I have to confess to being a recent Guri convert. There's just something incredibly satisfying in flying these 'mid-tier Ace' types well, even though I am yet to try my luck against Soontier...
Then you are definitely not ready to face Soontiest.
I have to confess to being a recent Guri convert. There's just something incredibly satisfying in flying these 'mid-tier Ace' types well, even though I am yet to try my luck against Soontier...
Then you are definitely not ready to face Soontiest.
I'm relatively new. What are the tricks for handling high PS arc-dodging pilots, other than having a higher PS? Swarms?
Swarms and stress-dealing mechanics for now (Tactician, Rebel Captive and R3-A2 if you can afford a Rebel Transport). Ships that can largely ignore agility can help make your shots count (Wampa, Omega Leader with a Target Lock on the target). Stuff that deals unavoidable damage and deprives actions, like Conner Nets, may also help.
Wave 8 will be adding a variety of mechanics that might help, like Guidance Chips, Tracer Missiles (welcome to the meta, Lt. Blount!) and 4-LOM.
Theres plenty of ways as mentioned. Higher PS is the easiest, for some, and as above turrets/auxiliary arcs. Being where they're gonna be is another but requires more than 1 ship left. Theres also action bombs or if your good/lucky enough AoE bombs when you can pin them with debris or sacrifice yourself to bump them (and you) into an explosion.
Lastly you CAN outfly some aces. Certain ships are soo stinkin slippery even a higher PS ace will need to spend all of their actions to remain in the fight so you can set up jousts of opportunity although thats usually pretty desperate.
Edited by Carnor RexRed Ace has helped the mid-range Rebel ships, I know I'm running him. Or her, surely that's supposed to be Jessica Pava?
Jess is a member of Blue Squadron, so no.
Besides Ello, Lt. Bastian is the only other named Red Squadron member. Nien Nunb *could* be, but it's kind of unclear which of the two squads he was part of.
Also it's important to point out here the awesomeness that is Drea + Smiley + Torps + Chimps. Low PS, but if something's in arc it's gonna feel unbelievable pain.
Also it's important to point out here the awesomeness that is Drea + Smiley + Torps + Chimps. Low PS, but if something's in arc it's gonna feel unbelievable pain.
And if it isnt in your arc because it had to dodge you, it's got less tokens to handle whatever turret you brought.
Same concept works for scum jousters with Hotshot Blaster.
I'm relatively new. What are the tricks for handling high PS arc-dodging pilots, other than having a higher PS? Swarms?
Rebel stress control.
K wing with Tactician and TLT
or BTL-4 TLT R3A2 stress-droid
I'm relatively new. What are the tricks for handling high PS arc-dodging pilots, other than having a higher PS? Swarms?
Blocks. Why has no one said blocks yet? BLOCK THEM!
Aces, especially those who use PtL, live and die by clearing their green maneuvers and getting access to another round of actions. If they pull a surprising non-green, well, they're still stressed and you have a good idea of what they'll do the next turn.
Low PS ships have an advantage in two ways. The first is that they are cheaper, so you can have more of them. More ships is always good. The second is that since they move first, they can set up blocks, deny actions and let the rest of your lower PS ships be in a good position to do some shooting.
Soontir, for example, is virtually always locked into a green maneuver. Memorize an ace's green maneuvers and throw your lower PS ships in their paths while keeping one or two back to fire.
Like someone else mentioned, the range 3 band is massive, so if you're fighting an ace, try to slow-roll the engagement and leave them with relatively few options to avoid damage. Secondary weapons also help (and will receive a buff soon in Wave 8 via Ordnance Chips) to remove range 3 bonuses and get a better shot at punching through some damage.
As others have mentioned, turrets help, too... but turrets are lame!
If this Is what is happening then I feel a head of the curb but behind the 8 ball. I cant remember the last time I flew higher then PS8 that was my choice. not shooting first has never bothered me I just like to make sure I can move most of my ships first, block if I can, take a hit but make sure when I hit back its going to hit hard. PS 5-7 if where I like to be.
Edited by X Wing NutI think the return of mid tier aces has less to the power of new ones or an increasing number of "ace killer" cards, and more to do the viability of generics.
The TLT toting Y-wing has become such a staple that we must ask of every competitive list, "how will this do against 4 TLTs?" I see the twin laser turret mentioned as often as I've ever seen the groaned about names of every competitive season. Ugh, Fat Han; ugh Whisper, ugh TIE swarm, and now ugh TLT.
As a result there's been an increasing number of PS 3-4 generics. Black squadron pilots with crack shot, talas, an black sun aces are popping up their heads and hoping to land the fatal shot on the TLT before it does. After all, when facing TLTs, offense really is the best defense.
The same logic applies to mid tier aces. They aren't at the top of the pyramid, and they aren't meant to. But they are better than a LOT of really common ships and they deal with generics just as effectively for cheaper than the top tier pilots.
I also think that the direction of the games is favorable for Elite Generics. For example on T-70, the choice is either Generic PS4 for 26pts and has EPT or two mid-tier named pilots with nice abilities but without access to EPT for 27/29pts.
Yeah, also with Chimps Drea just got even better at landing Protons on big shots. Even Fel's likely to succumb to a hit if he's already spent tokens dealing with Juking McCoolname.
sorry my mind is blanking. What's the juking mccoolname combo?Yeah, also with Chimps Drea just got even better at landing Protons on big shots. Even Fel's likely to succumb to a hit if he's already spent tokens dealing with Juking McCoolname.
The only one I can think of is Cloakng Device/Stigium Accelerator/Juke.
I feel it in my fingers,
I feel it in my... toes
We're going to get a preview
C'mon and have it show!
I have to confess to being a recent Guri convert. There's just something incredibly satisfying in flying these 'mid-tier Ace' types well, even though I am yet to try my luck against Soontier...
Prepare to be disappointed.
I've played this match out many times, Guri doesn't stand a chance. She's too expensive for what she does, and too fragile to be as bad at arc-dodging as she is. She can feed on generics all day, but anyone with higher PS will blow her to pieces without even trying.
Well I'll let you know after the Store Championship this Sunday. So far it's been fine against the higher PSes, just a case of not trying to do the same arc-dodge thing and doing more of a zoning-job.
I mean, don't get me wrong, I don't necessarily rate my chances in a Fel 1v1. It's still a blast to play though, and that's the main thing.