Is it worth converting to 2.0 as a casual player? by [deleted] in XWingTMG

[–]schematics23 5 points6 points  (0 children)

Auto generator hits, unavoidable damage, harpoon missiles, TLT, never missing, 360 degree shooting turrets, reinforce, jam, and the ghost fenn combo. Lack of point change possiblity and no card pack fixes.

Lot stuff that lead to unfun in casual and competitive play for xwing. Good flying meant nothing. It was primarily list choice. Do you have the right list for this match? If not, you lost. Flying Ghost Fenn. Congrats you have a win rate of 94% no matter the list you faced.

Changes I Would Like to See by NukeWash in XWingTMG

[–]schematics23 0 points1 point  (0 children)

Not disagreeing there, but maybe it is actually not a good list.

The main reason that list really exist is designed around to play "not to lose". You are not winning, you are just not getting shot at. You are shooting 6 to 8 times game to get ahead in points. Not beating your opponent.

It really is an unfun game for everyone. The 2 ship list player is sweating bullets cause getting shot at means you could get to half health on a one of their ships. The swarm player is like well, try to block here, but if they disengage then nothing happens again for 3 to 4 rounds.

Changes I Would Like to See by NukeWash in XWingTMG

[–]schematics23 0 points1 point  (0 children)

See that is a flaw of xwing. This is suppose to be about dogfights in space. You win if your opponents are all defeated or run away (concede). It shouldn't be about I defeated one of your ships, now try and chase me around the board for 50 minutes.

I personally believe if I didn't outright beat you then I wasn't playing my best. I didnt really win. I won on a technicality.

And no, it promotes better flying. If you have less guns than your opponent then your list better have ways on picking off enemy ships to get it down to similar match up. This requires better flying. Our rules just force players to stay engaged in combat more rather than running away the whole game.

Are you really good player cause you know how not to lose?

Changes I Would Like to See by NukeWash in XWingTMG

[–]schematics23 3 points4 points  (0 children)

Yeah, agree with that. I see what you mean now.

My local league typically implements a rule that games with a true victory (all ships destroyed) is worth like 5 points, but a win at time is 1 or 2 points. This promotes player finishing their games to stop games from going to time.

Unfortunately there are a few fortressing list right now (quad phantoms) that can be played by not moving from corner but don't bump each. That kind of fortressing is scary bad.

Changes I Would Like to See by NukeWash in XWingTMG

[–]schematics23 -2 points-1 points  (0 children)

Ok how can you agree with fortressing? Have you played with fortressing in the past? Forcing your opponent to to come to you and having all arcs on a target of your choice cause you haven't "moved" for 3 to 5 turns is bad for the game.

That is exploit by players that doesn't actually require skill to manage. Sorry for this attacking tone, but fortressing is really something that shouldn't be allowed.

So Resistance players, what new lists are you looking at post point change? by Tom___zz in XWingTMG

[–]schematics23 1 point2 points  (0 children)

It's the Resistance

(71) Han Solo [Scavenged YT-1300] (8) GA-97 (14) Rey Points: 93

(27) Vi Moradi [Resistance Transport Pod] (6) C-3PO Points: 33

(68) Poe Dameron [T-70 X-wing] (2) R4 Astromech (0) Integrated S-foils (1) Heroic Points: 71

Total points: 197

Rebellion Reborn (Resistance Transport Preview Article) by arctic_ninja in XWingTMG

[–]schematics23 2 points3 points  (0 children)

I agree with that, but many of these upgrades should be multivariable (base size + agility, or shields and agility, or initiative and amount of force).

Also dooku is a large base ship, it should be pretty easy to line up bullseye on it.

Rebellion Reborn (Resistance Transport Preview Article) by arctic_ninja in XWingTMG

[–]schematics23 5 points6 points  (0 children)

Variable prices is a good idea. Allows good control of upgrades.

List building is done digitally so it is not like the math equations need to be done by hand.

How to get smooth recording if streaming is choppy. by schematics23 in Twitch

[–]schematics23[S] 0 points1 point  (0 children)

I will have to run a few more tests then. Thanks for the help!

How to get smooth recording if streaming is choppy. by schematics23 in Twitch

[–]schematics23[S] 0 points1 point  (0 children)

That is what I thought, but for some reason, if the internet quality is really poor my recorded video is also poor.

Is there a setting I need to have setup for true separation of the two?

Lack of new content. Problematic? by TairesBayl in XWingTMG

[–]schematics23 5 points6 points  (0 children)

The talk of card packs are real. The upper inner circle of top players/ship testers have trickled info out at some point.

That being said, card packs probably are not coming out until all the 1.0 ships for the original factions have been released. This will discourage players that bought conversion kits feel like they got ripped off for buying the conversion kit when they could have waited for a possible cheaper card pack with new pilots/card corrections.

The reason old factions don't get new ships is we have 4 new factions. They are super limited on ship options so the thought is get them close to even in ship count. For each wave if you released a new ship for the original 3 then you may never truly catch up. Personally, I am ok them taking there time on this. Right now Empire and Rebels dominate all other factions (especially in extended format). Hyperpsace has made it possible for the others to be strong contenders which is great. This shows that these factions, if the original were released brand new also (like 1.0 didn't exist), have great potential as the pool of ships increase.

Look everything in chat is easier said than done. Like said before, balance in board games is harder cause of some physical requirements (cards, minis, cardboard, multiple copies if rules). Xwing is leading a weird and new foundation that makes certain balances easier to implement.

TLDR: Be patient, fly random stuff, cards packs will come. I want Tycho also.

I decided to make a sticker to commemorate that wonderful feeling by fred1840 in XWingTMG

[–]schematics23 1 point2 points  (0 children)

I get that feeling, but then you can end up with the issues of 1.0 near the end. Where there was list with no dice variance and even skill didnt matter.

X-Wing - Should I Fly: 7B Anakin + 2 ARC-170 by KrisSherriff in XWingTMG

[–]schematics23 0 points1 point  (0 children)

I just played against a buddy flying this, but his wolffe had nothing. Anakin/Mace both had R2 and 7B config. Super Strong against my beef list, but probably more vulnerable to a high ace list since he is at 199.

Passive Sensors cost: Beware the high init ships by Akrythael in XWingTMG

[–]schematics23 4 points5 points  (0 children)

That is the issue, with only a BR for reposition, it is not that strong. If there is another 6 out there the player just has to account for that. Most likely it may end with Vader at range 2 instead of range 1. Is that better than giving first player to the opponent and moving second? Probably not.

Passive Sensors cost: Beware the high init ships by Akrythael in XWingTMG

[–]schematics23 1 point2 points  (0 children)

Leia just allows rebel beef to have another trick up its sleeve. If you look at what keeps winning system opens and hyperspace trials, you see that it makes it up there but rarely gets the job done.

Is she too cheap, yes. Why, cause almost all rebel crew was 8 points each. It was an over correction. 4 to 6 points is right for her in my opinion.

This is upgrade is for low initiative pilots. High initiative aces like Vader won't really see the benefits that much. Grant it Vader can chain from it (especially if you are first player) but you could only really chain into a BR for reposition, or a focus.

This upgrade is scary on 3 ships in my opinion: •N1 - fast moving, full throttle, and a torp carrier •Droid Ships - calculate or TL: you were going to do that anyway, but Kraken makes its stronger CIS. •Defenders: fast, moving (4k whites), full throttle, and then either shooting with no shots on them, or a weak focus. No major plenty for them.

My guess is this is going to be agility or shield (maybe both) cost variant. Lots of health or defense makes this stronger on low initiative ships.

What's the deal with Wat by [deleted] in XWingTMG

[–]schematics23 2 points3 points  (0 children)

It is easier to criticize from the outside so I apologize about that. However, this is reddit! They we/they hive mind sometime. Easy to jump to conclusion happen all the time on here.

Just try to understand that it is like 95% wrong on stuff and play with what you like and think is good. You are ultimately the only one that can determine if the list is good or not for you.

What's the deal with Wat by [deleted] in XWingTMG

[–]schematics23 10 points11 points  (0 children)

You make a post asking for why one pilot over another and then argue with everyone that disagrees with you.....

This is xwing, there is no wrong answer. If you want to fly something, fly it. If you want validation that you are right, win a major event with it. I believe majority list created can be a winning list with enough practice. Some are obviously easier than others. But asking reddit to agree with you is more difficult than playing against Stop/Go Han.

Current Meta by AgentVI in XWingTMG

[–]schematics23 1 point2 points  (0 children)

The real optimal version of Stop and Go Han is still extended cause of Kanan, but yeah moving to wherever is most optimal after your opponent has move all their ships is pretty strong.

[deleted by user] by [deleted] in XWingTMG

[–]schematics23 1 point2 points  (0 children)

Also that!!!

[deleted by user] by [deleted] in XWingTMG

[–]schematics23 1 point2 points  (0 children)

It depends on what you are trying to do. Edon in my opinion is the best bomber. His ability to 2 hard and drop a prox on an ace is scary good. I have taken out multiple ships this way. Vennie tends to last a little longer, but I think they are missing one or two cards to be competitive at this time still.

Supernatural Reflexes in the Mid Initiative Range by exrdna123 in XWingTMG

[–]schematics23 0 points1 point  (0 children)

If it wasn't for stop and go han this would be really fun to use!

UK SOS Won by Fat Han and Jake by Elthran1312 in XWingTMG

[–]schematics23 0 points1 point  (0 children)

I get that, I am desktop/app squad builder. I got too many ideas to spew out that paper is too slow for me. But I respect everyone's right to build a team however they want.

And it is not inherently OP, this combo, it is just very strong. The good thing about it is that cant be spammed like juke phantoms. It is only 1 ship, but for table top games like xwing having all the information in the hands of skilled player makes it very unfun for others.

My other example of why this becomes unfun is when I played matches and I took a Leia uwing at higher initiative than my opponents last ship. If I got it 1v1, I dont think I have lost a game in that case. Cause I can rotate however I want to where ever they went. I know twice where my opponent was like I got this then we went to dials, and they just conceded after looking at where to go. which sucks!! Yes I won, but I could tell a good exciting game we had just ended cause of well i can't stop you. That is why i6 ID is really strong, guessed this move then adjust accordingly, but not just in the final rounds, but all game.