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Bonza

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  1. Like
    Bonza reacted to FTS Gecko in Why the Gunboat might come up short...dang it (blog)   
    Not really, just find it a bit ironic that it's you talking about "600 pages of whining".  Surely that would be the title of your autobiography?
    Edit:  Two volumes.  (obviously)
  2. Like
    Bonza reacted to MaxPower in Sidewinder: How to use the new StarViper (Blog)   
    Just a small thing: fcs and adv. Sensors are not the only choices. Sensor jammer is a very viable option.
  3. Like
    Bonza reacted to HargraveActual in Sidewinder: How to use the new StarViper (Blog)   
    The StarViper. I can hear the eyes rolling all the way over here. It's trash. It's too expensive. It's got no teeth. It's too crunchy. and the list goes on and on and on. Just as it has for the two years its been out.
    I'm one of the few players in my area who doesn't agree (Austin TX straddles a large community across central TX, so it's not a small sample size, trust me). Even before the announcement of the StarViper MkII title, I had put in the time, fumbled my way along the steep learning curve and realized the StarViper is the rare ship that isn't defined by the dial or the action bar, but by the player. 
    That's what makes it an enigma, in that it can't be classified because it doesn't have an obvious role to fill or build that fits it like a glove. Due to this nebulous nature, players have struggled to find any real value in it. 
    Maybe that our fault, as players, we look for ways to classify and identify ships so we can more easily build lists and strategies around them. 
    In all the time that I've been using the StarViper one thing has become clear, if you can improvise well the StarViper will deliver. 
    But let's get down to brass-tacks, the StarViper's closest analog is the E-Wing. Currently that means that much like the E-Wing, there's just the one Pilot that's really worth mentioning and in this case it's Guri, but soon that may change (but we'll get to that).  As we've seen from numerous tournaments, high and low, Corran and the E-wing rewards expert maneuvering and unique action tempo. While Guri obviously can't compete in a pilot-skill battle, she can equip all of the same upgrades, but where Corran gets the astromech, she gets the illicit (thanks to the Virago title).
    Even at the price point they are very similar. But whereas Corran's ability is raw offense, Guri's is entriely context sensitive, being at range one of an enemy nets you a free focus token. There's been a lot of debate as to the best use for it, some earmark it for defense and others load it for the attack in scenarios using Advanced Proton Torpedoes. 
    Using the E-Wing as rough guide as to how best use the StarViper, we can start to get a better picture of how best to employ the unique ship in conjunction with the StarViper MkII title. Corran has very little variation on his build, mostly just the choice between Fire Control System or Advanced Sensors (the rest of his upgrades being mostly standard, PTL, R2D2, Engine Upgrade). In our Starviper example the use of FCS or Adv. Sensors leads us down two separate paths.
    We'll take a look at FCS first because it trends on the more popular due to ease of use. The FCS on a maneuverable ship like the Starviper helps yield more consistent damage output in the long run due to repeating target locks. The real win is that as long as you don't change your target you can use subsequent rounds' action to get your position right where you want it. 
    Now with Advanced Sensors coupled with the new 'bent' barrel roll makes the StarViper almost nightmarishly maneuverable. Seriously, I've been doing in game testing with the title in conjunction with Adv. Sensors almost since it was previewed and it yields you almost an embarrassment of riches for positional options. Advanced Sensors is the go to option if you want to be absolutely sure you end up where you want to be. In this age of hardcore alpha strikes the best defense is to not be in the line of fire at all.
    This is all well good, but it still doesn't tell you anything that probably didn't already know. 
    That's kind of my point, all the information about how to use the StarViper is already out there, but it comes down to doing the work.  
    The StarViper doesn't move like any other ship. I'll say that again. The StarViper doesn't move like any other ship. That is the real strength, the bent barrel roll coupled with having 1-speed turns gives you the ultimate close rang knife fighter at your fingertips. It balks at Dash Rendar trying to escape intruders in his HLC bubble and Quickdraw is de-fanged when he can't return fire. Leaning heavily on this new mechanic to move in ways that other players can't visualize is the key to early success. 
    Having said that, it's time to talk about Dalan. The StarViper's new (probably) golden boy has one of the most potent positional abilities perhaps in the whole game. Coupled with Advanced Sensors he can get in close and stay exactly where is opponent doesn't want him with ease while still having a focus or target lock to show for it. 
    When all is said and done, using a StarViper requires that you think ahead. Improvising is important but only insofar as adapting to your opponent's strategy. 
    Which brings us to Thweek. This copycat embodies the very formless-ness that makes the StarViper the ultimate secret weapon. 
    Bruce Lee was quoted as saying, "You pour water  into a cup it becomes the cup. Pour it into a teapot, it becomes the teapot. Water can flow or it can crash. Be water, my friend." What Bruce was getting at was a key tenet of zen martial arts, in being formless you can take any form you need. While Thweek epitomizes this with unique pilot ability it actually applies to all StarVipers. You need an arc-dodger early? Done. Need precision torpedo strike, can do. Need a late game hunter, check. However, it can't do them all at once. The StarViper isn't a multi-tasker, at least not in the obvious sense. In truth it's more of an 'omni-tasker' in that in can do anything but not at the drop of a hat, hence the thinking ahead. 
    So we can now take all of this info, the System slot, the bent barrel roll and the unique pilots and start to define our StarViper in what we'd like to be able to do. 
    For this example I want my StarViper to be a slippery SOB, and general nuisance that will function similarly to a TIE Phantom while supporting a big ordnance sled in the following list:
    Guri —     
    Intensity    
    Advanced Proton Torpedoes
    Advanced Sensors
    Cloaking Device
    Autothrusters
    StarViper Mk.II
    Virago
    Ship Total: 43
         
    Captain Nym (Scum) — 
    Veteran Instincts
    Twin Laser Turret
    Extra Munitions    
    Cruise Missiles    
    Proton Bombs
    Proton Bombs
    Accuracy Corrector
    "Genius"
    Long-Range Scanners
    Havoc    
    Ship Total: 55
         
    -98pts-
    This list leverages the maneuvering of the StarViper with Captain Nym's raw damage output. The cloaking device allows Guri a margin of error when setting up for new approaches where she may not have the opportunity to attack but my come under fire, paired with Autothrusters, it can be very very tough to land a hit on her. I've found that many opponents try to knock Guri out early which opens up Nym to position properly for bombing and Cruise Missile attacks. Additionally, Guri's ability in conjunction with Intensity means that you're really encouraged to use the bent barrel roll. A word on firepower, Guri using the APT's is not for a joust. Adv. Sensors allow her to target lock then S-loop behind her target arriving at range 1, where her ability nets her the free focus, ultimately making a nearly guaranteed 4-5 hit attack. This is a valuable tool for finishing off and ace or potentially crippling a component piece of something like Fair Ship Rebels.
    The above list is by no means the only usable StarViper build, but it is the easiest to visualize it's use. I could go on about Xizor, Dalan, Thweek or even a unique build of Black Sun Assassins with Snapshot, but that is for another time. 
    In summation, If you're willing to put in the work, play thoughtfully and with some flexibility, then you may learn that the StarViper really does have some nasty fangs. 
    Until next time, good hunting out there in the black!

     
  4. Like
    Bonza got a reaction from Favoritism Flight Games in Time to Reverse the Palpatine Nerf?   
    I stand corrected
  5. Like
    Bonza got a reaction from Quack Shot in Time to Reverse the Palpatine Nerf?   
    I stand corrected
  6. Like
    Bonza reacted to Quack Shot in Time to Reverse the Palpatine Nerf?   
    2016 System Open Results:
    Hoth: Triple Jumps
    Jakku: Palp Aces (Soontir/Inky/Palp)
    Endor: Imperial A-Holes (OL/Inky/Wampa/Palp)
    Yavin: Pattiswarm
    Tattooine: Dengar/Tel lol ? 
    Naboo: Whisper/Oicunn (Oicunn did have Palp)
     
    Kashyyyk: Triple Jumps (6 Jumps on the table for that final lol)
    Lothal: Triple Jumps
     
    So Palp was in 3/8 Winner's List. Jumpmasters were in 4/8. Tie Swarm was in 1/8. 
     
    2017 System Open Results
    Mustafar: Parattani 
    Kashyyyk: Parattani 
    Yavin: Parattani 
    Lothal: Palp Defenders
    Endor: Parattani 
    Naboo: Miranda/Biggs/Stresshog
    Tattooine: Triple Jumps
    Hoth: Miranda/Biggs/Stresshog
     
    Palp showed up in 1/8 Winner's Squads.
  7. Like
    Bonza got a reaction from GILLIES291 in Time to Reverse the Palpatine Nerf?   
    Good points. X7's were a big contributor to the demise of aces as well. Asaj, too. 
    I don't recall that meta being especially diverse though. They were the list of the time, and it would be hard to argue that they didn't counter a lot of archetypes directly - as they themselves now find themselves countered. 
    And yes, it really hurts to be an Imperial player at the moment. It sucks that we don't have more lists/ships that we can bring. But I think back to the time when Rebel lists were all but gone amid a sea of Jumpmasters and Lambda shuttles, or when Brobots were all that scum had. And with that in mind, I saddle up my 2 SF's + whichever 3rd ship I hope will make the difference,  and try one more time to get the win. 
    You have a good argument though, its never nice to see a swathe of ships and pilots disappear. 
     
     
  8. Like
    Bonza got a reaction from GLEXOR in Time to Reverse the Palpatine Nerf?   
    Good points. X7's were a big contributor to the demise of aces as well. Asaj, too. 
    I don't recall that meta being especially diverse though. They were the list of the time, and it would be hard to argue that they didn't counter a lot of archetypes directly - as they themselves now find themselves countered. 
    And yes, it really hurts to be an Imperial player at the moment. It sucks that we don't have more lists/ships that we can bring. But I think back to the time when Rebel lists were all but gone amid a sea of Jumpmasters and Lambda shuttles, or when Brobots were all that scum had. And with that in mind, I saddle up my 2 SF's + whichever 3rd ship I hope will make the difference,  and try one more time to get the win. 
    You have a good argument though, its never nice to see a swathe of ships and pilots disappear. 
     
     
  9. Like
    Bonza got a reaction from PT106 in Time to Reverse the Palpatine Nerf?   
    Hmmm...... At their height, I believe that Palp builds won every system open in the year bar 2 (One being triple jumps, the other was a Pattiswarm). Ryad was the most popular pilot for some time.  Palp may not have been  massively broken (At least not the same extent that Pre-Nerf Parattani was), but the Palp ace archetype blocked a lot of ships from entering the meta, which was not a good thing.
    As an Imperial player, I like the nerfs. I'm just hoping that they can bring scum and rebels down to par, rather than giving us another broken crutch. 
     
     
     
  10. Like
    Bonza got a reaction from clanofwolves in Time to Reverse the Palpatine Nerf?   
    Hmmm...... At their height, I believe that Palp builds won every system open in the year bar 2 (One being triple jumps, the other was a Pattiswarm). Ryad was the most popular pilot for some time.  Palp may not have been  massively broken (At least not the same extent that Pre-Nerf Parattani was), but the Palp ace archetype blocked a lot of ships from entering the meta, which was not a good thing.
    As an Imperial player, I like the nerfs. I'm just hoping that they can bring scum and rebels down to par, rather than giving us another broken crutch. 
     
     
     
  11. Like
    Bonza reacted to Stay On The Leader in Serious Question: Have Bombs Made the Game more boring?   
    There has been a real change of direction in how game mechanics are being designed.  The emphasis is on mechanics that are interesting to play with rather on mechanics that are interesting to play against and bombs are a shining example of this.  
    Bombs may be fascinating to the person playing with them, especially bombs combined with lots of repositioning can make you feel very powerful and very clever, but for the person across the table (or anyone watching) it can be very frustrating, negative, and boring to have to deal with.
  12. Like
    Bonza reacted to ficklegreendice in Serious Question: Have Bombs Made the Game more boring?   
    so much more fun to play with bombs because of the positioning considerations they impose and the maneuvering dynamics they introduce. auto damage is also more interesting because, again, it emphasizes positioning over a handful of crapshoot dice
    now turrets are boring, but they've been boring at omnipresent ever since wave 5. bombs don't really have anything to do with that
    I've never watched a competitive game and ever found it to be entertaining. Would rather be playing
  13. Like
    Bonza reacted to FTS Gecko in Meta's Lookin' FINE!   
    I'm pretty sure @Oldpara knows how the JM5K is faring in the meta.  And Attanni Mindlink, for that matter.
  14. Like
    Bonza reacted to DamianR in 2017 Store Championships   
    Had the Realms of Magic and Miniatures Store champ yesterday (Townsville, Queensland, Australia), haven't got the full lists but attempting to get them for List Juggler.
    18 players, 4 rounds then cut to top 4.
    Top 4 was
    4-0 Jireh with 3 Wookies (Both named with Expertise and a generic with Commandos and toys spread around)
    3-1 Jordan with Assajj/Fenn/N'Dru (no Mind link, PTL mainly), reigning store champ iirc.
    3-1 Dan with Norra/Braylenstressmule/2 Bandits with Adv Homing
    3-1 Rory with Dengar/Assajj
    3 Wookies lost to Dengar/Assajj (he had a flight to catch anyway)
    Dan with ArcArczz lost to Jordan with PTL scum
    Rory with Dengar/Assajj beat Jordan PTL Scum
     
    We had 3 others at 3/1, unsure of 5th (never saw his games), myself at 6th with VI ICT Nym and LW/CM HLC Dash (bombed my MOV in the first round loss thanks to the omelette generator) and David in 7th with Soontir/Carnor/Tomax Bren.
     
    Really good turnout, 3 down from Cairns and a few extra faces from out of the woodwork locally. Now if only they'd give us a Far North QLD regionals...
     
  15. Like
    Bonza reacted to thespaceinvader in How to fight Dengar??   
    QD has the potential to actually out-mod Dengar if he's packing Expertise or AS2S on Dengar.  FCS>K4 in context.
  16. Like
    Bonza got a reaction from xstormtrooperx in How to fight Dengar??   
    I have the same experience. Probably because at around 20 point cheaper, Quickdraw will put out the same damage output as Dengar for a turn (In a range 1 joust). If you can focus fire with your list, Dengar is likely to die, leaving you a badly damaged/dead Quickdraw and 60 points of your list vs 40-50 points of your opponents list. Having an initiative bid is pretty important (and Expertise is also pretty awesome) to help you control the range of the engagement, and later, dodge Dengar's arc to win trades with ease. 
    In my past 10 games vs Dengar I have only lost about 2 (`By memory). 
  17. Like
    Bonza reacted to xstormtrooperx in How to fight Dengar??   
    Quickdraw never failed to deliver so far when matched agains Dengar Lists. When Dengar and Quickdraw shoot at each other a Spiral of death starts. So far I nearly always came out winning.
    Played at 4 tournaments against (2 Store Championships, 1 big Game Night Kit with 28 people and one small tournament with only 13 opponents):
    Dengar / Tel  (first time I faced that list) LOST
    Dengar / Tel (another tournament) WON
    Dengar / Assaj WON
    Dengar / Manaroo / Assaj WON
    Dengar / Fenn WON
     
    Absolutly important is to keep him in Frontarc with Quickdraw. When I play against Dengar I use my Omega Leader as blocker. Worked wonders so far. Vessery (D with Ion Canon) and Quickdraw then kill Dengar off as fast as possible.
    It is possible! Good flying skills are important. And to know when NOT to shot at Dengar.
  18. Like
    Bonza got a reaction from haslo in Why pick Imperials?   
    To become a better player. 
    The Empire has some very well balanced ships, namely the TIE/SF's and Defenders. They also have strong, affordable aces like The Inquisitor and Omega Leader. But, they have nothing overly powerful or broken (I think Quickdraw is the closest thing we have to broken at the moment. A nice approach with Quickdraw and little dice luck can seal the game in the opening round). 
    But they are much less forgiving than other factions. Decision making is pivotal, you will lose ships in a single round of bad greens, you can't afford not to take actions, positioning is all important.
    I switched to Empire about a year ago. I've had some crushing defeats, some bad luck, but also some great results, and when I win, I know it was due to my flying (and yes, sometimes the green dice do just bail you out  ).  
    And the TIE/SF is simply a beautifully balanced ship that rewards good flying. Can't wait to put a gunboat alongside them, pure Nirvana. 
  19. Like
    Bonza got a reaction from PanchoX1 in Why pick Imperials?   
    To become a better player. 
    The Empire has some very well balanced ships, namely the TIE/SF's and Defenders. They also have strong, affordable aces like The Inquisitor and Omega Leader. But, they have nothing overly powerful or broken (I think Quickdraw is the closest thing we have to broken at the moment. A nice approach with Quickdraw and little dice luck can seal the game in the opening round). 
    But they are much less forgiving than other factions. Decision making is pivotal, you will lose ships in a single round of bad greens, you can't afford not to take actions, positioning is all important.
    I switched to Empire about a year ago. I've had some crushing defeats, some bad luck, but also some great results, and when I win, I know it was due to my flying (and yes, sometimes the green dice do just bail you out  ).  
    And the TIE/SF is simply a beautifully balanced ship that rewards good flying. Can't wait to put a gunboat alongside them, pure Nirvana. 
  20. Like
    Bonza reacted to Transmogrifier in Bring on the Alpha Strike (News)   
    The only other issue is that if you are taking Adv SLAM it means you are giving up Guidance Chips, so your ordnance is less reliable.
  21. Like
    Bonza got a reaction from SabineKey in Why pick Imperials?   
    To become a better player. 
    The Empire has some very well balanced ships, namely the TIE/SF's and Defenders. They also have strong, affordable aces like The Inquisitor and Omega Leader. But, they have nothing overly powerful or broken (I think Quickdraw is the closest thing we have to broken at the moment. A nice approach with Quickdraw and little dice luck can seal the game in the opening round). 
    But they are much less forgiving than other factions. Decision making is pivotal, you will lose ships in a single round of bad greens, you can't afford not to take actions, positioning is all important.
    I switched to Empire about a year ago. I've had some crushing defeats, some bad luck, but also some great results, and when I win, I know it was due to my flying (and yes, sometimes the green dice do just bail you out  ).  
    And the TIE/SF is simply a beautifully balanced ship that rewards good flying. Can't wait to put a gunboat alongside them, pure Nirvana. 
  22. Like
    Bonza reacted to FTS Gecko in New Action Speculation   
    The big difference being with Quinn it's not an action.  The Gunboat/Lizard will have to work the reload into their action allowance.
    This is gonna be good.
  23. Like
    Bonza reacted to Biophysical in PS 10 Nym wrecks PS9 Imperial Aces, and it doesn't matter all that much.   
    It has been correctly observed that PS 10 Nym makes life very hard for PS9 Imperial Aces.  The Bomblet Generator and Autoblaster Turret and extreme maneuverability of Advanced Sensors Nym counter all of, say, Soontir Fel's strengths.  
    There's a funny thing about this game, though, it's not even that unjust.  Fel is 34-35 points.  The squirreliest Nym build is 43 points.  That's a big difference.  Nym should have a big advantage.  The extreme one-sidedness of this matchup is not ideal, but look at Fel vs Rey or a Brobot or two TLTs, where Fel can punch way above his weight class.  
    Even better, Imperials have their own ship that causes Nym problems.  Quickdraw, VI, FCS, and LWF costs 34 points, and is extraordinarily good against Nym.  None of Nym's mobility tricks are that good agaisnt PS11, because he's flying blind.  He can't even predict that well against Quickdraw because The rear arc gives Quickdraw too many good moves.  Nym's lousy AGI1 means even Quickdraw's rear arc is doing damage.  On top of all this, Quickdraw's 6 hit points aren't all that afraid of Bomblet Generator, and she sometimes can use it as a tool when she flies into Range 1 and gets two Range 1 shots before Nym will even get to fire at PS10.  
    This is a ship which has real and substantial advantages against Nym, and is very strong against almost everything else, and costs a good 9 points less than Nym.  If Nym is unfair to PS9 aces, and costs more, and that is considered unjust, then what do you call it when Quickdraw is less than Nym and has an advantageous matchup?
  24. Like
    Bonza reacted to ficklegreendice in Anybody else feel bad for winning?   
    only against new players or after having been carried by bull dice (either mine or opponent's), the later of which can't even really be called a game because none of us really had any impact on the outcome next to the eight sided overlords
  25. Like
    Bonza reacted to Jetfire in Are Arc-Dodgers a NPE? Carolina Krayts Episode 24 Meta of Doom   
    Personally it came down entirely to Palpatine pre-nerf.  If you have a ship with 3 green dice auto rolls 3 evades every time it is shot and has an evade token... that ship is beyond tanky.  Personally I feel that committing to using Palp on a roll prior to knowing the result is all that was needed to bring him in line.  It was never the arc dodging that was the NPE but the reliability of his greens with palp.
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