Jump to content

sionnach19

Members
  • Content Count

    166
  • Joined

  • Last visited


Reputation Activity

  1. Like
    sionnach19 reacted to Icelom in No way to block content from users?   
    Really? there are several users who do not actually contribute anything, if all your doing is talking about breakfast or posting little spaceship pictures instead of actually discussing anything then i do not want to see it any more.
  2. Like
    sionnach19 reacted to FourDogsInaHorseSuit in No way to block content from users?   
    If you wanted to be on my ignore list so bad, you could have just asked.
  3. Like
    sionnach19 got a reaction from costi in Imperial and Damage Mitigation   
    Any substantial nerf to Autothrusters would simply invert the internet whining — Imperial players would complain about how broken and no-skill turrets are, and clamor for buffs to help low health ships that need to dodge arcs to survive (not that I think the OP's suggestion encompasses that). Balancing variance is a tricky subject... as many posters note, green dice are fickle and basing your whole list around rolling lots of evades will inevitably lead to failure, across a handful of games at a tournament. High variance lists are not consistent, and inconsistent lists are never successful in the metagame. This is also why Contracted Scouts with torpedoes are so effective — Plasma torpedoes have existed forever, but only with the advent of Scouts have we been able to consistently generate 4 hit results with two shots per ship. That consistency is what makes it good — the same reason Soontir is the premiere Interceptor Ace, as his ability to token stack makes his dice rolls consistently better. Making aces vulnerable to variance risks crippling the whole archetype, which isn't great since half of the Imperial fleet could be loosely defined as "aces". Palpatine is powerful in lists with few ships against lists that generate few attacks, and perhaps he is too powerful.
    But instead of making aces overly susceptible to variance again (which would basically see them thrust from the meta), introducing some more autohit counters is a way to circumvent Palpatine/autothrusters and keep aces honest — this seems to be the approach that FFG is taking. Basically, I think that the way to solve the dominance of Palp Aces is by introducing tools into the meta which counter them instead of by nerfing its components. Palp Aces would gradually be pushed out of the center spotlight, remaining viable but also solvable, and thus creating room for new competitive archetypes to thrive. This would be good for Imperial players too, as it would allow them to look at their other "non-ace" options. This creates more opportunities for list-building, instead of nerfing the dominant archetype for one faction into the ground and failing to replace it with anything else. Otherwise, all you accomplish is making Imperial players whine about how their faction sucks... just like Rebels are now.
    Of course, this isn't a one-size-fits-all approach. Contracted Scouts with torpedoes are just as harmful to the health of the game, but mostly because their stats, dial, upgrade slots, and cost are too **** good. An errata would be a better way to diminish the strength of this archetype, since buffing everything up to a point where it competes with torpedo Scouts would substantially raise the power curve of the whole game. And who knows; Palpatine and Autothrusters have been out for a year without overpowering the meta until recently. Nerfing Scouts might allow the "natural predators" of Palp Aces to reappear and prevent Imperials from dominating tournament results.
  4. Like
    sionnach19 got a reaction from Azrapse in Imperial and Damage Mitigation   
    Any substantial nerf to Autothrusters would simply invert the internet whining — Imperial players would complain about how broken and no-skill turrets are, and clamor for buffs to help low health ships that need to dodge arcs to survive (not that I think the OP's suggestion encompasses that). Balancing variance is a tricky subject... as many posters note, green dice are fickle and basing your whole list around rolling lots of evades will inevitably lead to failure, across a handful of games at a tournament. High variance lists are not consistent, and inconsistent lists are never successful in the metagame. This is also why Contracted Scouts with torpedoes are so effective — Plasma torpedoes have existed forever, but only with the advent of Scouts have we been able to consistently generate 4 hit results with two shots per ship. That consistency is what makes it good — the same reason Soontir is the premiere Interceptor Ace, as his ability to token stack makes his dice rolls consistently better. Making aces vulnerable to variance risks crippling the whole archetype, which isn't great since half of the Imperial fleet could be loosely defined as "aces". Palpatine is powerful in lists with few ships against lists that generate few attacks, and perhaps he is too powerful.
    But instead of making aces overly susceptible to variance again (which would basically see them thrust from the meta), introducing some more autohit counters is a way to circumvent Palpatine/autothrusters and keep aces honest — this seems to be the approach that FFG is taking. Basically, I think that the way to solve the dominance of Palp Aces is by introducing tools into the meta which counter them instead of by nerfing its components. Palp Aces would gradually be pushed out of the center spotlight, remaining viable but also solvable, and thus creating room for new competitive archetypes to thrive. This would be good for Imperial players too, as it would allow them to look at their other "non-ace" options. This creates more opportunities for list-building, instead of nerfing the dominant archetype for one faction into the ground and failing to replace it with anything else. Otherwise, all you accomplish is making Imperial players whine about how their faction sucks... just like Rebels are now.
    Of course, this isn't a one-size-fits-all approach. Contracted Scouts with torpedoes are just as harmful to the health of the game, but mostly because their stats, dial, upgrade slots, and cost are too **** good. An errata would be a better way to diminish the strength of this archetype, since buffing everything up to a point where it competes with torpedo Scouts would substantially raise the power curve of the whole game. And who knows; Palpatine and Autothrusters have been out for a year without overpowering the meta until recently. Nerfing Scouts might allow the "natural predators" of Palp Aces to reappear and prevent Imperials from dominating tournament results.
  5. Like
    sionnach19 reacted to Rekkon in Imperial and Damage Mitigation   
    Autothrusters should really have converted a focus result, rather than a blank (and perhaps been 1 point as a result).  That would still have provided substantial benefit to the ships that needed it while not allowing the super-aces to stack defensive effects as effectively.  Then AT ends up a little redundant with Poe, and Soontir becomes less wed to it since he is frequently sitting on more focus than he needs.  Most critically, AT changing a focus result would lower the bar to actually hit Fel by one blank on his greens, which drops his to-hit from "almost impossible" to merely "very difficult."
  6. Like
    sionnach19 got a reaction from Ob3ron in Imperial and Damage Mitigation   
    Any substantial nerf to Autothrusters would simply invert the internet whining — Imperial players would complain about how broken and no-skill turrets are, and clamor for buffs to help low health ships that need to dodge arcs to survive (not that I think the OP's suggestion encompasses that). Balancing variance is a tricky subject... as many posters note, green dice are fickle and basing your whole list around rolling lots of evades will inevitably lead to failure, across a handful of games at a tournament. High variance lists are not consistent, and inconsistent lists are never successful in the metagame. This is also why Contracted Scouts with torpedoes are so effective — Plasma torpedoes have existed forever, but only with the advent of Scouts have we been able to consistently generate 4 hit results with two shots per ship. That consistency is what makes it good — the same reason Soontir is the premiere Interceptor Ace, as his ability to token stack makes his dice rolls consistently better. Making aces vulnerable to variance risks crippling the whole archetype, which isn't great since half of the Imperial fleet could be loosely defined as "aces". Palpatine is powerful in lists with few ships against lists that generate few attacks, and perhaps he is too powerful.
    But instead of making aces overly susceptible to variance again (which would basically see them thrust from the meta), introducing some more autohit counters is a way to circumvent Palpatine/autothrusters and keep aces honest — this seems to be the approach that FFG is taking. Basically, I think that the way to solve the dominance of Palp Aces is by introducing tools into the meta which counter them instead of by nerfing its components. Palp Aces would gradually be pushed out of the center spotlight, remaining viable but also solvable, and thus creating room for new competitive archetypes to thrive. This would be good for Imperial players too, as it would allow them to look at their other "non-ace" options. This creates more opportunities for list-building, instead of nerfing the dominant archetype for one faction into the ground and failing to replace it with anything else. Otherwise, all you accomplish is making Imperial players whine about how their faction sucks... just like Rebels are now.
    Of course, this isn't a one-size-fits-all approach. Contracted Scouts with torpedoes are just as harmful to the health of the game, but mostly because their stats, dial, upgrade slots, and cost are too **** good. An errata would be a better way to diminish the strength of this archetype, since buffing everything up to a point where it competes with torpedo Scouts would substantially raise the power curve of the whole game. And who knows; Palpatine and Autothrusters have been out for a year without overpowering the meta until recently. Nerfing Scouts might allow the "natural predators" of Palp Aces to reappear and prevent Imperials from dominating tournament results.
  7. Like
    sionnach19 got a reaction from Boba Rick in Is Manaroo/Dengar Good With Someone BESIDES Manaroo/Dengar?   
    I've run this to decent success (well, with 4-LOM instead of tail gunner on Boba... wanna try the new toys!):
    Boba Fett (48) - Firespray-31
    Veteran Instincts (1), Tail Gunner (2), Glitterstim (2), Slave I (0), Engine Upgrade (4)
    Dengar (52) - JumpMaster 5000
    Adaptability (0), Recon Specialist (3), R4 Agromech (2), Glitterstim (2), Punishing One (12)
    It's a budget Dengar, but he has the ability to fully modify both his attacks. Not as survivable (or scary) without infinite focus, countermeasures, and Zuckuss; but Boba can do a lot more work than Manaroo and tends to draw fire from Dengar (since Boba is up in your face at range 1). It also gets both ships to PS10, so has the ability to arc dodge (or at least deny the positional advantage of) most popular aces.
  8. Like
    sionnach19 got a reaction from heychadwick in Does Tailgunner push Firesprays a bit in practice?   
    I think you'll see Tail Gunner on Scum Boba, from time to time... he typically wants to leave his action free to boost, so doesn't want action oriented crew. He can generate his own rerolls, so with fancy flying Dengar/K4 are redundant. He doesn't want to limit his movement options, so will avoid 4-LOM/Zuckuss/Bossk. Tail Gunner is a cheap addition with some pretty solid returns, that fits into Boba's gameplan pretty well. I wouldn't try to force the effect, but you'll trigger it a few times per game and I think that's enough to make it worthwhile.
×
×
  • Create New...