Dials Ghost vs defender

By Marinealver, in X-Wing

no one said the dial wasn't as good as the HWK, just that it wasn't better (whatever the **** "better" means, apart from better in every conceivable context - which it clearly is not)

and also that labeling something as "better" is entirely meaningless without further context given the complexity of this game

The fact that it isn't better in every conceivable context is completely irrelevant. The fact remains that the Interceptor dial is simply better than the HWK overall.

It's not impossible to think of something a Model T Ford is better at than a Lamborghini Huracan, but that doesn't mean that it suddenly becomes impossible to tell which one is the better car.

If your criteria was "car I can repair myself", the Model T is absolutely a better car.

no one said the dial wasn't as good as the HWK, just that it wasn't better (whatever the **** "better" means, apart from better in every conceivable context - which it clearly is not)

and also that labeling something as "better" is entirely meaningless without further context given the complexity of this game

The fact that it isn't better in every conceivable context is completely irrelevant. The fact remains that the Interceptor dial is simply better than the HWK overall.

It's not impossible to think of something a Model T Ford is better at than a Lamborghini Huracan, but that doesn't mean that it suddenly becomes impossible to tell which one is the better car.

it's not about being able to tell which one is "better," it's about using terms that actually mean something

"better" by itself is far to absolute a term to glean anything useful from the description. For example, I couldn't give less of a **** about the Lamborghini's performance if I was looking for an antique piece, or if we were comparing it with some layman's car and I just can't afford the bloody thing.

similarly, what the hell does one mean the dial is "better"? Sure, it seems obvious in the case of the HWK v Interceptor; the Interceptor has more options at every speed expect 1 that remove stress, don't stress it, or are available in general; letting it better control range for upgrades such as Autothrusters while the HWK struggles with range-limited turrets (course the lack of speed 1 options are a real pain in the ass when trying to maintain arc without getting bumped). Try explaining it as just "better" to a prospective player, however, and you will have given jack **** in the way of useful info

moving on, we have the purpose of this whole "better" bull, the question posited in the OP. How in the bloody hell do you define a general "better' between different dials between different ship-sizes performing different roles in different factions?

this is incredibly basic stuff, gents. Define your terms and be specific; don't confuse one vague adjective for something that's even the least bit informative.

Idk maybe I'm weird but the defenders dial is one of my favs up there with tie/fos and intercepts. It does almost everything I want, in the context of that ship anyway.

Idk maybe I'm weird but the defenders dial is one of my favs up there with tie/fos and intercepts. It does almost everything I want, in the context of that ship anyway.

Yep.

I'm assuming the context is 4k and let fly :P

I really liked the Defender's dial for allowing the exploitation of control cannons, particularly ion, thanks to effortless 4k into focus or roll or even 4k while stressed and then just following the poor schmuk off the table

actually alone, theyre about the same. 4k white is AWESOME>

but if you add upgrades: tie mk2 for lots of green GETS TRUMP-STOMPED_BEYOND-SAVE-BY-LOGIC ignore all the rules of the game Ghost: Ignore bumping, change dial options GALORE, do whites as greens! Add navigator!!!! Do red moves even while stressed!!!!!!!!!!!!!!!!!!!

AHHHHHHHHH>

ASDFAKLSJDNALMSDNFM,SD

IM JUST GOING TO TYPE IN REALLY ANNOIYING BIG ASS LETTERS AND PROFANITY FROM NOW ON , THIS ASJLDHKJASDNDKNFKLDSNGAME IS DED.

mahahahaha, sorry i lost it.

I get it now. Just like having all of your fingers is not 'better' than having half of them missing because you may have to reach into a tight space at some point.

Be reasonable. Given the choice between dials to use for any ship, you would take a TIE Interceptor dial over a HWK dial nine times out of ten. Your effort to gut the meaning of the concept of something being better than something else is bizarre and pointless. Unless you also think that having five fingers on your hand is not better than having two - then we just have very different ideas about how important it is to be optimal in a one in a hundred situation at the expense of being optimal in the other ninety nine times out of a hundred.

we've almost created singularity by reaching a critical mass of butchered analogies here

Edited by ficklegreendice

I guess it depends on how much you like those 1 straights or 1 banks.

The thing I like the Defender or HWK, is many times, not clearing your stress isn't exactly game ending. Have a bank of Focus on your HWK, don't NEED to focus. Vessery or Rexlar with Predator/Lone Wolf, still get some attack modifications.

as above

you always need context in this game

for example, you slap Hera (crew) onto a VCX-whatever, and you can perform every maneuver repeatedly. Does that constitute "dah best dial evar?" Can we make that claim without examining what you trade in for that flexibility (in that case, actions)?

Does being on a faster; fatter ass make a dial "better" or "worse"? How about not having sloops? is the FO "better" because of that?

examining a bunch of red, white, and green arrows in a vacuum won't get us very useful information

Edited by ficklegreendice

In an complete vacuum of context, disregarding any consideration towards abilities, pilots and factions, staying beyond the event horizon of the butchered analogies singularity, and just examining a bunch of colored arrows that won't get us any information...

The shuttle dial is better.

...

Actually, it wasn't that difficult

Edited by Jehan Menasis

show your work

also, honestly, if people are so hung up on dials being strictly better than one another, why not just compare dials that are literally strictly better

for example, HWK v B-wing would be a more exact example than HWK v interceptor

plus you got our buddies from episode 7, the T-70 and FO, compared to their original counterparts. Their dials are the same, except the new ones do more stuff and have more greens! (except the FO loses the 3k)

hell, compare the Interceptor to the Tie Fighter! Apart from the bump of 4k to 5k, it's the same thing but the interceptor has more greens!

Soontir + 2 double BH was a lot of fun

problem was I sucked at it

kept flying the hunters off the board and self blocking soontir

ugh

With ships like Soontir, I always figure out where I want him to go first, then get everyone else the F out the way.

It bothers me how good the shuttle's dial is compared to the Y-Wing. It is a shuttle, it should have a dial more like the Hwk. With 2 agility and only 4 hits on them, they shouldn't be too difficult to blow up. I guess that balances them.

Yes but in the mythos, the Rebels used the Y-Wing because it was easy to get ahold of, but terribly outdated. Sure, it was an admirable workhorse in a pinch, but they were already largely obsolete even by the Battle of Yavin. It's how the rebels refit and reuse them, with all the spare stuff they can scrounge and all the ingenuity of a group pushed to the brink of destruction can muster that made them serviceable at all.

Ok, so I'll try to approach this logically before Fickle has an aneurism.

Let's look at the dial in the sense of what you're getting and how much you're paying for it. That should be contextual enough. The cheapest pilot I saw was 37 points.

Maneuverability: Both the Defender and the Ghost have 17 possible maneuvers. Both have the same number of red and green maneuvers before any pilot or upgrade is factored in. That would put them close to each other, however, the Defender loses out slightly in that all it's greens are in the same direction (read: predictable). At first, the Defender seems to have the edge in raw speed of its maneuvers, having a 5 straight, but the large base ship covers as much distance with a 4 move, so they actually even out in that regard.

Versatility: While the Defender has trouble making close, tight turns, the Ghost can paradoxically make close turns more easily with its white 2 turn. This is something I have a little trouble understanding, how a yacht can turn tighter than a speed boat, but then again I've never seen the show so there may be a good reason. Additionally, though both ships can cover about the same ground, the 5-kio on the Ghost makes it possible to swing its secondary arc about 1 base length farther out than the Defender can reach by making a 5 straight. In fact, both ships' dials are almost identical. The only difference is that the Ghost can do a 1 straight, while the Defender can do a 5 straight. But again, taking the base size into account, that means the Ghost can inch forward in a way the Defender can't, but the Defender can't cover any more ground by flooring it than the Ghost can. So I'd say the Ghost has a very slight edge here too.

So on a very basic levels, neither dial is particularly better than the other. They offer slightly nuanced tactical approaches that differ slightly, but nothing stands out as glaringly stronger. It's really just how you fly them. HOWEVER. Once you add an upgrade or change something, everything changes.

Maneuverability: Bestow a measly 1 point upgrade to the Defender, and its destressing maneuvers make a staggering jump from 4 to 10, giving it almost unparalleled maneuverability in almost any situation. While it doesn't change any red maneuvers to green, it does mean that the dial is left with only 3 white maneuvers: the 4-k, and both 3 turns. This soundly negates one of the better anti-defender strategies.

Versatility: On the other hand, taking Hera on the Ghost makes her dial into a joke, one told at your adversaries' expense. it becomes, as the article puts it, almost a build in 'Stay on Target'. It allows her many tactical options, chief among them being the ability to avoid being blocked, or the ability to vastly overshoot a potential blocker to suddenly gain a firing solution through the rear arc. It's also where the dial of the Ghost tips the scale heavily in its favor. The Defender gains some destressing options, but the Ghost has massive implications for a wide variety of tactical options far beyond that. Dodging arcs almost as aptly as a TIE Phantom, suddenly closing into range (again, like the Phantom), and avoiding blockers all become much easier. Being able to completely alter the direction you go should never be something taken lightly.

So, I suppose my conclusion is that the dials on their own are not objectively better or worse. But it doesn't seem to take much to skew them wildly apart.

not really "revealed" the secret of the white-4k as much as the rebels have cobbled together the best possible imitation

have to say though, the dials are not that impressive on their own (i.e, without Hera).

In the shuttle's case, you take an X-wing, jam in red 1-turns and then plaster red paint on the 3-turns

theres always the white sloop.

Don't forget how the FFG batchslapped us in the face with Ghost dial.

in preview it had 4 green forward.

where is it now?

nowhere.

so maybe the poor Jumpmaster won't get his review 2-white-S-woop-woop

Edited by Warpman