BEEP BEEP WORD WALL INCOMING
Let me tell you a quick story. This is story of Fox McCloud. In Super Smash Bros. Melee, Fox was the best character in the game. In Melee, because of the extremely high end characters compared to extremely low-end characters, only half of the cast(out of 26 characters) are actually viable in tournaments. Project M was a mod for the next game in the Smash series, Brawl. It was designed as a spiritual successor to Melee. They made a terrible, terrible mistake. They chose to sort out the balance issues in Melee, by buffing every single character in the cast to be roughly as good as Fox was. The only way to do this was to give a whole bunch of characters stupid, infuriating gimmicks or otherwise just gave them many, many options.
As a result, in my opinion, Project M is the least fun to play because you can get hit once and combo'd to death. That's not fun for anybody to play against.
So, how does this relate to X-Wing?
Well i generally consider ships/characters/etc. "good" if they have a lot of options. I consider something too good if they have a lot of options, but so many options that they outweigh the downsides of the character. This applies to things like Defenders, Soontir Fel, Palp, and the TIE Advanced. They have so many options, both in maneuverability, offense, defense, actions and so on that they perform well in a very wide range of situations and don't have clear-cut weaknesses. I consider these ships to be in the top tier of X-Wing ships/pilots/upgrades/whatever. However, just like in Melee, there is a very high end and a very low end, and these low-end ships are not viable in tournament by any means. These are ships like Starvipers, Kihraxzs, Scyks, X-Wings, etc. These are ships that absolutely need buffs that widen their range of options. For example; The X-Wing's primary and glaring weakness is poor mobility from a medicore dial and bad action bar. If you give it some maneuverability options, it could easily be viable, but would still be susceptible to alpha strikes like it is, but not so much that it's an auto lose, because with proper skill the pilot could potentially avoid the alpha strike. What you DON'T want to do with X-Wings is take something it already does well(pilot abilities i suppose, X-Wing pilots have decent abilities) and make them better, because you're then not addressing the issue that was actually holding the ship back.
In my opinion once a ships reaches comfortable mid-tier, with decent options but exploitable downsides, it's balanced. This is extremely important, so take note of that. In the Star Wars universe, every single ship served a role in one way or another. Ships like the X-Wing were multirole ships, and did a lot of stuff but didn't do all of those things as well as a specialized ship could, but cost less than those specialized ships. One way or another though, they had things they did well, things they did poorly, things that they would beat in a 1-on-1, and things they would lose to in a 1-on-1. In X-Wing, especially the way the tournament structure is, this is absolutely not the case. Soontir Fel has one exploitable weakness, and that's his susceptibility to stress. But even Fox in Melee had a weakness, but his wide array of options kind of negated that, and the same is true with Soontir. If you try to double stress Soontir now, Vader will just roll up on your Y-Wing or what have you and kill him, and even if you do throw dice at Soontir, he still has AT, SD, and Palp as a significant safety net.
The answer to balance issues is not buffing everything to Soontir's level, because that's what we call Power Creep, and it has ruined too many games. I'm sure you're all well aware of that term if you've been here longer than a week. The answer is buffing those at the bottom end of the spectrum into the mid-tier, and nerfing stuff in the top and top-high tier into the mid-tier. This is when you get a fun, balanced, and competitive game. The reason why video games are by and large more balanced than table top games is because they have an easier time or nerfing stuff.
What X-Wing needs is nerfs. What X-Wing needs are buffs. FFG cannot, i repeat, CANNOT avoid nerfing ships if they truly want to maintain a balanced game. What we see is the result of taking bottom tier ships and making them top-tier(TIE Advanced, TIE Defender, TIE Interceptor), or introducing ships that are good enough to challenge the other top tiers(Jumpmasters).
Now, about Wave 9. Wave 9 gives the introduction of two ships of note to this discussion, the ARC-170, and the TIE/SF. The ARC-170 is, in my opinion, one of the most comfortably balanced ships in a long time. It's a ship with a good amount of options from the crew slot, astromech slot, good dial, an the aux arc. However, it has a major crux in that it's an AGI 1 ship, and is as such weak to ships with a high peak offense. The way to mitigate this is Biggs, which has a downside in that you're now sacrificing MOV by giving the enemy Biggs to protect your more important ships. This is fantastic balance. There are downsides to the decisions you're making, but skill as a pilot and using the tools you've chosen and the options with them can allow you to overcome them if you play well enough.
So why is the TIE/SF important? I think it is easily a mid-tier ship. Easily viable as a mid AGI 3 attack 6 HP ship with a respectable dial and an affordable cost. It's aux arc also opens up some options, but you could go a whole game without using it and be fine. This is a well balanced ship. This is what irks me so much about the forums is everyone trashing the TIE/SF because it's not another top-tier scumbag ship for scumbags. This ultimately ties back in to my problem with the Imperial faction, is that it is easily the best faction in the game because, surprise surprise, it HAS THE MOST OPTIONS. The Imperial faction has a cost effective solution for every single matchup in the game. This why i say this:
Imperials in general need a nerf. Because yes, they are too good.
The Wave 8 Imperial faction is what happens when you you buff stuff too much. It becomes a power house and the only significantly viable faction. We see this from this year's tournament results, where the average is 50% of all players in the cut of tournaments were Imperial players. Now, in a two-faction game, that would technically be balanced. Scum averages 30-35%, generally balanced(but not balanced in the way that matters, i'll touch on that), while Rebel cut average is the remaining 15-20%, definitely a clear low-tier and not significantly viable.
So why is Scum not balanced?
Because their viable builds are extremely limited. It's basically Jumps or Brobots, that's it. This is not healthy metagame. Again the split between high tier and low tier is so polarizing that a significant number of ships aren't viable. This is a result of FFG's reluctance to nerf ships, where they would instead prefer to buff everything to be as good as the current best, which is a largely unsustainable band-aid to the real problem of X-Wing balance.
Wave 9 shows in interest in maintaining REAL balance. Now, they swung a little low in some areas(like R3 Astro and such), but overall, they have done a very good job in introducing new mechanics while not making those new mechanics too powerful. This bodes well, i think. They're setting themselves up for some balanced expansions and i appreciate that both as a game designer myself and a player of their game.
So what do i propose with all this? Well, i propose that X-Wing gets fluffy. By that i mean, i think FFG needs to begin doing the following: A) Examine the ships in context of the Star Wars universe, and determine what those ships did well and what they did poorly, B) Adjust those ship's capabilities to roughly match that if they did not already(if it's not possible to do this without breaking the ship or destroying it, err on the side of caution), C) Determine which ships are low-tier after these changes and buff them to mid-tier, where they have decent options but exploitable weaknesses, D) Nerf high-tier ships to mid-tier, and E) Introduce a varied tournament format, potentially involving different kinds of missions per game so that no matter what, there is NEVER a clear-cut superior ship in every game.
This will do many different things; First off, it makes the game more fluffy, which is always nice if you can have both fluff and competitive gameplay. Second, it eliminates the need for an S Tier and an E Tier. There will be, at most, an A Tier and D Tier. Some ships are still going to be the worst in the game, but they should still be viable, and some ships are going to be the best but it shouldnt be an hour-long affair to kill them. Third, this will make tournaments far more fun, interesting, and competitive, as you can get caught off-guard by a mission your squad does poorly with, but this does not mean it's an auto-lose necessarily because as we've already discussed, in this ideal X-Wing nothing is an auto-lose. Even in this tournament format with missions, your skill and resourcefulness as a pilot should always be enough to carry you through, not just netlisting like it is now. This also fixes another big issue in that ships that people really really like are actually usable, which makes the fanbase much happier. Additionally, a lot of the balance gets done by changing the tournament structure. If you make a mission about destroying a whole bunch of shipping containers or something, Palp Aces has a really bad matchup there because only two of the ships are actually combative. See what i mean? You may not even need to do all that much balancing if you just introduced competitive missions.
Using the example of Smash and why i believe this is right solution: Fox has stages that he performs worse on compared to other characters. These are called counterpicks. If you lose to a player in a game, you get the choice of which stage to go to next, and you have the advantage going into the next match. There is no character that has a favorable matchup against any given character on every legal stage. Back to X-Wing. Say there are 6 legal missions. The player who gets initiative bans one mission that they don't want to play. The player without initiative then bans 2 more missions that player doesnt want to play. The player with initiative then picks out of the three remaining missions, and they play that. There is now a larger advantage to take initiative, as you get choice of mission, so Palp Aces that never takes initiative is automatically faced with a tricky decision(move last or pick mission?), and the atmosphere is still competitive.
Let me now explain why it is in FFG's interest to do this.
1. Previously unviable ships now being viable means more purchases of those ships.
Think about it. The only reason anyone buys a StarViper is for autothrusters. The only reason people buy Kihraxzs is for Crackshot. Same for a whole bunch of ships. But consider this. A new person comes onto the forums. "Hey guys, i'm thinking of getting into tournament play! Do you have any suggestions as to what i should run?" Your response doesn't have to be the same canned "Imp Aces, Defender, Imp Vets" or whatever. It would be "Well, what Star Wars ship do you like?" They tell you "Oh, i like A-Wings!" "Then get that, Rebel Aces and whatever else you want. A-Wings do really well in Mission X, and have a favorable matchup against Y in Mission Z. Good luck and have fun!" Imagine how awesome that would be.
2. Increased tournament turnout, which leads to a larger amount of tournament kits sold
Right now the most annoying, yet definitely understandable thing i see when someone asks "Is X ship viable" is "in casual every ship is viable!". Their argument is that tournament is dull, boring, and lifeless netlisting and playing the same game over and over, and they're kinda right. Well, with the aforementioned overhaul of X-Wing and tournament play, that all goes away. No game will ever be the same, no list ever the same. If tournaments were run like this and X-Wing meta wasn't so black and white as it is, i would play in a lot more tournaments. It would be incredibly good for the community and very lucrative for FFG.
3. People like me, Hobojebus, PGS, and so on shut the **** up
This one pays for itself.
Don't make the mistake Smash Melee did. Don't make the mistake Project M did.
TL;DR If you buff every ship to be infuriatingly good, the game will not be good or fun.
Edited by Razgriz25thinf