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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 1,233
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most of mine have already been stated, but here goes: Least top 3: 1. Activation Control (although i am guilty of playing it at times too.) not so much an issue with pieces like Marr Tuuk and tarkin but more San hill and Dodonna. I can understand certain factions like Sith having it but overall i just dislike it for its abuse.
2. 2 point pieces. Especially mouse droids for 2 points. I cant stand to see someone drop 10 mouse droids with a Reinforcements drop. Personally i try to avoid anything like that because it gets to ganky for me. Even in GGDAC builds i dont like to do a 10 mouse drop.
3. the massive amount of Evade and Full damage avoidance abilities. I generally don't mind the abilities like beskargam and crab armor that reduce but avoidance gets really annoying overall.
Favorites: 1. Camaraderie. Love this ability as it promotes use of iconic characters together and is not a commander effect.
2. Versatility, Realy like this ability because not only does it provide means to adjust some smaller points of your squad, but it also allows for some older less used pieces to see play again.
3. Vehicle- I know a lot of people despise this ability, but to me it feels right. I personally realy liked the VOW set because of this. Similar to how Versatility allows for minor Squad adjustments, this one allows for you to adjust on the fly. Most only have 1 or 2 good options but it brings in some pieces that rarely see play that are decent in their own right but now generally played as they will die before they hit action.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2010 Posts: 3,562 Location: The Hutt, New Zealand
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I really like all the Vehicle stuff as well - I'm not sure why people are down on it at all. Pieces jumping off their vehicles and fighting is awesome.
I also really like Echo's point that almost all of the Vehicles pieces are pretty much self sufficient and don't work with the existing movement breakers - eg you can't levitate Luke and Leia on Speeder, can't tow Jar Jar, can't pawn Durge. Makes them much fairer IMO. I think it's a really well thought out set.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/19/2013 Posts: 1,249
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TheHutts wrote:I really like all the Vehicle stuff as well - I'm not sure why people are down on it at all. Pieces jumping off their vehicles and fighting is awesome.
I also really like Echo's point that almost all of the Vehicles pieces are pretty much self sufficient and don't work with the existing movement breakers - eg you can't levitate Luke and Leia on Speeder, can't tow Jar Jar, can't pawn Durge. Makes them much fairer IMO. I think it's a really well thought out set. Perfectly stated. I like the Vehicle idea also.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/8/2010 Posts: 3,623
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Favourite
Huges (these are so close to being playable, huge walker and the vehicle mechanic are great mechanics and Wheelbike is the way strafe/galloping should have always been confined to, unique expensive characters)
Swarms (give me tuskens, ewoks, stormtroopers, droids, Vong slaves, etc... These teams are a blast!)
Reserves teams (probably my favourite play style, love Dooku of Geonosis, Pong Krell, and the Voxyn Queen. Reserves for everyone!! We need an OR one since Valantyne didn't turn out to be one)
Dislikes
Pieces that deal insane amounts of damage for their cost: Mace in the Face, Maul cheap one, Dash, Mando Scouts, ETC. the new Czerka shield piece helps a bit but maybe a Lightsaber style that nerfs twin? Or another shield tech type piece.
Crazy movement breakers.
Booming voice, their was a good Kreia idea on the CCC contest where she caused enemy and allied CEs to be reduced to 3 squares.
Bastillas meditation (maybe a force ghost to be able to attack force users from afar ala phantoms)
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/8/2010 Posts: 3,623
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Deathwielded wrote:TheHutts wrote:I really like all the Vehicle stuff as well - I'm not sure why people are down on it at all. Pieces jumping off their vehicles and fighting is awesome.
I also really like Echo's point that almost all of the Vehicles pieces are pretty much self sufficient and don't work with the existing movement breakers - eg you can't levitate Luke and Leia on Speeder, can't tow Jar Jar, can't pawn Durge. Makes them much fairer IMO. I think it's a really well thought out set. Perfectly stated. I like the Vehicle idea also. +1 I love vehicle, greatest SA yet
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/29/2008 Posts: 1,784 Location: Canada
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Most loved: --Melee pieces that can actually do something after moving. As TheHutts said, smashing stuff with lightsabers is what it's all about. GMA or Twin should be on far more melee pieces than it is. --Melee pieces that can actually get to the place where they can do something...Force Cloak, Stealth, Evade/Soresu, Adv Cover, etc. Any of these things can really help. --The ability to play low-activation squads and do well. Well, this was possible in 2012, at least; I don't think it'll work anymore. --Cool abilities that require finesse and good strategy to utilize well. Resolnare is one example, as is Decoy.
Most hated: --Tempo Control. I've been very outspoken about this in the past so I won't say more here. Black Ops needs to be on a piece that is already useful *before* adding the Black Ops ability. Alternatively, I'd love to see an 11pt Fringe Black Ops piece (so you can bring it and some fodder with Lobot, but your opponent can't steal it via Bribery). --Out-activate-and-smash squads. [closely related to the above] Steals the joy right out of the game for me. When I spend time and money to go to a tournament, I don't want it to be so I can watch my opponent activate half of his squad and kill some of my pieces after I'm all out and can't respond. That's my ultimate NPE. --Self-Destruct and Death-Shots. It should not be a bad idea to attack/kill your opponent's pieces. (Lightsaber Combat Expert fits along these lines too.) --Low-cost pieces doing heavy damage. I don't care how much you've invested in your commanders, there's no good reason why a 5pt piece should ever be doing 50+dmg without crits.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/29/2011 Posts: 1,766 Location: In a sinkhole on Utapau
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thereisnotry wrote:--Out-activate-and-smash squads. [closely related to the above] Steals the joy right out of the game for me. When I spend time and money to go to a tournament, I don't want it to be so I can watch my opponent activate half of his squad and kill some of my pieces after I'm all out and can't respond. That's my ultimate NPE. This... Black and Blue squads that always have and still do dominater the meta... Those games where you and your opponent both know the moment you walk to the table that short of a lot of ones and careless play on their part you have zero chance of winning... Out-activate with Ozzel... Run up the Rodian/Massif/Amanin etc. Let Cad Bane or Arica destroy you, auto-win init and give away something FREE from Lobot that doesn't give points... Rinse and repeat (or, if you scored at least a couple kills with Opportunist Barrage Twin or GMA Double/Twin, just hang back spinning pieces to an easy 2-point victory tune). No fun for anyone. thereisnotry wrote:
--Self-Destruct and Death-Shots. It should not be a bad idea to attack/kill your opponent's pieces. (Lightsaber Combat Expert fits along these lines too.).
And this... Self-destruct, Djem So, what have you, can be fun, thematically flavorful elements to pieces. The problem is the v-sets have gone overkill-berserk (imo lol) with them as Lancer counters to the point where it's almost an exception to NOT see them. I have tried at LEAST a dozen times to run a good Lancer squad, and only one time (and that was a very casual opponent, so I felt bad for the fun I had with the Lancer afterwards lol) do I remember that I didn't meet with a stiff Lancer counter, and generally Lobot wasn't even involved... The times where you are stuck giving a HUGE chance at killing your own squad o even have a shot at winning seem to be getting more common and more frustrating.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/9/2008 Posts: 4,729 Location: Chicago
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Dislikes:
Abilities that are luck reliant. Especially ones that give huge swings based on luck. SSM, reserves (especially 5,10,15,20 kind), betrayal, internal strife, parry, avoid defeat, etc. We have enough luck in a dice based game, we don't need to lean on the dice even more. Abilities that negate 100% of damage based on a save (especially a save 11) Abilities that make you want to not attack. Epecially without having to spend a FP (Self Destruct, Djem-So, death shot, lightsaber combat expert)
Likes:
Abilities that can be "turned off" by smart play. Evade, Soresu Style, Flak Shield, etc. You don't have to have a special piece, with a special ability to counter something - you just out maneuver your opponent and you can counter it. Abilities that are not 50/50 saves. Save 11 is kind of a lame cop-out. Let's just flip a coin. Boo - we need more save 16 and save 6, etc. Abilities that don't negate 100% of damage, but rather some of the damage. Dark Armor, Crab Armor, Damage reduction, Teras Kasi, etc.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/9/2008 Posts: 4,729 Location: Chicago
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TheHutts wrote:I really like all the Vehicle stuff as well - I'm not sure why people are down on it at all. Pieces jumping off their vehicles and fighting is awesome.
I also really like Echo's point that almost all of the Vehicles pieces are pretty much self sufficient and don't work with the existing movement breakers - eg you can't levitate Luke and Leia on Speeder, can't tow Jar Jar, can't pawn Durge. Makes them much fairer IMO. I think it's a really well thought out set. You can swap Luke and Leia, and it's quite deadly. For the most part though you are right, the movement is far less than a swapped Yodabuck or a pawned lancer. My issue is the high HPs on these pieces. Lancers are deadly enough at 50 hp, even without Sidious (I've seen them played to great effect). Now you have a lancer that has a gun, 60 ADDITIONAL hit points, higher attack, built in twin, and drops off one of the nastiest shooters in the game just in the right spot. You used to be able to counter a lancers path by a single character with Riposte, or self destruct. But these high hit point strafers and gallopers just laugh and take the hit as they mow down everything. We had 2 Durge on Speeder in the top 4 at the kokomo regional this weekend, he is nothing to sneer at.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/8/2008 Posts: 110
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Likes 1.Jedi with stealth/Cloak 2.Yoda on Kybuck 3.Melee pieces that can hit for 80+ on the move 4.That you can play all factions and be competitive now
Dislikes 1.Tempo-control 2.Overide 3.Tempo-control 4.--Low-cost pieces doing heavy damage. I don't care how much you've invested in your commanders, there's no good reason why a 5pt piece should ever be doing 50+dmg without crits. Thanks for the text Trev. 5.Tempo-Control 6.How hard it is to play a melee squad against shooters. 7.Tempo-control 8.Death shots 9.Tempo-control
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/5/2009 Posts: 2,240 Location: Akron Ohio, just south of dantooine.
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@ Lou. At least Tempo-control isn't your first and second dislikes.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/17/2009 Posts: 489
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I am just glad to here some positive feed back on the Vehicles.
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Rank: Moderator Groups: Member
, Moderator, Rules Guy
Joined: 8/24/2008 Posts: 5,201
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Likes: 1. Sith Sorcery 2. The new first phase activation rule. 3. Gambit 4. Extra Attack 5. Smart use of "super rapport"
Dislikes: 1. Bombad Gungan 2. Con Artist 3. Counter X made to counter Y, which was made to counter Z. 4. Badly made counters 5. Certain maps
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/29/2011 Posts: 1,766 Location: In a sinkhole on Utapau
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leshippy wrote:I am just glad to here some positive feed back on the Vehicles. I love those things! Maybe just because I'm a Separatist fanboy though lol
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/8/2010 Posts: 3,623
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pegolego wrote:leshippy wrote:I am just glad to here some positive feed back on the Vehicles. I love those things! Maybe just because I'm a Separatist fanboy though lol Yeah same here! There is something epic about rolling up with a bunch of epic larges that can dismount. See my "Four Horseman of the Apocolypse" team. They are my favourite thing since Epics and are balanced well in my opinion.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/8/2010 Posts: 3,623
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markedman247 wrote:Deathwielded wrote: I would like to see a counter to Booming voice also. Laryngitis? Hahahahahahahahaha
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2010 Posts: 3,562 Location: The Hutt, New Zealand
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TimmerB123 wrote:You can swap Luke and Leia, and it's quite deadly. For the most part though you are right, the movement is far less than a swapped Yodabuck or a pawned lancer. My issue is the high HPs on these pieces. Lancers are deadly enough at 50 hp, even without Sidious (I've seen them played to great effect). Now you have a lancer that has a gun, 60 ADDITIONAL hit points, higher attack, built in twin, and drops off one of the nastiest shooters in the game just in the right spot. You used to be able to counter a lancers path by a single character with Riposte, or self destruct. But these high hit point strafers and gallopers just laugh and take the hit as they mow down everything. We had 2 Durge on Speeder in the top 4 at the kokomo regional this weekend, he is nothing to sneer at.
Durge featured prominently at the Hutt Regional late last year and early this year - he was definitely one of the most popular options from v-set 6. I think we even had a couple of games where it was Durge on Durge. I guess what's interesting is that they maybe encourage higher activations - the Lancer likes outactivating too, but it can pull of a mid round yo yo with Sidious. With Durge you ideally want to be able to go last and first to keep him safe. Durge and Luke/Leia/Speeder are both strafers, so the Buzz Droid messes with them. Vehicle Grievous is really interesting with Damage Reduction 10 - he can fly through a bunch of Poggle bombs and absorb the damage if he needs to, but he's much slower with Speed 8, so it's harder to get him in the right place. He does have the advantage of Galloping, and optional attacks though. They're probably the strongest three pieces in that set, right? I really like the Maul, but he's more of a mechanism to get Maul Sith Infiltrator in deep. Obi Boga is tough to use as a huge, but maybe has some potential. But I pretty much like them all - I haven't seen them warping the meta too much here, although Durge and Grievous are certainly adding to the Separatists huge list of competitive pieces. Seps are like the IKEA of SWM - grab San Hill, Lobot, Poggle, 8-15 Geonosian Drones, and whoever else you feel like out of their good pieces, and you have a pretty good squad.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 10/16/2010 Posts: 88
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Love the camaraderie synergies. Love how factions have become real flavor oriented. Love the new initiative with only 1 first activation. Vehicle is genius.
Dislikes: 8 point booming voice. It's the main reason I stopped playing for a long time. Override. I'm surprised nobody mentions it. Tempo control. To me Tempo control and override work hand in hand to bring the most absurdly negative play experience. For those of you that play it... #$^&^%&^%##)()&. Yes that felt good. I forget who said it. I'm not coming to play so I can see you spin behind closed doors.
To this day I still remember the game I had with engineer (maybe 4-5 years ago?). He just locked the door, shot and locked the door again. We had choice words... Anyway my point is that it is for sure a clever mechanic and a deeper understanding of the game mechanics. But that's not what I play for. Go play chess if you want to show your mettle that way. This type of play forces everybody to device strategies and game play to beat that lame gameplay which in turn breeds another lame strategy.
All things in the game can be balanced and unbalanced through cost, independent of how lame a special ability is, remember that. Errata this stuff. It’s in your power to do so as you have proven with Daala.
Anyway my point is my most hated SA in the game is players’ attitude toward finding and playing the winning squad even if it means a lame game, as some of you have admitted to doing even in this tread.
Cheers
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/2/2008 Posts: 522 Location: Chicago
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I dislike the emphasis that tempo control puts on activations. Activation is inherent in the game because of how turns and phases are ruled so even without certain commanders the game would have this issue. The only way around it is to restrict the number of characters you can field. I think the tempo control should have always required sight so that you would have to engage in someway to get the advantage.
Strafe was a huge annoyance of mine when there weren't enough pieces around to at least make it a fight.
Getting smashed by a Thrawn squad always sucks.
Dying on your own turn, pretty annoying.
rolling misses excessively makes me want to grind my dice into dust.
Losing. **** losing.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 9/30/2008 Posts: 1,288
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fingersandteeth wrote: Losing. **** losing.
Best answer yet. Made better by reading it in Deri's voice.
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