[Blog] How NOT to play in a Store Championship

By Lobokai, in X-Wing

21 hours ago, Lobokai said:

I think they just kept the old data up because the vets like it. Not sure though.

Problem with that though is that under the old system the modified wins score differently and can affect standings when compared to the current system

On 17.06.2017 at 5:28 AM, Lobokai said:

As the guy who wrote it, it was barely over a month, and I very much followed the wild and crazy changes to the meta from the end of April to the end of May (double firesprays, who knew)?... read up on and followed the lists from Worlds (pretty sure I mentioned that in the blog too). Not sure how you thought I was out of touch, I brought a wrong list from a club meta instead of a competitive meta list... that was silly... I kinda based a blog post about it... you read that post. I don't care if you don't read the blog well or at all, but if you think its just a coincidence that at Worlds, 9 of the top 10 lists had strong turret ships and well more than half had multiple turrets and that PWT or TLTs show up in 19 of 33 ships and of those remaining 14, 9 were Protectorates and 2 were Biggs. In fact, if you got top 16, 15 had strong turrets... in fact, in the top 32, only 5 lists weren't built around turrets

Probably because turrets are hard and jousters are better? I'm not saying there's no skill in turrets... but if you're saying its not better to fire in all directions, with rerolls, at 3 dice or more from super durable platforms... I just can't discuss anything with you further.

I never disputed that turrets are strong. I disputed your claim that having a turret means you don't have to fly well. In the basic scenario when neither player tries anything sneaky and they both just exchange fire, turrets lose to arcs because their firepower/durability to points ratio is worse. Therefore newbie players typically get better results with defenders and such. They still lose to experienced players who can outfly them, but if they can make a joust happen, at least they can usually win those. Meanwhile they typically don't have the skill and experience needed to take full advantage of turrets.

It's only in the hands of skilled players that turret ships really start to sing because not being bound by a firing arc massively expands possible movement options. That's why you see a strong showing of turret ships at the top level of play.

In other words, while you imply that turrets require little skill (or at the very least less than arc-based ships), in reality the opposite is true. You might not have to fly very well to get a shot with them, but not flying VERY well typically gets you killed fast. The sole exception to this rule were the old-style Deadeye u-boats, which is why that list was completely broken. I assume your comment about not needing to fly well with turrets was because you dislike that part of the game. As a player who mostly plays with arc-based small ships I actually share your sentiment for the most part. I just don't agree with the argument that turrets are bad because they're easy mode / require no skill / etc. They're not easy, they require a lot of skill to perform well and they're truly frightening (perhaps too much so) when someone really good uses them to their full potential.

Yeah. It's not like you went to your 1st regional and went 2-4, with the 2 wins being bye's. :)