Rather than attempt to legitimize my assessments below with a list of reasons you should trust random, faceless me, I encourage everyone to treat the following thread with the same seriousness as anything you read on the internet or this forum:
-With a grain of salt
-A pinch of sugar
-Add a dash of exotic spices of unknown origin
-With a handful of disrespect ( must include memes at proper temperature )
-Topped delicately with respect ( because people have feelings...avatars are people, too ).
I'm writing this in a format that represents my personal "rules of thumb" when I'm squad building and dogfighting as Resistance. These are my conclusions after many games and hundreds of squads. I'm not going to back up every conclusion with structured evidence or metrics.
My logic is not always sound, and you likely won't have the same internal "rules" that you follow for this faction.
Our different conclusions about Resistance may indeed give you better success in this game than I have had ( Yay, for the internet, where we can share our unique perspectives and hopefully grow as a community and as individuals ).
Speak your mind, and be kind
.
Thanks, aces.
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I believe Resistance, as a faction, is fine, if not slightly overplayed for their actual competitive efficacy as of season 6, 2020.
I've found that with Resistance, if you're not clearly winning by the second or third round of shooting, you've probably lost the game.
I don't believe the faction has strong "endgame" pieces as compared to other factions.
.....
Part of why Resistance endgame is weaker overall, I believe, can be attributed to their higher priced chassis, which don't trade as well in the late game against cheaper chassis from OT or prequel factions (especially if you're utilizing the many varied and pricy upgrades available to make these sequel pilots and ships shine).
Resistance ships simply give up more points at half and at KO than many other similar ships, and that often translates, for me, into close and painful game losses.
Since "Alpha striking" with heavy damage output in rounds 1 or 2 of combat, translating into a 30 minute tabling of the opponent, has largely disappeared from second edition due to 13 point Proton Torpedoes ( and possibly the expensive Targeting Synchronizer tech upgrade in Resistance as well ), I believe Resistance often benefits from delaying the initial engagement as long as possible. The faction lives and dies by creating an kind of "inverted alpha strike", where you get ahead in just one or two rounds of combat, eschew the initial engagement with tricks that prevent the opponent from executing their objectives, and then time the game out before you lose too many points.
Unfortunately, that is the current and likely long-term competitive angle of Resistance, in my observation.
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In squad building, Resistance design tends to support "combined arms" over "four ofs" and "five ofs". My personal experience is so sure of this, in fact, that I literally treat every pilot and ship as having a "dot" by their name with a limit of 1 per squad.
I often take this "everything is unique" principal as far as even individual upgrades and load outs. If I'm using two of something in Resistance, then I'm probably doing it wrong and there's another piece at a similar price point that will do my squad better in the long run.
Double Red Vets? Probably not. Double Blue Recruits with Snap Shot? Probably not. Double optics? Maybe. Double Paint? Probably not (believe me, I've tried...some of you have seen the other threads).
You can put 4 T70s on the table, or 5 RZ2s, but I just don't believe the faction design supports/encourages that in Resistance. I believe there's always a better "mixed" option in Resistance that has a higher ceiling if you've got the practice. I believe the traditional "four ofs" just aren't where the faction shines (go over to Rebels and try Quad T65s... You'll do a lot better. Why? Because they're designed to do that...)
For example, @gennataos , rather than fielding a thematic "Triple T-70" (as many have tried and failed to do), killed his darling by swapping out that third t70 for a Lulo's RZ2 A-Wing. He consequently had a better bid, better tools on his two T70s, and won out at my local Hyperace Trial. He found a lot of success with his "hybrid Triple T70" list, and I believe his squad choice was quite optimized and correct at the time.
For myself, I chose to field 4As + Finn pod instead of the traditional 5A, despite the proven track record of Resistance 5A.
Although my specific build did not have success at my specific tournament, I still firmly believe the mixed archetype has a higher competitive ceiling in practically every conceivable archetype in Resistance over copy/paste squads when paired with proper deployment and practice.
I could go on even longer about the rule of combined arms in Resistance now that the Fireball is on the table, with Kaz and Yeager and the C.S.Mechanic all being excellent - arguably correct - choices to mix in with your As and Xs over simply another copy of that one "efficient" thing.
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Summary / TL;DR:
-Resistance doesn't thrive in long engagements or in late game 1V1s as well as other factions.
-Resistance thus profits from delaying the early engagements as long as possible.
-Resistance squads have higher ceilings when utilizing combined arms over copy/paste chassis spamming. Their efficiency lies in the secret black box of triggering the correct pilot abilities and combos at the correct times.
-Resistance requires practice and impeccable timing
to
win games, because their pilots and chassis are not as forgiving as comparable options in most other factions.
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Okay, I think that's it, peeps. I'm glad I got all that off my chest. I'll spare the community my rant that T70s should have 1 less Hull and cost 2-4 points fewer across the board in order to better support the upgrade-centric design philosophy of Resistance.
k, I'm really done.
Meme-on, my friends!!
Edited by Bucknife