I just want to sleep

I just want to sleep

6 hours ago, catachanninja said:IT'S CALLED THE CORRELEIAN DREAM TEAM YOU PHILISTINE.
I AM INDIFFERENT TOWARDS REBEL CULTURE AND ART. I ALSO HAVE NO UNDERSTANDING OF IT.
Edited by Boom Owl14 hours ago, Biophysical said:I should clarify. My goal is always to destroy the opposing squad, and I want ships that will bring me closer to that goal, but I'll run if I have to. I'm not throwing a game away to avoid going to time.
I used to lose games because I HAAAAATED going to time, and would reengage on poor terms. I still hate the expiring clock, but I'm over it. Mostly.
So for the krayt coin/the skill is transitive cards- A PO box will be opened when the bounty ends (a week after Worlds) and the cards will be accepted/delivered by mail. You do not need to go to Worlds.
7 hours ago, Mynock Delta said:I used to lose games because I HAAAAATED going to time, and would reengage on poor terms. I still hate the expiring clock, but I'm over it. Mostly.
The kind of extreme defensive and offensive tech that keep getting introduced to the game extends play time as well. Defensively, the effect is obvious, but hyper offense increases play time was well, because you have to be more careful on approach. Both make it less practical to trade hit points for position advantage, which was always an interesting facet for me.
11 minutes ago, Biophysical said:to trade hit points for position advantage, which was always an interesting facet for me.
Also one of the more interesting facets of the game for me as well
17 minutes ago, Tlfj200 said:Also one of the more interesting facets of the game for me as well
29 minutes ago, Biophysical said:The kind of extreme defensive and offensive tech that keep getting introduced to the game extends play time as well. Defensively, the effect is obvious, but hyper offense increases play time was well, because you have to be more careful on approach. Both make it less practical to trade hit points for position advantage, which was always an interesting facet for me.
Pour one out ![]()
45 minutes ago, Biophysical said:The kind of extreme defensive and offensive tech that keep getting introduced to the game extends play time as well. Defensively, the effect is obvious, but hyper offense increases play time was well, because you have to be more careful on approach. Both make it less practical to trade hit points for position advantage, which was always an interesting facet for me.
There a lot of games where at the very beginning I feel like I am already essentially down on pts because of the defensive mechanics and amt of hp on the table.
Thats why I never really have given the decision to run away when up on pts a second thought. Its just firmly part of the late game playbook. Also should mention I have never experienced a version of competitive X-Wing where defensive pt fortresses were not a key or dominate part of the top tier. The current meta actually feels like the least defensive. If after a ton of effort I get to a place against that stuff that Running = Winning you better believe my Vader is going to throw those hard earned pts in a money bag, equip some converse allstars, and run like he stole something.
Kaiju Vanquised.
Next epic boss monster battle please.
Only recently have I started to fully understand how to "run" effectively. There so many moments looking back were the correct decision was to turn hard in at an opponent rather than to go for distance, or to go for a bump. Little stuff like that would have won me a couple extremely close games that I have lost along the way.
Edited by Boom Owl2 minutes ago, Boom Owl said:There a lot of games where at the very beginning I feel like I am already essentially down on pts because of the defensive mechanics and amt of hp on the table.
Thats why I never really have given the decision to run away when up on pts a second thought. Its just firmly part of the late game playbook. Also should mention I have never experienced a version of competitive X-Wing where defensive pt fortresses were not a key or dominate part of the top tier. The current meta actually feels like the least defensive. If after a ton of effort I get to a place against that stuff that Running = Winning you better believe my Vader is going to throw those hard earned pts in a money bag, equip some converse allstars, and run like he stole something.
Kaiju Vanquised.
This is basically what turned it for me, too. When ships are largely "balanced" the first ship is about as easy to kill as the second ship (a little harder, because you've maybe taken some of your own losses so do less damage). When the first ship is so much harder to kill due to defensive synergy, however, you can't sell out for damage, because it won't do enough, you'll lose a ship, and never claw back in a normal game time span.
Quick thought on Ghost + Fenn after listening to a couple different pod casts today. What if they went the Advanced Slam nerf with Coordinate? "You may only coordinate actions printed on the friendly ships action bar". It's a nuanced nerf that doesn't fundamentally break the list. It just shuts down that PS11 boost from EU. It's small, but could change one or two turns a game and that may be a difference maker if you are no longer able to abuse that boost.
Edited by viedit1 minute ago, viedit said:Quick thought on Ghost + Fenn after listening to a couple different pod casts today. What if they went the Advanced Slam nerf with Coordinate? "You may only coordinate actions printed on the friendly ships action bar". It's a nuanced nerf that doesn't fundamentally break the list. It's just shuts down that PS11 boost from EU. It's small, but could change one or two turns a game and that may be a difference maker if you are no longer able to abuse that boost.
SO, the advanced slam nerf made it so yoI could only do actions on your action bar (didn’t say printed), whereas bombs just give you a new action (but doesn’t say they’re added to the action bar).
Engine upgrade, however , adds the boost action to the ship’s action bar.
they could do what you suggest, but adding the word ‘printed’ makes it a new type/style of nerf we haven’t seen from FFG before.
And that's why I'm not a judge
Thank you for the explanation Travis. I'm just trying to figure out a way that you no longer give a hall pass to somebody that lands a ghost on a rock without being Dash/Dash crew. Plus it's that ability to wiggle the booty at PS11 that makes this list so much more punishing to fly against. Even good flying can put you in peril if you aren't perfect on your angles.
9 minutes ago, viedit said:Quick thought on Ghost + Fenn after listening to a couple different pod casts today. What if they went the Advanced Slam nerf with Coordinate? "You may only coordinate actions printed on the friendly ships action bar". It's a nuanced nerf that doesn't fundamentally break the list. It just shuts down that PS11 boost from EU. It's small, but could change one or two turns a game and that may be a difference maker if you are no longer able to abuse that boost.
And then Fenn gets replaced with Ahsoka for a start-of-combat boost. Which, removing Fenn's lockdown ability is nice, but making the Coordinator unshootable by PS8 and under is certain to be the end of all agency ever.
While that's possible, good luck keeping her at range 1 of the ghost and not getting bumped often. Also, she's highly vulnerable to harpoon splash wanting to be that close. She also adds no offensive output and can't help the ghost tank strong alphas. There's a reason it wasn't a thing before.
3 minutes ago, skotothalamos said:And then Fenn gets replaced with Ahsoka for a start-of-combat boost. Which, removing Fenn's lockdown ability is nice, but making the Coordinator unshootable by PS8 and under is certain to be the end of all agency ever.
This list already existed in the form of Heragator and while nifty was hardly meta dominating
Would Fenn/Ghost still be decent if the ghost was just placed at the center of the board at the start of the game and could not move at all?
4 minutes ago, Boom Owl said:Would Fenn/Ghost still be decent if the ghost was just placed at the center of the board at the start of the game and could not move at all?
I smell a new objective type....
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1 minute ago, viedit said:I smell a new objective type....
What if Ghost/Fenn is just a playable objective?
5 minutes ago, Boom Owl said:What if Ghost/Fenn is just a playable objective?
It's always a playable objective. Destroy Ghost/Fenn to win.
5 minutes ago, Boom Owl said:What if Ghost/Fenn is just a playable objective?
Can I still shoot Fenn in the **** face? If so, I'm ok with this.
7 minutes ago, Boom Owl said:Would Fenn/Ghost still be decent if the ghost was just placed at the center of the board at the start of the game and could not move at all?
No. Pretty much autoloss to Nu boats and any list can just approach from side to R1 and then K turn across.
The real question to me is would the list still work without an EU? The boost at least feels like what's pushing it over the top and countering a lot of its otherwise natural predators
10 minutes ago, Makaze said:No. Pretty much autoloss to Nu boats and any list can just approach from side to R1 and then K turn across.
The real question to me is would the list still work without an EU? The boost at least feels like what's pushing it over the top and countering a lot of its otherwise natural predators
I can't imagine why someone would run this without EU.
Its so much easier to deal with when it can't boost off rocks.
Edited by Boom Owl3 minutes ago, Makaze said:No. Pretty much autoloss to Nu boats and any list can just approach from side to R1 and then K turn across.
The real question to me is would the list still work without an EU? The boost at least feels like what's pushing it over the top and countering a lot of its otherwise natural predators
Yeah I'm just trying to approach the fix with kids gloves and not a sledge hammer. You can still take a PS11 target lock on someone or grab an evade. But you aren't out-acing aces by wiggling your back end out of their arc or into a more favorable position. I've played against the list *ONCE* and it was that end of turn boost that let him maximize the primary much more effectively. He's still got the double tap, a ton of offensive mods, passive defense via Fenn and sensor jammer. It's just that little wiggle that pushes the damage output a bit higher than it normally would be able to while also avoiding more hits.
The original version that made final table at Chicago didn't have Engine. The list certainly doesn't need it to be stupid, but it definitely helps.