I know normally all I do is **** post here, but the following is a serious discussion.
As we approach another time interval where the meta has had no new content or adjustments in some time, the meta (particularly Hyperspace) is once again in a similar state to what it was before the January changes-
Once again there are very few low- Initiative pilots, and virtually all lists consist of getting the highest-initiative named pilots as possible with the strongest abilities, and these lists are used for jousting eachother.
generic pilots are nowhere to be seen, except as filler (in the sense of "I have 24 points left, I guess I take an Acad") or as slightly sub-optimal guns, and when they are the second case, only ships that have a large health pool are taken with any amount of success- IE- Generic Arcs with 9 health.
Once again, I must go back to the developer AMA prior to the release of 2.0- in it, the following question was asked:
QuotePilot abilities in first edition are effectively free (after paying for pilot skill increase) and because of this generics are pretty rare. Why would I bring a dagger squadron pilot for 24 or a red squadron veteran for 26 when I could have Jess Pava for 25? There's almost always a better named pilot that's roughly the price of any open space in a list, just because of how many ships each faction has now.
Is getting more named ships (even the cheap ones) on the table a design goal, or would you like to see more generics on the table in second edition? What does a fun squad look like for you? Half generics? 75% Generics? 25% Generics? Or is not a design concern at all?
Basically, is variety in lists for generics/named pilots something that you go out of your way to influence and design, or just let the community figure out as we go? And if you do have goals for seeing generics in competitive play, how often do you like seeing them appear?
And the developer response:
QuoteFB: With our ability to adjust point costs, at different times in the game's life, generic pilots and named pilots will fill different roles. Different game modes will encourage different builds. Some game modes will have a limited card pool and will force players to try builds they would not have played before.
MB: Keep in mind that the ability to alter upgrade slots available also gives us a lot of flexibility in adjusting generics up or down, compared to named pilots. Some generics in first edition would have benefited from a talent slot or an extra mod slot, and we can make these sorts of changes to incentivize or balance generics as necessary. And we can take away slots if certain generics or named pilots prove too powerful with them.
![]()
The only generics that see use as of now are those that meet at least one of the following categories
- Have the steep point scaling of wave 3 factions (IE- the i3 Unique Vulture droid costs 7 points over a trade fed, or Oddball costing 13 over the Gold Trooper, and at least with resistance
- Literal filler
- sub-optimal list building mistakes
In terms of viability, the most usable and most used pilots now are all named, as they do not pay a significant increase in cost for their higher initiative and their powerful abilities.
Here is the collected Hperspace data since the first point adjustment, which I will be referring to throughout this rambling rant.
https://docs.google.com/spreadsheets/d/1pZmi_QJEJ939Pi6QaaRhjQOu_RSoGUhz3pLYJ1Ffxxo /edit#gid=2042480759
The current meta boogeyman is "Rebel Beef" - The list operates by utilizing the large amount of offensive power it can carry, jousting, and then attempting to Leia-kturn to get as much
When we first saw REbel Beef, it was typically UXXYY- As many ships with 3 or pseudo-3 dice guns that could abuse leia's underpriced new cost, and "The cheapest thing that can carry Leia".
The list is now typically "Cassian, Braylen, Wedge, and a Friend "(Biggs, Jake, Ten, Who cares)- 4 higher initiative pilots who are taken for their powerful pilot abilities (Either Braylen's 24/7 Double Mods, Cassian's abilitiy to completely mitigate Stress for his squad, Biggs's Damage spreading, etc) and initiative killing (Wedge) to not allow lists with lower initiatve values to retaiate effectively.
While the UXXYY version was viable, it loses and loses comically to the new
The reason is that pilot abilities are still not properly priced.
Like, Braylen- he's just 6 points (3% of your list) over an initiative 2 B-wing. The move from an i2 generic to an i3 generic is 2 points. We all know that initiative scaling shouldn't be linear (Each point of initiative is worth more than the last), but even if it is, that means they value Braylen's ability at 2 points. (Effectively it's priced at 0-1 points) . It gives you double mods every turn, and passive ones at that.
Cassian allows you to un-stress anyone in your list every single turn, and gives an EPT slot, and an extra initiative, for 4 points. Look at other 4 point upgrades. Is a Blue Squadron U-wing with a Novice Technician really supposed to be a fair comparison to Cassian? ****, even in FO, Muse is the exact same ability but range 0-1, and she pays 4 points for it and 1 init (From 1 to 2, the jump that matters the least)- Range 0-3 is a massively larger area than range 0-1, and the timing on her ability is worse.
The list of successful pilots accross the factions all follows this trend. Further, the most successfulyl used generic pilots are those with large health pools. The reason that these pilots have the best of the limited success for Generics is that their large health pool allows them to be more resistant to alpha strikes.
The mechanic of destroyed ships being removed at each initiative allos higher inititive lists to suffer minimal consequences with trading shots with enemy lists at lowe I values, and is not priced properly either.
The faction that this is most noticable in is the CIS. The CIS's thematic builds should be those with a large amount of Vulture droids, but their most viable list is double infiltrator. This is because while the best use of a Vulture droid is an ESC carrier that tries to unload 7x 3 dice shots into the opposing list to allow them to remove major threats before they shoot back, they are unable to do so because simply trading shots will result in 1-3 vulture droids dying before they shoot (Depending on the opposing list), and their limited dial (The removal of the ability to 3-bank+Barrel roll is major, as that move is effectively a 5-forward+45 degree rotation, and is majorly needed to outmaneuver people on the approach) doesn't allow them to reliably position themselves to take uncontested shots. Further this is assuming that the other list is simply OK with trading shots with the 6 Vulture+B22 list, as it's highly likely that the other list will take uncontested shots on the vultures before the real engage. The only viable ship in CIS is Dooku and Maul due to their passive mods, high initiative, health pool, and plenty of ability text to allow them to try to win the game in listbuilding.
There are other ships that suffer immensely for their combination of low-initiative and low-health as well. As an example
- Strikers have linear initiaitve scaling from 1-5 and a free ability on duchess, and are more frail than a Z-95: The generics are entirely unusable, and the community knows this- none of them have seen use. Are you really teling me 3/2/4/0 is only worth 4 points less than a 3/1/6/3 statline with a rear arc? (38 Black Squadron Scout to 42 104th Squad ARC) Would anyone pay 34 points for a 3 dice Z-95 that has even more vulnerability to critical hits?
- TIE Interceptors are entirely "Soontir Fel- The Ship" - Alphas and Sabers pay massive amounts for each point of initiative, but lacking passive mods and perfect information given by Soontir, the are entirely non-viable.
- For TIE Fighters, the only successful list as of now involves 5 named pilots- Howlrunner and Iden allow for the list to not be alpha striked. Why would you run Black Squadron Aces when all of the passsive-mods AOE TIE Fighters are only a few points more?
- For Vulture droids, they are all entirely non-viable- They simply die when trading shots, and they lack the maneuverability to not trade shots.
- For B-22's, the one with the closest to anything resembling "Success" is Grievous for his Init 4 and passive mod ability, and the rest of them flop around aimlessly. In particular, the named pilots are actually CHEAPER than the generics- Captain Sear isn't great, but for some unknown reason, he costs 2 points LESS than the generic-with-focus. Are they tring to say his ability, which is basically a Tac Relay and a better one than TV-94, is somehow worth negative 2 points?
- For The Fang Fighters, the point jump to access Old Teroch is miniscule - Skull Squadron Pilots somehow cost a quarter of the list, before upgrades. At least the Recruit is an OK blocker.
- Z-95's are TIE Fighters but without the massive amounts of ability text that the named TIE pilots have to prop them up.
- TIE/FO pilots are priced very similarly to RZ-2 A-wings, but RZ-2 A-wings have better upgrade bars, dials, a rear arc, access to linked actions, improved health distribution, and cheaper abilities and initiative. Why on earth is Lulo just 3 points more than Scorch? And unlike TIE/LN fighters, they don't have access to cheap ability text to allow them to try to win the game in listbuilding.
- There are other ships, like the TIE/SF, the TIE Silencer, the Delta 7, TIE Advanced, and T-65, where the pilot abilities and initiative are incredibly cheap, but their increased health allows for them to not immediately die- These generic pilots are simply sub-par, as opposed to the "******* atrocious" that the other ships on this list are.
in short, FFG needs to re-adjust prices in those ships heavily, or accross the board for higher initiatve named pilots.
I mentioned this exact same thing prior to the January adjustments, and here we are where we started- The meta is high-initiative ships jousting eachother, and generics can't compete.
There has been minor improvement (ARCs at least seem farily priced for their ability text), but we are still dangerously close to "the game is decided in listbuilding by whomever brought the most underpriced ability text". Positioning is still comically easier to do with more perfect information, and one does not typically pay enough for that information, especially as it also lowers consequences for just trading shots aimlessly as well.
Will FFG correct this in the next points Adjustment?
me and some other people (Ryan from OCX, Biophysical, the guy who placed 2nd at Denver with 2 First order Test Pilots) recorded a discussion on this a couple weeks ago, if you want to hear more in-depth discussion on this.
https://www.podomatic.com/podcasts/thesaltminesxwingpodcast/episodes/2019-05-09T13_13_23-07_00
Edited by Kaptin Krunch
Big Chungus