NickName wrote:
Twin attack specifically never really bothered me, but it's linked in to a more general problem in that the top-tier ranged characters can do too much damage while moving. I very much prefered characters generally having to trade mobility for damage output. This had a ripple effect in how melee characters were designed, and how all characters defend themselves at range. I preferred that defense was mostly through manipulating the targeting rules to your advantage to spread damage around. But now, you generally avoid the damage completely somehow, or take so much you're done for. While damage spreading tactics still need to be learned, mastering them isn't the difference between winning and losing as often as it used to be. The game is much more geared toward generating a nuclear strike of some kind that instantly cripples your opponent.
Yep, I remember the days of moving a hp sink to the front, then rotating someone else etc to keep as many pieces alive as long as possible. Like you, I wouldn't place the blame on twin. It's a combination of many abilities, not one, not two, not 3. Twin had many positive effects as well. For example, in these common gripe sessions, everyone often forgets one of the most common gripes from the pre-universe days - that Rebels weren't competitive. Well, twin made them competitive, before Dodonna, before Reeikan, before GMA, and before the Snowspeeder. Well, twin, Force Spirit, and Princess Leia anyway
. Twin is a good ability on some figures, and not so great on others. Imagine the Vong melee pieces without it. Ugg. Bad enough as it is! Han Scoundrel with double? Never would have been played competitively. Sure, did they need to hand it out as often as they did? Probably not, but it wasn't a game breaker either. And neither was GMA for those who read the other thread like this one.