27 minutes ago, Space_Cowboy17 said:@geek19. the bid system makes it possible to create lists that depend on first activation, I hate this type of list because it is not a well rounded fleet that could stand up against other fleets if it had to go second. These fleets are usually super frustrating to play against if you are going second because they always skirt out of danger with their first activation. however, if these fleets get out bid and don't get first activation they usually fold.
The danger of bidding for first and building such is that you CAN get out bid at any point, meaning there's no guarantee of first. You may have a 16 point bid, but what happens when I go 17? If you know your list better, I'm not necessarily guaranteed a victory.
Furthermore, depending on how you built and deployed and play your fleet you might WANT second (fighter lists, for example). If your opponent is skirting away every time, how are they able to do that? Is it that they've got a Demolisher hopping your ships and somehow staying out of every arc ever, or did you give them the ability to find somewhere to hide at?
Lastly, it's not necessarily frustrating if you use good second player tactics. Don't rush those fleets, let them come to you, get as many points from your objectives as you can.
27 minutes ago, Space_Cowboy17 said:High activation count/ abuse of the activation system, goes hand in hand with this type of list. Because of how powerful the First/Last situation is. If a player knew going in to a match that they would have a 50% chance of going first, they would rethink this approach, resulting in people playing lists that do not rely on last/first.
It's not hard right now to design a list that doesn't care if it goes first or second. It may WANT one of those, but it doesn't NEED one to necessarily be successful.
27 minutes ago, Space_Cowboy17 said:
27 minutes ago, Space_Cowboy17 said:Last/First is an unfortunate and glaring problem with the current system that allows a ship that in actual ship to ship combat would have no hope of slipping in under the guns of an entire fleet, deliver their salvos, and they escaping without taking any return fire to perform this nonsensical maneuver. It is a shortcoming of the activation system that detracts heavily from the realism of the game for the sake of a game mechanic.
Nope, how things would REALLY work doesn't matter, as we're talking about spaceships and hyperdrive and laser beams. Not to sound like a jerk, but the "I want more realism" doesn't work in a game where each admiral has special powers, sorry. If your opponent has somewhere to jump to, why not get a ship in that spot so he gets shot right afterwards when he lands there?