And there we go again....
X-Wing is broken, FFG balance the ships please.
The game is in a very great state. Maybe, if you let yourself be limited by the competitive format, you might think otherwise, but even then. You want to make every ship as competitive as any other?
The game is competitive by nature. You are pitted up against another player. However you are right that it would be nice to change the standard format from time to time just to mix things up a bit.
I would like to see an escalation tournament where list building is the entire strategy other than just learning 1 list and playing that non stop.The only challenges is how to break apart the Swiss from the elimination brackets. So far the best I got is complete the escalation in swiss and then all the eliminations are played at full 150.
I still would like to make the final round be a 300 point epic dogfight.
However as with all tournaments times starts to play a big factor. ![]()
The standard, 100-point competitive game is dead (to me).
The balancing is beyond laughable, as can be seen in the number of viable lists.
There was a time in this game when, if someone asked "What should I buy next?" the answer was "anything, they are all good ships."
No longer is this true, and never again will it be true.
You now need to buy everything, from Jumpmasters (because they're awesome and come with Boba Fett, who is needed to defeat the ubiquitous "Emperor Palpatine" builds).
You need to buy the Raider so you can get Emperor Palpatine, since he's the only list outside Crack-Swarm that can be fielded in an Empire 100 list (meanwhile you buy 3 TIE/x1 titles & Adv. Targ Computers that you will NEVER field).
You need to buy a K-Wing for TLTs.
You need to buy M3-A interceptors for mangler cannons, even though the ship is one of the weakest.
Basically there are about 10 competitive lists at any given time nowadays. Sure, you can field 'different' lists, but the odds are you're still piling one or two "standard loadout" ships, like a stress-hog, or a Soontir Fel, or a TLT-Scum Y-Wing, etc.
I get that there is a cadre of loyal, competitive players who think I'm an idiot whiner.
But I actively discourage people from playing this game now, and I don't even play on Vassal (which is where you can truly see how poor the 'variety' of competitive builds is).
The ONLY thing that can save this game now is composition rules, such as limiting the amount of certain things that can be taken, or requiring ship X to be taken before ship Y can be taken. Similar to how 40K has Heavy/Fast Attack/Troop.
Playing against the same 10 lists is dumb, and when I go... back when I went to open X-Wing events, ALL that showed up were competitive builds.
There's no fun in that for me.
And so I quit buying, and encourage others to do so as well.
If you absolutely NEED your X-Wing fix, play on Vassal for free, and remind yourself why this game is no longer fun without the regret of having bought ships.
At least I never got hooked into Armada, because that's going to end up in the same place.
I think all it takes is giving Corran a reason not to take R2-D2. I've been thinking this as an easy fix:
Title: 0 pts
If you equip a non-unique astromech, you may equip a tech upgrade for free.
E-wings would love comms relay. Corran would still have a powerful presence with Juke for his double tap. Perhaps the clever developers could think of a generic droid that would get some use out of weapons guidance...
Or maybe an generic R7Astromech droid that gives the ship a Tech Upgrade, and make it E-wing only.
You now need to buy everything, from Jumpmasters (because they're awesome and come with Boba Fett, who is needed to defeat the ubiquitous "Emperor Palpatine" builds).
You need to buy the Raider so you can get Emperor Palpatine, since he's the only list outside Crack-Swarm that can be fielded in an Empire 100 list (meanwhile you buy 3 TIE/x1 titles & Adv. Targ Computers that you will NEVER field).
You need to buy a K-Wing for TLTs.
You need to buy M3-A interceptors for mangler cannons, even though the ship is one of the weakest.
You need to buy what you want. Why the hell you need Raider when playing rebels? Why Kwing when playing Imps? Cooooommeeee on....lets buy everything in 1 set right...?
ps. those tie adv. fixes still goes for 5-10 bucks a set.
ps2. mangler is in IG. Or you wanna call IG weak ship too?
Basically there are about 10 competitive lists at any given time nowadays. Sure, you can field 'different' lists, but the odds are you're still piling one or two "standard loadout" ships, like a stress-hog, or a Soontir Fel, or a TLT-Scum Y-Wing, etc.
Way more then 10 but whatever. And excuse me, but WHFB? WH40K? Warmachine? WTH was there? Same thing. 5ed WH40k had only 1 Chaos build that every1 played and i can tell it by hearth now after almost 10 years. So pls....Ofc ships like soontir are fielded one way, but i see him more as an exception. Most ships got at least 2 or 3 builds that work nice. Hell even that soontir got 2 builds not just 1.
I get that there is a cadre of loyal, competitive players who think I'm an idiot whiner.
Out of courtesy , im not gonna confirm nor deny this statement.
But I actively discourage people from playing this game now, and I don't even play on Vassal (which is where you can truly see how poor the 'variety' of competitive builds is).
I am playing TTS for about the week now. I haven't faced a SINGLE "current meta" build . Not a single. Vassal and TTS are where there is even more variety so pls....
The ONLY thing that can save this game now is composition rules, such as limiting the amount of certain things that can be taken, or requiring ship X to be taken before ship Y can be taken. Similar to how 40K has Heavy/Fast Attack/Troop.
Does rules "unique" and "limited" rings a bell? Another 40k compositing example? Wanna talk about detachments?
Playing against the same 10 lists is dumb, and when I go... back when I went to open X-Wing events, ALL that showed up were competitive builds.
There's no fun in that for me.
Last SC. I have faced 1 aces. And rest 5 rounds were totally unique lists. Last local. Won by my buddy flying 2xbomber Kwing. Hell if thats not unique to you in this game then we have nothing to talk about.
And so I quit buying, and encourage others to do so as well.
If you absolutely NEED your X-Wing fix, play on Vassal for free, and remind yourself why this game is no longer fun without the regret of having bought ships.
And we should what? Cry that you leave us..? Envy you or what? Go ahead, sell your ships, no1 cares mate. And im pretty sure 99% of community treats Vassal/TTS only as addition to normal face2face play so i dont think you ll find many disciples here.
Almost 3 years of play by me-hooked even more every day.
4digits spending of this game - not regretting a single penny spend on ships.
You'r done mate?
Edited by VitalisMy T70 was broken.....
Glued it.
FFG gave Dengar basically the same ability with no real drawback, and in a more manueverable ship. (Yes I know he has to get shot... but positioning a JM5k is arguable easier than an EWing considering their sloop and hard turns)
I would argue that having to be shot and having to have the target in arc are just as much of a drawback as corran not getting to shoot the next round.
You do realize that Defenders needed the help more than the E wing, right?
Corran got to 2nd place in the last worlds, I don't think a Defender even made it to top 16.
I'll agree the T-65s aren't great, but they have their place. My Palp + aces got smoked by my brothers triple X wing list due to anticipating where I was going to go.
Range 1 fully modded Wedge shot on an uncloaked Whisper is not fun.
OP why is everything just over priced? Point reductions are boring, "fixes" should be interesting.
I thought this was going to be a funny thread about the Ghost not staying on its stand....
My JumpMasters all lean to the left. :/
Dude...You should see my Decimator. One light sneeze in the same room as it and it falls over like a building in the Joplin tornado.
The standard, 100-point competitive game is dead (to me).
The balancing is beyond laughable, as can be seen in the number of viable lists.
There was a time in this game when, if someone asked "What should I buy next?" the answer was "anything, they are all good ships."
No longer is this true, and never again will it be true.
You now need to buy everything, from Jumpmasters (because they're awesome and come with Boba Fett, who is needed to defeat the ubiquitous "Emperor Palpatine" builds).
You need to buy the Raider so you can get Emperor Palpatine, since he's the only list outside Crack-Swarm that can be fielded in an Empire 100 list (meanwhile you buy 3 TIE/x1 titles & Adv. Targ Computers that you will NEVER field).
You need to buy a K-Wing for TLTs.
You need to buy M3-A interceptors for mangler cannons, even though the ship is one of the weakest.
Basically there are about 10 competitive lists at any given time nowadays. Sure, you can field 'different' lists, but the odds are you're still piling one or two "standard loadout" ships, like a stress-hog, or a Soontir Fel, or a TLT-Scum Y-Wing, etc.
I get that there is a cadre of loyal, competitive players who think I'm an idiot whiner.
But I actively discourage people from playing this game now, and I don't even play on Vassal (which is where you can truly see how poor the 'variety' of competitive builds is).
The ONLY thing that can save this game now is composition rules, such as limiting the amount of certain things that can be taken, or requiring ship X to be taken before ship Y can be taken. Similar to how 40K has Heavy/Fast Attack/Troop.
Playing against the same 10 lists is dumb, and when I go... back when I went to open X-Wing events, ALL that showed up were competitive builds.
There's no fun in that for me.
And so I quit buying, and encourage others to do so as well.
If you absolutely NEED your X-Wing fix, play on Vassal for free, and remind yourself why this game is no longer fun without the regret of having bought ships.
At least I never got hooked into Armada, because that's going to end up in the same place.
I stopped reading part way through because it's pure nonsense, you are putting artificial restrictions on your self based on perceived power.
You are the problem here.
For example I no longer run a shuttle and palpatine in my imperial aces build, because I find it stronger without the emperor. And I defeat palp aces build with it, I just have more aces.
I bet if the people winning about balance actually were good at list building then they would realize the game is more balanced. However if you can only defeat a palp aces list with a palp aces list then maybe you just suck at list building and therefore require a net list to compete against a strong list?
But of course that's not the case, it's definitely the games fault.
(I don't run Vader, soontir, or palp shuttle in my imp aces list... Wtf wrong with me? Oh right I try new things and combinations. My first imp aces build that I tried competitively was soontir, Vader, palp. But after months of tweaking it has none of those ships in it.)
I flamed you hard, but you needed to be. Some new player is going to read this **** and form ideas based on your interpretation and create another you. ""X" sucks because I said so and "y" is the only thing viableto fly." Is a sentence that is bad for the game.
Personlly I am hard pressed to find a shipi won't fly, and this thread has forced me to change my fleet for tomorrows spring tournament to have a m3a in it because I love that little ship even if no one else does.
I'm not gonna read this whole thread, but IMO between Guidance Chips and Integrated Astromech the T-65 is actually in a pretty decent place right now. God forbid you actually have to predict your opponent's movement and not just rely on the crutch that is high-pilot skill, post-dial movement.
The standard, 100-point competitive game is dead (to me).
The balancing is beyond laughable, as can be seen in the number of viable lists.
There was a time in this game when, if someone asked "What should I buy next?" the answer was "anything, they are all good ships."
No longer is this true, and never again will it be true.
You now need to buy everything, from Jumpmasters (because they're awesome and come with Boba Fett, who is needed to defeat the ubiquitous "Emperor Palpatine" builds).
You need to buy the Raider so you can get Emperor Palpatine, since he's the only list outside Crack-Swarm that can be fielded in an Empire 100 list (meanwhile you buy 3 TIE/x1 titles & Adv. Targ Computers that you will NEVER field).
You need to buy a K-Wing for TLTs.
You need to buy M3-A interceptors for mangler cannons, even though the ship is one of the weakest.
Basically there are about 10 competitive lists at any given time nowadays. Sure, you can field 'different' lists, but the odds are you're still piling one or two "standard loadout" ships, like a stress-hog, or a Soontir Fel, or a TLT-Scum Y-Wing, etc.
I get that there is a cadre of loyal, competitive players who think I'm an idiot whiner.
But I actively discourage people from playing this game now, and I don't even play on Vassal (which is where you can truly see how poor the 'variety' of competitive builds is).
The ONLY thing that can save this game now is composition rules, such as limiting the amount of certain things that can be taken, or requiring ship X to be taken before ship Y can be taken. Similar to how 40K has Heavy/Fast Attack/Troop.
Playing against the same 10 lists is dumb, and when I go... back when I went to open X-Wing events, ALL that showed up were competitive builds.
There's no fun in that for me.
And so I quit buying, and encourage others to do so as well.
If you absolutely NEED your X-Wing fix, play on Vassal for free, and remind yourself why this game is no longer fun without the regret of having bought ships.
At least I never got hooked into Armada, because that's going to end up in the same place.
Wow. Can I suggest you increase your daily allowance of water? Anyone with that much salt in them needs to very carefully manage their hydration.
A couple of basic things, here:
You don't *need* to buy anything if you don't want it. I have three Jumpmasters because I flew one, found it amazingly interesting to fly, so I bought a pair more. That was my decision based on good mechanics, not something that was foisted upon me.
The K-wings come with two copies of the TLT card each, which is actually rather nice of FFG. Many other companies would only supply one. On top of that, it's actually rather a strong ship, even without the TLT card. It stands on it's own, and it's worth your time.
The M3-A needs some love, but I don't think anyone is buying it for Mangler cannon cards. They're not that hard to come by, and they're not that widely used.
As for the Raider, Palpatine is a strong crew, and it's somewhat thematic for him to arrive in such a ship. C-3P0 was the last "big deal" card to arrive in an Epic ship, and FFG have recently given that away as a participation prize. Expect the same to eventually happen with Papa Palp. And by the way; those X1 titles and ATCs you so quickly dismiss as something "you will NEVER field"? Yeah, I pretty much just ran X1 Advanced lists solidly for 4 months after the Raider dropped, and did very well with them. Maybe don't get so hung up on what you consider strong against the meta, and try having some fun, eh?
I find it kind of hilarious that you went to X-wing "events" (presumably tournaments?), and are irate at finding competitive builds there. Where else would you find competitive builds than at a competitive event? Plenty of places have casual days where you turn up with whatever takes your fancy, and see if you can make it work. I'm (apparently) notorious for never taking the same list twice in a row. Hell, I've retired some lists because they were winning more often than they probably should have (ironically, see the comment about X1 Advanced...). Simple solution: don't compete, and instead play your way, with your mates and/or at your local store. Simples!
Maybe don't take that attitude with Vassal though, because it's a great system, but it kind of relies there being an actual game for it to be based on. So, y'know... if X-wing as a game goes away because you didn't like the new ships, so does the new stuff for Vassal. It's the nature of symbiotic relationships.
Lastly: Never, ever, ever, ever, ever, EVER, ever intimate that X-wing should be more like a GW game. Especially WH40k. That entire system is fundamentally flawed in so many facets and ways that the entire staff of the company can't dig it back out of the mire they've driven it into, and are blindly following the loud calls of someone shouting "Dig up, stupid". Seriously, that isn't a siren song you hear, it's merely a rock to wreck upon.
tl;dr
The salt is real. Bye Felicia.
surprisingly, the meta is actually giving a home to named T-65 pilots beyond just Biggs
Wedge has been tearing it up locally, even through scouts and aces, and we all know how much both the scout and omega leader hate to see Wes...
My T70 was broken.....
Glued it.
doit
I have not been playing long. However, I do feel that the regenerating mechanic is under costed. Aside from this, I don't feel the game is horribly unbalanced. I have only won 2 games out of 15, and as a veteran gamer with 30+ years of gaming, I can see the balance, or lack thereof, in a game after a few games. Perfect balance is a pipe dream, there will always be something off kilter.
I go against the convention that mid level pilot skills are junk, and have been making games difficult for those who have been playing longer, using Echo, I don't know why, but I love that ship, not to mention it is almost impossible to predict where I will be going with it thanks to it's decloak ability. When I get better at the game, I think this handicap will go away, and people will underestimate my builds just because of the internet wisdom people seem to use so much. Almost every game against veteran player has ended with a statement along the lines of "That was harder than expected" and some pointers on maneuvering, or changes in the upgrades that I used in that game.
Things I think would balance the game a bit more:
Cap pilot skills at 9-10, no upgrade can take a ship above this number. Why, because it will open up more options for upgrade cards, rather than always being VI or Adaptability. Some higher pilot skill cards when using VI or Adaptability will actually match the highest PS, rather than only the few PS9 ships always shooting first.
Use your fanbase for playtesting, face it, we will find weird combinations that will break the game far more quickly than a small group of playtesters. Put up abilities, Upgrades, and even ships under generic titles so we don't know what it is we are testing, but leave the ability you want looked at to find how it may break things.
I'm not gonna read this whole thread, but IMO between Guidance Chips and Integrated Astromech the T-65 is actually in a pretty decent place right now. God forbid you actually have to predict your opponent's movement and not just rely on the crutch that is high-pilot skill, post-dial movement.
mmm, and heaven forbid forum posters actually *read* what other posters write, when it's much easier to spout the strawman of 'lol T-65 fanbois just want to barrel roll'.
I've not been playing long, either, but all the ships I'd tried & played against seemed fairly well balanced [or, at least, not stupidly out-of-balance]...until the Contracted Scout.
I know its been the subject of much discussion, and I immediately thought it a bit ridiculous that a generic pilot level 3 had an EPT [when eg rebel Y-Wings have no EPT at all], but I didn't realise how unbalanced it was until I used one of the web card creator programs [which generally seems to match the pre-built ships stats well] and adjusted the Falcons ORS to match the CS - for the additional upgrades and extras to the dial, it's basically about 10pts undercosted !
One might wonder, somewhat cynically, if hands were being rubbed at the thought of all those triple purchases...
I've not been playing long, either, but all the ships I'd tried & played against seemed fairly well balanced [or, at least, not stupidly out-of-balance]...until the Contracted Scout.
I know its been the subject of much discussion, and I immediately thought it a bit ridiculous that a generic pilot level 3 had an EPT [when eg rebel Y-Wings have no EPT at all], but I didn't realise how unbalanced it was until I used one of the web card creator programs [which generally seems to match the pre-built ships stats well] and adjusted the Falcons ORS to match the CS - for the additional upgrades and extras to the dial, it's basically about 10pts undercosted !
One might wonder, somewhat cynically, if hands were being rubbed at the thought of all those triple purchases...
You really thing they do it this way with such milion-sales? I dont think so...
"illuminati illuminati everywhere..."
OP is essentially correct. It is easiest to illustrate this by actually looking at the points in the "perfect imbalance" video:
So when will people learn that the game is not supposed to be perfectly balanced?
If the game was perfectly balanced, there would be no need for new waves. Now I will give FFG credit they don't make the latest wave OP like some other games. Y-wings a Wave 1 were a top ship in the Wave 7 meta. Some might look at Jumpmaster and say there the newest stuff is the most powerful but that is because I don't think the latest wave has been fitted out yet.
Lets look at the key statements.
"Fundamentally, its the idea in game design that you don't want things to be perfectly balanced. You actually want to make sure that there are some imbalances in the system. Not great big haphazard ones, but subtle ones."
...
"Imbalance creates a meta game, an evolving state of play that keeps any one play style from being definitively correct, which in turn allows the players to experiment with different approaches to the game."
...
"The most important caveat about perfect imbalance: perfect imbalance isn't haphazard. Game elements aren't wildly out of scope with one another. Rather, there are carefully crafted imbalances built into the system. It's the difference between broken, versus out of balance."
These statements finally get some supporting arguments and examples to back them around the 4:00 mark, where two types of "perfect imbalance" are proposed that can be good for a game.
Perfect imbalance #1:
"In most of these cases, the designers of the game will have a mathematical formula for what a reasonably balanced version of the game will look like. They [Wizards of the Coast] allowed game elements to deviate from this curve by 10-15%, creating a game around the game of trying to figure the system out. Part of the fun of playing is trying to figure out how to get an edge in a nearly but not perfectly balanced system."
This first assumes that the designers' mathematical formula reflects reality. It then proposes that the designers build game elements or units that they know will be at a disadvantage in competitive play. The process of learning which units are sub-par is proposed to add depth to the game and be fun. What is not stated here, is that eventually the players figure out which units aren't good, and then they never get used.
Perfect imbalance #2:
"Cyclical imbalance" is essentially paper rock scissors, where units are naturally countered by other units, preventing any one unit type from dominating the meta game.
It goes on to make some summary points:
#1 You have to create a game where, no matter how skilled the player is, their character, or deck, or avatar, can't be great at everything.
#2 You need to have a firm knowledge of how your pieces interact, on an intuitive and mathematical level.
#3 You need to give your players a wide enough pool of options that they can find an answer to whatever you are going to throw at them, without it being one specific predetermined answer you have planned.
So lets look at how these points related to X-wing.
- Re - Perfect imbalance #1: This point is just making an excuse for poor game design. Alex Davy has been on record multiple times explicitly stating that this is NOT the approach they take when designing. They don't intentionally try to create duds. There's not much to be said about this in regards to X-wing, except that ~80% of the ships fall into the category of "under the jedi power curve" relative to the best ships. I think that's bad, while other people may defend it. Either way, it is what it is: to get to a certain level of competitiveness in the game you can only use 20% or less of the available pilot cards.
- Re - paper rock scissors: there is certainly an element of paper rock scissors in X-wing. However that element can only be viable if each of those elements are viable for competitive play.
Which brings us to evaluating how X-wing performs on the three key points at the end of the video:
#1 You have to create a game where, no matter how skilled the player is, their character, or deck, or avatar, can't be great at everything.
The paper rock scissors mechanic is becoming increasingly broken in the last few waves, with an ever-increasing number of ace pilots that are flat-out better than the game's best generics in essentially every way. When you have aces that are about as cost efficient (or more!) than the best-in-class generic jousters (TIE Fighter, B-wing, Z-95) but the aces also have post-maneuver positioning capabilities, then you have a problem. There is literally zero reason to ever take those generic jousting ships.
#2 You need to have a firm knowledge of how your pieces interact, on an intuitive and mathematical level.
FFG "gets it" on an intuitive level, but they don't have a solid mathematical understanding. The devil is in the details. One of the most interesting quotes by Alex on our recent interview on NOVA Squadron Radio was that "Mathematical balance and playtesting is not an exact science." It actually is, but they haven't figured it out.
#3 You need to give your players a wide enough pool of options that they can find an answer to whatever you are going to throw at them, without it being one specific predetermined answer you have planned.
FFG actually does OK in this category. Ships generally fundamentally fall into one of four classes:
- cost efficient filler
- turrets
- arc dodgers
- control
The problem is that:
- There are no longer any cost efficient generics pilots outside of Crackswarms (Crackshot is powercreep) and Contracted Scouts (Torpedo boats are power creep). The only thing the old guard (TIE Fighter, Z-95, B-wing) can do that the aces can't is block. Otherwise aces are absolutely better.
- Turrets generally lose to aces with autothrusters now, and the PS2 turrets in particular are nearly extinct because of the PS3 Contracted Scout alpha strikes.
- Imperial Aces are the best ships in the game. Period. In addition, Palpatine is the most cost-effective card in the game (even at 8 points) when paired with high AGI, low health aces.
- Control does a really good job at shutting down aces, but it's basically extinct because of the triple JumpMasters.
TL;DR: figuring out the prerequisite math to balance this game is hard and FFG hasn't gotten it right yet. There are other games that are worse, but that doesn't change the fact that X-wing is an imperfectly imbalanced game.
Edited by MajorJugglerTL;DR: figuring out the prerequisite math to balance this game is hard and FFG hasn't gotten it right yet. There are other games that are worse, but that doesn't change the fact that X-wing is an imperfectly imbalanced game.
However if you can only defeat a palp aces list with a palp aces list then maybe you just suck at list building and therefore require a net list to compete against a strong list?
I think the two points above sum up X wing in general.
First, the game is imperfectly balanced, and that is a good thing because it adds variety in strategies (as stated in the video). FFG isn't perfect, and is still working out the kinks in the system, but its much better balanced than some other games out there.
Second, the players who are best at flying are still winning this game. I am extremely glad because I have yet to come across a list that I could not have beaten without better flying. There seem to be many saying [insert ship here] is broken and needs a fix to be competitive against [insert current meta list]. But I find that all the ships are playable to an extent and competitive to an extent. Just because a majority of people on the forums think one ship is better than another, does not mean you have to fly the better ship. Fly the ships you like and you can still win!
I got 2nd in our store championship with Tycho, Jake and Dutch. Also I have won a tournament locally running Rexler Brath and Vessery (with no cards from Imperial Vetrans), and won a second tournament with Soontir, Turr, Redline.
If you are struggling against hyper competitive lists, perhaps you just need to learn how to fly better. Fly the ships you like and stop worrying about what the meta thinks is best.
TL;DR: figuring out the prerequisite math to balance this game is hard and FFG hasn't gotten it right yet. There are other games that are worse, but that doesn't change the fact that X-wing is an imperfectly imbalanced game.
First, the game is imperfectly balanced, and that is a good thing because it adds variety in strategies (as stated in the video).
As a subtle note, I made the distinction that X-wing is IMperfectly imbalanced according to the definition and criteria of the "Perfect Imbalance" video. That's not a good thing.
The video's first point about useless units being good for the game is wrong. Anybody can make a bunch of units that aren't good. Justifying it is just making excuses for poor game design. The FFG designers have repeatedly and explicitly strongly disagreed with that design philosophy, so I don't know why it keeps getting brought up in their defense. Other than that, most of the video is pretty solid.
Edited by MajorJugglerThe problem is that:
- There are no longer any cost efficient generics pilots outside of Crackswarms (Crackshot is powercreep) and Contracted Scouts (Torpedo boats are power creep). The only thing the old guard (TIE Fighter, Z-95, B-wing) can do that the aces can't is block. Otherwise aces are absolutely better.
- Turrets generally lose to aces with autothrusters now, and the PS2 turrets in particular are nearly extinct because of the PS3 Contracted Scout alpha strikes.
- Imperial Aces are the best ships in the game. Period. In addition, Palpatine is the most cost-effective card in the game (even at 8 points) when paired with high AGI, low health aces.
- Control does a really good job at shutting down aces, but it's basically extinct because of the triple JumpMasters.
Whoa, get out of my head!
These are the exact points that I'd highligt as to why the game doesn't seem like fun to me when thinking about competetive play (I'm into Rebel generics).
Edited by Mef82I think the game is in a better place than ever. A year ago (or even less) it was all about fat turrets. If this thread had been posted back then I would have agreed with the OP. But the past few months have seen a diversification of the meta that has exceeded all hopes (mine at least).
While it is true that X-Wing is a game with a huge difference in "power level" between the best and the worst ships (almost rivaling GW games in that aspect), FFG are actually showing that they are interested in having a balanced game by buffing ships that are out of favor (or straight out bad). Sure, they may be working slowly on it and some of the fixes aren't really fixes, but their intention is true.
I'm not gonna read this whole thread, but IMO between Guidance Chips and Integrated Astromech the T-65 is actually in a pretty decent place right now.
Sadly Chips are IA are both modifications so you cannot run both together on an X-wing.
Sadly Chips are IA are both modifications so you cannot run both together on an X-wing.I'm not gonna read this whole thread, but IMO between Guidance Chips and Integrated Astromech the T-65 is actually in a pretty decent place right now.
Robot Buddy (title) X-wing only, Rebel Alliance only (Resistence cannot equip)
You must equip Integrated Astromech. Any Astromech upgrade on this ship is -2 to cost.
You may equip another different Modification in addition to Integrated Astromech.