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Sithborg wrote:Deaths_Baine wrote:Darth O wrote:I'm fine with low scores and even running away while ahead on points. Heck, I beat 100-point Luke with Yobuck by literally killing every other character on his his and then running away from luke every round after that. The score ended up being about 100-95. There was a lot of engagement, but any more would have ended in Luke killing Yoda on a Djem So.
I use this as an example to pose this question: Why, when balance is clearly at its highest point in history, would we want to scare any one squad type away from the game? Punish squads for being what they are, and you'll only hurt the diversity that the v-set team have worked so hard to create and maintain. I want every one of the many squads now viable to have at least a chance against any other squad. If that chance is by lockout, fine. If it involves several rounds of positioning, fine. As long as there is no deliberate slow play, I'm all for low scores.
Can I get an amen, or am I speaking out of line? :P because the diversity is not that diverse.... In the top 8 it appears 75% were using act control... top 4 once again 75% using act control.... finals.... 100% act control..... Now you can say well the squads play differently and use different pieces.... true but the heart of the squad is outact use movement breaker pop a shot or attack roll init repeat..... If you break the game down like that, you will never get the diversity you want. With, maybe 4 options of squad types. The squad types were diverse, whether you liked how they played or not. I really just wanted to see what people would say to be honest. Because to me that is not that diverse at all. Diversity to me would be more like last years, where you had kaan bomb, yobuck, mace windu, corran horn, old republic with battle masters, and old republic with echanis... because their playstyles can't be summed with.... outact, insert movement breaker, shoot something, roll init... repeat....
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UrbanShmi wrote:To be fair, New Republic tempo control is designed to make up for the overall lack of activations. Those are generally NOT spin figures in the back and wait to out-activate types of squads. In Ricky's play report he writes.....(I always wanted to outactivate). now it may not be the general idea for it but it was the idea that won gencon.
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I have reopened the thread. I have removed the exchange where the thread was going south, and to prevent me from loosing my cool.
Going forward, keep this in mind. Low scoring games and slow play/stalling are two separate issues. As the judge of this tournament, I only saw one game that stalling may have been an issue. But it ended up not being an issue. And considering no players called me over to watch games for slow play, it is safe to assume that it wasn't an issue. Now, if observers have issue with it, that is something else. Again, I also wasn't pleased when I heard about the finals game with low scores, but both players have come out and said slow play wasn't an issue. I know them, and am willing to trust them. If you wish to believe the opinions of observers, then that is fine.
If you want change, there is little game design can do. You need to make changes to the floor rules to have the effect a lot of people are wanting.
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Sithborg wrote:I have reopened the thread. I have removed the exchange where the thread was going south, and to prevent me from loosing my cool.
Going forward, keep this in mind. Low scoring games and slow play/stalling are two separate issues. As the judge of this tournament, I only saw one game that stalling may have been an issue. But it ended up not being an issue. And considering no players called me over to watch games for slow play, it is safe to assume that it wasn't an issue. Now, if observers have issue with it, that is something else. Again, I also wasn't pleased when I heard about the finals game with low scores, but both players have come out and said slow play wasn't an issue. I know them, and am willing to trust them. If you wish to believe the opinions of observers, then that is fine.
If you want change, there is little game design can do. You need to make changes to the floor rules to have the effect a lot of people are wanting. WEll, I am sorry for my part in the exchange. But the last thing I will say on this is that I was not trying to say anyone was slow playing or stalling. My problem is with the low scores in general, and the decline of the importance of the 3 point win.
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thereisnotry wrote:Personally, I'm not sure if I'd be especially nervous to face any of these with my Mando squad: Kelborn / MtV / Tactician / Captain / Scoutx2 / Saboteur / Mouse x3 / Ugx3...13 acts. ( http://www.bloomilk.com/Squad/124806/you-cant-see-me--nah-nah-nah-nah-nah) Lancer/Poggle: Probably 60/40 or 50/50...it all depends on whether or not the Lancer can get far enough away to hide after retreating from its first strafing run. Remember that I've got Resolnare to start the round, and then MtV's 6-square movement CE on my turn. After the Lancer is gone, the rest of the Sep squad is helpless vs Disruptive and the Cloaked shooters. Challenge accepted. ;) The one squad I really feared was a Mando squad - but it was not yours. Yes, Mando the Vin is a pain and shuts off my bombs, but unless you have a serious answer to the lancer too - IE Fenn Shysa or Jaster Mareel - I'm not too worried. I out-activate and MTB to win inits. Now unless I roll a 1 on init, I have 72 squares to strafe and then hide, not to mention triple override to make sure my lancer is nice and safe. Now granted - it could well be a 2 pt win, but I'd give my squad 75-25 chance against a Mando squad without Fenn or Jaster.
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Deaths_Baine wrote:My problem is with the low scores in general, and the decline of the importance of the 3 point win. Even if someone went 4-1, they would not have made the top 8 without at least one 3-point win. The guys who went 3-2 in the top 8 had all of their wins at 3 points. Many others went 3-2 and sat on the sidelines because they had a 2pt win. Jason K (multiple top 8 finishes in the past) missed the top 8 because he had the 2pt win against Hinkbert wrapped up, but needed a 3pt win to get in, and lost the game in the attempt to get the 3-pointer. The 3-point wins loomed large in this years championship.
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Deaths_Baine wrote:Sithborg wrote:Deaths_Baine wrote:Darth O wrote:I'm fine with low scores and even running away while ahead on points. Heck, I beat 100-point Luke with Yobuck by literally killing every other character on his his and then running away from luke every round after that. The score ended up being about 100-95. There was a lot of engagement, but any more would have ended in Luke killing Yoda on a Djem So.
I use this as an example to pose this question: Why, when balance is clearly at its highest point in history, would we want to scare any one squad type away from the game? Punish squads for being what they are, and you'll only hurt the diversity that the v-set team have worked so hard to create and maintain. I want every one of the many squads now viable to have at least a chance against any other squad. If that chance is by lockout, fine. If it involves several rounds of positioning, fine. As long as there is no deliberate slow play, I'm all for low scores.
Can I get an amen, or am I speaking out of line? :P because the diversity is not that diverse.... In the top 8 it appears 75% were using act control... top 4 once again 75% using act control.... finals.... 100% act control..... Now you can say well the squads play differently and use different pieces.... true but the heart of the squad is outact use movement breaker pop a shot or attack roll init repeat..... If you break the game down like that, you will never get the diversity you want. With, maybe 4 options of squad types. The squad types were diverse, whether you liked how they played or not. I really just wanted to see what people would say to be honest. Because to me that is not that diverse at all. Diversity to me would be more like last years, where you had kaan bomb, yobuck, mace windu, corran horn, old republic with battle masters, and old republic with echanis... because their playstyles can't be summed with.... outact, insert movement breaker, shoot something, roll init... repeat.... That's like saying - it's not a diverse field because 100% of the squads have override. All people do is lock doors when they want to avoid being attacked and open doors when they want to attack. Every game people were sometimes locking doors and sometimes unlocking doors to try and kill the other players' pieces before theirs got killed. This top 8 all plays the same. We had 7 different factions in the top 8. All of which played very differently.
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Here's the link to my squad (above). --NPE EXTREME!!!-- 36 Darth Sidious 30 IG Lancer Droid 27 Lobot 13 Kel Dor Bounty Hunter 12 Gha Nachkt 12 Klatooinian Assassin 10 San Hill 9 Poggle the Lesser 8 Battle Droid Officer 14 R7 Astromech Droid x2 28 Geonosian Drone x14 (199pts. 25 activations)
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I know you said they had variants, but first off - that is not Stealth N Blue. That is Corde N Blue. Stealth N Blue has Arica. http://www.bloomilk.com/Squad/106178/stealth-n-blue--and-pellaeon-too-- Clearly - Corde has the advantage vs Rock squads, and Arica has the advantage against activations. With what we saw in the top 8 - I think Stealth N Blue is better than Corde N Blue for this particular meta. I actually think Stealth N Blue could beat Ricky's Champ squad in the right hands - but it is a tough match either way. FlyingArrow wrote: 10. Mandalorian (Vindicated + Kelborn)
Still not convinced that Vindicated is a must for the best Mando squad. Definitely good - but not a must. Kelborn IS a must. Of the Vindicated squads - I personally feared him paired with Fenn Shysa the most. I still think this is one of the best Mando squads currently: http://www.bloomilk.com/Squad/126178/death-scoutsHighest placing Caedus squad at GenCon - Jake K - 10th place http://www.bloomilk.com/Squad/128694/bad-g-a-s-It performed well all year, including a regional championship. No Malgus. No Zannah. Use guns - they are better. Owns Mandos - SBM them outta cover and smoke those cloaked weenies. The GASG shoot at a +15 for 20 damage with double twin each. That is sick. And then Jaq with GARY is nuts good. Speaking of Jaq and GARY - we didn't see it but I still think it's top tier - http://www.bloomilk.com/Squad/117445/jaqed-up- FlyingArrow wrote: 13. OTHER: Really other... anything else you think is actually the best for whatever reason
clearly - there were squads that caught many off guard. As someone that was THERE, and actually PLAYED in the champs - I can tell you that several of the squads are deceptively powerful. This just tells me that there are squads out there that are top tier, and not on this list. Probably many.
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Darth O wrote: I use this as an example to pose this question: Why, when balance is clearly at its highest point in history, would we want to scare any one squad type away from the game? Punish squads for being what they are, and you'll only hurt the diversity that the v-set team have worked so hard to create and maintain. I want every one of the many squads now viable to have at least a chance against any other squad. If that chance is by lockout, fine. If it involves several rounds of positioning, fine. As long as there is no deliberate slow play, I'm all for low scores.
Can I get an amen, or am I speaking out of line? :P
Amen, AMEN!!!! TheHutts wrote:Amen. Diversity is good. If you're only getting 2 point wins, and still win enough games to make the playoffs, that's all good. Yup. It didn't happen - but if someone went undefeated in Swiss with all 2pt wins - they deserve to make the finals. There has NEVER been anyone that has gone undefeated in swiss and ended up winning. NEVER! There has only been like 3 or 4 undefeated at the end of Swiss ever. It is VERY HARD TO DO. Heck - only having one loss is hard enough to do. If you went 4-1 and had at least 1 3 point win, you're in. And rightfully so. This is also VERY HARD TO DO. Only a few dozen people in the history of our game have had only 1 loss in Swiss in the championship. Adding anymore restrictions will only narrow the meta. For those who want every game to finish by definition and no way to not engage - I suggest TILE WARS. This format is tailor made for you. Double loss if every character is not defeated on one team in time. No locking doors, no diplomats. Seriously - you should play it. As for the official game - it doesn't work that way.
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TimmerB123 wrote: This just tells me that there are squads out there that are top tier, and not on this list. Probably many.
To piggyback on this it seems clear to me based upon the results of GenCon this year and last year plus what happened in the major NZ tournaments and our Regionals that things are incredibly diverse at this point. If you bring a strong squad and you can pilot it at a high level you are going to have a good chance of winning GenCon or a given tournament. There is always luck involved not just with dice rolls but matchups as well. If you combine a strong squad with skill and enough luck you can win. It seems we are as close to a sweet spot now than we ever have been in terms of balance. Hopefully that continues and doesn't get tipped towards a specific build.
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OK - back directly on topic. My squad - Tim Ballard - Lancer and Poggle bombs ( http://www.bloomilk.com/Squad/124670/npe-extreme--- ) vs each of these others: 2. Bryan Hole - Old Republic Master Thon ( http://www.bloomilk.com/Squad/128393/the-thon-song ) Beat it in round 4, full 3pt win. It's a bad matchup for Bryan. He avoided defeat with Atton 3 or 4 times, otherwise it would have ended sooner. I say my squad wins 90% 3. Ricky Heck - NR: Luke/Jarael/Marn ( http://www.bloomilk.com/Squad/126639/professor-lukes-art-class ) Clearly - he won. He gets my vote. Deceptively strong. He ran it flawlessly. I might have a shot in a rematch, but I'd say he wins 60/40. 4. Gerry Russell - Republic Naboo ( http://www.bloomilk.com/Squad/122651/r-n-a-f- ) Beat him in round 5. He conceded with 20 min to go - awarded 3pt win. Would have been a different game in the top 8 had we played. I still think I have the advantage. He wins if I roll a crit on one of his pilots, but otherwise it's a tight one. I give 20 to all the pilots/troopers with the lancer, and then I bomb them one at a time to kill them. If he gets more aggressive - I bomb more of them. I have a 24 square reach when pawning a bomb, and MTB auto kills one too. So it's a tedious, brain-drainer of a game, but I say I win 60/40. 5. Deri Morgan - Rebel Ackbar ( http://www.bloomilk.com/Squad/131935/just-the-spot--of-ackbar- ) Beat him in round 2 and in the semis, as well as in playtesting. Each game was close - but ultimately controlled by me. A 1 rolled on init at the wrong time could spell doom, and each game Deri cerainly had a chance to edge me out on points. Also a brain-drainer chess maych of a game. I'd say my squad wins 60/40. 6. Daniel Stephens - NR Kyle/Jan Ors ( http://www.bloomilk.com/Squad/126362/lukes-heroes ) The only squad in the top 8 I was not paired up with. Still have yet to face Daniel ever (outside of Royal Rumble). I think his assessment was pretty accurate. All that disruptive and distraction is annoying for my bombs, but nothing stops the lancer. If he brings a kel-dor or something, I trade mine to take his out (pawn, MTB). If I get sloppy and lose the lancer - he wins. Otherwise, I win. Likely a 2pt game either way. With nasty accurate it is harder to keep the lancer safe. None-the-less, outactivate and MTB vs a squad with no build in counter to strafe is usually a safe bet for me to win. 65/35 me. 7. Jim McNaney - Imperial Desann ( http://www.bloomilk.com/Squad/129241/barney-and-friends ) Beat it in round 3. As Jim indicated, a rematch would probably have benefitted me more. It is a tough squad, and I think I could get a full 3 point win against it in a rematch. The Nightsister mother is the issue - it slows my lancer down incredibly. As it was, if we had another round or 2 I would have had it - but the score was closer than the game. He even had a brilliant move at the end to swap an uggie and attack my lancer with a shot at killing it. He didn't get the high roll he needed, lucky for me. I wouldn't allow that to happen in a second game, and I would have known I needed to dispose of his nightsister mother quickly - so I think I win 70/30 on this one. MTB loves giving Thrawn the finger. It was a fun game, and you should have seen the look on my face after I realized that I might have lost if that uggie hit. Lol. Always great to play Jim. 8. Ben Guins - Sith Revan/Krayt Ben conceded to me before the game. He's a great player, but he was just outta juice. It wasn't a game he wanted to play - most likely a slow death for him. I think I'd win 80/20. Just gotta count the squares to keep the lancer safe. Overextension on his part means death by bombs. 9. Stealth N' Blue ( http://www.bloomilk.com/Squad/106178/stealth-n-blue--and-pellaeon-too-- ) (Note this is the real Stealth N Blue - with Arica) This squad would be a challenge. I might call it a straight 50/50. Arica can decimate my bombs very quickly. one bad placement and Cad kills my lancer. Corde N Blue ( http://www.bloomilk.com/Squad/126993/strike-the-right-corde ) Didn't fear this nearly as much. It's better vs rock squads. I win 80/20 10. Mandalorian (Vindicated + Kelborn) Annoying 2pt win without Fenn Shysa 65/35 Annoying loss 30/70 with Mando the Vin and Fenn Shysa 11. Malgus/Caedus ( http://www.bloomilk.com/Squad/126457/come--as-you-are ) Such an annoying game. I strafe, you save the damage away. I bomb, you save the damage away. Caedus is the real threat - both to the lancer and the bombs (SBMing them into a group and boom!). But he has nothing to stop the bombs. If he advances, quick bomb death. If not - strafe city. Once it's down to just Malgus vs everything else (playtested several times, and it always came down to this) - then it's just - will he fail enough saves. It takes forever. Malgus is so lame. My squad wins 70/30 12. Caedus/Zannah ( http://www.bloomilk.com/Squad/131822/zz-caedus ) See above. Except Zannah can't take as many bombs. I win 80/20 Still think Bad G.A.S. is the best Caedus squad. http://www.bloomilk.com/Squad/128694/bad-g-a-s-I win 60/40 on that one
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Ben also got called away, and had to leave.
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TimmerB123 wrote:I know you said they had variants, but first off - that is not Stealth N Blue. That is Corde N Blue. Stealth N Blue has Arica. http://www.bloomilk.com/Squad/106178/stealth-n-blue--and-pellaeon-too-- Clearly - Corde has the advantage vs Rock squads, and Arica has the advantage against activations. With what we saw in the top 8 - I think Stealth N Blue is better than Corde N Blue for this particular meta. I actually think Stealth N Blue could beat Ricky's Champ squad in the right hands - but it is a tough match either way. *shrug* If Black & Blue is Vader & Thrawn, I'd think Stealth & Blue is Cad Bane & Thrawn. Arica/Morrigan (or Corso or Sugi or any other decent 30ish shooter) seem to me to be variants. In any case, I just went with the one that won a major tournament in NZ. But I did update the name in the original post.
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TimmerB123 wrote:This just tells me that there are squads out there that are top tier, and not on this list. Probably many. This is almost certainly true and probably always will be. Even the WotC game as it was left probably has some build hiding in there that is actually better than the 5 or 6 we all recognize to be the top tier WotC builds. That's part of what's so great about this game.
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FlyingArrow wrote:Even the WotC game as it was left probably has some build hiding in there that is actually better than the 5 or 6 we all recognize to be the top tier WotC builds. That's part of what's so great about this game. I do disagree about this - I don't see why anyone would bother building WOTC-only squads anymore, unless they're restricted by collection/special rules, and can't make the established best squads. Maybe there's a little bit of scope for 150 point squads using the last couple of sets, since Regionals and Championships moved to 200 points in 2010. But generally, I side with this billiv15 quote from a couple of years ago: "The top squads of the game 2 years ago are already well established, and nearly every conceivable version has been listed, used, and recognized already. You or anyone else are not going to miraculously discover some super secret squad from the past that no one knew about."
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TheHutts wrote:FlyingArrow wrote:Even the WotC game as it was left probably has some build hiding in there that is actually better than the 5 or 6 we all recognize to be the top tier WotC builds. That's part of what's so great about this game. I do disagree about this - I don't see why anyone would bother building WOTC-only squads anymore, unless they're restricted by collection/special rules, and can't make the established best squads. Maybe there's a little bit of scope for 150 point squads using the last couple of sets, since Regionals and Championships moved to 200 points in 2010. But generally, I side with this billiv15 quote from a couple of years ago: "The top squads of the game 2 years ago are already well established, and nearly every conceivable version has been listed, used, and recognized already. You or anyone else are not going to miraculously discover some super secret squad from the past that no one knew about." Not necessarily saying we'd find it, but if we had an AI for SWM that would top every human player, I would not be surprised if that AI's squad is something no one has found.
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TheHutts wrote:FlyingArrow wrote:Even the WotC game as it was left probably has some build hiding in there that is actually better than the 5 or 6 we all recognize to be the top tier WotC builds. That's part of what's so great about this game. I do disagree about this - I don't see why anyone would bother building WOTC-only squads anymore, unless they're restricted by collection/special rules, and can't make the established best squads. Maybe there's a little bit of scope for 150 point squads using the last couple of sets, since Regionals and Championships moved to 200 points in 2010. But generally, I side with this billiv15 quote from a couple of years ago: "The top squads of the game 2 years ago are already well established, and nearly every conceivable version has been listed, used, and recognized already. You or anyone else are not going to miraculously discover some super secret squad from the past that no one knew about." I'd agree, with a qualification that an established build could reappear in the meta mix if the game worked its way back to it. Case in point: Ruben's Uggernaught squad that took the 200pt tournament by storm in the Jedi Challenge in '09. No one had an answer for it...one unfortunate person got to activate 1 character the entire game before going down in flames. Then, it was gone just as quickly. All it takes is someone who understands the squad AND how it interacts with the meta.
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Ruben's success was mainly down to map.
He started on Hoth and would basically get shots on the opponents whole squad 1st round.
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Yup. Map has a considerable impact on the meta, more so than most figures designed. A LOT of the past top squads would not work with today's restricted map list.
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