I agree.
. Edits are great.
Regionals results are a poor measurement of the effectiveness of high agility high cost ships. Over a series of games stolid reliable low agility tanky builds will perform more stably, and thus lose less matches in the hands of good players. They rely less on luck. In individual games E-Wings perform very well. In tournaments they are a disaster in the making. Thus they will be undervalued by large tournament statisitics.(I'm also saying they don't belong in large tournaments as they don't fit the meta.)
Hm. High agility and high cost ships would include:
- TIE Phantom
- TIE Defender
- E-wing
- TIE Interceptor
- TIE Advanced (medium cost)
If nothing else, ACD Phantoms with 4 agility are doing pretty well, so I would have to disagree. The variance is higher, which does hurt lower HP ships like the Interceptor, but the E-wing has 5 hull / shields.
This reminds me that I want to run calculations on the distribution for the number of attacks that are statistically required to kill a given stat line.
You might find this of use: https://gist.github.com/wickedgrey/9fbcffb3f33e26eb475c
For what you're wanting to do, call vs(attack(2, 1, False), defense(1, 0, False, 'E')) to get eg. the results of a TF with HR shooting at a Falcon with an evade, with no focuses on either side. The return value is the average damage, as well as a dict of damage totals to probabilities of that total. Feel free to PM me, etc. if you have questions.
Someday I'll maybe turn it into something a bit more fully featured, but... Pretend it is MIT licensed, if that sort of thing matters to you.
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sometimes i think you "math wingers" just don't understand things on a functional level
though numbers do help and don't lie (i don't disagree 100%)
the high agility ships generally also come with a solid dial and ways to easily outmaneuver your opponent and not get shot at all while still having a shot (minus the E wing which is just an over glorified x wing)
so your numbers only work in games that are nothing but jousting
this is the reason why phantoms are dominating even over the lists with little to no agility but the hp's to stack up instead are that they are positioning themselves well that those "beefy" ships aren't shooting and are instead losing their sheilds and hull even faster than higher agility ships would in the situations where they have no shot at all
and though high agility ships are always a gamble, as flat blanks always manage to come up and bite you in the as s at one point or another; when in the hands of a good player being able to arc dodge will generally come out on top in the end
the only real up hill battle the high agility and highly maneuverable ships have to worry about is the turreted ships such as the falcon; which will ruin an interceptors day and make the game an uphill battle from the start
I'm sure they understand. its more that its a little hard to put a quantitative statement about maneuverability and the disparity of player skill in visualizing good places to put your ship. (Not that many people haven't tried.)
Also, some of us are kind of dumb brute force players who simply fly solidly and wait for you to make a mistake.
"The good fighters of old first put themselves beyond the possibility of defeat, and then waited for an opportunity of defeating the enemy.
To secure ourselves against defeat lies in our own hands, but the opportunity of defeating the enemy is provided by the enemy himself."
-Sun Tsu