FAQ perspective from a competitive player

By NervousSam, in X-Wing

I'm a super competitive player. I love the 100/6 game that so many on the forums deride. I get down on flying meta lists and pushing myself mentally against other like minded opponents. I'm not the greatest, but I do currently sit on the new U.S. player rankings...barely, but I'm hanging on at 49.

And I love this FAQ.

I was even a Manaroo player. My play group couldn't be happier. We get to list build again, test, and theorize while bored at work. We have new things to practice at our weekly game nites. The FAQ shook up things and that's great.

From another competitive person, I only had one problem. It was the timing. Wish it would have been active March 27th.

15 minutes ago, Strikesback said:

From another competitive person, I only had one problem. It was the timing. Wish it would have been active March 27th.

To each their own. I prefer the chaos of a rules change, before everyone decides what the most optimum thing is and starts flying that exclusively.

+1. Although I was surprised on how hard Manaroo got spanked (can I say that?), and a little surprised ar them slightly nerfing Palp at this stage (and i do not consider it a big nerf in the light of the others ), as someone who plays this game competitively a lot, I am very satisfied with the new FAQ.

I will also admit that I might fee differently had it affect anything I personally play.

5 minutes ago, balindamood said:

+1. Although I was surprised on how hard Manaroo got spanked (can I say that?)

kinky

I like ALL of the new FAQ changes accept for the Palpatine one. There was no reason to change him. He was 8 points and was only usable on 3 total non-epic ships.

I bought the Imp Raider a couple months after release and have never used my Palpatine card in a list. Not once. It was not OP, IMHO.

As someone who plays 3 of the nerfed cards a lot (manaroo, zuckuss and x7), I'm all for the changes as well. I agree that I think manaroo was hit a bit too hard and was expecting a larger range band than we got, but it's still workable, just takes a little closer flying.

3 minutes ago, Sephlar said:

I like ALL of the new FAQ changes accept for the Palpatine one. There was no reason to change him. He was 8 points and was only usable on 3 total non-epic ships.

I bought the Imp Raider a couple months after release and have never used my Palpatine card in a list. Not once. It was not OP, IMHO.

Palp mya have been 8 points and only usable on 3 ships, but he was in the vast majority of competitive imperial lists. You personally may not have used it (neither did I, I always preferred triple defenders to palp defenders, and didn't play imp much before veterans), but most people were if they flew imperial competitively. Compare to zuckuss, who is USABLE on more ships than palp, but is only really broken in one combination (dengaroo), which was killed by the manaroo nerf anyway.

5 hours ago, NervousSam said:

I'm a super competitive player. I love the 100/6 game that so many on the forums deride. I get down on flying meta lists and pushing myself mentally against other like minded opponents. I'm not the greatest, but I do currently sit on the new U.S. player rankings...barely, but I'm hanging on at 49.

And I love this FAQ.

I was even a Manaroo player. My play group couldn't be happier. We get to list build again, test, and theorize while bored at work. We have new things to practice at our weekly game nites. The FAQ shook up things and that's great.

What is this ranking system you speak of

4 minutes ago, Sephlar said:

I like ALL of the new FAQ changes accept for the Palpatine one. There was no reason to change him. He was 8 points and was only usable on 3 total non-epic ships.

I bought the Imp Raider a couple months after release and have never used my Palpatine card in a list. Not once. It was not OP, IMHO.

"OP" was perhaps not the reason for this change. Rather, I think it was more general game quality, as well as design space for future cards.

After reading some of @MajorJuggler 's remarks about Palpatine, I remember thinking "if this card is not an example of an identifiably overpowered card, then nothing is." Palpatine was beatable, but the argument was that one can reliably expect him to win more points than you need to invest in him. That is a bad idea for an upgrade, I think.

I realized a number of Imperial players flew with Palp, but that fact alone does not make Palp overpowered.

Palpatine did not make a list unbeatable or near unbeatable. In the last year, every list I have flown competitively has held it's own just fine vs all of the Palp aces variants (Kanan, Biggs... Triple Defenders (a slight variant of Aarons DVD)... Triple K wings prior to the TLT/Tactician nerf... my new Tie/SF and Tie/FO build that is doing me well)... none of them had issue with anything in the meta at the time short of Dangaroo and ParAttanni.

Edited by Sephlar

The palp change would be fine if they removed the double crew, allowing him to be on more ships and have crew combos outside the Deci.

He's not worth 2 crew AND 8 points anymore. Even before the nerf he was counterable because of the 2 crew forcing him to be on easily chased and focused down ships. Inverse if he was 1 crew and had the original text still yeah he'd be flatout broken as hell. Palp was the only one of the changes i never viewed as broken in the slightest. If anything annoyed because of how many people think you cant play imps without him, despite someone like me playing imps 80% of the time and doing just fine.

As Parattanni originator I can say FAQ is pure awesomeness. I was worried by squad being too popular and too successful (4/5 OPEN Series, like 20ish Regionals won).

Now it's the time for new ideas, new combos and new discoveries :) Hurrah!

Only thing I regret is that FAQ goes live by 17th March and 18th March I'll play Tatooine Open in Madrid and don't know what list to take :) They could postpone it by like a week for my convenience :D

Edited by Oldpara
3 minutes ago, Sephlar said:

I realized a number of Imperial players flew with Palp, but that fact alone does not make Palp overpowered.

Palpatine did not make a list unbeatable or near unbeatable. In the last year, every list I have flown competitively has held it's own just fine vs all of the Palp aces variants (Kanan, Biggs... Triple Defenders (a slight variant of Aarons DVD)... Triple K wings prior to the TLT/Tactician nerf... my new Tie/SF and Tie/FO build that is doing me well)... none of them had issue with anything in the meta at the time short of Dangaroo and ParAttanni.

A card doesn't have to be unbeatable to need a nerf. If something is taking in almost every list for a faction, something is wrong. Palp being used in the majority of imperial lists (and x7 in most of the rest) means you're list building options are severely limited. Same idea with manaroo. She was in almost every scum list. I'd support some form of nerf to attanni mindlink for the same reason. Someothing like only friendly ships in rangge 1-3 get the token.

A card appearing in almost every list even though its not unbeatable usually means theres a design flaw and that card is the band-aid. Imp ships have a bad habit of going poof to a single bad defense role, and palp somewhat stops that.

20 minutes ago, VanderLegion said:

Compare to zuckuss, who is USABLE on more ships than palp, but is only really broken in one combination (dengaroo), which was killed by the manaroo nerf anyway.

I think you'll be surprised by Zuckuss' viability. Now that people can use him without -- consciously or not -- comparing him to how outright broken he used to be, smart players will see that he is an amazing value.

Just now, Jeff Wilder said:

I think you'll be surprised by Zuckuss' viability. Now that people can use him without -- consciously or not -- comparing him to how outright broken he used to be, smart players will see that he is an amazing value.

I'm not saying zuckuss is useless now, he definitely still has potential. Just saying that people talking about him being broken before really only applied to dengaroo. Even on the party bus he was GOOD, but not nearly as broken as dengaroo because of not having a PWT and being harder to keep stuff in arc for more than a shot or two.

1 minute ago, VanderLegion said:

I'm not saying zuckuss is useless now, he definitely still has potential. Just saying that people talking about him being broken before really only applied to dengaroo. Even on the party bus he was GOOD, but not nearly as broken as dengaroo because of not having a PWT and being harder to keep stuff in arc for more than a shot or two.

Now, his main use is to seal the deal, which is probably best at his cost. You can reroll one die basically whenever, or if the target is near dead you can take a few stress and finish it off, which likely means you can sit out for a turn or two while you clear it out. He still has a use, absolutely. It's a use more in line with his price point.

They did a similar timing change when they outright banned the previously traditional build for U-boats. If anything, this suggests that you need to be highly aware that if you're playing a Tier 1, percieved-to-be-broken list... yeah, you're vulnerable to having your playtesting ruined at a very critical moment.

Caveat Emptor, and try to keep your head down, eh?