters
    (1) Crack Shot
    Points: 53
    (12) Autopilot Drone [Escape Craft]
    Points: 12
    Total points: 197
  23. Haha
    Phelan Boots got a reaction from Npmartian in How to effectively use the Scum Falcon?   
    Fully embrace the Jank! This list can (potentially) drop NINE additional debris tokens!
    TrashMan
    (54) Han Solo [Customized YT-1300 Light Freighter]
    (6) Jabba the Hutt
    (1) Greedo
    (4) Rigged Cargo Chute
    (7) Engine Upgrade
    (4) Trick Shot
    (3) Lando's Millennium Falcon
    Points: 79
    (41) Cartel Executioner [M12-L Kimogila Fighter]
    (3) R3 Astromech
    (4) Rigged Cargo Chute
    (4) Spare Parts Canisters
    (1) Crack Shot
    Points: 53
    (41) Cartel Executioner [M12-L Kimogila Fighter]
    (3) R3 Astromech
    (4) Rigged Cargo Chute
    (4) Spare Parts Canisters
    (1) Crack Shot
    Points: 53
    (12) Autopilot Drone [Escape Craft]
    Points: 12
    Total points: 197
  24. Haha
    Phelan Boots got a reaction from Cerebrawl in How to effectively use the Scum Falcon?   
    Fully embrace the Jank! This list can (potentially) drop NINE additional debris tokens!
    TrashMan
    (54) Han Solo [Customized YT-1300 Light Freighter]
    (6) Jabba the Hutt
    (1) Greedo
    (4) Rigged Cargo Chute
    (7) Engine Upgrade
    (4) Trick Shot
    (3) Lando's Millennium Falcon
    Points: 79
    (41) Cartel Executioner [M12-L Kimogila Fighter]
    (3) R3 Astromech
    (4) Rigged Cargo Chute
    (4) Spare Parts Canisters
    (1) Crack Shot
    Points: 53
    (41) Cartel Executioner [M12-L Kimogila Fighter]
    (3) R3 Astromech
    (4) Rigged Cargo Chute
    (4) Spare Parts Canisters
    (1) Crack Shot
    Points: 53
    (12) Autopilot Drone [Escape Craft]
    Points: 12
    Total points: 197
  25. Thanks
    Phelan Boots got a reaction from Cpt ObVus in How to effectively use the Scum Falcon?   
    Fully embrace the Jank! This list can (potentially) drop NINE additional debris tokens!
    TrashMan
    (54) Han Solo [Customized YT-1300 Light Freighter]
    (6) Jabba the Hutt
    (1) Greedo
    (4) Rigged Cargo Chute
    (7) Engine Upgrade
    (4) Trick Shot
    (3) Lando's Millennium Falcon
    Points: 79
    (41) Cartel Executioner [M12-L Kimogila Fighter]
    (3) R3 Astromech
    (4) Rigged Cargo Chute
    (4) Spare Parts Canisters
    (1) Crack Shot
    Points: 53
    (41) Cartel Executioner [M12-L Kimogila Fighter]
    (3) R3 Astromech
    (4) Rigged Cargo Chute
    (4) Spare Parts Canisters
    (1) Crack Shot
    Points: 53
    (12) Autopilot Drone [Escape Craft]
    Points: 12
    Total points: 197
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