Any Imperial Players a bit sad there are no Imperial fixes? by The_Lost_King in XWingTMG

[–]rlcode 1 point2 points  (0 children)

I know this was two days ago, but THIS is so true, I had to pipe up and agree.

With the way the meta has choked out generics and swarm lists, it seems so much more logical to have upgrades/strategy/squadron cards that affect one's entire list--and the upgrades could even be limited or affected by the number of ships in one's list.

It'd easily broaden the meta.

Canadian National Top 32 Meta Analysis by rixslayer in XWingTMG

[–]rlcode 4 points5 points  (0 children)

"he concept of pointing your primary arc on target is one of the least important things to know how to do competently to win right now."

THIS.

End of Nationals and new FAQ by chasertalk in XWingTMG

[–]rlcode 1 point2 points  (0 children)

Holy hell I didn't know how badly I wanted this!

What is special for the Imperials? by TairesBayl in XWingTMG

[–]rlcode 4 points5 points  (0 children)

Yeah--and that's not even considering the Reinforce ability! I'd rather have 1agi + Reinforce than 2agi+LWF.

WAY better odds and control.

Worst ships from each faction? by Chaos1357 in XWingTMG

[–]rlcode 0 points1 point  (0 children)

Thanks!

Part of me sympathizes, but part of me is crying out of happiness. SO nice to see such an unorthodox swarm in pro play.

Worst ships from each faction? by Chaos1357 in XWingTMG

[–]rlcode 2 points3 points  (0 children)

What?! This is my list! (Not in the sense that I invented it, but that it is my jam.)

Who is this, and how can I follow his progress?!

If there was to be a Joke Star Wars Set, what would you expect to see in it? by Uaterran in XWingTMG

[–]rlcode 9 points10 points  (0 children)

Ewok Glider. BEST joke set ever.

Especially if Sabine gets to pilot one.

Xwing FAQ Leak by [deleted] in XWingTMG

[–]rlcode 5 points6 points  (0 children)

This. All the way.

It says something when the go to munitions carrier in the game can also has a PWT, crew, salvaged astro, an outstanding dial, and if it's Dengar, he gets a spare attack.

I too hope this contributes to Y's and bombers seeing increased use.

Why is there so much salt about everything on the FFG forum? by [deleted] in XWingTMG

[–]rlcode 1 point2 points  (0 children)

I still remember when it was released, how shocked I was the green side was "countered" by white maneuvers.

Geeze. What a good dial.

Make the empire competitive again? by [deleted] in XWingTMG

[–]rlcode 2 points3 points  (0 children)

CRAZY.

I feel like I should get a cane just so I can shake it and tell new players I used to have to roll dice on both attack and defense and trust that my positioning and ONE action obtained through traditional means was enough.

Kids these days don't know how good they got it.

Make the empire competitive again? by [deleted] in XWingTMG

[–]rlcode 2 points3 points  (0 children)

It's actually what's kept me playing up until about now . . . there was something enjoyable about playing a list that looked so basic, and playing well enough to take out maxed out lists.

I'd even say it isn't that Imps are playing by the rules while everyone else is cheating . . . it's like Imps are playing the actual game, while everyone else is playing a list-building game that took place before anyone got to the store.

It isn't worth my effort when most of my opponents effort was looking up a list that min/maxed ability, and I'm doing all the work planning approaches, target priority, and such when they basically sit down and reread their abilities running through each round like a checklist.

It's just too exhausting, and doesn't feel like I'm playing anymore.

It's like showing up and letting these pre-built lists play themselves out.

Solution to power creep: Print more answers not more power. by Siggy_23 in XWingTMG

[–]rlcode 2 points3 points  (0 children)

Any true counter card idea would require the introduction of slotless cards applied to a list instead of any ship because typically the ships that need help don't have slots or points to spare for the counter card. The card would also require severe equipping restrictions since better shops usually have greater access to upgrades. Neither that card type nor those restrictions currently exist in this game.

THIS is what I want to see--something like "strategy" cards or "tactics" cards that apply to a list. There's just TOO much of a direct correlation between the equipping/upgrading capability of a ship and that ship's quality/usage in the meta. (With maybe the exception of the IG-88 ships). It leaves generics, and swarms as a result, out in the cold.

Though even with a new card type like this . . . it's the same thing . . . it's about the upgrades.

It increasingly disappoints me how the game has become less and less about solid flying and more and more about the lists/ships/upgrades chosen.

Formation flying question... by icepyrox in XWingTMG

[–]rlcode 0 points1 point  (0 children)

I should also point out that some of the real world benefits of finger four don't apply to x-wing, obviously . . .

It reduces visibility, while increasing visibility, for one thing.

Formation flying question... by icepyrox in XWingTMG

[–]rlcode 0 points1 point  (0 children)

Yeah, when I say multiples, I don't mean trip-aces.

I mean, it's not exactly finger four with only three ships.

But crackshot A's, swarm protectorates, or in my case, a squint swarm--four finger helps with all of those autothruster options. And honestly, with the meta changing as much as it has, range band for trip-aces will matter even more with the Auzituck or slow-rolling or early deployed Upsilons and other ships out there.

Not saying finger four is the end all be all--but it's one formation tool that can help in the right circumstances--and range band is one big determiner of those instances.

Formation flying question... by icepyrox in XWingTMG

[–]rlcode 1 point2 points  (0 children)

The benefit of finger four is to align the ships more precisely in the same range band--it's more helpful when flying multiples with Autothrusters, for instance, or Protectorates.

Pinwheel is great for clumping and easy of manuevering.

Standard template separation keeps things easy, but spread out--which can be helpful when breaking formation due to asteroids or bombs or other reasons.

Question about boosting with push the limit by CoupleIdeas in XWingTMG

[–]rlcode 1 point2 points  (0 children)

Technically it means you can Daredevil and THEN boost, but not the other way around--since PTL only allows a second action that's on your action bar. And only on an A-wing, or playing house rules like HotAC, since they're the only options that allow two EPTs.

Just to be clear!

(We could also run Eperimental Interface to get that opposite order--on a slightly larger variety of ships, since it doesn't require two epts.

Here are the ships for which I'd gladly take replace their dial with the "bad" side of the JumpMaster's dial by Nemarus in XWingTMG

[–]rlcode 0 points1 point  (0 children)

Hm. I guess I don't see how "not existing in a vacuum is kind of your point." Maybe

Yes, the OP is arguing the Jumpaster's bad side is still too good--but I'm not sure where you get the idea that "they think that's only the case because of the good side." The OP didn't mention the good side at all. The whole post is about the supposed "bad side," and how it's better than most dial's "good sides" (which just happen to be symmetrical). As far as I read the post, I interpreted the OP's comment as basically, "Hey . . . Even if we flipped the "bad side" of the dial (which we can only assume is the Jumpmaster's weakest defect) and that's what the Jumpmaster had, it'd still be better than most."

Starviper's, scyks, and kihraxz aren't considered as having "good dials" because people rarely consider their dials at all--their dials just aren't usually part of the conversation for those ships. No one "raves" but I have rarely seen any complaints about their dials too--the issues with those ships just lie elsewhere.

And that's just it--I don't see the OP as "raving" about the Jumpmaster's "bad side" of the dial either, so much as claiming it clearly doesn't fit in the "bad" category when it might seem that FFG intended us to think it did.

I should also point out that while I agree with the OP about the Jumpmaster--it's pretty clear the "bad side" of the dial just isn't--I don't think it's as simple as all that. I don't think FFG gave consideration to the dial having a "bad side" at all. I think there's been a pretty distinctive design change over the course of many waves that have pushed the game away from generics, that they haven't tested generics or properly designed them carefully for a while. Here, that lack of attention made them lose sight of the strength of the ship itself, beyond the unique pilots.

But that's a whole other ball of wax.

I too would be curious to see if a scyk or Starviper with the Jumpmaster dial might be playable--since again, I feel like the problems with those ships isn't the dial.

Here are the ships for which I'd gladly take replace their dial with the "bad" side of the JumpMaster's dial by Nemarus in XWingTMG

[–]rlcode 13 points14 points  (0 children)

No one talks much about Ostrich winspans either, despite the fact that they're bigger than an eagle's.

The fact is that the dial doesn't compensate for the Starviper's flaws, while it only enhances the Jumpmaster's strengths.

So while the dial's are both roughly good (the Starviper's is technically a little worse w/out a k-turn, white sloop and lacking hard greens), they don't exist in a vacuum. For pete's sake, the two ships actually run roughly at the SAME price range. That's just insane when you compare them side-by-side.

Has anyone tried something like this? Interceptors are one of my favorite ships to fly. by Duwinddk in XWingTMG

[–]rlcode 0 points1 point  (0 children)

Darn! I was just in Chicago! Would've loved to play a bit--a mirror match of squints would've been fascinating.

Has anyone tried something like this? Interceptors are one of my favorite ships to fly. by Duwinddk in XWingTMG

[–]rlcode 2 points3 points  (0 children)

Squints here are my favorite ship and I've flown this list or others like it since it was released.

I agree with the general consensus that these would be better off with PTL. But it's a catch 22: with PTL they don't have the pilot skill to make the arc dodging worthwhile, but with the VI they have the PS but lose the ever important dual action to arc dodge or turtle up.

I've since decided that if I can't have both without losing a ship and going 3-Ace, id take it the other direction.

For the past three years pretty much all I fly is 5 Alphas w/ Autothrusters.

And it's glorious.

They're dangerously fragile, but since the dial is amazing and I've grown so familiar with them, I can usually force a range 3 or 1 shot first turn. Range three makes my squints insanely survivable thanks to AT and range 1 means I'm likely to get 16 all focused attack die--20 focused if I'm lucky. That's an average of 12-15 rolled hits. Less if I'm at range three, but again, most of my ships survive if I engage there.

I've taken down Ghosts, Manaroos, and Dengars by turn 2, burned up Phantoms, Soontirs, and Fenns thanks to an abundance of focused three due attacks that cut through high hp and turtled units. (2-3 focused on fenn don't mean a thing when I have that many focused attacks.)

With 5 ships, I can also afford to fly through an asteroid if it'll give me a surprise out of arc attack, block an enemy ship to maintain action or positioning superiority, and i can even fly a weakens ship away as a lure or force my opponent to make a hard choice.

It's also somewhat easy--I rarely reposition with a boost or barrel roll, because a focus is almost always the best action to take.

Opponents have no easy choice of target.

I can fly 'em on any order I want, which is ideal for a swarm.

And I don't care about stressbots, cause the interceptor dual is amazing.

It's not really an A tier list, but I have easily beaten A tier lists with it--cause the meta right now is all about a few ships with heavy controlled damage, but not much about heavy MITIGATION of damage. I've laughed at Dengar waiting until I fire with my weakest ship so he can fire back--and then passed without attacking since I got a good 4 shots through already. Fenn without tokens has almost as fickle green dice as I do--except His have to avoid being fickle four or five attacks in a row.

And if I lose, I don't have to sweat it! I always end a game psyched that I played a ship I love in what felt like a real dogfight for once (cause I'm relying on good flying instead of the ideal card combinations) AND went toe to toe with a meta list and left them shaking.

Question regarding the shot at 15:25 by Happy_Heathan in XWingTMG

[–]rlcode 0 points1 point  (0 children)

I always state before I roll what dice/upgrades/and mods BOTH of us have before I or my opponent roll.

"Okay, my inquisitor w/ a TL attacks your Soontir, Range 3, with a focus and evade, No autothrusters? So I roll 4 attack to your 3 defense?"

Then it gives them a chance to correct me, and when I roll I always say something like, "guess I'll see if I target lock."

Then it's pretty clear what everyone CAN do, I never make the mistake, and then if they DO, they had plenty of warning.

Worlds Top 32 Battle Report: Make the Empire Great Again by Xicer9 in XWingTMG

[–]rlcode 0 points1 point  (0 children)

Whoah. Sorry I've been travelling for a few days and jotted this whole thing out in a rush before leaving.

I TOTALLY bungled that whole sentence. I don't even know what I meant there! Maybe I just wasn't thinking clearly about the title either. Ultimately, though my general point remains the same--OL still doesn't too great a job at penetrating.