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baranidlo

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  1. Like
    baranidlo got a reaction from StriderZessei in The QD + 2 Seinar PS4 Silencers   
    Some simple stats about Quickdraw's attack, since I haven't seen this posted yet.
    Let's assume Quickdraw is attacking a target in range 2, who has 2 green dice and focus.
    Let's see the expected damage from shot + revenge shot:
    1) 1.0 Quickdraw + 1.0 Fire Control Systems + Expertise -> 3.351 expected damage
    2) 2.0 Quickdraw + 2.0 Fire Control Systems (reroll 1 die on first shot, spend lock on 2nd shot) -> 1.770 expected damage
    3) Same as 2, but with a coordinated Focus for the first shot -> 2.334 expected damage
    This numbers are really, really sad. 
    It shows that Quickdraw has completely pathetic damage output on his own, and even with a coordinated focus he's still very bad compared to his 1.0 peak form.
     
     
  2. Like
    baranidlo reacted to feltipern1 in Unpopular Opinion Thread   
    In the words of George Takei... oh, myyyyy.  Opened up a can of worms, you did.
    Having only recently started reading these forums, though being a player for a while, I have three opinions that are guaranteed to be unpopular:
    1) I have actually never had an issue with the Squad Builder app.  It serves the purpose for which it's intended, and has done a pretty good job of enabling the game to proceed without the endless FAQs that completely changed a ship as originally printed or rewrote the text on overpowered cards.
    2) I don't think that the balancing act FFG is trying to do with maintaining seven different factions at a relatively equal power level and keeping a majority of their players happy is going poorly; in fact, I think they're doing a good job considering the variables.
    3) I don't think that X-Wing is worth complaining about as much as it is complained about.
     
  3. Like
    baranidlo reacted to thespaceinvader in Unpopular Opinion Thread   
    Thinking about it, I'm mostly OK with passive mods as long as they're limited in some way - either by charges (Force, but I don't think Force has got it quite right, I'd prefer to see larger effects with non-regenerating charges, rather than small always-on effects to qualify for this), by requiring specific results (i.e. Heroic), or by positioning (i.e. Predator).
    Alsways-on strong effects are the worst kind of passives.
  4. Like
    baranidlo reacted to thespaceinvader in Unpopular Opinion Thread   
    If you have the better tactics, winning even harder doesn't help much (especially in a non-tournament situation).
    With zero variance (assumign equal lists, which is a dubious assumption to be fair, though, with equal lists, the variance of a single die roll at the start of the game makes the single biggest difference to how likely you are to win...), there are two options: you outplay your opponent and win, or your opponent outplays you and you lose.
     
    With any amount of variance there are four options: Outplay and win, outplay and lose, be outplayed and win, be outplayed and lose.

    Two of those options reduce the impact of skill on the game.
    This argument  isn't about skill and risk mitigation, it's an argument about the game having options which reduce the impact of skill in it.  ANd that's not incorrect, but variance makes that worse, not better.  If you manage to catch Soontir at range 1 (with a block, say, or with a move that he thought he could boost roll out of but failed to), with target lock and focus, and you blank out, reroll, and blank out, variance has made nothing of your skill.
    Except not all rolls are equal.  The single roll that lucks into killing one of your ships that statistically would have survived average rolls (or conversely, fails to kill one of theirs that average rolls would have killed) makes way more difference than any other roll.  Losing your Soontir in the opening engagement at range 3 makes way more difference than losing him at the bottom of round 10 when you have a significant advantage in ship trades.
     
    In short, making games dicier doesn't make them skillier, and I really don't understand the assertion that it does.
  5. Thanks
    baranidlo reacted to thespaceinvader in Unpopular Opinion Thread   
    It's not unpopular, it's just incorrect.  All increasing variance does is make it more possible to lose with good tactics and win with bad tactics and mistakes.
  6. Thanks
    baranidlo reacted to thespaceinvader in Unpopular Opinion Thread   
    OK.
     
    Name a list for Imperials in Hyperspace that doesn't rely on variance.

    I'll wait.
  7. Sad
    baranidlo reacted to RStan in Unpopular Opinion Thread   
    You're in for a rude awakening if you want spam to go away....

  8. Thanks
    baranidlo reacted to player3010587 in Unpopular Opinion Thread   
    Hyperspace was healthier until Jan 28th pt changes turned it into the current meta of beef, a-wings, and spam in general. The worse offenders of the pre-point changes (4 juke sigmas, Vader on Phantoms, Redline, trajectory sim, barrage rocket bombers, jonus, double mod pro torps, adv. sensors, tugboats, etc.) were all extended. Han gunner and Marauder, as well as SNR stapled to every force user, were Hyperspace, but that was it. The discount on large base ships means nothing if there is little board space to run about. Yes, that requires good area control on the part of the spam player, but the burden of execution to setup that area control has become very low for the spammer.
    That and spammer v spammer matchups feel bad when your spam is slightly less efficient than your opponent's. The low mobility doesn't allow for the sort of counterplay that something fragile like strikers offer. If we want massive naval battles and not nimble dogfights, we would be playing more Armada.
  9. Like
    baranidlo reacted to Oldpara in Four the First Order   
    I find Midnight not very impressive. I would go for Backdraft instead of Malarus for 6,4,4,4 with all ships with 3 dice attack.
    FCS is a must on QD as she wants to have mods for double tap attacks.
  10. Like
    baranidlo got a reaction from wurms in Han/Fenn/Terry   
    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.
  11. Haha
    baranidlo got a reaction from catachanninja in Carolina Krayts is the best X-Wing podcast   
    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..
  12. Like
    baranidlo got a reaction from Brunas in Carolina Krayts is the best X-Wing podcast   
    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..
  13. Like
    baranidlo got a reaction from Brunas in Carolina Krayts is the best X-Wing podcast   
    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..
  14. Like
    baranidlo got a reaction from Sunitsa in Carolina Krayts is the best X-Wing podcast   
    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..
  15. Like
    baranidlo reacted to Oldpara in Carolina Krayts is the best X-Wing podcast   
    Sorry than. It drew my attention and I misinterpreted the intent. 
    Myabe because the rest of the discussions isn't very interesting to me
    Scum sucking in Hyperspace is interesting!
  16. Like
    baranidlo got a reaction from Brunas in Carolina Krayts is the best X-Wing podcast   
    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..
  17. Like
    baranidlo got a reaction from Brunas in Carolina Krayts is the best X-Wing podcast   
    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..
  18. Like
    baranidlo got a reaction from Brunas in Carolina Krayts is the best X-Wing podcast   
    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.
  19. Like
    baranidlo got a reaction from Old Sarge in Carolina Krayts is the best X-Wing podcast   
    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..
  20. Like
    baranidlo got a reaction from Sunitsa in Carolina Krayts is the best X-Wing podcast   
    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..
  21. Like
    baranidlo reacted to Kieransi in Carolina Krayts is the best X-Wing podcast   
    I don't really like the deckbuilding/cardgame aspect of this game, since I really only got into this game in the first place since I liked the minis. 
    But I definitely think that was an aspect of 1.0 that's decreased in 2.0. I think it's a good thing personally, but I can see why there are people who don't agree. Honestly X-Wing isn't a terrible card game, I'd just rate it a lot lower on the list of "best card games of all time" than on the list of "best mini games of all time"
  22. Like
    baranidlo got a reaction from Kieransi in Carolina Krayts is the best X-Wing podcast   
    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..
  23. Like
    baranidlo got a reaction from Kieransi in Carolina Krayts is the best X-Wing podcast   
    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.
  24. Sad
    baranidlo got a reaction from pheaver in Carolina Krayts is the best X-Wing podcast   
    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.
  25. Sad
    baranidlo got a reaction from Mattman7306 in Carolina Krayts is the best X-Wing podcast   
    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.
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