1 hour ago, AllWingsStandyingBy said:
I mean, no offense but lots of people were able to tell that TLTs, X7s, Crack Shot, Torpedo Scouts, and the like were going to be amazingly influential in the meta-game without needing MathWing's models to tell them such.
Can MathWing's models reveal that certain upgrades or ships are more cost-effective than others in certain circumstances? Sure, but so can plenty of other means of analyzing and evaluating those upgrades/ships.
That MathWing is sometimes as effective as other means of theory-crafting and evaluating options is hardly a strong argument in defending Juggler's claims about it's privileged insights into the game. It'd have been more impressive if MathWing's approaches revealed unexpected things, things that weren't commonly held by the community or derivable from other means of evaluation.
Is Mathwing sufficient for understanding the cost effectiveness of certain options? Sure, sometimes. Is Mathwing necessary for understanding the cost effectiveness of certain options? Nope.
So when MJ goes around acting like he's cracked some sacred code, the only code out there for unlocking THE ONE TRUE BALANCE of the game, forgive those of us that just see it as what a freshly unfrozen Han would call "delusions of grandeur."
You are right, there are a lot of other people that have predicted problems with many of the releases. Unfortunately the playtesters and the development team are apparently not among them. I had several playtesters argue with me voraciously in favor of FFG's design decisions about OG Defenders and TLT, for example.
1 hour ago, SOTL said:More damning is the number of things it didn't predict until he retrospectively changed the maths to give the desired outcome.
* Citation required.
57 minutes ago, Icelom said:He was also self admittedly wrong about many things. (Fair ship rebels for instance).
49 minutes ago, Icelom said:Yes he literally explains that his formulas missed it and he went back and tweaked the formulas to match reality.
In reply to all of the above, I would emphasize that the analysis infrastructure is not an optimal upgrade permutation finder. Each ship + upgrade combination has to be programmed manually. (MathWing 4.0 anyone....?) But once a permutation has been identified by the community I can evaluate it. I miss plenty of stuff because I haven't identified it yet. But once it has been identified it goes into the standard-path meat grinder.
In regards to Fair Ship Rebels, the Biggs Effect (+Lowhhrick) breaks the fundamental focus fire assumption that I was using to establish the baseline power curve. If you are a game designer then it is very important to be able to quantify this effect. It's also useful as a player to understand how much more efficient you can make your squad by forcing your opponent to make difficult target priority choices. Focus fire vs defocused fire is a very broad concept that has implications for just about any wargame that you could play, but there's very little (if any) information out there in the tabletop gaming world that rigorously deals with this effect. So I derived what the power curve looks like if one side has focus fire and the other side has defocused fire, with a finite number of units on each side. I'm sorry that @SOTL and @Icelom both misunderstood the article and concluded that it was "tweaking the formulas to get a desired result", when in actuality it was making a scholarly contribution to the field of interest*.
As I said before, the work is open to peer review, you are free to deconstruct and recreate the analysis. You are also free to use the results which conclude that if you can evenly split fire between your 4 ships that would otherwise be worth 100 points if focused down individually, the efficiency gain is equivalent to playing with a 126 point list. Knowing this as a player, you can now try and determine what tactical tradeoffs are worth it in order to try and achieve this result.
MathWing is generally geared for designers not players, but it's also useful information for players as well. Understanding the fundamentals like the above is part of what has helped me make the Top 4 at >50% of the regional-level events (6 rounds + cut) that I have attended. If @SOTL and @Icelom have not achieved similar levels of competitive results then they might be better served checking their assumptions to see if there is something to be learned and help improve their play. [Edit: In my X-wing "career" I have played in 6 large tournaments (6 rounds of Swiss in each, with 8 swiss rounds at worlds 2015 ) and have lost a total of 10 games, including in elimination rounds.] Gauntlet laid down. ?
* I would assume that some Office of Naval research papers have also already concluded the same thing, but I haven't done a full literature survey.
Edited by MajorJuggler

