Carolina Krayts is the best X-Wing podcast
17 minutes ago, Brunas said:
...I think I'm in the negatives
An awful lot of likes given... like, a lot of likes.
32 minutes ago, LagJanson said:An awful lot of likes given... like, a lot of likes.
Wow you're right, that's the full 50 a day for almost a year, wtf
Edited by KieransiI'm illiterate
5 minutes ago, skotothalamos said:I have no idea how to find out. 😕
on your profile, the giant green "reputation" thing is actually a button that leads to another tab
11 hours ago, Kieransi said:So why does Hyperspace still exist, in your opinion @GreenDragoon? I'm not trying to bombast my opinion or something, I've just lost faith in the format, that's all I'm saying.
I guess it's saving us from even more inflated eBay prices on Gunboats?
Was having a game and no time to answer.
Hyperspace still does the things it did in the beginning. Compared to extended, it is beginner friendly and easier to balance. It does these things now worse than wave 2 hyperspace, but that is not the point of reference. Extended is. And as such it is still the better competitive format. As for creativity, at some point hyperspace used more pilots than extended. We'd have to check if it is still true now, but there are not enough large extended tournaments in the US to really tell. That means to me that likely all of your criteria for hyperspace are still there. Worse than it was, but still also better than it was in 1.0.
There are some points in your post that I don't agree with, but I'm not sure how useful it is to discuss the details.
alright, that's fair
2 hours ago, Kieransi said:on your profile, the giant green "reputation" thing is actually a button that leads to another tab
I only have 11
The reputation side effect of this thread is hilarious to me. Most of yall are too young to remember when "like farming" was a thing here, and people resented people with likes that fell into arbitrary parameters because there were "cliques of people that just like everything the other posts, and that's not fair to the rest of us"
Just now, catachanninja said:The reputation side effect of this thread is hilarious to me. Most of yall are too young to remember when "like farming" was a thing here, and people resented people with likes that fell into arbitrary parameters because there were "cliques of people that just like everything the other posts, and that's not fair to the rest of us"
Actually, I do recall that... and the puffed chests and they compared the size of their like pools...
Some 💙s are more meaningful than others.
Edited by Boom OwlI have only 55 confused ones. I feel personally attacked.
9 minutes ago, GreenDragoon said:I have only 55 confused ones. I feel personally attacked.
56. Can't you count?
2 minutes ago, LagJanson said:56. Can't you count?
57.
22 minutes ago, catachanninja said:Most of yall are too old to remember your triggers...
Fixed for all Loopin' Chewie creators.
Anyone see Jan's post on game length.
I think people have overly fixated on games going to time and assumed "slow play" is the reason, but I suspect it's an artifact of points changes.
Just now, Tlfj200 said:Anyone see Jan's post on game length.
I think people have overly fixated on games going to time and assumed "slow play" is the reason, but I suspect it's an artifact of points changes.
I had come to that conclusion before even knowing about these numbers.
Heck, turns per gave I have my doubts I've hit ten turns due to the fact somebody is flying 6+ ships in a good percentage of my matches. (separate issue? probably.)
Are ship counts still up from 1.0 days? Is the higher probability of near parity lists a factor?
Lot of potential variables, but I agree. Going to time is an expectation.
Just now, LagJanson said: Lot of potential variables, but I agree. Going to time is an expectation.
An expectation, and usually not a very fun one anymore
Just now, Tlfj200 said:An expectation, and usually not a very fun one anymore
![]()
What's fun anyway?
Actually, I have fun in a very large percentage of my games, win or lose. Neither of us are wrong here, though a shame to see your fun level has yet to return.
8 minutes ago, Tlfj200 said:Anyone see Jan's post on game length.
I think people have overly fixated on games going to time and assumed "slow play" is the reason, but I suspect it's an artifact of points changes.
it's amazing! Still reading, but he seems to be taking a lot of factors into consideration!
Just now, LagJanson said:What's fun anyway?
Actually, I have fun in a very large percentage of my games, win or lose. Neither of us are wrong here, though a shame to see your fun level has yet to return.
No, I mean more that as more games go to time, that also means more of them feel "unresolved" due to lower turn count.
Like one person wins, but both feel like the game could actually have gone either way with a few more turns.
As for 1.0 - I had games go to time, but both players basically 'knew' who one more often than not in those gone-to-time games.
15 minutes ago, Tlfj200 said:No, I mean more that as more games go to time, that also means more of them feel "unresolved" due to lower turn count.
Like one person wins, but both feel like the game could actually have gone either way with a few more turns.
As for 1.0 - I had games go to time, but both players basically 'knew' who one more often than not in those gone-to-time games.
Isnt this in part caused by 2.0 being a significantly better game to begin with? Fewer Upgrades, More Ships, More Meaningful Decisions, More Disengagement Turns (These are actually genuinely interesting), Less Reliable Offense & Defense, Half Points, and Less nonsense to hide behind as the reason we lost a game.
Edited by Boom OwlJust now, Boom Owl said:Isnt this in part caused by 2.0 being a significantly better game to begin with? Fewer Upgrades, More Ships, More Meaningful Decisions, More Disengagement Turns (These are actually genuinely interesting), Less Reliable Offense, Half Points, and Less nonsense to hide behind as the reason we lost a game.
I mean, is it?
I guess I'm posing the question do those increased # of games that go to time "feel" resolved to one or both players, win or lose?
If the answer is no, that feels unsatisfying, and then the argument may be that "no, those things did not help"
4 minutes ago, Tlfj200 said:I guess I'm posing the question do those increased # of games that go to time "feel" resolved to one or both players, win or lose?
Thats a fair question.
I would answer that the majority of games that go to time feel resolved.
Some specific matchups against good tie swarm players, regen lists, or illegal fortressing dont.
For me the majority of games that go to time still feel like real games that someone played better and won.
-
Ship count of winning player is scary: Around 50% for 2 and 5+ ship lists?
- Completely my experience. I don't expect to destroy all ships of another (mini)swarm or double ace list, and I don't expect to lose all my A-wings either. If anything, I'd expect it to be higher.
- The contrast of R2 in Rebel and Resistance demonstrates that it's not inherently regen - similar to Harpoons by the way, as they only made already broken ships better. Poe, Anakin, Lulo, Kylo are all expected to go to time. I don't think that's surprising.

