Confession: I've only seen up to the 1:18:25 mark, before you got into lists. Just a couple things I think weren't mentioned (and again apologies if they are mentioned after I don't have time to watch it all right now). 1. I really wish it was mentioned how the power level across the board, in all factions, has been lowered. So again for Fangs, the fact that they didn't move much is actually a buff if you take into account how everything is moving lower in power level. It's always a little more complicated than blue and red on the sheet. 2. Super surprised when discussing lower loadout ships that the option of FEARLESS (Scum faction Talent) was never brought up. Top 5 upgrade in the game IMO and at 3 pts, things like Dalan in the Starviper who has exactly 3 loadout and huge maneuver possibilities, or Talonbane, or any number of these lower loadout ships become vastly more dangerous. 3. As for Guri, 8 is a very calculated number, Virago of course, OR, Advanced Sensors. Which plays back to our theme. Choice. How are you gonna build your guri out. Advanced Sensor menace, or Virago durability upgrade. Then you could always do something like Pattern Analyzer and Fearless as well. There's lots of options in how you wanna build your guri.
Oh, absolutely! On #1, yes that exactly was covered in list building, at least once - but that's what I get for making a long $#@ video ;) That said, Fangs lost Loadout (who did Joy hurt??), one went up in cost, and Beskar doubled. They didn't exactly survive unscathed, and as a player I just didn't trust them in-play even before. #2 Fearless wasn't changed, so I did somewhat pass over it. I wouldn't have thought of it for Dalan or any Starviper because they're *excellent* arc dodgers and don't usually want to be in other ships' arcs when possible.
As for #3, I get it - Guri getting the discount to 5 warranted the Loadout cut too. It's just going to take some getting used to, and she wasn't the only pilot to get that treatment of course
@@casualdadgames Again apologies for things that were mentioned later that I havent got to yet, i bookmarked my finishing point so I can pick it up later. Joy hasn't hurt anyone but Fangs are very fast, very defensive ships. I mean assuming you fly them correctly, get into range 1 everyone, they aren't r2 chassis. As your cohost said, they needed some tweaking as they were slightly above the power level, but most I think only went down 1 or 2 loadout. I don't think any were drastically changed with a corresponding points change to merit it.
Joy used to have 7 lv, which was enough for the full Mando suite: Optics, Beskar, Clan Training. Or mixed around with Fearless and/or ordinance. At 5, she's in a really rough spot - no Ordinance with Fearless, she can't take Beskar at all. You can power build Fangs, but I always saw the Mandalorian upgrades as crucial to making them at least a little bit reliable without the option to take upgrades like Hull or Shield. I don't agree that Fangs have been above the power level, because of how many downsides they have that make them wildly inconsistent. They're fast, in straight lines, without double reposition. They're tough, if you always have ideal ranges and are in the most dangerous possible positions. They hit hard, if you load them with offensive upgrades (which they largely now have to choose between them and defensive upgrades). I would even say that over-estimating Fangs has actually largely held Scum behind as a competitive faction (HOT TAKE WARNING)
@@casualdadgames But now add a fang with some IGs, add them with a hwk for support, remember everything that's happened around them. And yeah Joy can't take ALL of the Mando stuff, and in most cases that's something we have absolutely tried to do, force choices instead of getting everything. As a general philosophy.
The first changes disappointed me a little because: 1. They diddn't analyze why players left 2.5 and stay on legacy 2.0 2. And so changes go in to opposite way as expected! I would appreciate the Alliance would take notice about what is killing the game for most of former players and take care also of my suggestions to resolve those issues: 1. Loadouts in 2.0 give more flexibility while in 2.5 they are determined with less lodouts with less flexibility! The actual outcome since XWA Beta decreases the loadout of most heroes and makes the situation more worse as with AMG it is! My Suggestion: Example Han Solo rebels: You can create thre phases of Han Solo pilot like Han Solo I, II, III with more loadouts but for more costs like 8 points with loadout 21 and 9 points with loadout 30 this gives those from legacy players the opportunity to have more flexibility with loadouts with increasing pilot points! 2. The missions are overrated and killing the dogfight! This issue is not solved by the XWA Beta! My Suggestion: At the end of a round each player gets 1 point when both players have same numbers of missions or 2 points if one player has at least more missions as the opponent! So the mission points were restricted up to 2 points as a maximum for each round! Also it would take more rounds to play as with the common AMG rules! 3. Using no name pilots: Here I can say XWA made some positive attampts but i fear that this is not enough! My Suggestion: creating placeholder for using 3 or 2 ships of same type like for example Z-95 which would cost you normal 9 or 6 points you should pay 7 points for playing with 3 of them or 5 points if playing with 2 of them! This could be an option to make it more attractive to use unnamed pilots in a bundle with reduced costs!
I never how to respond to comments like this. There is a vibrant legacy community who runs the game in a legacy fashion. XWA would be absolutely mistaken to try and poach that way from them.
Confession: I've only seen up to the 1:18:25 mark, before you got into lists. Just a couple things I think weren't mentioned (and again apologies if they are mentioned after I don't have time to watch it all right now).
1. I really wish it was mentioned how the power level across the board, in all factions, has been lowered. So again for Fangs, the fact that they didn't move much is actually a buff if you take into account how everything is moving lower in power level. It's always a little more complicated than blue and red on the sheet.
2. Super surprised when discussing lower loadout ships that the option of FEARLESS (Scum faction Talent) was never brought up. Top 5 upgrade in the game IMO and at 3 pts, things like Dalan in the Starviper who has exactly 3 loadout and huge maneuver possibilities, or Talonbane, or any number of these lower loadout ships become vastly more dangerous.
3. As for Guri, 8 is a very calculated number, Virago of course, OR, Advanced Sensors. Which plays back to our theme. Choice. How are you gonna build your guri out. Advanced Sensor menace, or Virago durability upgrade. Then you could always do something like Pattern Analyzer and Fearless as well. There's lots of options in how you wanna build your guri.
Oh, absolutely!
On #1, yes that exactly was covered in list building, at least once - but that's what I get for making a long $#@ video ;)
That said, Fangs lost Loadout (who did Joy hurt??), one went up in cost, and Beskar doubled. They didn't exactly survive unscathed, and as a player I just didn't trust them in-play even before.
#2 Fearless wasn't changed, so I did somewhat pass over it. I wouldn't have thought of it for Dalan or any Starviper because they're *excellent* arc dodgers and don't usually want to be in other ships' arcs when possible.
As for #3, I get it - Guri getting the discount to 5 warranted the Loadout cut too. It's just going to take some getting used to, and she wasn't the only pilot to get that treatment of course
@@casualdadgames Again apologies for things that were mentioned later that I havent got to yet, i bookmarked my finishing point so I can pick it up later.
Joy hasn't hurt anyone but Fangs are very fast, very defensive ships. I mean assuming you fly them correctly, get into range 1 everyone, they aren't r2 chassis. As your cohost said, they needed some tweaking as they were slightly above the power level, but most I think only went down 1 or 2 loadout. I don't think any were drastically changed with a corresponding points change to merit it.
Joy used to have 7 lv, which was enough for the full Mando suite: Optics, Beskar, Clan Training. Or mixed around with Fearless and/or ordinance.
At 5, she's in a really rough spot - no Ordinance with Fearless, she can't take Beskar at all.
You can power build Fangs, but I always saw the Mandalorian upgrades as crucial to making them at least a little bit reliable without the option to take upgrades like Hull or Shield.
I don't agree that Fangs have been above the power level, because of how many downsides they have that make them wildly inconsistent. They're fast, in straight lines, without double reposition. They're tough, if you always have ideal ranges and are in the most dangerous possible positions. They hit hard, if you load them with offensive upgrades (which they largely now have to choose between them and defensive upgrades). I would even say that over-estimating Fangs has actually largely held Scum behind as a competitive faction (HOT TAKE WARNING)
@@casualdadgames But now add a fang with some IGs, add them with a hwk for support, remember everything that's happened around them. And yeah Joy can't take ALL of the Mando stuff, and in most cases that's something we have absolutely tried to do, force choices instead of getting everything. As a general philosophy.
The first changes disappointed me a little because:
1. They diddn't analyze why players left 2.5 and stay on legacy 2.0
2. And so changes go in to opposite way as expected!
I would appreciate the Alliance would take notice about what is killing the game for most of former players and take care also of my suggestions to resolve those issues:
1. Loadouts in 2.0 give more flexibility while in 2.5 they are determined with less lodouts with less flexibility! The actual outcome since XWA Beta decreases the loadout of most heroes and makes the situation more worse as with AMG it is!
My Suggestion:
Example Han Solo rebels: You can create thre phases of Han Solo pilot like Han Solo I, II, III with more loadouts but for more costs like 8 points with loadout 21 and 9 points with loadout 30 this gives those from legacy players the opportunity to have more flexibility with loadouts with increasing pilot points!
2. The missions are overrated and killing the dogfight! This issue is not solved by the XWA Beta!
My Suggestion:
At the end of a round each player gets 1 point when both players have same numbers of missions or 2 points if one player has at least more missions as the opponent! So the mission points were restricted up to 2 points as a maximum for each round!
Also it would take more rounds to play as with the common AMG rules!
3. Using no name pilots: Here I can say XWA made some positive attampts but i fear that this is not enough!
My Suggestion:
creating placeholder for using 3 or 2 ships of same type like for example Z-95 which would cost you normal 9 or 6 points you should pay 7 points for playing with 3 of them or 5 points if playing with 2 of them! This could be an option to make it more attractive to use unnamed pilots in a bundle with reduced costs!
I never how to respond to comments like this. There is a vibrant legacy community who runs the game in a legacy fashion. XWA would be absolutely mistaken to try and poach that way from them.
@@NickelCityXwing yes, but was it not the aim of XWA to bring x wing players together? Or did I misunderstood?
They dont want to bring players together...most of them will tell u play the game amg created or go away