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baranidlo

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  1. Yeah the list above looks like the optimal version. Title on Han is useless against Rebels with Leia. Moving second will make life easier for the Fangs in every game.
  2. I think you might have missed the beginning of the dispute, which was about how much selecting your maneuver on a dial mattered in 1.0 and how much it matters in 2.0. So it's not about the quality of a ship dials, but about the maneuver selection process and how much or little strategy is behind it..
  3. It's pretty inaccurate and unfair to equate "1.0" = "Miranda and Ghost/Fenn". The game had 6 years of life and there were plenty of lists where dials mattered a lot, even at the end of it's lifecycle. Also, here's as unpopular opinion - dials matter much less in 2.0 than hype people here are willing to accept. Supernaturals, Rebel bricks with "1 forward to victory", large base boosts, wide arcs, Proton Torps alphas, etc are all still a thing, you know..
  4. Yes dials mattered a bunch less in 1.0 than they do now in 2.0, but it's not like they didn't matter at all..
  5. In my humble opinion the list building aspect was not the problematic part of 1.0. It was more about those years of bad design decisions and layers of broken stuff, which needed to be countered by other broken stuff. Also, "dials didn't matter in 1.0" is a meme now, but a false one..
  6. List building in CCG games is indeed a skill, even if people are able to download and play other's lists. Besides the initial building phase, you need to understand why each card is included in the list, what is the core part of the list and what can be swapped around based on expected meta. And then do the needed swaps and optimizations before each tournament in the developing meta environment. 1.0 was quite a lot like this, and it allowed you to include "tech" or "counter" cards in your list in order to beat the expected meta. Mainly because the card pool was huge and you had a large selection of counter cards which you could employ. This was and is indeed a big strategy piece, which is mostly absent in 2.0. People who like CCG game mechanics enjoyed this part of the game, and for them this was one of the aspects which were superior in 1.0.
  7. I never use to bring up credentials in my arguments, and it was not part of my original post. It was you who switched the topic to question of personal skill, where it became possibly relevant, so I did mention it. Again, coming to this thread is like entering a den of snakes. Some of you guys really should learn how to discuss things in a rational and constructive way..
  8. I don't have problems with different opinions if they are based on some facts or at least some logical thoughts. I do have a problem if you base your argument on the fact that if I have a different opinion from yours, then I don't have a clue what I'm saying and I must be obviously a bad player. On the topic at hand - the amount of variance in game is indeed subjective and I don't have problem if other people view it differently. As @Biophysical has pointed above, it might also very well depend on what ship arch types you are favouring.
  9. I see that coming and engaging in this forum thread again, was a mistake (again). I expected a bit more intelligence from you, my mistake. Won't happen again.
  10. Sure man, for somebody who's saying that I should not hand-wave things away, you are doing a lot of hand-waving and ad-hominem yourself. I don't have any intention or motivation to argue with you, but I have won multiple Regionals in 1.0 and one (albeit smaller) Nationals in 2.0, so I do know WTF I'm talking about. But sure, you do continue with your echo chambering and hand waving. Have a good day.
  11. I think there is potential for interesting and viable lists in 2.0, even if you are a triple Aces or dual Fat Turret player. In the Aces department, the "true Aces" ships are lacking a lot, but there are some options in the "Ace-Tank hybrid" (Poe) or "Pocket-Ace" (RZ2 A-wing) ship types. So mostly Resistance - and it's also HS legal. For the 2 ship turret list, I think there should be a good list for this in Scum - Boba Fett with the full OP loadout (so Maradauer, Han Gunner, Perceptive Copilot) and some wingman (maybe Hate Asajj?). Boba with his full OP loadout is still incredibely strong ship, he thrives in the end game, and usually can go 1 against 2, or even 3 (damaged) ships. So this should be then the matter of finding the correct wingman to get him there..
  12. High variance is good for casual games, because it creates the excitement and can be fun, and also because it levels the field, so the worse players are motivated to participate. However in highly competitive complex games you usually want to have the least amount of variance possible (although zero variance is also not desirable, because it usually means the game will be kind of stiff and boring..). I have to agree with @Sunitsa here that during its "better" days, 1.0 was more suitable for highly competitive play, with decreased variance and increased focus on squad building and meta-game / strategy phase. Good that you mention Fenn here, because I think it's a good example of what designers have kind of botched in 2.0. The "true Aces" type of ships have been so comprehensively nerfed in 2.0 up to the point where they are almost always suboptimal choise in list building. They now have basically zero "safe space" except if they manage to dodge all arcs, or are completely out of combat. And dodging all arcs is simply not practically possible against many lists when played by competent players. So what it means now is that if you make a choice to play such ships, you need to accept that the dice variance will play a huge role in your games. Which is a pity, because I think these are some of the most interesting ship types in the game, and their limited viability gives way to the more safe and boring choices. Which usually means flying bricks with very limited maneuverability but lots of health, which simply don't really care about defensive dice. So you have not created a more interesting environment with high defense dice variance, you have instead created a more limited environment and forced players to go for the more boring options. There is a reason why 4 or 5 ship rebels with Leia is the best list right now, and why the most competitive-minded players flock to that! No, with high dice variance the game is not more nuanced. I see much more regularely that games are decided by dice than it was in 1.0. If you have two highly skilled players, who make pretty much always the optimal or nearly optimal moves in the game, then the outcome is usually decided by very tiny details (this applies to any game pretty much). In 2.0 these very tiny details are very often the dice rolls.
  13. Nice version. I completely agree on your Han and Hotshot Gunner points. And I think it's worth saying once more - I think Hotshot Gunner is what elevates this list from just a pile of ships to an actually very solid and synergistic squadron. It just works so great with Han shooting at I6, and provides a huge boost to Fangs both on the offense and defense. If you look at the durability calculator, it makes an incredible difference if your Fangs are getting shot at with focused, or unfocused dice. For example Old Teroch's durability at range 1 is 4.233 shots, if opponent shoots with 4 dice and focus. But if you strip him of the focus (and you can strip 2 of them in one turn thanks to Hotshot and Teroch), then the durability jumps up to 9.692!! And at the same time, your offense goes from 2.435 expected damage (with 4 dice + focus + Fearless, against 2 dice + focus) up to 2.934.
  14. On Han I think Engine Upgrade is not really necessary. If you are affraid of being stressed (which was never really a problem for me), I think L337 might be overall better, for less points (edit: as was already said by others )
  15. I am currently running on this: Customized YT-1300 Light Freighter - •Han Solo - 69 •Han Solo - The Corellian Kid (54) Trick Shot (2) •Lando’s Millennium Falcon (6) Hotshot Gunner (7) Fang Fighter - •Fenn Rau - 71 •Fenn Rau - Skull Leader (68) Fearless (3) Fang Fighter - •Old Teroch - 59 •Old Teroch - Mandalorian Mentor (56) Fearless (3) Total: 199/200 I am considering replacing or removing Falcon title (for a bit bigger bid). I'm a big believer in Fearless on Fangs, since I like to position them aggressively at range 1, and then I need to have good modifiers to make it worth.
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