Corran’s Bullseye Arc is challenging to land

By TasteTheRainbow, in X-Wing

Regarding Corran specifically, hes good but simply costs too much right now. Even 1ed Corran was nothing special without the regen. It really isn't helpful that the e wings linked actions don't synergize with its special ability either. If the ship could reposition into a focus or evade it would be better.

The bullseye arc in general is hard to land, but I'm very OK with it. It seems to be working as intended. Aces like Corran and Soontir have powerful but situational abilities that reward careful positioning and forethought.

8 hours ago, nikk whyte said:

Points are a piece of the puzzle, not the whole picture.

which is reasonable to say. I agree.

The points will never be perfect. An arc dodger is designed to beat a jouster 1 vs 1, etc.. but 2 ships of the same archetype can and should be compared to eachother on points.

A khiraxz and an X-wing are comparable as jousters. A Tie interceptor and a Fang Fighter are comparable as arc dodgers. A Lambda and U-wing are comparable as shuttles. Etc. Etc. Some ships fill a role all their own, like the Ghost, but we really only have a dozen archetypes of ship. its unreasonable to argue that squad points arent relevant to balance.

3 minutes ago, Vontoothskie said:

A khiraxz and an X-wing are comparable as jousters.

I know a couple of people that would argue that, they hate what was done to the Khiraxz. Despite the fact that the K Fighter can out knife fight the X-Wing (better in close maneuvers).

22 minutes ago, Hiemfire said:

I know a couple of people that would argue that, they hate what was done to the Khiraxz. Despite the fact that the K Fighter can out knife fight the X-Wing (better in close maneuvers).

I flew 5 khiraxz in 1.0 and they were my jam. havent converted yet, just playing games with proxies for now, but the Khiraxz dial change was a bum out. the extra health probably justified it, but yeah. its lame

only ship ive flown where i seem to get bullseyes fairly easy (still not in bullseye more often than in bullseye) is Defenders. Everyone else? Unless its a large base im shooting at....nope maybe once a game lol

3 hours ago, Vontoothskie said:

I flew 5 khiraxz in 1.0 and they were my jam. havent converted yet, just playing games with proxies for now, but the Khiraxz dial change was a bum out. the extra health probably justified it, but yeah. its lame

+1 blue maneuver and 2Tallons in place of a 5k is bad?

1 hour ago, RampancyTW said:

+1 blue maneuver and 2Tallons in place of a 5k is bad?

The 5 K enabled them to reorient for their next pass outside of the optimum shooting range of the opponent. Ironically the same guys I was talking about were telling me that the K-Fighter was hard to justify in a list at all last year. One's warming up to them now (after using the 1 hard to pound a few of my Zs into space debris) but still is having issues when comparing it to the X-Wing. The Khiraxz can joust, but it is a much better knife fighter.

You know that Corran is in a bad spot when Nathan Eide goes to a tournament with Luke instead

10 hours ago, DerRitter said:

You know that Corran is in a bad spot when Nathan Eide goes to a tournament with Luke instead

you know that Eide played corran and luke the exact same way way? fade fade fade, attack, be up on points, fade fade fade

its literally the way he's played the game for years now.

On 10/9/2018 at 8:13 AM, Dosiere said:

It really isn't helpful that the e wings linked actions don't synergize with its special ability either. If the ship could reposition into a focus or evade it would be better.

I think this has a lot more to do with how you (the preverbally you, not the literal you) are wanting to fly the ship vs the DESIGNED way to fly the ship. You should be taking a Lock early on (first or second turn) and setting up the initial attack run, then on the exit you can use the linked actions to Boost/Roll into a Lock on the same turn before coming back in for another pass. This Link-to-Lock saves you one turn by letting you escape and also grab a lock instead of escaping and then on the next turn locking.

I agree that a Boost/Roll to linked Focus would be EASIER to play, but that doesn't seem to be the designed goal for the chassis. I think the designers did a great job at making this ship and Hit and Run chassis, and the linked actions seem to suggest likewise.

Found this one

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