What makes a great dial?

By DraconPyrothayan, in X-Wing

First off, if you disagree or feel I have left anything out, please post below, so I can reconsider my positions and execution.

I have been struggling with quantifying movement dials for a while now, and I've been wanting to figure out how to weight the system so that excellence is properly reflected.

That is to say, the title.

This is what I've figured out thus far.

  • The difference between a Green maneuver and a White maneuver is not as large as the difference between a White and a Red, which is substantially less than having a Red and not having it at all.
  • Speed options matter more on Banks and Turns than they do on Forwards and Koiograns.
  • If an entire speed is lacking, that matters. Similarly, if it is red.
  • If an entire bearing is lacking, that matters more. Similarly if it is red.
  • Speed options barely register when determining stress-kicking levels. A ship with one of each bearing in green is brilliant, even if it were only at speed 1.
  • Koiogran options barely register when they are only at a distance-difference of speed 1. Differences of speed 2 or more is potent.
  • Having Barrel-Roll, Boost, or Cloak options make any dial substantially better.
  • Having Advanced Sensors removes most of the penalty of Red maneuvers.
  • Segnor's Loops are better than Koiogran Turns, as they come in two directions.

To that end, here is an examination of the dials that already exist in the game, under the metric Awful<Bad<Good<Great<Superb. Occasionally, + or - will be thrown in, when it's on the border.

A - W ing

5 bearings of Green, Koiograns <--> 2, and no bearings choked by red. Great dial, made superb with native Boost action.

B - W ing

3 bearings of Green, 1 Koiogran, Turns and long-range maneuvers choked by red. Bad dial, made great with Adv. Sys and native Barrel-Roll action.

E - W ing

3 bearings of Green, Koiograns <-> 1, and no bearings choked by red. Good dial, made great by native Barrel-Roll action, and great by R2 Astromech and Advanced Sensors.

X - W ing

3 bearings of Green, 1 Koiogran, and nothing choked by red. Good dial, turned great by R2-Astromech.

Y - W ing

1 bearing of Green, 1 Koiogran, and Turns and speed 4+ choked by red. Awful dial, turned good by R2-Astromech and Turret, and great by Unhinged Astromech and turret.

HWK -290

3 bearings of Green, 0 Koiograns, 1 pair Turn, and speed 3+ choked by red. Awful dial, mitigated by Turret upgrade to bad.

Z -95 H eadhunter

3 bearings of Green, 1 Koiogran, no bearings choked by red. Good dial.

YT -1300

3 bearings of Green maneuvers, Koiograns <-> 1, and no bearings choked by red. Good dial, made great by size and native turret.

YT -2400

3 bearings of Green, 1 Koiogran, no bearings choked by red, and all of the Turn/Bank options. Good+ dial, made superb by Size, native large-barrel-roll action and native turret.

TIE - F ighter

3 bearings of Green, Koiograns <-> 1, and no bearings choked by red. Good dial, made good by native Barrel-Roll action

TIE - A dvanced

3 bearings of Green, 1 Koiogran, and nothing choked by red. Good dial, turned good by native Barrel-Roll action.

TIE - I nterceptor

5 bearings of Green, Koiograns <--> 2, and no bearings choked by red. Great dial, made superb with native Boost and Barrel-Roll actions.

TIE - B omber

3 bearings of Green, 1 Koiogran, Turns choked by red. Good- dial, made good by native Barrel-Roll action.

TIE - P hantom

3 bearings of Green, Koiograns <-> 1, and no bearings choked by red. Good dial, made superb by native Cloak/Decloak action.

TIE - D efender

1 bearing of Green, 1 Koiogran, and turns choked by red. However, has all 12 turn/bank options and a white Koiogran. Bad+ dial, turned Good+ with native Barrel-Roll action.

F irespray-31

3 bearings of Green, Koiograns <-> 1, and no bearings choked by red. Good dial, made great by size and auxilliary arc.

L ambda C lass S huttle

3 bearings of Green, 0 Koiograns, Turns and 3+ choked by red. Presence of 0 Stop mitigates, but not enough. Awful dial, turned Good with Engine Upgrade and Size. Sorry, SableGryphon :(

VT -49 D ecimator

3 bearings of Green, 0 Koiograns, and no bearings choked by red. Good- dial, made good by size and native Turret.

S tar V iper

3 bearings of Green, 1 pair Segnor, and no bearings choked by red. Good+ dial, made superb by native Boost and Barrel-Roll actions, Virago Title, and Advanced Sensors.

Edited by DraconPyrothayan

I think your bell curve is a bit skewed. You analysis is spot on, but you have only rated two of the dials as even "Good", and those two are the best in the game. Maybe it's just the verbage for me, but when the best any of the other dials gets is "Mediocre", it just makes it seem like there's only two good dials out there. I would disagree with that. I think the X-Wing, TIE/Ad, TIE/F and the Z95 are good, not great dials even before you add in their action bar.

Yeah, you lost me when I saw that you considered the Defender dial mediocre. Then again, I can understand that it's a matter of opinion and playstyle.

Have you at least gave some value to the white K-turn and the impact it can have on the game?

I mean, by the look of it, you consider the Defender dial as bad as the Shuttle with engine upgrade, a ship that must take 2 turn to do a 180... It doesn't sound right.

Edited by Red Castle

White 1 turns.

White 1 turns and 1 straights are particularly useful. They deserve special consideration. Otherwise, really good analysis overall.

edit correction: "white straights" to "1 straights"

Edited by Biophysical

Yeah, you lost me when I saw that you considered the Defender dial mediocre. Then again, I can understand that it's a matter of opinion and playstyle.

Have you at least gave some value to the white K-turn and the impact it can have on the game?

OP does need to rethink this. A ship that can 180 every turn without becoming stressed and retain it's actions does not have a "bad dial" - in fact in a one on one, it can absolutely dominate almost every other ship in the game.

It simply plays differently to the way other ships do. That is not a bad thing.

X - W ing

3 bearings of Green, 1 Koiogran, and nothing choked by red. Mediocre dial, turned good by R2-Astromech or great by Unhinged Astromech.

Y - W ing

1 bearing of Green, 1 Koiogran, and Turns and speed 4+ choked by red. Awful dial, turned good by R2-Astromech and Turret.

I appreciate your analysis, I'd disagree on the Defender's dial, but that's a matter of opinion. What isn't is that you've misattributed the ability to take an Unhinged Astromech to the X-wing. It's only available to a Scum Y-wing, as a salvaged astromech. Sorry to nit-pick.

White 1 turns.

Extreme maneuvers (slow and fast ones) should be worth more than the middle ones.

The 1 hard turn is a great maneuver to have in a close fight, so is the 1 bank and straight. How many time did I wished that my Tie Fighters could do a 1 straight or bank? How many time have I wanted to do a hard 1 with a X-Wing but couldn't?

The Starviper dial without boost and barrel roll is considered mediocre? Come on, it's one of the only ship that has all the 1 and 2 maneuvers without any of those being red, I think the other are just the YT-1300 and YT-2400. That's huge in a dogfight! YT-2400 dial that has pretty much all maneuver up to 4 is considered mediocre? Maybe the bar is too high.

I think your bell curve is a bit skewed. You analysis is spot on, but you have only rated two of the dials as even "Good", and those two are the best in the game. Maybe it's just the verbage for me, but when the best any of the other dials gets is "Mediocre", it just makes it seem like there's only two good dials out there. I would disagree with that. I think the X-Wing, TIE/Ad, TIE/F and the Z95 are good, not great dials even before you add in their action bar.

The X-Wing and Firespray-31 were the dials I constructed when I did a median-construction, thus marking them Average (Mediocre by my mark).

The TIE/Ad and Z-95 are both analogous to the X-Wing: I can't really call any of them better than another.

The TIE/F is slightly better than the X, though it'd take some real concentration to figure out if it's better than the Firespray's.

The problem is that I used an extra rating accidentally: Superb.

That means that the "Better-than-Firespray" crowd was actually fighting among 3 slots, whereas the "Worse-than-X" crowd was only fighting among 2.

Would fixing the language to make Mediocre=Good, and leaving Great and Superb as is, be a good fix for you?

Yeah, you lost me when I saw that you considered the Defender dial mediocre. Then again, I can understand that it's a matter of opinion and playstyle.

Mediocre meant "On-Par with the X-Wing and the Firespray's dial". The White-Koiogran and possessing all of the turns/banks are what kept the dial from being "Bad".

To be fair, I have not mastered the TIE-D, but I've not heard good things about it on the forums.

Still, this is the biggest odd-duck in the game, so as the weightings actually solidify, I'm sure it will improve.

White 1 turns and white straights are particularly useful. They deserve special consideration. Otherwise, really good analysis overall.

Are 1 turns better than 3 turns? Ships without either got called out, and ships with both got lifted.

I think they stack better with Boost and Barrel-Roll, admittedly, but I think they're too-close-to-call otherwise.

Why are White Straights particularly useful, contrasted with greens? Red ones got called out.

CONSENSUS AT THIS POINT:

Re-examine wording of scale to properly show -2, -1, Average, +1, +2 distribution

Get better at playing the defender, and adjust accordingly

Re-examine 1 Turns.

X - W ing

3 bearings of Green, 1 Koiogran, and nothing choked by red. Mediocre dial, turned good by R2-Astromech or great by Unhinged Astromech.

Y - W ing

1 bearing of Green, 1 Koiogran, and Turns and speed 4+ choked by red. Awful dial, turned good by R2-Astromech and Turret.

I appreciate your analysis, I'd disagree on the Defender's dial, but that's a matter of opinion. What isn't is that you've misattributed the ability to take an Unhinged Astromech to the X-wing. It's only available to a Scum Y-wing, as a salvaged astromech. Sorry to nit-pick.

This was an honest mistake: I added it to the wrong text after I went into Scummery at the end. This is getting an edit!

The reason that Unhinged Ys get a better rating than R2 Ys is because the R2 doesn't solve the problem of the red-choke on turns, but the Unhinged does. Greenwashing the 1 and 2 bank is not as potent a difference as this.

Edited by DraconPyrothayan

I think your bell curve is a bit skewed. You analysis is spot on, but you have only rated two of the dials as even "Good", and those two are the best in the game. Maybe it's just the verbage for me, but when the best any of the other dials gets is "Mediocre", it just makes it seem like there's only two good dials out there. I would disagree with that. I think the X-Wing, TIE/Ad, TIE/F and the Z95 are good, not great dials even before you add in their action bar.

The X-Wing and Firespray-31 were the dials I constructed when I did a median-construction, thus marking them Average (Mediocre by my mark).

The TIE/Ad and Z-95 are both analogous to the X-Wing: I can't really call any of them better than another.

The TIE/F is slightly better than the X, though it'd take some real concentration to figure out if it's better than the Firespray's.

The problem is that I used an extra rating accidentally: Superb.

That means that the "Better-than-Firespray" crowd was actually fighting among 3 slots, whereas the "Worse-than-X" crowd was only fighting among 2.

Would fixing the language to make Mediocre=Good, and leaving Great and Superb as is, be a good fix for you?

Yeah, you lost me when I saw that you considered the Defender dial mediocre. Then again, I can understand that it's a matter of opinion and playstyle.

Mediocre meant "On-Par with the X-Wing and the Firespray's dial". The White-Koiogran and possessing all of the turns/banks are what kept the dial from being "Bad".

To be fair, I have not mastered the TIE-D, but I've not heard good things about it on the forums.

Still, this is the biggest odd-duck in the game, so as the weightings actually solidify, I'm sure it will improve.

White 1 turns and white straights are particularly useful. They deserve special consideration. Otherwise, really good analysis overall.

Are 1 turns better than 3 turns? Ships without either got called out, and ships with both got lifted.

I think they stack better with Boost and Barrel-Roll, admittedly, but I think they're too-close-to-call otherwise.

Why are White Straights particularly useful, contrasted with greens? Red ones got called out.

I'm sorry, I meant 1 straights, not white straights. Controlled approaches are very important. I would say that 1 turns are a bit more important than 3 turns. You displace so little space that you can really do some good close range maneuvers. That being said, it's not much better than a 3 turn, but the preferred option depends on the ship and its other abilities.

Again, just my opinion, but I don't think determining what makes a great dial is that easy and can be situational.

Exemple: Starviper Vs Tie Interceptor

Starviper has all 1 and 2 maneuvers, straight and bank 3, straight 4. S-Loop 3 k-turn.

Interceptor has hard 1, all 2 and 3 maneuvers, straight 4 and 5 and 3 and 5 k-turn.

So basically, you are trading the hard 3 and straight 5 of the Interceptor for the 1 straight and 1 bank and both 3 and 5 k-turn for the S-Loop. That's where experience might differ, but I would trade anytime the straight 5 and hard 3 for the 1 straight and bank, those close maneuvers are so useful in a dogfight or when tailing an opponent. The k-turn trade is harder to do because I have yet to experiment with the S-Loop, but I do believe it will be at least equivalent. So, excluding the green, I consider the Starviper dial superior to the Tie Interceptor. Where the Interceptor dial shine is if you expect to be stressed a lot (like with PtL), but if not, all those greens mean nothing.

What I'm trying to say is, the dial is a tool to achieve your purpose. If what you want is make close, sharp and sneaky maneuvers, the Starviper dial is better. If what you want to do is go fast and not be as affected by stress, the Interceptor dial is better. A question of taste and situation.

I appreciate that TC looks at the ship's action economy in conjunction with the dial -- it really highlights the intention of certain maneuvers to be coupled with the boost and barrel rolls.

However, I'd consider the Interceptor's dial superb even if it lacked those actions. A full range of 2-speed maneuvers and the 3- and 4-forward maneuvers being green, coupled with the 5 Koiogran, means the Interceptor can out-distance itself for a turn while getting behind an opponent, then clear stress in whatever direction best suits the fight before taking advantage of its boost or barrel roll. Certainly the most superior dial in the game as it stands.

Despite the dissent on the Interceptor, I agree with TC's analysis of the Defender dial. While the White 4k turn is invaluable in situations (especially on a Veteran Instincts Vessery who survived a round of range 1 jousting), the red hard turns, coupled with the absolute lack of green banks, devastates the Defender's ability to mitigate stress while quickly getting back in the fight. It's an excellent ship for survivability, and the green 5 can make getting into a scrum stress-free nice, but it can very easily be outslowed and blocked.

I'm sorry, I meant 1 straights, not white straights. Controlled approaches are very important. I would say that 1 turns are a bit more important than 3 turns. You displace so little space that you can really do some good close range maneuvers. That being said, it's not much better than a 3 turn, but the preferred option depends on the ship and its other abilities.

I'd say it and the 5 forward are the two most powerful options of the bearing, for basically opposite reasons. I do admit that I didn't weigh either of them, though.

I appreciate that TC looks at the ship's action economy in conjunction with the dial -- it really highlights the intention of certain maneuvers to be coupled with the boost and barrel rolls.

TC? Oh, you mean me :D . Not actually encountered that acronym before.

I'm a huge proponent of how powerful the Barrel Roll and Boost actions are.

Then Cloak came in an bashed people over the heads with its OP-ness.

....Don't read that out loud.

One of the biggest reasons the 1 turn is so potent is that it allows for a Matador Turn: In which you 1 turn, then barrel-roll back so that you partially overlap your original position. The ship that you'd normally be koiograning to fight will park right in your sights, won't have a shot at you, and you are stress free for the following engagement.

There are dozens of other interactions like it, though.

Hell, I'm the guy who coined the term "Hypermobile B-Wing", 'cause I saw a "How do I make the Shuttle Maneuverable" post and applied it to the wrong ship. One Worlds later, and the concept was definitely proven.

However, I'd consider the Interceptor's dial superb even if it lacked those actions. A full range of 2-speed maneuvers and the 3- and 4-forward maneuvers being green, coupled with the 5 Koiogran, means the Interceptor can out-distance itself for a turn while getting behind an opponent, then clear stress in whatever direction best suits the fight before taking advantage of its boost or barrel roll. Certainly the most superior dial in the game as it stands.

Without action economy, it's slightly worse than the A-Wing's, which is identical save for having a Green 5. So, second-best, but third's a good way off :) .

However, I would contend that "Superb" cannot exist purely on a dial, without upgrades or actions to consider. Unless it had all available options, including stops and koiograns, in green.

That would be rather nuts.

However, if it had no mobility-actions and no ability to stress itself, that dial would be far from overpowered.

It would be incredibly difficult to plan around, as you'd have to anticipate everything from a Stop to a 5 Koiogran on every turn, but could be outflown by an A/Squint/Blink with a PS advantage fairly easily.

Despite the dissent on the Interceptor, I agree with TC's analysis of the Defender dial. While the White 4k turn is invaluable in situations (especially on a Veteran Instincts Vessery who survived a round of range 1 jousting), the red hard turns, coupled with the absolute lack of green banks, devastates the Defender's ability to mitigate stress while quickly getting back in the fight. It's an excellent ship for survivability, and the green 5 can make getting into a scrum stress-free nice, but it can very easily be outslowed and blocked.

Exactly.

Its major demerits (having only 1 turn that is stress-free and having only 1 bearing of green) weigh down its major accolades (having all turn/banks, having a white K).

If it had one fewer pair of red turns, and/or one pair of green bearings, it would rank substantially higher.

As it stands, I am not yet prepared for the Koiogran Chain being truly viable.

This thing loves Adrenaline Rush more than any other ship, and uses Engine Upgrades to spectacular effect, though. At its most mobile, it's particularly persnickety.

Without any of that (or the native Barrel-Roll), it's not good enough to be flown regularly, and too weird to be understood.

Although it may be harder to qualify what make a "good dial" for a ship also depends on what the ship's stats and purpose are.

Maybe this is an exercise in judging dials in isolation but what a ship does can make a world of difference between a good and not so good dial. For some speed is important but for others having complete movement control could be far more valuable.

How would you rate a dial that has a red 1-k, Green 1 forward and banks, a while stop, and then a couple new "reverse" maneuvers that are all red and mirror the forward maneuvers? Throw in a barrel roll ability which could make sense. No turns and no maneuvers speed 2 or greater would make it horrible for some uses but it could be an amazing knife fighter.

Although it may be harder to qualify what make a "good dial" for a ship also depends on what the ship's stats and purpose are.

Maybe this is an exercise in judging dials in isolation but what a ship does can make a world of difference between a good and not so good dial. For some speed is important but for others having complete movement control could be far more valuable.

I totally agree that the dial should not be viewed in a vacuum for analyzing a ship.

However, we've gotten very good at analyzing everything but the dial in a vacuum, so I want to build on that.

How would you rate a dial that has a red 1-k, Green 1 forward and banks, a while stop, and then a couple new "reverse" maneuvers that are all red and mirror the forward maneuvers? Throw in a barrel roll ability which could make sense. No turns and no maneuvers speed 2 or greater would make it horrible for some uses but it could be an amazing knife fighter.

The reverse maneuvers would be very strongly weighted. This thing would be very difficult to predict.

What makes a great dial?! Lots and lots of green!

Good vs bad dials are rather superlative. It depends on what you are doing and what is needed. For example the A-wing which has a good dial might not work out so well if you need to make a 1 maneuver that isn't a hard turn. The B-wing dial was meant to be an awkward dial but everyone found out it works great in tight spots. The only thing it suffers on is speed. The shuttle has what is considered one of the worst dials ever but throw Engine upgrade and the fact it has a large base and watch it zoom from one side of the table to another and if there is no place to move it can just hit the breaks. The E-wing has one more green maneuver than the X-wing and Z-95 but you know what you see more of on the tables right?

Again, just my opinion, but I don't think determining what makes a great dial is that easy and can be situational.

Exemple: Starviper Vs Tie Interceptor

Starviper has all 1 and 2 maneuvers, straight and bank 3, straight 4. S-Loop 3 k-turn.

Interceptor has hard 1, all 2 and 3 maneuvers, straight 4 and 5 and 3 and 5 k-turn.

So basically, you are trading the hard 3 and straight 5 of the Interceptor for the 1 straight and 1 bank and both 3 and 5 k-turn for the S-Loop. That's where experience might differ, but I would trade anytime the straight 5 and hard 3 for the 1 straight and bank, those close maneuvers are so useful in a dogfight or when tailing an opponent. The k-turn trade is harder to do because I have yet to experiment with the S-Loop, but I do believe it will be at least equivalent. So, excluding the green, I consider the Starviper dial superior to the Tie Interceptor. Where the Interceptor dial shine is if you expect to be stressed a lot (like with PtL), but if not, all those greens mean nothing.

What I'm trying to say is, the dial is a tool to achieve your purpose. If what you want is make close, sharp and sneaky maneuvers, the Starviper dial is better. If what you want to do is go fast and not be as affected by stress, the Interceptor dial is better. A question of taste and situation.

I'm just gonna quote Red Castle here as he made my points already. 1 straight can be far superior to 5 straight, same with 1 back and 3 turn, but it's probably a matter of taste & playstyle preference and not easily quantifiable.

Also, you should experiment with the TIE D a bit more, i think it's a great ship, it's just expensive and a bit hard to fit into lists at 100 points. I'd rather have a red 1 turn than a none 1 turn.

Edited by Radarman5

I'm sorry, I meant 1 straights, not white straights. Controlled approaches are very important. I would say that 1 turns are a bit more important than 3 turns. You displace so little space that you can really do some good close range maneuvers. That being said, it's not much better than a 3 turn, but the preferred option depends on the ship and its other abilities.

White 1 turns and white straights are particularly useful. They deserve special consideration. Otherwise, really good analysis overall.

Stress free 1 turns and 1 straights are arguable the two best maneuvers in the game, especially on low PS ships. It's frustrating to get behind a ship and then have to choose a maneuver that will bump it because you have to go at least two.

As for which turn is better, I don't think the choice between a 1, 2, and 3 is necessary to distinguish since if a ship has the 1 turn it has them all, though the color of the turn does matter. So, having a 1-turn is a plus because you get the other ones anyway.

Options and variety is what make a good dial. Ships that have the 1 turn have the other turn options and so can choose the best turn for the situation, and the one turn with a barrel roll increases those options. Ships that have the one straight often have enough other speed options that the difference between a "longer" dial doesn't really matter enough. (How much more often is a 1 straight used over a 5 forward?).

Edited by AlexW

Although it may be harder to qualify what make a "good dial" for a ship also depends on what the ship's stats and purpose are.

Maybe this is an exercise in judging dials in isolation but what a ship does can make a world of difference between a good and not so good dial. For some speed is important but for others having complete movement control could be far more valuable.

I totally agree that the dial should not be viewed in a vacuum for analyzing a ship.

However, we've gotten very good at analyzing everything but the dial in a vacuum, so I want to build on that.

The difference is that when we analyse stats or action efficiency, we can back it up with math/percentage. When analyzing dials, we are giving opinions that reflect our different experiences and tastes.

Tie Defender: You note it as bad+, I think it is Great and that's without taking into account the barrel roll. You base it on your personnal experience and what you heard on the forum (I heard a lot of good thing regarding its dial here too, not just bad).

You admitted that you are personally not prepared for the k-turn chain to be truly viable, yet I and many other members have sung its merits a lot of time. And the white k-turn is not just useful to chain it, being able to do a 180 while stress is also great. That dial is the only one that when the ship is stress at the start of the turn, it can still have a line of sight wherever it wants, no other ship can do that except with a turret. Take any other ship stressed, I know where to go if I don't want to be shot. You want to go slow, there is the 1 bank, a maneuver that you learn to appreciate when you play a lot of Imperial. If you want to tail with a Defender, you tail, you have all the tools for it.

From my personal experience, the Defender dial is superior to the ones of: X-Wing, Z-95, E-wing, Tie Fighter, Tie Advanced, Tie Bomber. All dials that you personally noted as better. So, fair question, do you think the Defender would be a better ship if it had any of those dials?

A lot of how good a dial is depends on personal playstyle. I love the Defender dial. Granted, I play Rexlar with Predator a lot, so I am not too concerned about stress and stress clearing early on. It also helps that I don't subscribe to the notion that you MUST clear stress immediately, which is where a lot of the detractors are coming from.

I'm wondering why you have some ships upgraded to change dial rating and not others. Nien nunb makes the HWK significantly better.

I appreciate your efforts to quantify dial quality. While your comparisons are valuable, I believe they miss the most important criterion, namely WHICH maneuvers are available. All are not equal, or even close to it.

The maneuvers by power:

1: Daredevil

2: 1 Turn, 1 Straight

3: 3 Bank, 5k, 3s, Barrel Roll, Boost

4: 2 Turn, 1 Bank, 4k, 1-2s

5: 3 Turn, 2 Bank, 4-5 Straight, 2k

6: 2-3 Straight

Basically, maneuvers are powerful based on their displacement and the amount of rotation, with action-maneuvers being more powerful because they can be performed post dial-selection. The greater the displacement, the easier it is to avoid blockers and/or control the timing of engagement. The smaller the displacement, the easier it is to control approach and/or dogfight. The 1 Turn and 1 Straight are at the top because they can be useful on the approach as well as maneuvering in close. The 3 bank and 3s are powerful because they cannot be blocked by a single ship of any size, and allow you to adjust heading. The 5k is powerful because in a joust a 5k cannot usually be blocked and it has a large rotation.

As you go down the list, you get maneuvers that are more easily blocked (for example, both 1 banks can be blocked with a single ship) and/or cause less rotation. The color of maneuvers is significant, if I were to quantify it I would say Red drops them about 2 spots on the chart. Green is interesting, but does not fundamentally change the power level of the maneuver, though they do increase the utility of stress causing upgrades like PtL and R3A2. If I were to quantify it I would say it bumps the maneuver up half a slot.

By these standards, a Y-Wing has a good dial, with the ability to control approach (1 straight), avoid blockers (3 banks), k-turn consistently (because a 4k is relatively difficult to block), and retains some ability to dogfight effectively (with 2 turns and 1 banks). It is not fundamentally weaker than an X-Wing dial, the only difference is a reduced ability to support stress causing upgrades like PtL or R3A2. A Rookie X-Wing, or any other X-WIng that chooses not to use a green-dependent upgrade, will not maneuver significantly better than a Y-Wing. Likewise a Y-Wing that is not using stress upgrades will not see a drop in effectiveness vs. an X-Wing.

Ships that have both the 1 straight and 1 turn available (like the StarViper, the B-Wing less so because of red) already have an excellent dial. If you can combine that with the ability to avoid blockers (the 3 Bank, and long k-turns) you have a very powerful dial. The B-Wing suffers here because it has red at both extremes (1 turn and 3 bank), which is partially mitigated by the sensors slot, leaving it with a good (but not great) dial. The Interceptor has a great dial, because it has both knife fighting (1 Turn) and arc avoidance (3 Bank, 5k), 2 action maneuvers, and solid greens for utilizing stress upgrades. The Star Viper has the most powerful dial in the game by a fairly wide margin because it has those same advantages with only a small reduction in green availability (2 turn becomes 1 bank) but with the addition of 1 straight and bank. It is enormously capable at all ranges and in all circumstances, and combines that native utility with a sensors slot.

Edited by KineticOperator

I'm sorry, I meant 1 straights, not white straights. Controlled approaches are very important. I would say that 1 turns are a bit more important than 3 turns. You displace so little space that you can really do some good close range maneuvers. That being said, it's not much better than a 3 turn, but the preferred option depends on the ship and its other abilities.

White 1 turns and white straights are particularly useful. They deserve special consideration. Otherwise, really good analysis overall.

Stress free 1 turns and 1 straights are arguable the two best maneuvers in the game, especially on low PS ships. It's frustrating to get behind a ship and then have to choose a maneuver that will bump it because you have to go at least two.

As for which turn is better, I don't think the choice between a 1, 2, and 3 is necessary to distinguish since if a ship has the 1 turn it has them all, though the color of the turn does matter. So, having a 1-turn is a plus because you get the other ones anyway.

Options and variety is what make a good dial. Ships that have the 1 turn have the other turn options and so can choose the best turn for the situation, and the one turn with a barrel roll increases those options. Ships that have the one straight often have enough other speed options that the difference between a "longer" dial doesn't really matter enough. (How much more often is a 1 straight used over a 5 forward?).

The Star Viper only has a 1 and 2 turns, but with barrel roll you can get nearly the same position.