I would say it is so much hurt over TWO evades per turn.
Then you're talking about two different upgrade cards, aren't you? The action-using Millennium Falcon title and the agility gambling C3PO. Two evades per turn, and all the combo costs is 4 squad points, a crew slot and an action on an already very expensive (42 point plus) ship.
God forbid you do something constructive about it like stress it, block it, ion it, or otherwise deny it actions, (or just, y'know focus fire on it until it's dead). No, it's MUCH easier to bleat and whine loudly about how so totally OP it is, isn't it?
But no, that's not it. You've wrongly assumed (as most people in Internet discussions so often do), that anyone on the other side is a part of some homogenous group of people with the same set of opinions. Moreover, they are caracitures of people who, in this case do not know how to play, cannot beat a strong list and are inclined to whine about something being "OP". I assure you that I have none of those qualities. I make no claims that a super-falcon is unbeatable, though it is strong, and in my mind, too easy to just "grab-and-go".
The real issue that Phantoms and Super-Falcons create is the disparity between lists. We've always had tanky ships and maneuverable ships, and there have always been lists that were good or bad against them. The issue is that as the game pushes toward MORE tanky and MORE maneuverable, list archetypes that used to find themselves at a slight disadvantage against their "counter" now find themselves at an even larger disadvantage. We are pushing further away from player skill being the key differentiator and more into "getting the right matchups" being the key differentiator. This is not always the case, and player skill still matters, but I think all of us have that moment when we see our opponent's list and think "uh-oh, bad matchup". Those moments are more pronounced and more frequent since Wave IV due to ships heading more to the extremes (not that they are extremely overpowered, mind you, but they are the extreme version of an archetype). The game has always had a bit of rock-paper-scissors to it, but it was the kind of RPS where Rock beats scissors 60% of the time. Now rock beats scissors 70% of the time (%'s totally fabricated just to illustrate that rock is now "rockier" and scissors are more "scissor-y"). Somehow we as a community have talked ourselves into the idea that as long as the game has Rock, Paper, and Scissors, everything is hunky-dory, but ignore the fact that only two of the three will be present in any game and that a great game doesn't have Boulders for rocks and Chainsaws for scissors. A good scissors list should have a slight disadvantage against a good rock list, not a large one. After all, if we want RPS, why not just play RPS? (Note: don't throw out a "not all lists are competitive" starwman. I'm not saying all lists should be competitive, just that one archetype should not be significantly disadvantaged against another based upon archetype alone)
So no, I don't dislike SuperFalcons and Phantoms because they are OP and can't be beaten, but because they are extreme versions of archetypes that push us more toward RPS type balance rather than consistent balance. Moreover, I just find that the strategy, maneuvering and thought process to defeat them is straightforward, boring, and often too reliant on doing something too akin to a suicide run and letting the dice decide the outcome. It is just dull. Not unbeatable, but boring. Kind of like Rock, Paper, Scissors.
Edited by GiraffeandZebra