On 10/12/2017 at 5:16 AM, Celestial Lizards said:GUNBOAT
and Silencer.
Fixed it for ya![]()
On 10/12/2017 at 5:16 AM, Celestial Lizards said:GUNBOAT
and Silencer.
Fixed it for ya![]()
59 minutes ago, DariusAPB said:You know, this thread made me think.
What if the X-W and T-F were super-points efficient, more so than any other ship (i mean the TF was there for a long while) But were very plain, didn't have the special stuff. (Again, TF) So then the X and TIE were the bread and butter of the two main factions, but special ships added their spin. Then we would see more of these "bread and butter" ships.
The T/F was there, for the longest time. How many <somethingnasty>+miniswarms did we see? I myself made dozens!
Bottom line I suppose is points reduce the x-wing!
Basically, what if the X-wing was correctly balanced against the T/F in wave 1, and they kept that balance up till this very day?
The way I see it, the X-W, and especially the TF, should be decent and flexible enough ships to use against all comers. Different ships would be balanced to specific tactics (some of which could be specifically anti-XW and anti-TF), but the X-W and TF would be the sort of ship that, flied competently, could stand a reasonable chance against a variety of opponents. This would replicate their being a common sight in the movies, without making them immediately better than everything else.
Balanced X-W and TFs could be reliable staple components for a squad (sort of like "grunt" infantry in an army), on top of which you could add special purpose ships (eg. artillery, skirmishers, flankers, heavy cavalry, infiltrators, sappers, in said army). Or you could go full XW/TF, but that would make you vulnerable to certain enemy compositions. Or you could go full-exotic and use no XW/TF, creating a sort of special purpose squad that would shine in certain situations but not really be adequate for all of them.
You know, like in any real squad/army situation. Real armies don't go "omg lrn2ply ditch the infantry, OP flamethrower squad ftw lol".
If everybody felt they had to fly T-65's just too compete in the meta, people would feel a whole **** of a lot better about the game than the same thing said about the Scurrg or Jumpmaster.
7 hours ago, takfar said:Yea, except this is in the context of a competitive game.
Yeah, cuz everyone plays XWM for competition only. Stop making this **** game a sport!!
8 hours ago, DariusAPB said:You know, this thread made me think.
What if the X-W and T-F were super-points efficient, more so than any other ship (i mean the TF was there for a long while) But were very plain, didn't have the special stuff. (Again, TF) So then the X and TIE were the bread and butter of the two main factions, but special ships added their spin. Then we would see more of these "bread and butter" ships.
The T/F was there, for the longest time. How many <somethingnasty>+miniswarms did we see? I myself made dozens!
Bottom line I suppose is points reduce the x-wing!
Basically, what if the X-wing was correctly balanced against the T/F in wave 1, and they kept that balance up till this very day?
Actually, I wonder what would happen if the X-Wing got a title like Vaksai. Super flexible, at a reduced cost per upgrade.
I also think the X-Wing should get a title that dumps the torp slot for a reduction in cost to make it a cheaper dogfighter.
5 hours ago, Darth Meanie said:Yeah, cuz everyone plays XWM for competition only. Stop making this **** game a sport!
Well, if you take away the competitive angle, then you don't need to worry about balance. Throw point values out the window and house rule your own OP ships at will. That is entirely possible and a fine way to play the game. This can lead to epic and cinematic battles and tons of fun. It's my preferred way of playing, in fact.
As long as you're speaking about X-Wing at large, tho, you do need to worry about balance. It's not even about making it a sport, it's about being able to theorycraft and be creative making squads that can fly in an even field and win without being restricted to a handful archetypes.
An unbalanced game leads to an arms race of OP ships and upgrades and to less variety in the playing field. Each wave release sees two or three prevalent archetypes, plus only a handful others that can be used without inviting defeat against players who use these prevalent archetypes. The game releases come and go and even tho we get dozens of ships and hundreds of upgrades, the game only ever skids sideways instead of moving forward in terms of diversity.
A balanced game fosters creativity because a much greater number of ships and combinations can be viable and a larger number of strategies can be found at each one time. You would always be able to play your favorites and have a shot at winning if the squad is built around them. We would be seeing dozens of different lists instead with of rehashing the same old arguments about toilet seats for an year.
Edited by takfarOn 10/12/2017 at 2:10 PM, SabineKey said:I did forget about that shot. The main one I remember was the one where he shot a storm trooper square in the chest, causing the trooper to fly back, along with splinters of his armor. Though that was at close range. Hmm. ''Tis vexing.
Actually looks like it grazed the top of his shoulder pauldron. To quote World of Tanks 'That one bounced!'.
On 10/12/2017 at 3:23 PM, SabineKey said:Well, under this point, look back at Luke. He was a talented pilot and force sensitive, but him being able to just jump in an X-Wing and hang with the best pilots the Rebellion had to offer, even outlasting most of them, is rather similar to what Rey did. Up until that point, I believe his flying experience was purely atmospheric in a more civilian based craft.
Luke, while promoted to flying fighter craft from skyhoppers, didn't necessarily do that well in the fight (well besides blowing up the Death Star and all). He begins his initial strafing run by diving too low and nearly getting caught in the explosion. He rapidly gets a fighter on his tail causing him to ask where his more experienced big buddy is to help him (Wedge came through instead). He gets a grazing hit on his fighter (which might be a point in his favor considering everybody else who was grazed was either destroyed or driven from the fight). He gets his R2 unit wrecked. And he only gets the shot and a different successful strafing run because he had a ghost coach inside his head the whole time. In the end though, the X-Wing and the Skyhopper had similar cockpits so Luke had many hours of additional flight time under his belt (though not combat time and it showed).
It certainly wasn't a case of jumping into the cockpit of a heavily modified and totally alien ship and suddenly being able to make high speed runs through the guts of crashed ships and making wicked flips to allow your gunner to make sweet deflection shots. That whole thing was just about as stupid as Rey just coming to the realization that she needed to 'Use the Force!' in order to push back Kylo's blade.
On 10/12/2017 at 6:56 AM, Dwing said:Lets do something different and reveal what dirty ship you want to be a game breaker while you fly the sweet sweet ship of your fanboy dreams.
For me it would be the Tie Advanced. Have Vader be a truly deadly pilot in a deadly ship. Give the Tie Advance a reason to be Vaders ship of choice.
Missile Boat. If you are going to have a ship in the game that is OP, make it the one ship that was designed to be Mary Sue's personal starfighter in the Star Wars universe.
Gunboat and Silencer.
Personally, I would like for the following to be STRONG, always viable picks, not op:
Xwing, awing, ywing, bwing, falcon, uwing, yt2400, t70
Tie fighter, int, striker, bomber, advanced
Sf, upsilon, fo
Firespray, starviper, ig88
See a pattern?
Yes, I did enjoy these movies a lot.
Yes, I do like shadow of the empire.
If I have to pick one pilot per faction that I wouldnt mind seeing in 25% of the squads:
Wedge, Vader, Boba
Edited by MaxPowerStarWings.
TIE Avengers.
14 hours ago, MaxPower said:Wedge, Vader, Boba
Agreed. Truthfully I’d like to see large ships lose everything at speed 1 but the straight.
I’d add Soontir. I miss that guy.
On 10/12/2017 at 7:34 AM, Stoneface said:I'd really like the T-65 to be a bit OP. Not so much that the masses bring out the firebrands and pitchforks but just enough to irk Imps and Scum.
XWING SHOULD HAVE XWINGS
5 hours ago, Npmartian said:XWING SHOULD HAVE XWINGS
I see more X-Wings than any other single ship right now in competitive play. What game are you playing?
35 minutes ago, Lobokai said:I see more X-Wings than any other single ship right now in competitive play. What game are you playing?
You see Biggs. Biggs is not an X-wing, he is a plague on the rebel faction.
I'll second the call for X-wings being the OP ship. Besides being incredibly thematic for Imperial players, it would let new players into the game with the ability to actually win using named characters that they recognise.
Given the X-wing books, it's clear that the X-wing itself is a superiority fighter, as well as being multi-roll and swing-roll. ****, even the Empire accepts that the only better ship is the TIE defender.
With the caveat that its based off of a unique title, I'd love to see the Falcon and the Outrider running as mildly OP; not game-breaking, mind you, just enough to help balance the underpowering of Rebel staples like the T-65, A-wing and B-wing. Anything OP should not be spammable.
I'd like to see the Z-95 be OP. It has perfectly average stats and a perfectly average dial. If it were (just slightly) OP, it would be healthy for the game.
Thematically, I'd like the Raider or CR-90 be (again: just slightly) OP. It would make the Epic game more interesting if the Huge ships were more than capable of earning their points when up against snub fighters.
Also: this build should be at least as common as Biggs in Rebel lists. The fact that it's not is a problem with the game.
Luke Skywalker (28)
Predator (3)
R5-P9 (3)
Integrated Astromech (0)
Total: 34
White dreaming, i want astromechs that reapris ships. All astromechs should have the staple ”Action: Recover one Hull or Shield”. They are like, you know, built-in mechanics. But the xwing ones do loads of stuff and does not repar ships... ![]()
19 hours ago, Ram said:White dreaming, i want astromechs that reapris ships. All astromechs should have the staple ”Action: Recover one Hull or Shield”. They are like, you know, built-in mechanics. But the xwing ones do loads of stuff and does not repar ships...
I'd like some ability called shunt laser energy to shield, can't fire that turn, gain 1 shield token (up to maximum). But I can see why that wasn't done... The reason I want it of course is due to the original x-wing series.
On 10/15/2017 at 7:28 AM, Punning Pundit said:I'd like to see the Z-95 be OP. It has perfectly average stats and a perfectly average dial. If it were (just slightly) OP, it would be healthy for the game.
Thematically, I'd like the Raider or CR-90 be (again: just slightly) OP. It would make the Epic game more interesting if the Huge ships were more than capable of earning their points when up against snub fighters.
Also: this build should be at least as common as Biggs in Rebel lists. The fact that it's not is a problem with the game.
Luke Skywalker (28)
Predator (3)
R5-P9 (3)
Integrated Astromech (0)Total: 34
I think you mean R2D2/35 points...
6 hours ago, thespaceinvader said:I think you mean R2D2/35 points...
I mean. From a fluff perspective, _yes_. But purely mechanically, that Luke build is _solid_. Highly defensive, action independent, and.... It can't earn back its points. That's a big problem.
R5P9 is the opposite of action independent.
I don't deny that it's a problem it can't earn back its points, but R2D2 is Just Better.