From a certain point of view.

By DraconPyrothayan, in X-Wing

So, I was thinking.

If you were to use terminology from a meta foreign to the X-Wing world to describe the stats, which would you assign, and where?

In example, I was thinking about MOBAs when I wrote this. I'm still parsing how to write this out, but combining my knowledges is opening doors to my philosophy of list-building.

Particularly, it shifted my thinking of Green dice from being "Defense" to being "Protection", which has the subtle shift from "My ship can survive for a while but is still likely to be one-shot" to "My ship which can easily be one-shot has a higher likelihood of survival if I screw up placement".

And so on.

I've certainly thought about this a bit myself. One of the harder concepts to grasp in LoL is the difference between "tank" and "fighter". It's a bit subtle, but it's there.

In X-Wing, it's bizzare but true that Tanks do quite well, but fighters kind of suck. Anything capable of being a giant damage sponge is going to be a nice centerpiece, but ships that are mediocre damage resistant, and heavy offense tend to be more points than they're worth.

On the other hand, treating Ties and Z-95s as minions can be game winning.

It is unfortunate but true that support ships tend to be on platforms with other problems. Imagine Jan on a YT 1300. The Lambda is a nice break from this rule.

The Phantom is about as pure a Carry as you're going to see in this game! And Fel is right behind.

B-Wings make for good mid-lane assassins, a role that is supposed to be filled by... all the various missile carriers.

As far as Jungle, I'm not sure exactly what to say. :)

I've certainly thought about this a bit myself. One of the harder concepts to grasp in LoL is the difference between "tank" and "fighter". It's a bit subtle, but it's there.

In X-Wing, it's bizzare but true that Tanks do quite well, but fighters kind of suck. Anything capable of being a giant damage sponge is going to be a nice centerpiece, but ships that are mediocre damage resistant, and heavy offense tend to be more points than they're worth.

On the other hand, treating Ties and Z-95s as minions can be game winning.

It is unfortunate but true that support ships tend to be on platforms with other problems. Imagine Jan on a YT 1300. The Lambda is a nice break from this rule.

The Phantom is about as pure a Carry as you're going to see in this game! And Fel is right behind.

B-Wings make for good mid-lane assassins, a role that is supposed to be filled by... all the various missile carriers.

As far as Jungle, I'm not sure exactly what to say. :)

In SMITE, a Jungler needs good mobility, clear, and ganking opportunity. Also, a Jungle.

In XWING, the Jungle might be the Asteroid belt. Therefore, the good mobility is the "Hypermobile" build, in which there is no need to fear the asteroids.

Good clear means you've got good DPS against minions, and good Gank means you've got enough control and burst to take down fellow players.

This sound fascinating! :)

Can someone who speaks English please translate? :huh:

This game could benefit from a few more "pull agro" abilities, right now it's Bodyguard (Scum), Biggs (Rebel Scum), and Kagi (the good guys).

My "fix the advanced" idea gives it a bit more defense (somehow), and a bit more agro pulling (somehow).

ADC: Whisper

Support: Yorr

Mid: Kath

Top: Jax

Jungler: Backstabber

Fat Han=Baron Nashor

ADC: Whisper

Support: Yorr

Mid: Kath

Top: Jax

Jungler: Backstabber

Fat Han=Baron Nashor

Han's more of a Hercules. He's got a lot of disruption (Turret), and enough natural HP and damage that you can build him for Support, Solo, Melee ADC, or Jungle.

ADC: Whisper

Support: Yorr

Mid: Kath

Top: Jax

Jungler: Backstabber

Fat Han=Baron Nashor

Han's more of a Hercules. He's got a lot of disruption (Turret), and enough natural HP and damage that you can build him for Support, Solo, Melee ADC, or Jungle.

Baron Nashor=LoL's raid boss

ADC: Whisper

Support: Yorr

Mid: Kath

Top: Jax

Jungler: Backstabber

Fat Han=Baron Nashor

Han's more of a Hercules. He's got a lot of disruption (Turret), and enough natural HP and damage that you can build him for Support, Solo, Melee ADC, or Jungle.

Baron Nashor=LoL's raid boss

He gives a massive buff when killed, right? That's SMITE's Fire Giant, not Herc.

Echo=Teemo. Can be anywhere. Murderous in the right hands. Cloak that doesn't quite work as well as you want it to.

Everyone hates seeing them.

I prefer the table top reference when it comes to survivability. You can't really reference MOBAS or RTS or any other video games because well for one there is turns on board games in X-wing APM is not as big of a deal as say DOTA 2 or Starcraft.

But for most table top games survivability comes in to two forms. Resilient and Damage Reduction. Now this was used to describe Warhammer 40,000 units but it can be used to describe some X-wing units as well. Resilient units are your typical high number of hit point units. Stuff like the B-wing, Shuttle, or any of the Big Ships. It takes a lot of firepower to get one down but eventually it will fall. Damage reduction are things that reduce the number of hits. Things like Tie Fighters with 3 agility dice and evade token and the C-3PO + Falcon title makes for damage reduction. Of course this defense is often dependent on dice and on how your opponent makes his attacks. You could also call arc dodging damage reduction strategy because it prevents you ships from taking damage.

So on one side the Resilient unit the VT-49 decimator is a beast but the only problem unless you build a specific decimator it will take every hit that is thrown at it. As with most resilient units the more times it gets damage the less effective it becomes, especially with all the possible combinations with critical damage such as minor hull breach + maneuvering thrusters damage.

As for damage reduction there usually is a chance for the damage reduction mechanic to fail such as rolling a 1 on a 2+ save in for a terminator or in the case of X-wing rolling 6 blanks on defense dice for a Tie Interceptor. Still there is a chance that it completely negates the attack making strong attacking units less potent giving you a chance to catch up or pull ahead in the damage race.

So there is table top defense in a nutshell.

ADC: Whisper

Support: Yorr

Mid: Kath

Top: Jax

Jungler: Backstabber

Fat Han=Baron Nashor

Han's more of a Hercules. He's got a lot of disruption (Turret), and enough natural HP and damage that you can build him for Support, Solo, Melee ADC, or Jungle.

Baron Nashor=LoL's raid boss

He gives a massive buff when killed, right? That's SMITE's Fire Giant, not Herc.

Originally Rosh from DOTA, but yes, they are all appropriate analogies.

And... I just realized that Nashor is Roshan backwards.

I feel I'm missing some goofy reference to DOTA2 or something....

The amount of summoners in this thread pleases me. And stilgod's Top Jax pun is likewise fantastic. Carry on.

And... I just realized that Nashor is Roshan backwards.

Rohsan, actually.

Too little Starcraft in this thread..

TIE Fighters are like zerglings: agile, in large number, and pack a mean bite up close.

X-wings are Zealots: good all-around ships

Y-wings are Dragoons, due to their turret and survivability

Phantoms are Blink Stalkers, because of their mobility

Defenders are Immortals: Protective shields and great damage

CR90 is the Tempest: Huge range, modest damage.

GR75 is like a Science Vessel

Dash with Outrider HLC is a Collossus

Decimators are Ultralisks

Lambdas are Siege Tanks: you just park them somewhere and let them do damage

Bombers are Marauders

Z-95 Headhunters are Marines

A-wings are Phoenices, pointing in whichever direction you want, but without much damage

I was actually intending to talk about individual stats, as opposed to which ships are which characters.

I mean, it's not like I can say "Tie Fighters are the Sheep from Catan"... :-p

Well some characteristics of ships in X-wing make them similar to units in SC. As to terms, nothing from SC seems to translate well.

Well some characteristics of ships in X-wing make them similar to units in SC. As to terms, nothing from SC seems to translate well.

Action Economy, damage, armor, tacics, fog of war, et c...

Well some characteristics of ships in X-wing make them similar to units in SC. As to terms, nothing from SC seems to translate well.

Action Economy, damage, armor, tacics, fog of war, et c...

Fog of war? Action Economy?

Armor, Flanks, tanks, damage, these of course are present. All military terms may apply. I'm talking about terms present specific to Starcraft: zerg rush, "mining out" a base, ramp, force field.