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Should the 500 point Epic format have a CE limit? Options
jak
Posted: Monday, February 27, 2012 1:59:57 AM
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One of the best things about playing a huge 500 p.t squad is all the synergy possible between SA's & CE's.
Therefore I'm against any limit of CE's in epic 500, or any other format
Echo24
Posted: Monday, February 27, 2012 2:33:12 AM
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Darth_Jim wrote:
The problem is what a lack of a CE limit would do for the Vong. My guess is that Vong become more powerful without a limit.


I really don't think so. Vong are what I've played the most in this format, and what I used to win Coolecticon last year (which had a 3 CE limit), and if the CE limit were imposed I'm not sure if I would even change my squad at all. The best way to run Vong in this format is a Jedi Hunter/Ossus Guardian rush squad. It works because of the sheer number of characters that can deal high damage. I played with Shedao Shai, 3 Ossus Guardians, and 4 Jedi Hunters; add to that Czulkang, Tsavong, and Dash Rendar (for shooting support) and I've got a full 11 characters of my 16 that are all very heavy damage dealers. Most of the OR squads seem to have 6-7 heavy attackers, then a few backup attackers (Trevor's Greedo, Kris's Han Gambler, both of their Jedi Crusaders), and then support (Bastila, Uggies, Mice, etc.). The strength of having 4-5 extra characters that can each do a TON of damage (easily 50-60 with a very high attack and Twin) from 12 squares away is pretty massive; it means I can through a few of them up front just to die to cover the rest of them, who can still easily go toe-to-toe in damage output with the opposing squad.

What would you add to a Vong squad without the limit? Cunning? Totally unneeded. Their damage without him is just fine, especially when you realize just how many attackers they have. Jakan? Tactician isn't really needed, and I don't believe his CE is worth the points difference between him and a regular Priest in this format. The only one I would really consider is Nas Choka, but you would have to do something like drop 3 Jedi Hunters for him, and honestly I think I'd much rather have the 3 Jedi Hunters.

I don't think removing the CE limit helps the Vong at all.

On the topic at hand, I definitely think that the 3 CE limit is the way to go. For one thing, it requires much more clever squad building, because when you're limited to just 3 CEs you want to squeeze as much as you can out of them; without the CE limit you basically just play all the best characters and I think there is a lot less creativity involved in general.

As for balance, I think Frosty Con kind of proved that it doesn't do anything to swing the balance away from the OR. Yeah, it helps Imperials some, but not nearly enough to let them compete with OR in this format. It might help Rebels a little, but again, it not enough to beat OR. The fact is that OR benefits from no CE limit at least as much as every other faction, so there's no way that removing the CE limit would even the playing field. To make the format balanced, OR MUST be kept in check somehow. I think that the 3 CE limit with Bastila (or all Force Abilities) counting as a commander is a big step in that direction; that way you get Hoth, Bastila, and just 1 more CE (Revan, I would imagine). Without the +4 Attack from Malak or the extra shots from the Senator it's not nearly as devastating of a squad.

I also think that a separate map list for this format is absolutely necessary. For the regular restricted list it's playtested with abusive things like Lancer, Yobuck, etc. in mind, but not things like a squad full of Furious Assaulting Accurate shooters. The restricted list just isn't meant to handle these kinds of squads; it wasn't playtested against them at all. There's no reason that the restricted map list at 100-200 points should be the same at 500 points with Epics; it's just so much of a different format. It would be like if we designed the restricted map list purely based on what was good to play Dynamic Duo on, then tried to use that list in 200 points. It wouldn't work.
Hinkbert
Posted: Monday, February 27, 2012 8:00:44 AM
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Echo24 wrote:


On the topic at hand, I definitely think that the 3 CE limit is the way to go. For one thing, it requires much more clever squad building, because when you're limited to just 3 CEs you want to squeeze as much as you can out of them; without the CE limit you basically just play all the best characters and I think there is a lot less creativity involved in general.



I respectfully disagree, and here's why. I don't think restricting commanders effects engenders creative squad building per se, I think it just restricts squad building. I understand that a restriction in and of itself causes people to think a little differently when building a squad (which is good) but the 500 format already has 2 restrictions: you need at least 1 Epic, and a max of 16 activations and I find those to be effective enough without adding a CE restriction. Let's use Captain Rex for example. He's a good cheap Republic shooter who can easily be used effectively without using his commander effect. In a tourny with a CE restriction he won't be used though since he uses up 1 of those 3 slots. Now, I guess one could argue that that could be a good thing since Rex is popular enough already, so people are forced to use other pieces, but it also makes it difficult, if not impossible to use order 66 characters effectively in the 500 point format, thus negating the usage of a lot of Republic pieces.

Going back to the other restrictions, neither one of those overly adversely affects a faction, but the CE one does, again with the IMPs, Rebels, etc. as examples. Yes, the 16 activation limit affects what kind of squads work best, since out activating your opponent isn't an option, but it doesn't cause a restriction in which pieces one can use.

Personally, even though the the OR and Vong have made strong showings in the format, I still think there's too little data to show that CEs need to be restricted. I think making a specific 500 pt map list by Gencon would be best, and then see what happens and interpret those results. And then from there the community could reach a consensus as the what the observed rules and restrictions of the format are.
Echo24
Posted: Monday, February 27, 2012 8:26:43 AM
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Hinkbert wrote:
Echo24 wrote:


On the topic at hand, I definitely think that the 3 CE limit is the way to go. For one thing, it requires much more clever squad building, because when you're limited to just 3 CEs you want to squeeze as much as you can out of them; without the CE limit you basically just play all the best characters and I think there is a lot less creativity involved in general.



I respectfully disagree, and here's why. I don't think restricting commanders effects engenders creative squad building per se, I think it just restricts squad building. I understand that a restriction in and of itself causes people to think a little differently when building a squad (which is good) but the 500 format already has 2 restrictions: you need at least 1 Epic, and a max of 16 activations and I find those to be effective enough without adding a CE restriction. Let's use Captain Rex for example. He's a good cheap Republic shooter who can easily be used effectively without using his commander effect. In a tourny with a CE restriction he won't be used though since he uses up 1 of those 3 slots. Now, I guess one could argue that that could be a good thing since Rex is popular enough already, so people are forced to use other pieces, but it also makes it difficult, if not impossible to use order 66 characters effectively in the 500 point format, thus negating the usage of a lot of Republic pieces.


I think Rex is a great example of how no CE limit makes squad building less creative. With a CE limit, I might or might not take Rex; if I can build a good squad with just 2 CEs, I'll use him for my 3rd even if no one really benefits from it. Or I could build a squad that DOES benefit from his CE, like one with a few of the new Republic Commandos in it. If there's no CE limit, though, I'm going to take Rex EVERY time. He already gets into most 200 point Republic squads, only coming out if there's a strong theme that he doesn't fit and you don't have the points for him, but at 500 points you will totally have the points for him and he's just that good. It's like how R2 Astromech Droid gets into every Republic squad at every point level; get the points high enough, and Rex will get into every one also. It might as well be 458 points and 14 activations plus Rex and R2.
countrydude82487
Posted: Monday, February 27, 2012 8:37:29 AM
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DarthMalus wrote:
I believe that Hoth's OR Conscription is the biggest advantage to OR. It is neither a CE nor a Force Ability. I don't think it was really tested in a large format (I could be wrong). In duo format it can't really be abused as it can in 500. Take that away (and by default Mando Conscription) and OR wouldn't be as dominant. Just my opinion tho.

actually mando conscription in my opinion is more powerful because many of the mando commander effects require you to be a mando. In OR only a few require you to be OR , and yes his is one but that was put that way by design i am sure.
countrydude82487
Posted: Monday, February 27, 2012 9:06:52 AM
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Echo24 wrote:
Hinkbert wrote:
Echo24 wrote:


On the topic at hand, I definitely think that the 3 CE limit is the way to go. For one thing, it requires much more clever squad building, because when you're limited to just 3 CEs you want to squeeze as much as you can out of them; without the CE limit you basically just play all the best characters and I think there is a lot less creativity involved in general.



I respectfully disagree, and here's why. I don't think restricting commanders effects engenders creative squad building per se, I think it just restricts squad building. I understand that a restriction in and of itself causes people to think a little differently when building a squad (which is good) but the 500 format already has 2 restrictions: you need at least 1 Epic, and a max of 16 activations and I find those to be effective enough without adding a CE restriction. Let's use Captain Rex for example. He's a good cheap Republic shooter who can easily be used effectively without using his commander effect. In a tourny with a CE restriction he won't be used though since he uses up 1 of those 3 slots. Now, I guess one could argue that that could be a good thing since Rex is popular enough already, so people are forced to use other pieces, but it also makes it difficult, if not impossible to use order 66 characters effectively in the 500 point format, thus negating the usage of a lot of Republic pieces.


I think Rex is a great example of how no CE limit makes squad building less creative. With a CE limit, I might or might not take Rex; if I can build a good squad with just 2 CEs, I'll use him for my 3rd even if no one really benefits from it. Or I could build a squad that DOES benefit from his CE, like one with a few of the new Republic Commandos in it. If there's no CE limit, though, I'm going to take Rex EVERY time. He already gets into most 200 point Republic squads, only coming out if there's a strong theme that he doesn't fit and you don't have the points for him, but at 500 points you will totally have the points for him and he's just that good. It's like how R2 Astromech Droid gets into every Republic squad at every point level; get the points high enough, and Rex will get into every one also. It might as well be 458 points and 14 activations plus Rex and R2.

I see where you are coming from in the , but i have to disagree too, although r2 will most likely end up in most of the Republic squads, i dont see rex ending up in most because as a whole the republic commander effects wouldn't affect him. things like momentum, opportunist and extra attack (not flobis) wont effect him and i think that needs to be kept in mind. Also the epic Vader's commander effect is essentially useless in this format being that you can only have 2 other commanders than them.

Now with that said i think that IF you were to include bastilla's ABM as a commander effect, you would have to slightly up the commander limit. For what we have played we found that 5 commanders with that rule works well. IT allows for imperials, rebels, sith, and republic to have a few more commanders,but still doesnt kill the OR. IT actually made the Different Factions More Competitive, which is what i would actually like to see. We also tried upping the amount of Maximum Pieces to 18 and it seemed to work a little but that is neither here nor there.

Now i would like to add that in addition to the above i also completely back the Restricted map list specifically for Epic Skirmishes . I think that that would also add some assistance to balancing this format.

DarthMalus
Posted: Monday, February 27, 2012 9:53:04 AM
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countrydude82487 wrote:
DarthMalus wrote:
I believe that Hoth's OR Conscription is the biggest advantage to OR. It is neither a CE nor a Force Ability. I don't think it was really tested in a large format (I could be wrong). In duo format it can't really be abused as it can in 500. Take that away (and by default Mando Conscription) and OR wouldn't be as dominant. Just my opinion tho.

actually mando conscription in my opinion is more powerful because many of the mando commander effects require you to be a mando. In OR only a few require you to be OR , and yes his is one but that was put that way by design i am sure.


I agree that Mando Conscription effects it's faction more than OR does, but Mandos are hardly tearing up the Epic 500 format. It's Hoth's SA and CE combined w/top shelf Acc shooters that makes them so good. Take away OR Conscription, and Mandos might have a chance. BTW, OR would still be very good w/Mira/Jaq/Onasi still able to benefit.
countrydude82487
Posted: Monday, February 27, 2012 10:07:34 AM
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DarthMalus wrote:
countrydude82487 wrote:
DarthMalus wrote:
I believe that Hoth's OR Conscription is the biggest advantage to OR. It is neither a CE nor a Force Ability. I don't think it was really tested in a large format (I could be wrong). In duo format it can't really be abused as it can in 500. Take that away (and by default Mando Conscription) and OR wouldn't be as dominant. Just my opinion tho.

actually mando conscription in my opinion is more powerful because many of the mando commander effects require you to be a mando. In OR only a few require you to be OR , and yes his is one but that was put that way by design i am sure.


I agree that Mando Conscription effects it's faction more than OR does, but Mandos are hardly tearing up the Epic 500 format. It's Hoth's SA and CE combined w/top shelf Acc shooters that makes them so good. Take away OR Conscription, and Mando's might have a chance. BTW, OR would still be very good w/Mira/Jaq/Onasi still able to benefit.

i agree that it is still useful without OR Conscription, but if you cut out one then you would have to cut out both to me, and that would cut the mandos down even farther from where they are at.
Darth_Jim
Posted: Monday, February 27, 2012 12:37:21 PM
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Echo24 wrote:
I also think that a separate map list for this format is absolutely necessary. For the regular restricted list it's playtested with abusive things like Lancer, Yobuck, etc. in mind, but not things like a squad full of Furious Assaulting Accurate shooters. The restricted list just isn't meant to handle these kinds of squads; it wasn't playtested against them at all. There's no reason that the restricted map list at 100-200 points should be the same at 500 points with Epics; it's just so much of a different format. It would be like if we designed the restricted map list purely based on what was good to play Dynamic Duo on, then tried to use that list in 200 points. It wouldn't work.


This makes a lot of sense to me... I've been intrigued with the idea since you first started talking about it. Have you given any thought as to which maps you'd put on that list?
DARPH NADER
Posted: Monday, February 27, 2012 1:29:08 PM
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Echo24 wrote:
On the topic at hand, I definitely think that the 3 CE limit is the way to go. For one thing, it requires much more clever squad building, because when you're limited to just 3 CEs you want to squeeze as much as you can out of them; without the CE limit you basically just play all the best characters and I think there is a lot less creativity involved in general.


The cleverness in the "building" is certainly half of the fun, by creating the synergies within a particular squad. However, I still think the idea of three operational CE's is the way to go. Hinkbert makes a great point that the larger our sample size becomes the easier it will be to fine tune the necessary mods to Epic 500 format. FrostyCon showed that nearly 60% of the squads were either OR or Vong builds; this further illustrates the imbalance which we already know exists.
billiv15
Posted: Monday, February 27, 2012 2:53:16 PM
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DARPH NADER wrote:


The cleverness in the "building" is certainly half of the fun, by creating the synergies within a particular squad. However, I still think the idea of three operational CE's is the way to go. Hinkbert makes a great point that the larger our sample size becomes the easier it will be to fine tune the necessary mods to Epic 500 format. FrostyCon showed that nearly 60% of the squads were either OR or Vong builds; this further illustrates the imbalance which we already know exists.


Exactly how many players considered some of the top in the game were playing in this event? How many of the squads were tweaked to perfection and played nearly perfectly?

I'm sorry, one event does not make a trend. You all may well be right, but it's far to early to tell. 14 players, 8 of which probably couldn't beat Trever on a bad day doesn't mean a whole lot to me. Heck, even though a few Vong squads were played, they didn't hit on what I consider the best of the Vong, nor were they played particularly well. They weren't designed with Hoth in mind for some reason (which I cannot fathom because it should be obvious to a Vong player that Nom is well worth the points against Hoth/Bastilla).

As to the others, even if we are seeing the top dog, at this point at best it can only be counted as the gatekeeper. You are not seeing the meta. The meta develops around the gatekeeper once many people start seeing the gatekeeper and building accordingly. Let's see what happens when good players start building to beat OR.

As for the map discussion, I certainly agree that 500 could have its own list, but tell me, who is going to do the testing for a fun format? I know our volunteers are pretty tapped out. So if you want to go through the work Brad does for the 200 list, be my guest. Understand what you are getting into though. You have a nearly limitless set of squads to deal with, and an endless amount of issues.

As for Bastilla, I'm quite amazed no one has figured out the easiest way to beat her. How many Lancers can I fit in 500pts? All you have to do is hit her once, and it's shut down. And guess what, they get there faster than Boba swapping with Zuckuss. Yoda on Kybuck anyone?

On Gamers someone mentioned using Mara, which Trever then claimed would just cost them Mara. No it wouldn't. You time it right. Mara assaults Bastilla, ends her, and the rest of the squad hits the rest. It's a good strategy and one of the ways the NR can win. Point is, there is a lot more out there that people haven't found yet in 500pts. Keep playing and see what you find. You might have to start building squads differently than you have before....
Darth_Jim
Posted: Monday, February 27, 2012 3:26:31 PM
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billiv15 wrote:
As for the map discussion, I certainly agree that 500 could have its own list, but tell me, who is going to do the testing for a fun format? I know our volunteers are pretty tapped out. So if you want to go through the work Brad does for the 200 list, be my guest. Understand what you are getting into though. You have a nearly limitless set of squads to deal with, and an endless amount of issues.


Some of that work has already been done in the tournament results nationwide we have. It's at least worth discussing. One step at a time; if we get to a point where we can test and no one steps up, we're no worse off.
billiv15
Posted: Monday, February 27, 2012 3:45:20 PM
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Darth_Jim wrote:
billiv15 wrote:
As for the map discussion, I certainly agree that 500 could have its own list, but tell me, who is going to do the testing for a fun format? I know our volunteers are pretty tapped out. So if you want to go through the work Brad does for the 200 list, be my guest. Understand what you are getting into though. You have a nearly limitless set of squads to deal with, and an endless amount of issues.


Some of that work has already been done in the tournament results nationwide we have. It's at least worth discussing. One step at a time; if we get to a point where we can test and no one steps up, we're no worse off.


I don't mean to be so negative towards the effort here Jim, I really don't. But I think we've missed the prize here. 500 isn't ever going to be a standard competitive format. It's a fun format. Sure, we are running a 500pt event at Gencon. But is it going to top Tile Wars in terms of competitiveness? Doubt it. And its not meant to.

I'm seeing people view this with far too small of a lens, one they've gotten used to using for 200 or 150. Not with the literally 1000 options available to 500pts. I'm confident people will solve the OR.

With that said, Dennis' rules were balanced for the format a couple of years ago. He did more testing with it than I think anyone can claim from what we've seen and came up with 500pts, 3 CEs, 16 acts. I think playing it wide open is fine, but it isn't going to ever be balanced.

FlyingArrow
Posted: Monday, February 27, 2012 4:23:40 PM
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Oddly, I'd just vote against standardization. Like billiv said, the game was not designed for 500 points. So I think it will inevitably 'break' at that level. Constantly changing things means there's more challenge as there's no established top squad - always have to build your own. Each tournament, shift the number of CEs/activations/etc.
Darth_Jim
Posted: Monday, February 27, 2012 11:26:41 PM
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billiv15 wrote:
500 isn't ever going to be a standard competitive format. It's a fun format.


I agree with you completely on this, Bill. Further, the Epics were never tested when designed with the intent of playing them in a skirmish game. I think I mentioned this in an interview on SWMiniverse back in December... we're in relatively uncharted waters here.

We need to have some sort of standard format, though, if we're going to make it an event played at GenCon. In that interview back in December I advocated patience. The fact that this is intended as a fun format means that we really shouldn't pour too much time and energy into it when there are more important things we can be doing for the game in general. However some discussion about how to achieve balance can't hurt.

It looks as though the general public wants to go a different direction with this than I'd hoped. Since it is a fun format, that's ok with me. Also, since some of my opinions have been formed from observations of tournament results I've been directly involved in, I'll admit (and already have) that some of my concerns could be just local meta issues.

Hinkbert
Posted: Tuesday, February 28, 2012 12:37:43 AM
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billiv15 wrote:


As to the others, even if we are seeing the top dog, at this point at best it can only be counted as the gatekeeper. You are not seeing the meta. The meta develops around the gatekeeper once many people start seeing the gatekeeper and building accordingly. Let's see what happens when good players start building to beat OR.



I couldn't agree more with this statement, and I'm very excited to see what people come up with to counter the OR and Vong. When I saw Ian's squad at Frosty Con, and had to play him first round, I knew I was screwed. But, I was still excited to see what he made and to see it's interactions. And instead of viewing the strength of the OR as on overwhelming problem it seems he took it as challenge and he built a great squad that was able to make the top four. Plus when you read Trevor's play report you realize how close the games were, so his squad idea definitely works and can serve as a counter to the OR. So, how many more squads out there could do that? I'm sure there are many, but people need to come with them and I think Vengeance has many options that people haven't explored yet.
captaingig
Posted: Tuesday, February 28, 2012 5:22:31 AM
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billiv15 wrote:
Exactly how many players considered some of the top in the game were playing in this event? How many of the squads were tweaked to perfection and played nearly perfectly?

Being new to the scene, and not being able to only speak for the attendance on Sunday, I'd say that Ian and Trevor would certainly count among that number. And I hear there are some players showing promise out there.
It may be safe to say there was a lot of field tests being done. Again, I can't personally vouch for Saturday.

billiv15 wrote:
I'm sorry, one event does not make a trend. You all may well be right, but it's far to early to tell.

You are right in saying, "one swallow does not a summer make." One event is a part of the trend, though. And as Hinkbert and Nader state, as the sample size gets bigger, we'll be able to gain clarity.

billiv15 wrote:
14 players, 8 of which probably couldn't beat Trever on a bad day doesn't mean a whole lot to me.

Forgive me if I seem out of line, but I take this statement to be elitist. I know that fun was had by all and, let's face it, isn't this what the fledgling SWMGPA wants at the heart of the deal? A bunch of propeller heads (and their kind, supportive wives), some healthy competition and good times? I'm not saying that when we sit down, we're not in it to win it. 'Cause hey, I want that Force FX Lightsaber in the worst way and I'm going pwn up some n00bs to get it. But when the dust settles and the victor is decided, I expect that I'm buying a round at the nearest cantina.
We want to keep the game alive and this means accepting new blood that could become contenders. Besides, if current top tier players can't make every event, then why do we have these periphery events?


Post script: in keeping with the topic, I can agree that building into the 5+ CE range is a bit much. All that buffing is shenanigans.
Sithborg
Posted: Tuesday, February 28, 2012 6:09:13 AM
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Flashback...

Keep in mind, this thread is now on my radar. Behave.
billiv15
Posted: Tuesday, February 28, 2012 8:35:56 AM
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captaingig wrote:


billiv15 wrote:
14 players, 8 of which probably couldn't beat Trever on a bad day doesn't mean a whole lot to me.

Forgive me if I seem out of line, but I take this statement to be elitist. I know that fun was had by all and, let's face it, isn't this what the fledgling SWMGPA wants at the heart of the deal? A bunch of propeller heads (and their kind, supportive wives), some healthy competition and good times? I'm not saying that when we sit down, we're not in it to win it. 'Cause hey, I want that Force FX Lightsaber in the worst way and I'm going pwn up some n00bs to get it. But when the dust settles and the victor is decided, I expect that I'm buying a round at the nearest cantina.
We want to keep the game alive and this means accepting new blood that could become contenders. Besides, if current top tier players can't make every event, then why do we have these periphery events?


You can if you want, it's not. (And you aren't out of line to ask it either). Might look like it in some ways, but it's actually simply a statement of fact. If we are to take game results and try to isolate variables to simply look at squad balance alone, then you have to be able to remove player skill at least to some degree to have usable data. The facts are this, Trevor is a Hall of Famer (as of this week :)), he's also a long time great player. He didn't start playing in the last 2 years. It's not insulting to say that half of the field isn't in his ball park. If they were, you'd have far and away the greatest group of players in one area in the world that has existed for the entire life of the game, and it would be 2 to 1 better than the best we have ever had.

That simply isn't likely. Our most competitive regionals don't even hit that kind of a mark. And even then, quite often outside of Gencon, many of the "great players" don't play their best squads. I played 2 totally fun squads both for the first time last year at regionals. That's a fact, and I'm not the only one that does it. And that was at regional events that included more than 4 Hofers at both.

Now, all of this isn't to say that the data we have from these events isn't useful. It most certainly is. But I wanted to give out some of the other relevant information in making decisions. We aren't here to tweak 500 Epic to a competitive format, and we cannot do so from even 5-8 locally run events. What we can do is follow trends over time and see what people do with it. This type of information is very useful for that effect (didn't mean to make it appear as if I wasn't interested in it). What Jim's been doing for us is incredibly useful. But we aren't going to overreact to it either.

Also, I do count Trevor and Ian as players from the top of the game. What I said was that like it or not, a good deal of your field (as I would any local field in the country) do not.

Let me make a relevant comparison for you from my area. I live near Chicago. The group we get together for a big event includes Michigan (4 Hofers who at times can all come), Northern Illinois (4 Hofers who can usually attend), Wisconsin (0 Hofers, but some good players) and 1 from Indiana (Hofer). Further, we've had several other Hofers visit us at times from way out of the area. In addition, we have other guys who have finished in the top 16 at Gencon and won several large events over the years. Even with that, at absolute most, we'd have 10 guys out of 20+ that I would consider at or near the top of the game. Further, at even our regionals, at least half of that group of 10, won't be playing their best squads on the same day. So at absolute best, in perhaps the most competitive area in the country, we will have 4-5 players at an event running their best squads, in the most competitive way.

And 4-5 squads/players does not tell you about faction balance. It can tell you about very limited individual matchups, but it cannot be used to make changes to a format.

Case in point. Last year at Wisconsin, I ran Cad/Joruus swapping with Palleon. I'd never played it before, not even in a practice game. I went 3-2, and tied for 4th place. One loss came to TimmerB, who won the event, running a version of the same squad he won another regional already with (double Lancer/San/Whorm/MTB/Poggle Bombs). I lost, but I could have won it. Had a good strategy in how to counter this match up in mind before the event.

What I did was used Palleon to drop Joruus for Anakin. I then had a choice in the match that even with my extensive experience I wasn't sure how to handle. I had set up a way to run 14, and swap in Cad to either kill a lancer or kill the IG-86. I decided to kill the lancer, as I wasn't sure I'd get another shot before Cad was wiped out. I already had the other lancer down to 10, this was an unhit lancer.

I immediately recognized that I had made a mistake however after doing it, and should have tried to take out the IG. Vader had the power to take out both lancers without dying, but not the IG.

So point is, even with two HoFers playing each other with strong squads, you cannot take results at face value. You have to evaluate what actually happened in a game, not just which faction won, or which faction was most prevalent. Results have to be viewed at on a much deeper level before changes can be made to a format. We are not there yet, not nearly there yet IMO. That was my central point. It was not at all meant to be an elitist comment. I did not see perfection or near perfection in those tournament results. And without it, it's very hard to see accurately the balance or imbalance.
Hinkbert
Posted: Thursday, March 1, 2012 2:49:22 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 10/21/2008
Posts: 267
Location: E-town PA
If you excuse my ignorance since I just returned to the game this past fall, how are restricted maps determined? I gather it is a rather lengthy and involved process. If nothing else, perhaps the next time a big 500 tourney is run Hall of Judgement and Throne Room could be taken off the map list. Granted there are numerous other variables involved in winning, but it would be interesting to see how it afffects the results.
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