Beer happened, and the so far best event I've been to.
Craig Reed knocked me out, to make it then into top8. Great games and even better people!
Beer happened, and the so far best event I've been to.
Craig Reed knocked me out, to make it then into top8. Great games and even better people!
6 hours ago, Flurpy said:Not only was he 5:0 he was 17 years old.
He's been playing triple silencers solidly for almost a year, he's great with them.
5 minutes ago, Dreadai said:He's been playing triple silencers solidly for almost a year, he's great with them.
Mad respect for the OG trip Silencer guy. Even if he's not flying Kylo and Rush in the crew, lol.
What the heck is good about 3 silencers, and the I1 silencer as a base chassis?
30 minutes ago, Tlfj200 said:You're allowed to not like it.
No u
11 minutes ago, Blail Blerg said:What the heck is good about 3 silencers, and the I1 silencer as a base chassis?
Tie/In with T-65 open foils action bar, Tallons instead of Sloops, blue 5 straight and T-65's Hull/Shield allocation.
1 minute ago, Hiemfire said:Tie/In with T-65 open foils action bar, Tallons instead of Sloops, blue 5 straight and T-65's Hull/Shield allocation.
For 11 more points over a T65.... And a worse initiative.
I meant comparison is possible but difficult.

1 minute ago, Blail Blerg said:For 11 more points over a T65.... And a worse initiative.
I meant comparison is possible but difficult.
I1 nearly guarantees getting their action and means they can set up blocks against higher Is making for 1 less ship shooting at it usually.
Edited by Hiemfire3 minutes ago, Hiemfire said:Tie/In with T-65 open foils action bar, Tallons instead of Sloops, blue 5 straight and T-65's Hull/Shield allocation.
And, essentially an integrated R4 astro (blue turns), a bonus agility for what it's worth, both munition slots, the tech slot, and A U T O T H R U S T E R S. Moving on to the more premium pilots, better factional upgrades and a better force user.
Edited by Hoarder of Garlic Bread7 hours ago, Flurpy said:Not only was he 5:0 he was 17 years old.
I played that gent at the Sith Taker Open last weekend - **** is he a really good player. I had to work super hard against him
1 hour ago, Blail Blerg said:What the heck is good about 3 silencers, and the I1 silencer as a base chassis?
Autothrusters and top-tier blues allow it to go anywhere. 3 green dice allow it to highroll defensively like mad. 6 health keep it alive when you don't highroll. Access to Advanced Optics, one of very few red dice boosters anywhere in XWM these days.
For the I1 SJE, it's the secret that having a nice gun and a solid defensive statline is actually really good on a blocker. Peashooters and weak stats frequently can't get the job done when they need to. With the Silencer? You've got the tools to do great when you aren't blocking. Ah, but that moment where you block one ship, and a second enemy bumps into that first one, and you've got the R1 focused shot on an unmodded target... *chef's kiss*
For the I4s, it's that they're baby aces who can outfly lower ships, but are wicked beefy against higher Init stuff. Plus, Fanatical is an amazing Talent in a format (heck, an entire edition) where strong Talents are wicked rare.
4 minutes ago, theBitterFig said:3 green dice allow it to highroll defensively like mad
Everything you said is true, except the double edge--and the default often--is the inverse of the selected text, and as much a weakness as a strength. Fortunately, there is a jerry-rigged solution to this that will fix many problems that you have aforementioned: the autothrusters. Supernat +autos, Coordinate + autos, autos + clouds, and most importantly, the possibility of autos simply dodging, make life a lot easier. Until you face a higher PS and are forced to play the jousting game to prevent them from arc-dodging....
But this "When in doubt, get out" synergizes so much with the ship chassis. The TIE Silencer is great, but carries a considerable pricetag. In a lot of efficiency lists, the counter-intuitive, yet correct, decision might often be joust with your low-level interceptor-class craft and aim for the best trade. With the TIE/vn, the pricetag nearly always dictates that you should get out when you can: thus, a smaller decision matrix and a much smaller window for making the incorrect decisions. Whereas many efficiency craft say "you have to be fearless sometimes" and YOLO up there, only for your faceoff to end up facedown and face-smashed into the dirt for little damage in exchange, the Silencer wraps a comforting arm around its players and says "I know you're paranoid about greens. You won't be punished for yeeting out in your paranoia. It's all OK." Very few ships do this at every level of initiative.
Also in the decision tree, facing a higher init when you have to with the I3/I4's makes the decision tree easier with fanatical. When you roll a focus on defense, instead of agonizing over the decision because who knows when you'll get a green focus again or if you should save it for offense, Fanatical is your soft force, allowing you to just tank with the green focus and use that passive mod for offense. Sure, edge cases exist where the focus should be saved, most of them involving optics, but again, yet another easy task in the decision tree that rewards playing it safe and distrusting greens. Still mad at Terry for having a great ability that tricks me into flying Fangs only to get hammered by a single shot at r1 for little in return.
Unrelated to the cagey level of interceptor play, and goes against a lot of what I said and is inefficient, but Proud Trad Primed Blackout is probably better at Dashing than Dash (sure, base level Blackout has that, but Proud Trad Primed is the debris cloud EZ mode that makes it feel like Dash). Just be cautious that with 1/8 chance of the cloud biting, or the 1/1 if Dookcrew is nearby.
17 minutes ago, Hoarder of Garlic Bread said:Everything you said is true, except the double edge--and the default often--is the inverse of the selected text [3 green dice of Silencers can highroll], and as much a weakness as a strength. Fortunately, there is a jerry-rigged solution to this that will fix many problems that you have aforementioned: the autothrusters. Supernat +autos, Coordinate + autos, autos + clouds, and most importantly, the possibility of autos simply dodging, make life a lot easier. Until you face a higher PS and are forced to play the jousting game to prevent them from arc-dodging....
I thought of a better way to say the same thing in another thread. The Silencer is the kind of ship where, if you get a little bit lucky, things go very very well indeed. Shall we call it a high luck ceiling. The same could be said about a TIE Interceptor, I guess. But a TIE Interceptor as a much lower tolerance for a bit of a bad, a lower luck floor. Silencer at 6 health has a much higher luck floor. I'd probably say the same about Fang Fighters, but it appears you've got a... conflicted relationship with them.
29 minutes ago, Hoarder of Garlic Bread said:But this "When in doubt, get out" synergizes so much with the ship chassis. The TIE Silencer is great, but carries a considerable pricetag. In a lot of efficiency lists, the counter-intuitive, yet correct, decision might often be joust with your low-level interceptor-class craft and aim for the best trade. With the TIE/vn, the pricetag nearly always dictates that you should get out when you can: thus, a smaller decision matrix and a much smaller window for making the incorrect decisions. Whereas many efficiency craft say "you have to be fearless sometimes" and YOLO up there, only for your faceoff to end up facedown and face-smashed into the dirt for little damage in exchange, the Silencer wraps a comforting arm around its players and says "I know you're paranoid about greens. You won't be punished for yeeting out in your paranoia. It's all OK." Very few ships do this at every level of initiative.
Yep. The Silencer has the tools to get out, and get back in, and still be modded the whole time.
Also reminds me of this thing I overheard the other day. I was crossing the street heading to a restaurant for lunch, this USPS mail truck is waiting for me to cross, and the timer is ticking very low. A ways behind me are some young women were also crossing, and while I didn't see things, what I overhear shortly thereafter is one of the women say "I almost got yeeted by the mailman."
That's a line worthy of being inscribed in granite as an epitaph. "ALMOST GOT YEETED BY THE MAILMAN."
17 minutes ago, Hoarder of Garlic Bread said:Unrelated to the cagey level of interceptor play, and goes against a lot of what I said and is inefficient, but Proud Trad Primed Blackout is probably better at Dashing than Dash (sure, base level Blackout has that, but Proud Trad Primed is the debris cloud EZ mode that makes it feel like Dash). Just be cautious that with 1/8 chance of the cloud biting, or the 1/1 if Dookcrew is nearby.
Until someone says "I can utterly shut-down this Blackout for a single crit? Sign me up." Unless Holo, I don't think any ship over like 35-40 points ought to be taking Proud Tradition.
5 minutes ago, theBitterFig said:Until someone says "I can utterly shut-down this Blackout for a single crit? Sign me up." Unless Holo, I don't think any ship over like 35-40 points ought to be taking Proud Tradition
The point is Dash is so bad that a meme Blackout build does the same thing but better. This thread to the corpse of Dash:
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To finish the meme build, I suppose you could Afterburner Muse. Even more points wasted and still better than Dash.
Edited by Hoarder of Garlic BreadAfterburners?

Fanoptics are almighty good when you're forced to strip shields off of each in turn.
I think HS is very dicey. I see 2 routes to victory.
Never make any errors whatsoever.
Be stupendously lucky.
I think the latter only stretches so far. But a blend can do well.
Edited by Cuz0524 minutes ago, Cuz05 said:Fanoptics are almighty good when you're forced to strip shields off of each in turn.
I think HS is very dicey. I see 2 routes to victory.
Never make any errors whatsoever.
Be stupendously lucky.
I think the latter only stretches so far. But a blend can do well.
Why are people more concerned with dice in hyper?
Is it because players generally have near zero experience with high ship count single mod ships?
I dont get it.
I have never once played a game of hyperspace and thought to myself "huh my dice really genuinely seem to matter more than usual"
26 minutes ago, Cuz05 said:Fanoptics are almighty good when you're forced to strip shields off of each in turn.
I think HS is very dicey. I see 2 routes to victory.
Never make any errors whatsoever.
Be stupendously lucky.
I think the latter only stretches so far. But a blend can do well.

4 hours ago, Blail Blerg said:What the heck is good about 3 silencers, and the I1 silencer as a base chassis?
Blocks. Blocks against higher initiatives. And with the dial, blocks against higher initiative large bases that may ignore obstacles when moving.
11 hours ago, svelok said:
Vowels is Bobby B fenn
Ethan is avenger 4sf
Stephen Moore was two different generic x1s
11 hours ago, Bucknife said:Sounds like a straw man fallacy to me.
What does making cut or not making cut have to do with someone's intelligence?
Appeal to higher authority if anything.
When the person making sense makes cut and the person not making sense hasn't I'll appeal to his ****** authority though
2 hours ago, FlyingAnchors said:Blocks. Blocks against higher initiatives. And with the dial, blocks against higher initiative large bases that may ignore obstacles when moving.
What is blocking?
Everyone knows there's no way to deal with higher ps ships. They just get out of your arc everytime.
HS is more dicey because there's just less ways to mod up and mitigate. They made it more dice and dials, (emphasis on the latter), less cards and combos with their changes to the format. I have no issue with this. I like it all.
My extended list is barely dicey at all
9 hours ago, Hoarder of Garlic Bread said:Everything you said is true, except the double edge--and the default often--is the inverse of the selected text, and as much a weakness as a strength. Fortunately, there is a jerry-rigged solution to this that will fix many problems that you have aforementioned: the autothrusters. Supernat +autos, Coordinate + autos, autos + clouds, and most importantly, the possibility of autos simply dodging, make life a lot easier. Until you face a higher PS and are forced to play the jousting game to prevent them from arc-dodging....
But this "When in doubt, get out" synergizes so much with the ship chassis. The TIE Silencer is great, but carries a considerable pricetag. In a lot of efficiency lists, the counter-intuitive, yet correct, decision might often be joust with your low-level interceptor-class craft and aim for the best trade. With the TIE/vn, the pricetag nearly always dictates that you should get out when you can: thus, a smaller decision matrix and a much smaller window for making the incorrect decisions. Whereas many efficiency craft say "you have to be fearless sometimes" and YOLO up there, only for your faceoff to end up facedown and face-smashed into the dirt for little damage in exchange, the Silencer wraps a comforting arm around its players and says "I know you're paranoid about greens. You won't be punished for yeeting out in your paranoia. It's all OK." Very few ships do this at every level of initiative.
Also in the decision tree, facing a higher init when you have to with the I3/I4's makes the decision tree easier with fanatical. When you roll a focus on defense, instead of agonizing over the decision because who knows when you'll get a green focus again or if you should save it for offense, Fanatical is your soft force, allowing you to just tank with the green focus and use that passive mod for offense. Sure, edge cases exist where the focus should be saved, most of them involving optics, but again, yet another easy task in the decision tree that rewards playing it safe and distrusting greens. Still mad at Terry for having a great ability that tricks me into flying Fangs only to get hammered by a single shot at r1 for little in return.
Unrelated to the cagey level of interceptor play, and goes against a lot of what I said and is inefficient, but Proud Trad Primed Blackout is probably better at Dashing than Dash (sure, base level Blackout has that, but Proud Trad Primed is the debris cloud EZ mode that makes it feel like Dash). Just be cautious that with 1/8 chance of the cloud biting, or the 1/1 if Dookcrew is nearby.
Does the timing on primed thrusters really let you take an action before you get the stress? Oh wait it’s only barrel or boost. Huh. That’s interesting.