|
Rank: Moderator Groups: Member
, Moderator, Rules Guy
Joined: 8/24/2008 Posts: 5,201
|
Okay, let's keep it on the subject, not the posters.
Peronally, I feel Execute Order 66 breaks a significant rule of the game, whether it is problematic or not in the game. Soresu Style Mastery is a lesser offender, but was a bigger problem due to the piece involved. Yeah, and no ability has caused as many issues as Override.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/4/2008 Posts: 1,441
|
Tirade wrote:[quote=billiv15]Just playing devil's advocate here. I think GMA, Twin Attackers can be dealt with. I simply think they can rub new players the wrong way. Ah good point, and I don't disagree - hence my purpose of setting up my argument in this thread in fact. How can we deal with that, or in other words, lessen the impact that impression can make? We as veteran players can be aware (same way that we don't use override to lock out a newbie in their 3rd game ever), and can talk about it with them. We can show them how do deal with it. We can teach them other things in the game that when used right can be just as powerful. It reminds me of the old articles on video gaming metas. Players generally gravitate to the "Easy" things to use/master first. Most never get past that and their game levels off at the peak of that type of play. Some of those players, get frustrated and quit, because they can't see that there are multiple other peaks to master, several of which are in fact higher than the one they are on currently. So they either gripe about it, or quit rather than realize they've created their own artificial limits. I bring up competitive answers to these questions, not because I am particularly partial to it, or because I think it's a better way to play, but instead to show people that there are other peaks beyond it that they haven't seen yet.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/23/2008 Posts: 907 Location: Central Pa
|
Well, I agree with Bill that Override is huge. I have a squad that I won 2 tournaments with last week with 2 of the threat pieces having GMA. I lost to my son playtesting it prior to those tournaments because he sniped my R2 with accurate and then used door control and activations to dictate when attacks took place. I've always been an advocate of door control within my group and, unfortunately for me, my son listened to me this time lol.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/25/2008 Posts: 536 Location: Tracy, CA
|
billiv15 wrote:Tirade wrote:[quote=billiv15]Just playing devil's advocate here. I think GMA, Twin Attackers can be dealt with. I simply think they can rub new players the wrong way. Ah good point, and I don't disagree - hence my purpose of setting up my argument in this thread in fact. How can we deal with that, or in other words, lessen the impact that impression can make? We as veteran players can be aware (same way that we don't use override to lock out a newbie in their 3rd game ever), and can talk about it with them. We can show them how do deal with it. We can teach them other things in the game that when used right can be just as powerful. It reminds me of the old articles on video gaming metas. Players generally gravitate to the "Easy" things to use/master first. Most never get past that and their game levels off at the peak of that type of play. Some of those players, get frustrated and quit, because they can't see that there are multiple other peaks to master, several of which are in fact higher than the one they are on currently. So they either gripe about it, or quit rather than realize they've created their own artificial limits. I bring up competitive answers to these questions, not because I am particularly partial to it, or because I think it's a better way to play, but instead to show people that there are other peaks beyond it that they haven't seen yet. Competitive players can offer good ways to deal with GMA. If a new player can endure the "learning curve," I think the problem is lessened with GMA. Helpful, veteran players can help lesson that curve.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/2/2008 Posts: 538 Location: GC, Missouri
|
I know I am late to thread but Gambit is not a special ability.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/25/2008 Posts: 536 Location: Tracy, CA
|
dnemiller wrote:I know I am late to thread but Gambit is not a special ability. LMAO, you are so right. I just noticed that. I saw Gambit listed and dismissed it since the system is good for the game.
|
|
Rank: Moderator Groups: Member
, Moderator
Joined: 5/26/2009 Posts: 8,428
|
dnemiller wrote:I know I am late to thread but Gambit is not a special ability. True, but the poll does say 'ability', not 'special ability'. The ability to earn points via gambit is an ability.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/23/2009 Posts: 177
|
Since when did Dash Rendar ruin the game?
He's a great piece, don't get me wrong. He's a great piece even before you give him momentum or additional attacks or Force points or whatever floats your boat. But at the end of the day, you're paying 28 points for a figure that shoots at a 10. You have to pay additional points to get him any better than that. A 10 attack is really low -- stormtrooper territory. And in many of the top-tier squads now half of your hits vanish to evade anyway.
Rex is swell but his CE (and having a a faction) cuts him off from the sweet boosts. Cad is, well, OK, but he costs too much and you practically have to build the squad around him. Out of the quad shooters, only Dash has really lit up the meta, and that is because he hits a sweet spot of not too expensive, fits into every faction, works with every squad, and benefits from any CE. That's fine with me. There's only one of him, he has 15 defense (lol) and 70 health. There's not too many 28 point pieces that easy to kill.
Compare him to Han Solo Smuggler. Dash can theoretically do 80 damage to someone, but Han fires at a much nicer +14 and has accurate shot. One of these pieces was in 7/8 of the Day 2 Gencon squads. The other was not.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/6/2010 Posts: 253 Location: NJ
|
Door Control!
Doors in the game are great because they provide an obstacle which forces you to consider timing in activations. Without the need for door control, Single activation squads are at a disadvantage when having to move characters up to doors to open them without being able to shoot. Adds flavor and challenge. But being forced to add characters you would never consider using to prevent some d-bag from locking you in a room and collecting a coward's victory through center points...,
This is the way I see it. Door control, sure..., without center points. Or centerpoints without door control. When the guys get together for tourneys on saturdays around my neck of the woods we ask just one question. "Fun squad or competitive?" But what we really end up meaning is "are we going to have to be wary of being locked in a room and watch an inferior squad play faux brave in the center of the map.
I guess I like to actually play the game without having to waste useful points to make sure that I am not forced to watch my squad pitch tents without firing a shot. No action, no battle = game NOT PLAYED and people I don't want to play against ever again.
And bringing it back to the game overall and not isolating the issue, no squad could win any tournament without guarding itself from Overide. Every squad has it which means that it is far too accessible to every faction. Imagine if Emperor Palpatine, Sith Lord's [Execute Order 66] instead affected all commons and uncommons of every faction. Now everyone is FORCED to play the counter. Any ability that ruins EVERY squads' chances of victory without including a counter to it is broken.
|
|
Rank: Moderator Groups: Member
, Moderator
Joined: 5/26/2009 Posts: 8,428
|
I just got into the game last summer, but I can imagine that a game where there is override without satchel charge would be pretty much broken. I just see door control as a part of the game, though. I can understand an agreement to play without it, but the ugnaughts are cheap enough that Override is not that much of an issue in my mind. However, I do think it's kind of dumb that it is required in a competitive squad but there are so few options for how to do door control.
Two options that I really think the virtual set designers should consider (also mentioned in the swmgamers suggestion thread):
* a 4-point piece that is just an uggie demo but without melee attack. (This is my Squib Demolitionist in the custom sets.)
* a 1 or 2-point piece with no offense/defense that is an emplacement that can override only adjacent doors.
I'm sure there are other creative door control options, too.
Several people have also mentioned giving everyone with a lightsaber an additional unwritten ability: 1 Force, Replaces turn, one adjacent door is permanently opened.
That makes complete logical sense given the opening scenes of Episode 1, and would basically solve the mandatory door control problem for most squads with a force user.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/4/2009 Posts: 303
|
Wysten wrote:Nute Gunray has the worst ability, seriously, a commander that makes the army he fights with worse? Thats broken man. ><; XD Hardest on you perhaps but causes barely a ripple in the game itself. That command effect is also unique to a rare piece when I was looking at more common things that can be found on a number of pieces. Sithborg wrote:I feel Execute Order 66 breaks a significant rule of the game, whether it is problematic or not in the game. Soresu Style Mastery is a lesser offender, but was a bigger problem due to the piece involved. Order 66 doesn't get to make the list because it is a single ability only found on a VR piece. I had considered including SSM but I'd have had to specify the original (any attack) version or the competitive definition (slightly improved Evasion) and in the end figured Evasion could cover that aspect of damage prevention. dnemiller wrote:I know I am late to thread but Gambit is not a special ability. I isn't an ability any one piece has exclusively but is a rule granted "ability" to earn points without killing things. I also included it as some people have disliked it and I was considering more possible selections.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/6/2010 Posts: 253 Location: NJ
|
The low cost of uggnauts still trigger a sacrifice of "this character instead of that" in squad building and prevent much better characters from entering play. That seems important enough to note. Game changing in fact.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 2,115 Location: Watertown, SD
|
erictedders wrote:The low cost of uggnauts still trigger a sacrifice of "this character instead of that" in squad building and prevent much better characters from entering play. That seems important enough to note. Game changing in fact. Exactly. Override has a great enough effect on the game that a player must dedicate some points towards a counter or their own override, otherwise they are at a significant disadvantage when going up against Override.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/4/2008 Posts: 1,441
|
EmporerDragon wrote:erictedders wrote:The low cost of uggnauts still trigger a sacrifice of "this character instead of that" in squad building and prevent much better characters from entering play. That seems important enough to note. Game changing in fact. Exactly. Override has a great enough effect on the game that a player must dedicate some points towards a counter or their own override, otherwise they are at a significant disadvantage when going up against Override. Yep, that's my point. GMA, Evade, and others do not specifically require a squad build counter. Hence why I say it's still override.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 1,233
|
i would have to say for me tow cable and Swap with mas is a bad abillity. THey allow for some pretty powerful combos that could allow a preson like rex to essentially move up to 30 spaces and still make all his attack. I realize that that is both used together, but even seperate a character can move 18 with tow cable and still attack at least once. Now I realize that swap is a commander effect but i still consider it an abillity of the game(similar to others view on gambit)
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 11/12/2009 Posts: 390
|
Quote:Hardest on you perhaps but causes barely a ripple in the game itself. That command effect is also unique to a rare piece when I was looking at more common things that can be found on a number of pieces. Eh? It was a joke, in a thread when we are talking about most broken. Perhaps I should refrane from it. But he's still hands down got the worst effect, though it fits him perfectly and he has reserves and renforcements. Besides which I not owned him or used him, so I can't actually comment on effectiveness.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/10/2010 Posts: 1,153
|
The thread title is which ability HARMS the game most. Just because override means most players are going to have to factor it into their squad building, does that necessarily mean it harms the game? It has a huge effect yes, but I wouldn't say it harms the game.
It forces me to think much more tactically, and means I can't just rely on moving people adjacent to doors to open them.
For me the worst thing in the game is Princess Leia's CE granting the attack at +4 and +10. But that is probably due to my own inexperience and the fact that I don't have her...yet.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/23/2009 Posts: 1,195
|
Contrary to popular opinion SWM is a balenced game. 8 point override 3 point door openers stealth to counter non-accurite quad shooters. I run melee heavy teams most of the time and do pretty well doing it. Quad shooters are fun to play but in no way broken, in my experience it has been cad kills my uggies misses my mice a few times then gets beaten down once i swarm stuff around him.
Evade is a fun ability that grants weaker pieces a chance at living through attacks. Tired of Evade? Base the figure with Evade with yours. Evade squads are good but does that mean only rebels and NR are good? heck no. Ive said it before ill say it again every faction works well in their own way, it just takes a little practice with the teams synergy and abilities and overcoming the learning curve and you can take a OR or Sith team and dominate.
There is no ability that harms the game. All the differant abilities do is provide differant and more unique games. How stale would the game be if every faction had all the same CE's and ability's? very.
|
|
Rank: Moderator Groups: Member
, Moderator, Rules Guy
Joined: 8/24/2008 Posts: 5,201
|
StevenO wrote:Sithborg wrote:I feel Execute Order 66 breaks a significant rule of the game, whether it is problematic or not in the game. Soresu Style Mastery is a lesser offender, but was a bigger problem due to the piece involved. Order 66 doesn't get to make the list because it is a single ability only found on a VR piece. I had considered including SSM but I'd have had to specify the original (any attack) version or the competitive definition (slightly improved Evasion) and in the end figured Evasion could cover that aspect of damage prevention. An ability doesn't need to have an effect on the meta to be unfun to play against. Execute Order 66 can completely kill clone based squads. It single handidly makes Clone squads nearly unplayable because if you face him, you are done. And Soresu Mastery is a bigger issue than Evade, pre-DCI change. Soresu had no inherent weaknes, unlike Evade, and was pretty much gaurenteed to be on a Force User, so rerolls are a problem. And then you look at the pieces that they actually gave it too...
|
|
Rank: Republic Commando Groups: Member
Joined: 12/17/2008 Posts: 16 Location: Maryland
|
I vote for no range limit. Cheers!
|
|
Guest |