1 hour ago, Tlfj200 said:I'm going to be honest - I think the bulk of players hate swarms (when they're good). When swarms are good/competitive, they block opposing lists and get mods/have cool abilities (inferno, vultures, and now, nantex).
I understand there are players that like swarms, but let's be real - it's a much smaller minority than everyone else, and we'll still play the game if swarms didn't exist or squad sizes were capped at 5 (arbitrary number).****, the FOcho wasn't actually even good, and people really didn't like it. (it really wasn't good).
As someone who has played a ton of 3 ship aces (especially in 2.0 since its always decent against everything besides the lost bid archetype mirror) and enjoyed such lists (moving last, not taking much damage, and deleting **** is fun) I 100% understand the "swarms are the enemy mentality". I know where it comes from. I disagree with it, I don't like it, but I accept it and genuinely understand it.
That said, I think there should be room to say that X-Wing is a "better" game when played at higher average ship counts (4.5-5.5) and lower upgrade investment (i.e. Hyperspace) without getting shouted down as being an irrational fake news enemy of ace freedom. This should not be a controversial thing to say or something that makes people angry to read. And boy do they get mad about reading "hey is Soontir undercosted?"
To your point though, swarms are such a wildly unpopular archetype ( both in terms of % of field and % of Sad vs Bad feelings ) that I can only die on that hill for so long. If the people overwhelming want to play endless Dash vs Vader or Boba vs Rey or Mango vs Obi their opinion is no less valid. If Swarms are relegated to B-Tier so they still "exist" but not as competitively relevant lists that might make the maximum # of X-Wing players happy? Maybe thats the ideal timeline? They see maybe 1 or 0 Swarms per Swiss, get to have the protagonist sugar rush and tell their friends about it, then move on to seeing whether or not they won the initiative roll in the rest of their games.
The trouble with Ace v Ace metas is it largely boils down to who moves last. Always has, even across formats. Good swarms are necessary to add some amount of unique flavor back to the 2.0 gameplay loop. I care more about tactical variety than I do archetype or list variety. If a Meta is 70% Aces ( Big Orange 2-4 Ships definition of Aces not strictly Double Repo and takes damage Definition) I genuinely view that as "mostly the same archetype" and I always will, no one can convince me not to. Empire Aces and Republic Aces are the same thing. **** Boba+1 is fundamentally the same as Oli's list in terms of what it does. Even Vader Soontir +2 or Ani Obi + 2 are fundamentally the same archetype. Turrets, control, and bombs can mix that up a bit but we have been repeatedly down that particular path in 1.0 with pretty bad gameplay results. Only when you begin to mix 5-8 ships relevantly into the competitive game do you start to see genuine tactical variety. From both the Ace players reacting to the questions the Swarm asks them in game, and the Swarm players wrestling with how to fight the aces, and the Ace + Swarm lists playing both sides.
I just wish there was room for a middle ground where CIS Swarm, Sinker Swarm, Drea Swarm, Howl Swarm, Syck Swarm, and Focho were not banished to the shadow realm for being relevant.
I also wish more players were vocal about the necessity of Swarms being relevant for 2.0 to be a healthy gameplay experience. That doesn't mean Aces would be unplayable or Low Ship counts would be unplayable either. We need good Swarms for the same reason nature needs Sharks and Wolves.

Edited by Boom Owl

