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Hoarder of Garlic Bread

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  1. Like
    Hoarder of Garlic Bread reacted to PanchoX1 in What do people need an FAQ for?   
    I wouldn't mind seeing TLT changed to range 1-2. Makes more sense to me anyway as a rapid fire burst weapon gets less accurate at farther ranges.
  2. Thanks
    Hoarder of Garlic Bread reacted to RampancyTW in What do people need an FAQ for?   
    Of all the suggestions I've heard, TLT being changed to only accept hit results (like oldschool clusters) is the change I think makes the most sense.  Makes it 1/6-1/4 less efficient and removes the Maul/Ezra synergy for TLT only.  No point cost or range tweak required and still quite effective.
    Doubt it happens, but it would be a nice quality of life change.
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  4. Like
    Hoarder of Garlic Bread reacted to Alpha17 in What do people need an FAQ for?   
    Yes, we want a nerf of cards/ships/pilots that are overpowered and dominating the meta.  How are such nerfs published?  In an FAQ.
  5. Like
    Hoarder of Garlic Bread reacted to Jiron in What is your favorite Alt art card?   
    You are right. This one:

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    Hoarder of Garlic Bread reacted to BDrafty in What is your favorite Alt art card?   
    I recently just got this one! I like the alt art that Gold Squad puts out.
  9. Like
    Hoarder of Garlic Bread reacted to T70 Driver in What is your favorite Alt art card?   
    Soontir Fel. I like the recruiting poster feel of it.
  10. Like
    Hoarder of Garlic Bread reacted to Gilarius in Everything that is wrong in this game, part 1. Turrets   
    The mobile arc of the Lancer demonstrates how all turrets should have been implemented.
    But, without a large change in how X-wing works, that isn't going to happen.
    Jousters should be able to beat turrets, but some of the best jousters currently are, in fact, also turrets. I'd be quite happy for arc-dodgers to lose to turrets if turrets then lose to jousters. Take 3 ships, one of each, and your relative skill at matching up the right opponent ship then helps determine who wins.
    So, certain ships need to be adjusted: large ship repositioning to stop RAC and others from dodging arcs too easily; Scurrg, K-wings, and VCX should either be weaker at jousting too or lose their turrets; and then try your target lock idea out.
    There's a lot to fix: see Major Juggler's and CitrusCannon's attempts and help them out. It'll be far more use than anything in this thread!
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    Hoarder of Garlic Bread reacted to Commander Kaine in Everything that is wrong in this game, part 1. Turrets   
    This game has many issues. I'm not saying it's not fun, but it could be better. In this series of posts, I am going to talk about what I perceive to be problematic in the game. The reason for doing this, is to start a focused discussion on the design of certain elements, and brainstorm ways that could be implemented to make them more fun. 
    Now if you don't think this sounds good, please don't post in this thread. Also, I would like to keep this discussion fairly on topic and focused, so keep that in mind. 
     
    With that out of the way, let's talk about what I consider the biggest flaws of the game, chief among them are turrets, the first of these topics. 
     
    Turrets are just so **** efficient. But that is not the problem, really efficient ships can still be fun. Their problem is the removal of agency. Why do I say that? 
    Well, the game is(was) about positioning, and maneuvering, and trying to get ships in arc. Obviously, turrets are a way to work around this, and that is fine. Turrets exist in the star wars universe, and some ships really need them to work at all. What is not okay, is the removal of player input because of turrets. It's one thing to be able to fire outside your firing arc, and a completely other to be able to fire at anyone within range, with no regard to any of that player's choices made in the game. The ability to fire in a 360 arc should be limited. That way, the 360 still outperforms the arc-locked ships, but with added decision making in the process. 
    Think about this: You have an arc-dodger. That ship archetype is made to counter jousters. Now, does the arc-dodger ace automatically win all match ups against jousters, without any input from the player? No, that's called jousting, and arc-dodgers lose that fight big time. To actually win that match up, arc-dodgers need to invest actions and decision making to come out victorious. They have to dodge the arcs. Now this provides fun, because a: you can outthink your opponent, b, people sometimes screw up. So while arc dodgers have an inherent advantage against jousters, they have to actually do something for that advantage to manifest. 
    Now, let's apply the same logic to arc-dodgers and turrets, and we will soon see the issue. Turrets beat arc-dodgers, and there is no decision making to help with that. Most turrets don't care about arcs, and why would they? The only chance an arc-dodger has against a turret, is AT. Pretty much a mandatory upgrade, that in turn turns certain ships nigh unbeatable. The burden of winning that matchup is on the arc-dodger. They have to spend their points on an upgrade, to even be able to compete against their natural predators. And they still have to invest their arc-dodging during the round, spending actions, often stressing themselves, and losing modifications for their attacks. 
    Turrets just beat them, with no effort, and it is the arc-dodger that needs to send additional resources, both before and during game, while in the arc-dodger jouster matchup, it is the dominant side that has to invest for victory. 
    This is the problem with turrets. They are super reliable at no cost to the player during the game. They are the dominant side to any matchup, and their opponents have to build against them. Because of this, they restrict squadbuilding, and they remove an element of decision making from the game, lowering the skill floor, creating frustration among players. 


    So, how do we fix that? I have heard many suggestions, my favorite that I often made, was to make an Attack: target lock requirement for all primary and secondary turrets. It still allows a turret to win a confrontation with an Ace easily, but it requires some skill and investment of actions. 
    What other ideas do you have? What do you think about the issue? 
  13. Confused
    Hoarder of Garlic Bread reacted to Mef82 in The Perfect Ship   
    Don't hate me for all those Fenns and Ezras, but I think the Sheathipede is a winner when it comes to fun/cost/usability/"replayability" (number of different builds and roles) sweetspot.
    AP-5 has become one of my very favorite pilots since its release.
  14. Like
    Hoarder of Garlic Bread reacted to ficklegreendice in The Perfect Ship   
    TIE silencer
    Whether a decked out sensor kylo or analysts packing fcs, optics, and thrusters, the dang thing is solid, useful, awesome looking, and fun 
     
    Still also VERY fond of the x7, but its playstyle does not vary wildly between its pilots even if most of them are viable 
  15. Like
    Hoarder of Garlic Bread got a reaction from Carth sucks in Fly Casual X-Wing Simulator   
    I am starting a room now in case someone is interested.
  16. Thanks
    Hoarder of Garlic Bread reacted to Force Majeure in Fly Casual X-Wing Simulator   
    A small number of us are fairly regular around 9 pm onward. I'm in the Pacific Time Zone, so they might be playing at midnight if they're on the East Coast.
    Join us!
    And you can start a room whenever. I've looked for games during my lunch hour and have found a game or two from time to time.
  17. Like
    Hoarder of Garlic Bread reacted to FlyingAnchors in B-Wing/E2 should be a Title   
    Hot cop makes you sad, so you might as well just use FCS. It’s a lot cheaper.
  18. Like
    Hoarder of Garlic Bread reacted to FlyingAnchors in B-Wing/E2 should be a Title   
    No it would not. There are two schools of thought. Either chips and torps or cannon and crew. You don’t need to sink half of your list into doing both. There is not a single crew worth running in an ordnance B-wing build, (3PO maybe, but without Miranda’s regen you won’t get as much mileage, and Saw, but when you have Saw you don’t really need Guidance chips anyway) so moving the mod over to a title seems useless. Also given recent titles for the X-wing, gunboat, and tie defender, I would expect the B-wing to get something a little more substantial than a crew slot for its title. And consistenty arguement is really personal preference at this point. 
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