X-wing 1.0 Balance Mod

By MajorJuggler, in X-Wing

Lambda Shuttle


Overview

  • The Lambda Shuttle gets an ATT2 rear arc, which requires a Firespray (or Lancer) cardboard base to physically use the rear arc.
  • Lambda Shuttles get cost tweaks across the board, Colonel Jendon's ability is extended to range 2, and the ST-321 title gets an aggressive cost change.
  • Palpatine's cost remains the same at 16 regardless of the host ship's pilot tier.

Pilot Tiers

  • All Lambda Shuttles are tier 3.

Pilot Cost and Ability Changes

  • Omicron Group Pilot: cost reduced from 42 to 39.
  • Captain Yorr: cost reduced from 48 to 45.
  • Colonel Jendon: cost reduced from 52 to 45, and ability changed to: " At the start of the Combat Phase, you may assign 1 of your blue target lock tokens to a friendly ship at Range 1-2 if it does not have a blue target lock token. "
  • Captain Kagi: cost reduced from 54 to 48.

Key Card Changes

Aft Cannons

Modification. Lambda Shuttle only.

0 / 0 / 0

You gain a rear-facing auxiliary firing arc, and may perform primary weapon attacks out of this arc with an attack value of "2".

Collision Detector

cost increased from 0 to 1 / 1 / 1

ST-321

cost reduced from 6 to 3 / 3 / 3

Sample Loadouts

(All Lambda Shuttles have Aft Cannons equipped)

  • Omicron Group Pilot + Palpatine (55 points)
  • Omicron Group Pilot + Fire Control System (43 points)
  • Omicron Group Pilot + Fire Control System + Gunner (51 points)
  • Omicron Group Pilot + Heavy Laser Cannon (50 points)
  • Colonel Jendon + Palpatine + Fire Control System + ST-321 (68 points)
Edited by MajorJuggler

TIE Defender


Overview

  • TIE Defenders just get some cost tweaks across the board.
  • The TIE/x7 and TIE/D titles have had their costs changed from -4 and 0, to 0 and +3 respectively, which factors into the pilots' base cost adjustments.

Pilot Tiers

  • All TIE Defenders are tier 2.

Pilot Cost and Ability Changes

  • Delta Squadron Pilot: cost reduced from 60 to 58.
  • Onyx Squadron Pilot: cost reduced from 64 to 61.
  • Countess Ryad: cost remains 68.
  • Glaive Squadron Pilot: cost reduced from 68 to 65.
  • Colonel Vessery: cost increased from 70 to 71.
  • Maarek Steele: cost reduced from 70 to 69.
  • Rexler Brath: cost reduced from 74 to 72.

Key Card Changes

TIE/x7

cost remains -4 / -4 / -4

TIE/D

cost changed from 0 to -1 / -1 / -1

Sample Loadouts

TIE/x7

  • Delta Squadron Pilot (54 points)
  • Onyx Squadron Pilot (57 points)
  • Countess Ryad + Push the Limit + TIE/Mk2 (72 points)
  • Glaive Squadron Pilot + Juke (65 points)
  • Colonel Vessery + Juke (71 points)
  • Colonel Vessery + Expertise (75 points)
  • Maarek Steele + Veteran Instincts (68 points)
  • Rexler Brath + Adaptability (69 points)
  • Rexler Brath + Veteran Instincts (72 points)

TIE/D + Ion Cannon

  • Delta Squadron Pilot (63 points)
  • Onyx Squadron Pilot (66 points)
  • Countess Ryad + Push the Limit + TIE/Mk2 (81 points)
  • Glaive Squadron Pilot + Crackshot (73 points)
  • Colonel Vessery + Expertise (84 points)
  • Maarek Steele + Expertise (82 points)
  • Rexler Brath + Expertise (85 points)
  • Rexler Brath + Adaptability (78 points)
  • Maarek Steele + Veteran Instincts (77 points)
  • Rexler Brath + Veteran Instincts (81 points)
Edited by MajorJuggler

Is one of the goals of this version to field more ships in your squad?

Since every ship so far has had a cost reduction I believe.

29 minutes ago, markcsoul said:

Is one of the goals of this version to field more ships in your squad?

Since every ship so far has had a cost reduction I believe.

In the absolute sense no, most of the cost reductions are relatively minor, and you still can't field more than 8 ships in a squad. However, some of the less-expensive ships should be more competitive now, which should encourage the use of 4-6 ship lists. For the TIE Defenders in the post above, the cost reduction of the x7 title is now built in to the pilot cost, so their net costs haven't changed much. For example, a PS1 Defender with x7 goes from 56 points to 54 points.

Edited by MajorJuggler

TIE Phantom


Overview

  • TIE Phantoms just get some cost tweaks across the board.

Pilot Tiers

  • Sigma Squadron Pilot (PS3) is tier 3.
  • Shadow Squadron Pilot (PS5) and Echo are tier 2.
  • Whisper is tier 1.

Pilot Cost and Ability Changes

  • Sigma Squadron Pilot: cost reduced from 50 to 41.
  • Shadow Squadron Pilot: cost reduced from 54 to 44.
  • Echo: cost reduced from 60 to 52.
  • Whisper: cost reduced from 64 to 56.

Key Card Changes

Advanced Cloaking Device

cost changed from 8 to 5 / 6 / 8

Stygium Particle Accelerator

cost changed from 4 to 4 / 5 / 6

Sample Loadouts

No Mod

  • Sigma Squadron Pilot + Fire Control System (45 points)
  • Shadow Squadron Pilot + Fire Control System (50 points)

Stygium Particle Accelerator

  • Sigma Squadron Pilot (45 points)
  • Sigma Squadron Pilot + Fire Control System (49 points)
  • Shadow Squadron Pilot (49 points)
  • Shadow Squadron Pilot + Fire Control System (55 points)

Advanced Cloaking Device

  • Sigma Squadron Pilot (46 points)
  • Sigma Squadron Pilot + Fire Control System (50 points)
  • Shadow Squadron Pilot (50 points)
  • Shadow Squadron Pilot + Fire Control System (56 points)
  • Echo + Veteran Instincts (60 points)
  • Echo + Veteran Instincts + Recon Specialist (65 points)
  • Echo + Veteran Instincts + Recon Specialist + Fire Control System (71 points)
  • Whisper + Veteran Instincts (68 points)
  • Whisper + Veteran Instincts + Fire Control System (76 points)
  • Whisper + Veteran Instincts + Fire Control System + Agent Kallus (81 points)
  • Whisper + Veteran Instincts + Fire Control System + Gunner (86 points)
Edited by MajorJuggler

Wow. That last Echo build is a bargain. I suspect you're going to end up wanting to promote Echo in tier.

6 minutes ago, Jeff Wilder said:

Wow. That last Echo build is a bargain. I suspect you're going to end up wanting to promote Echo in tier.

Yeah, it's not bad at all, VI/ACD/FCS/RecSpec is the most cost-effective loadout according to my calculations, even at 71 points. At least until it hits PS9+...

P.S. I erred on the side of caution with Stygium Particle Accelerator pricing, although you can still field a squad of four PS4's with SPA and FCS, and have 4 points left to spend. That's good for an intel agent or something similar.

TIE Striker


Overview

  • Adaptive Ailerons gets tweaked to give the TIE Striker an additional point of hull, bringing it to a total of 5 hull and making the title truly auto-include.
  • The cost efficiency of the TIE Strikers is now significantly improved, although still just a hair shy of X-wings of TIE Fighters, even with Lightweight Frame. The pre-maneuver boost courtesy of Adaptive Ailerons should close this gap in the hands of a skilled pilot; it's very possible that after some testing the pilot costs may need to go up a point across the board.
  • Countdown and Pure Sabacc may get further cost tweaks after doing some analytical playtesting to see how often their abilities trigger.

Pilot Tiers

  • Imperial Trainee (PS1), Scarif Defender (PS3), and Black Squadron Scout (PS4), are all tier 3.
  • Countdown, Pure Sabacc, and Duchess are all tier 2.

Pilot Cost and Ability Changes

  • Imperial Trainee (PS1): cost reduced from 34 to 30.
  • Scarif Defender (PS3): cost reduced from 36 to 33.
  • Black Squadron Scout (PS4): cost reduced from 40 to 36.
  • Countdown: cost reduced from 40 to 39.
  • Pure Sabacc: cost remains 44.
  • Duchess: cost reduced from 46 to 40.

Key Card Changes

Adaptive Ailerons

title. TIE Striker only.

0 / 0 / 0

Increase your hull value by one. Immediately before you reveal your dial, if you are not stressed, you must execute a white 1 <Left Bank>, <straight> 1 or <Right Bank> 1 maneuver.

Lightweight Frame

cost changed from 2 to 4 / 5 / 6

Sample Loadouts

No Modification

  • Imperial Trainee (PS1) (30 points)
  • Scarif Defender (PS3) (33 points)
  • Black Squadron Scout (PS4) + Crackshot (38 points)
  • Countdown (39 points)
  • Pure Sabacc + Crackshot (47 points)
  • Duchess + Adaptability (41 points)
  • Duchess + Veteran Instincts (44 points)

With Lightweight Frame

  • Imperial Trainee (PS1) (34 points)
  • Scarif Defender (PS3) (37 points)
  • Black Squadron Scout (PS4) + Crackshot (42 points)
  • Countdown (44 points)
  • Pure Sabacc + Crackshot (52 points)
  • Duchess + Adaptability (46 points)
  • Duchess + Veteran Instincts (49 points)
Edited by MajorJuggler

TIE Aggressor


Overview

  • Like in the stock game, Lightweight Frame is essentially an auto-include upgrade.
  • The TIE Aggressor with Lightweight Frame has a very slightly higher jousting value than a TLT Y-wing, and it has better repositioning with barrel roll, so it is costed accordingly.
  • Like the Y-wing, the TIE Aggressor loadouts here will get filled out more completely after turret upgrades get rebalanced, but Twin Laser Turret is included here as an initial placeholder.

Pilot Tiers

  • All TIE Aggressor pilots are tier 3.

Pilot Cost and Ability Changes

  • Sienar Specialist (PS2): cost reduced from 34 to 30.
  • Double Edge: cost reduced from 38 to 36.
  • Onyx Squadron Escort: cost reduced from 38 to 34.
  • Lieutenant Kestal: cost reduced from 44 to 41.

Key Card Changes

Lightweight Frame

cost changed from 2 to 4 / 5 / 6

Sample Loadouts

With Lightweight Frame and Twin Laser Turret

  • Sienar Specialist (PS2) (47 points)
  • Double Edge + Adaptability (52 points)
  • Onyx Squadron Escort (51 points)
  • Lieutenant Kestal + Adaptability (57 points)
  • Lieutenant Kestal + Veteran Instincts (59 points)
Edited by MajorJuggler

Starviper


Overview

  • The Starviper Mk2 title has been tweaked so it grants a focus after performing a barrel roll action, doubling down on what makes the ship unique while keeping even the generics cost competitive.
  • The Mk.II title cost has been changed from -6 to 0, so the cost reductions are built-in to the new pilot costs now.
  • Autothrusters is still mostly auto-include on all the pilots for 5 points, although the less expensive pilots are still OK without it.

Pilot Tiers

  • All Starviper pilots are tier 2.

Pilot Cost and Ability Changes

  • Black Sun Enforcer (PS1): cost reduced from 50 to 36.
  • Black Sun Vigo (PS3): cost reduced from 54 to 39.
  • Thweek: cost reduced from 56 to 52.
  • Black Sun Assassin: cost reduced from 56 to 43.
  • Guri: cost reduced from 60 to 46.
  • Dalan Oberos: cost reduced from 60 to 45.
  • Prince Xizor: cost reduced from 62 to 46.

Key Card Changes

Starviper Mk.II

  • title. Starviper only.
  • cost changed from -6 to 0 / 0 / 0
  • You may equip up to 2 different Title upgrades. When performing a barrel roll action, you must use the <leftbank> 1 or <rightbank> 1 template instead of the <straight> 1 template. After performing a barrel roll action, you may assign a focus token to this ship.

Sample Loadouts

All Starvipers have 'Starviper Mk.II'

  • Black Sun Enforcer (PS1) (36 points)
  • Black Sun Enforcer (PS1) + Autothrusters (41 points)
  • Black Sun Vigo (PS3) (39 points)
  • Black Sun Vigo (PS3) + Autothrusters (44 points)
  • Black Sun Assassin + {open EPT slot} (PS3) + Autothrusters (48 points)
  • Guri + {open EPT slot} + Virago + Fire Control System + Autothrusters (59 points)
  • Dalan + {open EPT slot} + Virago + Advanced Sensors + Autothrusters (57 points)
  • Dalan + {open EPT slot} + Virago + Fire Control System + Autothrusters (58 points)
  • Xizor + Veteran Instincts + Virago + Fire Control System + Autothrusters (62 points)
  • Thweek + Autothrusters (57 points)
  • Thweek + Virago + Fire Control System + Autothrusters (65 points)
Edited by MajorJuggler
54 minutes ago, MajorJuggler said:

Starviper


Overview

  • The Starviper Mk2 title has been tweaked so it grants a focus after performing a barrel roll action, doubling down on what makes the ship unique while keeping even the generics cost competitive.
  • The Mk.II title cost has been changed from -6 to 0, so the cost reductions are built-in to the new pilot costs now.
  • Autothrusters is still mostly auto-include on all the pilots for 5 points, although the less expensive pilots are still OK without it.

Pilot Tiers

  • All Starviper pilots are tier 2.

Pilot Cost and Ability Changes

  • Black Sun Enforcer (PS1): cost reduced from 50 to 36.
  • Black Sun Vigo (PS3): cost reduced from 54 to 39.
  • Thweek: cost reduced from 56 to 52.
  • Black Sun Assassin: cost reduced from 56 to 43.
  • Guri: cost reduced from 60 to 46.
  • Dalan Oberos: cost reduced from 60 to 45.
  • Prince Xizor: cost reduced from 62 to 47.

Key Card Changes

Starviper Mk.II

title. Starviper only.

cost changed from -6 to 0 / 0 / 0

You may equip up to 2 different Title upgrades. When performing a barrel roll action, you must use the <leftbank> 1 or <rightbank> 1 template instead of the <straight> 1 template. After performing a barrel roll action, you may assign a focus token to this ship.

Sample Loadouts

All Starvipers have 'Starviper Mk.II'

  • Black Sun Enforcer (PS1) (36 points)
  • Black Sun Enforcer (PS1) + Autothrusters (41 points)
  • Black Sun Vigo (PS3) (39 points)
  • Black Sun Vigo (PS3) + Autothrusters (44 points)
  • Black Sun Assassin + {open EPT slot} (PS3) + Autothrusters (48 points)
  • Guri + {open EPT slot} + Virago + Fire Control System + Autothrusters (59 points)
  • Dalan + {open EPT slot} + Virago + Advanced Sensors + Autothrusters (57 points)
  • Dalan + {open EPT slot} + Virago + Fire Control System + Autothrusters (58 points)
  • Xizor + Veteran Instincts + Virago + Fire Control System + Autothrusters (62 points)
  • Thweek + Autothrusters (57 points)
  • Thweek + Virago + Fire Control System + Autothrusters (65 points)

Is Thweek's cost right? At 52 points he's now the most expensive Starviper and with no ept too.

Edited by Deffly

Probably meant to be 42 following the others.

8 hours ago, Deffly said:

Is Thweek's cost right? At 52 points he's now the most expensive Starviper and with no ept too.

It's correct. He's the highest pilot skill Viper (via his ability), and clearly the best Viper in the stock game. With FCS + AT he costs 60 points in the stock game. In this mod the cost goes up to 65, but he gets a focus after barrel rolling, which is easily worth the point increase.

Aggressor (IG-2000)


Overview

  • The Aggressor gets a marginal damage increase with a custom upgrade, which can do an extra damage every other time your cannon hits its target on your first attack. This is a slight nudge away from relying on IG88-B's ability, but he will still remain central to all dual IG88 builds.
  • IG88-A and IG88-D get reworded pilot abilities, although 88-B is still expected to solidly be #1, and C will probably still be #2.

Pilot Tiers

  • All Aggressor pilots are tier 2.

Pilot Cost and Ability Changes

  • All Aggressor pilot costs reduced from 72 to 68.
  • IG88-A ability changed to: " After you perform an attack that destroys the defender, or scores half points on the defender for the first time, you may recover 1 shield (up to your shield value). "
  • IG88-D ability changed to: " You may execute the <left sloop> or <right sloop> maneuver using the corresponding 3 <left turn> or 3 <right turn> template. After you execute a red maneuver without overlapping another ship or obstacle, you may assign one focus token to this ship. "

Key Card Changes

IG-2000 Overcharge

cannon. Scum only. Aggressor only. dual card.

0 / 0 / 0

  • Side 1 (Active): When attacking with a <cannon> secondary weapon, if this attack hits and is the only attack you have performed this round, you may flip this card to cause the defender to suffer one additional damage.
  • Side 2 (Cooldown): When attacking with a <cannon> secondary weapon, if this attack hits and is the only attack you have performed this round, you may flip this card.

Sample Loadouts

All IG-88s have IG-2000, Autothrusters, and IG-2000 Overcharge

  • IG88 (any) + Crackshot + Glitterstim + Heavy Laser Cannon + Fire Control System (100 points)
  • IG88 (any) + Veteran Instincts + Inertial Dampeners + Heavy Laser Cannon + Fire Control System (98 points)
  • IG88 (any) + Push the Limit + Advanced Sensors + Ion Cannon + Rigged Cargo Chute + Proton Bombs (100 points)
  • IG88 (any) + Push the Limit + Advanced Sensors + Heavy Laser Cannon (98 points)
  • IG88 (any) + Push the Limit + Advanced Sensors + Heavy Laser Cannon + Rigged Cargo Chute (101 points)
Edited by MajorJuggler

Protectorate Starfighter


Overview

  • The Protectorate Starfighter just gets some cost adjustments.
  • Fenn Rau with the Concord Dawn title and Autothrusters is 3 points more (on a 200 point scale) than in the stock game with either Push the Limit or Mindlink.

Pilot Tiers

  • Zealous Recruit (PS1), Concord Dawn Veteran (PS3), Concord Dawn Ace (PS5), and Kad Solus are all tier 3.
  • Old Teroch and Fenn Rau are tier 2.

Pilot Cost and Ability Changes

  • Zealous Recruit (PS1): cost reduced from 40 to 34.
  • Concord Dawn Veteran (PS3): cost reduced from 44 to 36.
  • Concord Dawn Ace (PS5): cost reduced from 46 to 43.
  • Kad Solus: cost reduced from 50 to 45.
  • Old Teroch: cost increased from 52 to 53.
  • Fenn Rau: cost increased from 56 to 58.

Key Card Changes

Concord Dawn Protector

cost remains 2 / 2 / 2

Sample Loadouts

All Protectorate Starfighters have the Concord Dawn Protectorate title and Autothrusters

  • Zealous Recruit (PS1) (40 points)
  • Concord Dawn Veteran (PS3) (42 points)
  • Concord Dawn Ace (PS5) + Push the Limit (56 points)
  • Kad Solus + Push the Limit (58 points)
  • Old Teroch + Push the Limit (66 points)
  • Fenn Rau + Push the Limit (71 points)
  • Fenn Rau + Mindlink (67 points)
Edited by MajorJuggler
9 hours ago, MajorJuggler said:

It's correct. He's the highest pilot skill Viper (via his ability), and clearly the best Viper in the stock game. With FCS + AT he costs 60 points in the stock game. In this mod the cost goes up to 65, but he gets a focus after barrel rolling, which is easily worth the point increase.

With this fix, I'll take Guri with intensity over Thweek with identical Virago/FCS/thrusters. BR to get a focus and evade? Extra focus from ability? TL from FCS? She'll out modify basically everything else in the game.

5 hours ago, Q10fanatic said:

With this fix, I'll take Guri with intensity over Thweek with identical Virago/FCS/thrusters. BR to get a focus and evade? Extra focus from ability? TL from FCS? She'll out modify basically everything else in the game.

I will want some analytical playtesting on Guri to see how often her ability typically kicks in, to better refine her cost. It wouldn't surprise me if her cost ends up getting raised by a couple points.

Yes, it's very compelling, but Guri is still only PS5, and her ability is not going to trigger all the time. Guri + Intensity / FCS / AT currently clocks in at 64 points, with Intensity priced at 4 / 5 / 6. Thweek with FCS/AT costs 65 (essentially the same), loses intensity and Guri's ability, but becomes top PS. Its an interesting tradeoff. Moving last is probably still better. I know @Rinehart has played a lot of Thweek, I'm curious if he would rather have that Thweek or that Guri for essentially the same cost.

Edited by MajorJuggler
1 hour ago, MajorJuggler said:

I will want some analytical playtesting on Guri to see how often her ability typically kicks in, to better refine her cost. It wouldn't surprise me if her cost ends up getting raised by a couple points.

Yes, it's very compelling, but Guri is still only PS5, and her ability is not going to trigger all the time. Guri + Intensity / FCS / AT currently clocks in at 64 points, with Intensity priced at 4 / 5 / 6. Thweek with FCS/AT costs 65 (essentially the same), loses intensity and Guri's ability, but becomes top PS. Its an interesting tradeoff. Moving last is probably still better. I know @Rinehart has played a lot of Thweek, I'm curious if he would rather have that Thweek or that Guri for essentially the same cost.

Thweek. Guri dominates generics, but moving last with that roll is too good against everything.

9 hours ago, Rinehart said:

Thweek. Guri dominates generics, but moving last with that roll is too good against everything.

This will be a really interesting thing to watch in the coming meta, and in the Community Mod. PS vs Modification. I think Guri's role may be less defined than Thweek's is at the moment. Thweek is an Ace. He has to be the last to move, otherwise he's worth much less in terms of in-game value. Guri, because of the lower PS, has to be more all-purpose. This is a weaker role (specialization is almost always better) except for those times when it's acceptable. Countess Ryad and Assaj are two recent Mid-PS pilots that have had an all-purpose role.

Edit: Mis-titled Ryad

Edited by Q10fanatic
On 10/12/2017 at 4:12 PM, MajorJuggler said:

It's correct. He's the highest pilot skill Viper (via his ability), and clearly the best Viper in the stock game. With FCS + AT he costs 60 points in the stock game. In this mod the cost goes up to 65, but he gets a focus after barrel rolling, which is easily worth the point increase.

Actually, I'm quite curious about the pricing of the Starviper.
At first glance, with the free focus, it appears super agressive; but I recon the PS of most of the pilots being quite low, the impact of repositionning on the price must be low also.
So I guess the points value for the generics must be calculated mostly on straight jousting value.

But Xizor, for example, gets a real good action economy, and with this, can freely buff his PS to 9. For such a pilot, shouldn't the price be much higher, considering how good the banked BR is at PS 8+ ? The VI+FCS+AT at 62 points leaves me sceptical (in fact, when substracting the 6 points from MK2, Xizor's "naked" price has been decreased from 56 to 47 !).

So, I'm wondering, how are you pricing repositionning (and especially those über barrel rolls) in function of the pilot's PS ?

Edited by Giledhil
1 hour ago, Giledhil said:

Actually, I'm quite curious about the pricing of the Starviper.
At first glance, with the free focus, it appears super agressive; but I recon the PS of most of the pilots being quite low, the impact of repositionning on the price must be low also.
So I guess the points value for the generics must be calculated mostly on straight jousting value.

But Xizor, for example, gets a real good action economy, and with this, can freely buff his PS to 9. For such a pilot, shouldn't the price be much higher, considering how good the banked BR is at PS 8+ ? The VI+FCS+AT at 62 points leaves me sceptical (in fact, when substracting the 6 points from MK2, Xizor's "naked" price has been decreased from 56 to 47 !).

So, I'm wondering, how are you pricing repositionning (and especially those über barrel rolls) in function of the pilot's PS ?

Great question! Backing up a bit, each dual-action arc dodger pilot actually has three efficiency numbers:

1) Full token mode.

2) Burn one action on reposition, other action on token.

3) Burn both actions on reposition, no actions on token.

I have a pretty good idea of what a high PS ship's "ideal" efficiency numbers should be for case #1, and slightly less so for #2. #3 in practice is a corner case, since most pilots not named Soontir Fel rarely double action reposition unless it puts them in the perfect position. From this "ideal high PS target efficiency number" I have a target curve that goes backwards down to PS1. We don't have good emperical data on what efficiency numbers will make mid-PS dual action arc dodgers viable in a competitive meta game (none really exist in the stock game), so the specifics of the curve are a working hypothesis. I'm sure I will tweak it later when we start getting real data in a "healthy and diverse" meta. But, that curve does not have a lot of wiggle room, since the target efficiency for case #1 at PS9 is in the ballpark of 87% - 91% range (based on historical observations of past metas), and at PS1 it'll be a few percentage points shy of 100% (probably in the range of 95% to 97% for example). The curve I'm using is not a straight line, because repositioning becomes significantly more valuable as you get to PS8 and PS9.

OK, back to the Starviper. The Starviper can only single action reposition (we'll ignore PtL since it has no green hard turns), so we only care about #1 and #2. I posit that the target Starviper efficiency has to be between the #1 and #2 curves. It should be pretty close to the #2 curve, since most turns it will be able to use its super-barrel roll "for free", getting a focus token anyway. The banked barrel roll is absolutely better than the standard barrel roll, but this is somewhat offset by the fact that the Starviper does NOT get a focus token if it has to boost instead. If a pilot has an ability that isn't just reflected in its jousting value (i.e. Soontir Fel's or Guri's ability can be strictly computed as a change in jousting value; Xizor's is much more difficult to do so), then we have to take another pass.

So, TL;DR: I have a well-defendable hypothesis for what their target efficiency should be, and I'm sure we'll tweak it as we go forward, but at least I'm in the general ballpark, unlike the stock game.

Edited by MajorJuggler
35 minutes ago, MajorJuggler said:

OK, back to the Starviper. The Starviper can only single action reposition (we'll ignore PtL since it has no green hard turns), so we only care about #1 and #2. I posit that the target Starviper efficiency has to be between the #1 and #2 curves. It should be pretty close to the #2 curve, since most turns it will be able to use its super-barrel roll "for free", getting a focus token anyway. The banked barrel roll is absolutely better than the standard barrel roll, but this is somewhat offset by the fact that the Starviper does NOT get a focus token if it has to boost instead. If a pilot has an ability that isn't just reflected in its jousting value (i.e. Soontir Fel's or Guri's ability can be strictly computed as a change in jousting value; Xizor's is much more difficult to do so), then we have to take another pass

Hence, the difficulty to nail down Guri's price. She can get multiple tokens + a single reposition, which (theoretically) allows her to get above that curve.

Anecdotally, I've noticed she gets harder to use in the end game. With fewer enemies around, her ability triggers much less often. Reminds me of the drop off in Mindlink lists once you kill a ship. Your BR fix may be enough to address that actually, as she'll be able to double token+reposition without regard to enemy positioning.

25 minutes ago, Q10fanatic said:

Hence, the difficulty to nail down Guri's price. She can get multiple tokens + a single reposition, which (theoretically) allows her to get above that curve.

Anecdotally, I've noticed she gets harder to use in the end game. With fewer enemies around, her ability triggers much less often. Reminds me of the drop off in Mindlink lists once you kill a ship. Your BR fix may be enough to address that actually, as she'll be able to double token+reposition without regard to enemy positioning.

For Guri I assume that she gets an extra action/focus token some percentage of the time. So if she gets her ability off 100% of all turns, then yeah she will be better -- but if she gets it off 0% then she's worse. This is pretty typical for named pilots, pick a reasonable rate that the ability should trigger and then cost it based on that. If someone flies the pilot really well then they get rewarded for it, but if the opponent prevents it from triggering, the opponent gets rewarded instead. Generally speaking for top end play, consistency is worth more than peak performance.

I didn't analyze her with Intensity, but would treat that as an extra usable evade token on some % of rounds, probably something between 50% to 85% of rounds. Intensity needs to get flipped back, but she may be swimming in tokens, so the actual evade proc rate gets complicated.

Edited by MajorJuggler
On 12/9/2017 at 1:46 PM, markcsoul said:

Is one of the goals of this version to field more ships in your squad?

Since every ship so far has had a cost reduction I believe.

I had the same question. I understand that comparisons against the current game don't paint an accurate picture, but warning lights started going off in my head when I saw that you can fit 6 TIE Strikers in a squad. I've been terrorizing a lot of squads just with 4 + Doom Shuttle, so bumping it up to 6 Strikers is amazing. I'd play that all day! ...after I buy two more Strikers. It seems like it would be a heck of a squad to beat. I guess I'll just test other stuff until the TIE Strikers are ready to be play tested.