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2 hours ago, SpiderMana said:

They could have been 3, but then they couldn’t have been so dang cheap. Also Struts would be abusive, for sure.

Woooo!

Are they lining up to be pretty terrible again this year? I don’t actually pay attention to sports, and I don’t get any idea of how things are going secondhand since moving out of state :P

My football interest has been waning for some time, i skipped the 14/15 nfc championship game to attend my first x wing store championship. X wing sort of replaced football as the thing i deep dive/over analyze. The only Wisconsin sport i follow particularly closely is Bucks basketball which anyone whose been in earshot of me during a hyperspace trial can confirm :P

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Let's say I decided to fly Kylo and fanatical blackout to a HST. Let's further say that marksmanship Recoil makes a nice team of 3 Chad silencers but that I believe that QD would likely be of more use as a hammer. 

She wants the special forces gunner, I know that much. Does she also want FCS and fanatical or is a bid of up to 4 points really worth much these days? Pretend I have only played her as a counter to Ghost Fenn a handful of times. 

In other news, my oldest will play too, his first tournament since before Reapers were a thing. He'll be rocking quad heroic R4 T-70s, so at least his list is dead simple. 

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Posted (edited)

https://www.pinksquadron.dk/pbm/?sid=44&q=bid

apparently 4 point bid on i5 is super relevant - increases odds of moving last from 35% to 55%. Not sure why... Rebels maybe? 

Edit: there's of course the question of whether that matters though, which it probably doesn't. Kylo's fine moving first and you'll probably get more bang for your buck out of some more stuff on QD

Edited by Kieransi

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Posted (edited)
17 minutes ago, drjkel said:

Let's say I decided to fly Kylo and fanatical blackout to a HST. Let's further say that marksmanship Recoil makes a nice team of 3 Chad silencers but that I believe that QD would likely be of more use as a hammer. 

 She wants the special forces gunner, I know that much. Does she also want FCS and fanatical or is a bid of up to 4 points really worth much these days? Pretend I have only played her as a counter to Ghost Fenn a handful of times. 

 In other news, my oldest will play too, his first tournament since before Reapers were a thing. He'll be rocking quad heroic R4 T-70s, so at least his list is dead simple. 

Kylo QD Blackout is fun but wont be running much of a bid. This has worked acceptably the few times I tested it out. That was pre-pts to before it went down in cost. 

“Blackout” — TIE/vn Silencer 63
Fanatical 2
Ship Total: 65
Half Points: 33 Threshold: 3
   
“Quickdraw” — TIE/SF Fighter 45
Fanatical 2
Special Forces Gunner 10
Fire-Control System 2
Ship Total: 59
Half Points: 30 Threshold: 3
   
Kylo Ren — TIE/vn Silencer 76
Ship Total: 76
Half Points: 38 Threshold: 3

Not sure I would 100% trust it for a HST but its definitely worth a shot! Its not bad. 
I wouldnt chase the bid at all with a list like this, similar to Kylo QD Midnight. 

That said Obi Oli Ar Arc should be absurdly common at any Trial and runs at 198 pts. Kylo QD Tavson, same deal at 199. Dropping fanatical off Blackout is an option. 

Edited by Boom Owl

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Our local players do not follow the meta, I expect weird stuff from most of them. 

I mean, I'm sure one person will bring inferno squadron (thus Recoil getting benched), and I could do the same, but silencers look cooler ;)

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just throwing that in here because I just realized it and it got me thinking:
Playing a jouster list has me complain more often about non-average dice. I just had a game where the endgame saw several unlucky moments (he got a 9% chance good shot, I had the 12% low damage event). It feels like I rely more on them. Obviously a complete whiff with 3agility ships is worse. But beefy ships seem to be built for a more average game, while high agility ships lean more into the variance. That means I'm a bit more bothered by swings when playing jousters. I didn't realize that until just now.

On a positive note, I can more clearly point towards wrong decisions. Not taking a range1 shot to instead ini kill a ship that might potentially (15%) get some points turned out to be the mistake of my game. The underlying reason was that I expected - and should have worked towards - more shots in the following 6 turns. I only got 3 out of 14 potential ones, and all three were unlikely bad. The whole process is simpler. But at the same time, playing such immobile ships well is not really easier.

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22 hours ago, gennataos said:

Wait, is this a non-sequitur transition to a new topic?  If not, I'm not sure from where the conversation originated.  I'm not sure what the definition of "filler" is.  I can say the addition of the Transport and Pod opened up myriad 4-ship Resistance possibilities.

Specifically about those pilots you mentioned, I can now see value in Tubbs as an escort for a transport, but he still probably costs a bit too much.  Kare Kune is actually pretty friggin' cool if someone can coordinate a boost to her before she moves, which the Transport can now more easily provide.  But, if I don't already have Snap in the squad, I don't see why I wouldn't find two more points for him over Kare.  

It is non sequitur, but I'm just spouting as a Timmy and not sithposting for once. Speaking of Timmy effects, once we moved past 1st e and its hypermods, weak cards like Weapons Guidance got only a name change as their buff but do tremendously better. It makes me wish that other weaker cards get ported into 2nd E where their minimal advantage would mean loads. Such as:

R3, R7, and Targeting Astros of 1st e would all make splendid Astro or Tech cards.

R7-T(3, I think?) sounds like either a pilot or a crew ability, maybe force crew.

Threat tracker would be dope as a sensor, except I'd prefer taking a damage to be the trigger and you could boost or br regardless of upgrade bar, but performing an action not on the bar gets you a deplete or strain, opponent's choice.

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1 hour ago, GreenDragoon said:

just throwing that in here because I just realized it and it got me thinking:
Playing a jouster list has me complain more often about non-average dice. I just had a game where the endgame saw several unlucky moments (he got a 9% chance good shot, I had the 12% low damage event). It feels like I rely more on them. Obviously a complete whiff with 3agility ships is worse. But beefy ships seem to be built for a more average game, while high agility ships lean more into the variance. That means I'm a bit more bothered by swings when playing jousters. I didn't realize that until just now.

On a positive note, I can more clearly point towards wrong decisions. Not taking a range1 shot to instead ini kill a ship that might potentially (15%) get some points turned out to be the mistake of my game. The underlying reason was that I expected - and should have worked towards - more shots in the following 6 turns. I only got 3 out of 14 potential ones, and all three were unlikely bad. The whole process is simpler. But at the same time, playing such immobile ships well is not really easier.

Interesting observation. I’m wired differently in that I find arc dodgers harder, because the decision tree is so much larger. Further, I’m punished severely for those bad choices.

Jousters my decision tree is typically the dial, and by limiting it to that choice I’m able to plan out my movements better and make more correct choices... also that beefier thing helps too for when I get too aggressive.

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2 hours ago, Boom Owl said:

Facts. 

e9611e5353ef52202614c6de409965ef.jpg

I made a First Order Test Pilot with this art for personal use.

You have no idea how crushed i felt when in the stream they said 'Every silencer except kylo is now cheaper' and then I went to the PDF and FOTP were still 58.

****, ***Recoil*** costs 58 too now. Why is his ability literally free?!?

I blame FFG learning the wrong thing from Mitch H's top 2 finish.

BUFF FOTP

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1 hour ago, Kaptin Krunch said:

I made a First Order Test Pilot with this art for personal use.

You have no idea how crushed i felt when in the stream they said 'Every silencer except kylo is now cheaper' and then I went to the PDF and FOTP were still 58.

****, ***Recoil*** costs 58 too now. Why is his ability literally free?!?

I blame FFG learning the wrong thing from Mitch H's top 2 finish.

BUFF FOTP

I'm kind of fine with Recoil's ability being free.  It's an upgrade-based ability, and not incredibly strong.  Predator Recoil vs Fanatical FOTP seem like really equivalent ships which ought to cost the same, with one being better than another depending only on the player's style of flying.

Now, if they took an extra point off of Recoil, FOTP, and Avenger, I'm not complaining... :D

//

There are two other pilot abilities I think ought to be free (but maybe at the cost of the Talent slot on the ship).  Joy Reckoff's ability does nothing without an equipped Torpedo, and even then, it's a dubious use of the points spent on a Torpedo.  Having her the same as a Skull makes sense to me.  Lieutenant Karsabi's ability should also probably be free, at least for now.  With the way that OS-1 and XG-1 currently work, the ability doesn't really translate into anything useful.  There's a niche case where an OS-1 ship might rather be stressed than disarmed to get a primary weapon attack, but even that's kinda weak.

It's kind of like Captain Jostero.  He's 1 point more than a Black Sun Ace, and loses his talent slot.  Jostero has a premium-level ability (hard to trigger, but bonus attacks are huge), so he's not the same price as a BSA, but I like the basic principle.  The missing talent slot keeps his cost down, which is good because his ability isn't always good.

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46 minutes ago, Kieransi said:

Speaking of Silencers... I flew Blackout and three TIE/SFs tonight. Passive/Clusters/Failsafe confirmed gud on those bois but they burn down disturbingly quickly 

 

also I think I actually am on team Smolencer now though, the new sculpt just looks right for the small base

Smolencer is a 20USD$ lock expansion.

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49 minutes ago, theBitterFig said:

I'm kind of fine with Recoil's ability being free.  It's an upgrade-based ability, and not incredibly strong.  Predator Recoil vs Fanatical FOTP seem like really equivalent ships which ought to cost the same, with one being better than another depending only on the player's style of flying.

Now, if they took an extra point off of Recoil, FOTP, and Avenger, I'm not complaining... :D

//

There are two other pilot abilities I think ought to be free (but maybe at the cost of the Talent slot on the ship).  Joy Reckoff's ability does nothing without an equipped Torpedo, and even then, it's a dubious use of the points spent on a Torpedo.  Having her the same as a Skull makes sense to me.  Lieutenant Karsabi's ability should also probably be free, at least for now.  With the way that OS-1 and XG-1 currently work, the ability doesn't really translate into anything useful.  There's a niche case where an OS-1 ship might rather be stressed than disarmed to get a primary weapon attack, but even that's kinda weak.

It's kind of like Captain Jostero.  He's 1 point more than a Black Sun Ace, and loses his talent slot.  Jostero has a premium-level ability (hard to trigger, but bonus attacks are huge), so he's not the same price as a BSA, but I like the basic principle.  The missing talent slot keeps his cost down, which is good because his ability isn't always good.

No words should be free. If recoil was missing the EPT and paid for his ability in terms of lack of customization, fine. But not free.

Disrespect guidance chips and **** was never good design. His ability, at minimum, is disrespect guidance chips. He also ****s with Seevor and Brilliant Evasion I guess. 56 FOTP I might actually not see and declare "into the trash it goes".

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Posted (edited)
2 hours ago, Kaptin Krunch said:

No words should be free. If recoil was missing the EPT and paid for his ability in terms of lack of customization, fine. But not free.

Disrespect guidance chips and **** was never good design. His ability, at minimum, is disrespect guidance chips. He also ****s with Seevor and Brilliant Evasion I guess. 56 FOTP I might actually not see and declare "into the trash it goes".

The difference between Recoil and FOTP matter mostly only in Talent (Crack, Predator, Marksmanship) or munition (prockets). Non-I5 Silencers cannot afford to be as Thicc as their big bros, so the difference between Recoil and FOTP is further mitigated (Predator triggering more times than Fanatical is very marginally good, and rarely a game changer. And Prockets work best at R2, fite mii). The other 2% of times it matters depends on what the opponent brings (Seevor, brilliant evasion, resistance camaflouge, Luminara, etc). Sure, he's better than FOTP, but not an entire point better. Not yet, at least.

If FO (the fertile ground for many a combo awaiting new content) play with non-limiteds a la Republic, FOTP and Recoil being the same cost makes sense. If FO introduce unique-favoring effects or powerful bullseye related effects (such as strapping autoblasters to a Silencer [hypothetical Marksmanship Recoil, please do not destroy the game for generics!] or Dead to Rights), then for sure Recoil will be worth a point or 2 more than FOTP.

Edited by player3010587

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9 hours ago, Kaptin Krunch said:

No words should be free. If recoil was missing the EPT and paid for his ability in terms of lack of customization, fine. But not free.

Disrespect guidance chips and **** was never good design. His ability, at minimum, is disrespect guidance chips. He also ****s with Seevor and Brilliant Evasion I guess. 56 FOTP I might actually not see and declare "into the trash it goes".

Even if the words have nearly no effect whats so ever WITHOUT an EPT or 1 time use missle which costs additional points? Why is there even a tax on the EPT slot? Shouldn't that just be put into the costs of the EPT's?

Naked Recoil basically reads:

If stressed, r1, and flying vs Luminara laugh as she tries to modify your dice.

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14 hours ago, GreenDragoon said:

just throwing that in here because I just realized it and it got me thinking:
Playing a jouster list has me complain more often about non-average dice. I just had a game where the endgame saw several unlucky moments (he got a 9% chance good shot, I had the 12% low damage event). It feels like I rely more on them. Obviously a complete whiff with 3agility ships is worse. But beefy ships seem to be built for a more average game, while high agility ships lean more into the variance. That means I'm a bit more bothered by swings when playing jousters. I didn't realize that until just now.

On a positive note, I can more clearly point towards wrong decisions. Not taking a range1 shot to instead ini kill a ship that might potentially (15%) get some points turned out to be the mistake of my game. The underlying reason was that I expected - and should have worked towards - more shots in the following 6 turns. I only got 3 out of 14 potential ones, and all three were unlikely bad. The whole process is simpler. But at the same time, playing such immobile ships well is not really easier. 

Never tell me the odds kid!

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11 hours ago, Kieransi said:

Speaking of Silencers... I flew Blackout and three TIE/SFs tonight. Passive/Clusters/Failsafe confirmed gud on those bois but they burn down disturbingly quickly 

 

also I think I actually am on team Smolencer now though, the new sculpt just looks right for the small base

beta silencer

GET

OUT

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1 hour ago, Smikies02 said:

Even if the words have nearly no effect whats so ever WITHOUT an EPT or 1 time use missle which costs additional points? Why is there even a tax on the EPT slot? Shouldn't that just be put into the costs of the EPT's?

Naked Recoil basically reads:

If stressed, r1, and flying vs Luminara laugh as she tries to modify your dice.

This is seevor erasure. 

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Posted (edited)
5 hours ago, jagsba said:

This is seevor erasure. 

Does he still exist? I thought they removed Scum from the game after the first points rebalance. Or was it with the release of Wave 3?

Edited by Smikies02

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