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svelok

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  1. Like
    svelok got a reaction from Hiemfire in Unpopular Opinion Thread   
    It's been what, seven months since 2.0 released?
    Every stream, to this day: [thing happens] "Well, back in 1.0..."
  2. Like
    svelok got a reaction from Scott Pilgrim2 in Separatist/Republic points guesses   
    you can already have barrage k-wings for 44 
  3. Like
    svelok reacted to Kieransi in Separatist/Republic points guesses   
    Hey everyone, just a random fun community challenge. Whoever guesses the most correctly will win some sort of cool prize, TBD
    https://goo.gl/forms/oPFNWceqCG97QFob2
  4. Like
    svelok got a reaction from RedLeader23 in More proof this game is dying   
    then leave
  5. Like
    svelok got a reaction from Hiemfire in Unpopular Opinion Thread   
    It's been what, seven months since 2.0 released?
    Every stream, to this day: [thing happens] "Well, back in 1.0..."
  6. Thanks
    svelok reacted to Tlfj200 in Understanding Your Win Condition In X-Wing (Who's The Beatdown)   
    There's a lot that went into why I wrote this - it's not important. Maybe it'll be useful to you. Or not.
     
    Understanding Your Win Condition In X-Wing (Who's The Beatdown)
  7. Like
    svelok got a reaction from Hiemfire in Unpopular Opinion Thread   
    It's been what, seven months since 2.0 released?
    Every stream, to this day: [thing happens] "Well, back in 1.0..."
  8. Like
    svelok got a reaction from Mu0n729 in Are Buzz Droids "Poison" (Buzz droids and opponents last ship)?   
    Also:

    The threat range really isn't that big, you guys.
  9. Like
    svelok got a reaction from Micanthropyre in Carolina Krayts is the best X-Wing podcast   
    A lot of hyperspace list building right seems to contain elements of "I don't know if replacing this with that is better, but it has better matchups against X and worse against Y."
    Personally I find those decisions interesting, but it does seem like a certain percentage of X-Wing players prefer listbuilding choices to be easy. 
  10. Like
    svelok got a reaction from Micanthropyre in Carolina Krayts is the best X-Wing podcast   
    A lot of hyperspace list building right seems to contain elements of "I don't know if replacing this with that is better, but it has better matchups against X and worse against Y."
    Personally I find those decisions interesting, but it does seem like a certain percentage of X-Wing players prefer listbuilding choices to be easy. 
  11. Like
    svelok got a reaction from mephiston x in Are Buzz Droids "Poison" (Buzz droids and opponents last ship)?   
    buzz droid threat range, except I learned how to read

  12. Thanks
    svelok reacted to punkUser in X-Wing Probability Calculator - Second Edition!   
    Been a while but got a chance to add a couple more things today:
    Preset form now supports bonus attacks. The key difference vs. just making a separate attack is that attacker tokens are maintained between the regular and bonus attack. Now you can test double tap y's vs. hate vader and other fun Added some additional presets The plan is to expose similar functionality in the main calculator but via a different UI (likely an option to maintain tokens from the previous attack). Given that the UI was cleaner and more intuitive on the Preset calculator in this case I elected to expose it there first.

    As with any new functionality give it a try and see if you run into anything that seems wrong. Feel free to report issues here or via GitHub.

    Enjoy!
  13. Thanks
    svelok reacted to Tlfj200 in Carolina Krayts is the best X-Wing podcast   
    See , I think we both agree 2.0 has more variance than 1.0... where we disagree is both how much is in 2.0, and how much was in 1.0.
     
    I mean, I disagree with most of this assessment (but not your feelings, which I think are allowed, and similar to my first experience with 2.0 actually).
    You are correct that range 3 is not a "safe space" for fenn (or pretty much any ship), but I disagree this is a design flaw. In 1.0, range 3 shots were almost meaningless. People rolled dice as mostly a formality of rules requirements - the chances of hitting a tokened autothrustered ship was nearly zero.
    Adding some danger back to range three doesn't see like a bug, but a feature - I realized coming into 2.0 that man, I picked up a lot of what I think of as "bad habits" by sitting in arcs and simply expecting to not die. That doesn't exactly feel like dog fighting, or risk management.
    I also agree that if you play such ships as "aces" that you have to accept some dice variance will play a role, but I definitely disagree on the magnitude.
    Further, the "true aces" type in 1.0 was literally just token stacking  - almost no one was actually dodging arcs. That's why we make fun of "arc dodging" - everyone just sat in arcs and took no damage. At the end of 1.0 (I'll stop at worlds, where everyone still thought 1.0 was relevant), the main aces played was Quickdraw and Ryad - neither of which were actually arc dodging - they were "arc dodging" (i.e. simply token stacking and trading shots well).
    See, I definitely disagree here. We're not seeing this pan out - Fenn has been relevant (he might have a harder time now due to RZ-2s, if anything). 
    This will sound harsh, but I suspect what you mean is they have limited viability for you, but I don't think you can simply sweep your hand and announce a whole swath of the game dead, even if they died in your local area.
    I mean, more than 3 ships were basically dead for years in 1.0. Only in its dying throws, where the devs clearly didn't care, did 5X even have a shot.
    Your disinterest in 4-5 ship builds is fine, but I don't think it's fair to cast your preferences as a 'fact' of how interesting games are. People really enjoy those kinds of builds, and they, at best, seem competitive, not overpowering.
    Also, the last point - seeing a 4-5 ship build win does not mean all of the most competitive players "flocked" to it - some did. Even in extended, where I regularly hand-wave the game away, that's not true, and it's not true in hyperspace either. There is a large swath of other builds that compete.
    So, I believe you that you "regularly" see more games decided by dice than in 1.0 for two reasons:
    First, that's technically true, as most games in 1.0 for the last few years were decided at the list building stage. And that has been mostly untrue in 2.0 (quad phantoms and dash/roark were the times this felt like games being decided in list building, and FFG already addressed one of those hard, and a little bit on the other).
    Second, in particularly, what you're describing sounds a lot like what a lot of us experienced coming to 2.0: punishment for bad decisions. It just seems like either you disagree they;'re bad decisions, or simply do not want them to be bad decisions - but they're bad decisions.
    Like, every time you repositition in 2.0, except in a few ship chassis, this comes at the cost of modification (which directly translates to more variance). That's a cost, and an interesting one, because it means your maneuvers matter more because every time you have to adjust for your maneuvers with an actions it comes with a cost.
    Also, and this will also sound harsh, I'm not sure your example of "two highly skilled players" pans out. Turns out we all have highly skilled players, and we aren't experiencing that. Further, even "highly skilled players" will regularly tell you that they cannot consistently take "the optimum moves" every game, because of both 1) they don't always even agree on what the optimum moves are, and 2) fatigue.
    It honestly sounds like your experience is a lot of people crashing lists into each other, which I do admit will increase dice variance, but will not concede is how 2.0 must be played.
  14. Like
    svelok got a reaction from Brunas in Carolina Krayts is the best X-Wing podcast   
    If 7x Z-95 with missiles are bad because too many get init killed before locks, why aren't 5 gunboats with missiles good* when they're 7hp 2 agility?
    * If 5 missile gunboats are good, exactly where is the tipping point where you have enough missiles on target? If you could guarantee to fire them single-modded on round one, how many would you need before you'd be in?
    Alternately, same question, but its 4x Ion Missile Freighter Captains. Or an imaginary, hypothetical 4x Contracted Scout with Ion Torpedoes.
  15. Sad
    svelok got a reaction from Transmogrifier in Terrifying Technology: Vulture preview   
    http://xwing.gateofstorms.net/2/multi/?d=AwAAAAAAAAAA&a1=MQgAAAAAAAAA
    this is a graph of sadness, do not look upon it
  16. Like
    svelok got a reaction from JJ48 in Are Buzz Droids "Poison" (Buzz droids and opponents last ship)?   
    A lot of things are stronger if you can keep them around until your opponent's last ship, y'know?
    That's the payoff for the cost of not killing them faster early on and risking losing it before it goes off.
  17. Like
    svelok got a reaction from mephiston x in Are Buzz Droids "Poison" (Buzz droids and opponents last ship)?   
    buzz droid threat range, except I learned how to read

  18. Like
    svelok got a reaction from mephiston x in Are Buzz Droids "Poison" (Buzz droids and opponents last ship)?   
    buzz droid threat range, except I learned how to read

  19. Haha
    svelok got a reaction from PaulRuddSays in Are Buzz Droids "Poison" (Buzz droids and opponents last ship)?   
    good thing I never learned how to read
  20. Like
    svelok got a reaction from Mu0n729 in Are Buzz Droids "Poison" (Buzz droids and opponents last ship)?   
    Also:

    The threat range really isn't that big, you guys.
  21. Like
    svelok got a reaction from Mu0n729 in Are Buzz Droids "Poison" (Buzz droids and opponents last ship)?   
    Also:

    The threat range really isn't that big, you guys.
  22. Like
    svelok got a reaction from Mu0n729 in Are Buzz Droids "Poison" (Buzz droids and opponents last ship)?   
    Also:

    The threat range really isn't that big, you guys.
  23. Like
    svelok got a reaction from Mu0n729 in Are Buzz Droids "Poison" (Buzz droids and opponents last ship)?   
    Also:

    The threat range really isn't that big, you guys.
  24. Like
    svelok got a reaction from Dobbs Mottley in Unpopular Opinion Thread   
    Everybody has different preferences. There's a hypothetical version of X-Wing that appeals specifically to me, personally, but that doesn't mean that version would be as fun for you, or be more popular in general. Multiply that times a thousand and you basically get the forum.
  25. Like
    svelok got a reaction from Punning Pundit in Terrifying Technology: Vulture preview   
    So, here's the thing - the buzz don't move with you. They're not "stuck" to you.
    Rather, if they lock onto your front guides, then you'll overlap them when you move and they'll get to re-place. If you fly at a rock, they can just move to the rear. But, that also means the turn afterwards, when you move again, they'll be left behind.
    So that opens up some options.
    A reverse maneuver works too, if you can then avoid them when you move forwards later.  A barrel roll just escapes them. Buzz droids are powerless before spinning, which is a good trick. You can just shoot them. I don't know how correct this is, but it's probably not that incorrect. They get one shot and it can't be recovered, and they deal a crit damage every round until they're shot off, and if you fly away they're just discount prox mines all game. Except, they know how to not blow up allies.
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