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- pro tip: GP is nearly meaningless
- Pilot gear levels, ability levels, and mods are pretty important. The “power level” is, yeah, nearly meaningless.
- If it can't be interpreted as a way to measure success/failure, what's the point of it being there?
"Tintguy;c-1871257" wrote:
If it can't be interpreted as a way to measure success/failure, what's the point of it being there?
I mean it's nice to use as a baseline to have a pretty solid idea of where you sit but there are many other things to look at before you decide who to attack.- 1. Ships is the easiest and best source of crystals and zetas in the game. Learn them quick.
2. Put 5 dot mods on all pilots. Best gear you can afford on starters. G12 hopefully. I still use g8-10 pilots off the bench and can take #1 so those are not as important.
3. GP means nothing. I can beat 410k fleets with a 360k fleet.
4. Get Hounds Tooth Asap. Falcon eventually. Max Thrawn for sure and probably Akbar, depending on where meta goes soon.
5. Falcon fleets are beatable without Falcon. Learn the ways and get the fleet ready. You can climb to top 5 without Falcon still. - Imperial Fleet Discord, for all your fleet needs - https://discord.gg/69HfRH
"Babyhewy;c-1871258" wrote:
"Tintguy;c-1871257" wrote:
If it can't be interpreted as a way to measure success/failure, what's the point of it being there?
I mean it's nice to use as a baseline to have a pretty solid idea of where you sit but there are many other things to look at before you decide who to attack.
Exactly. Just like in the regular part of the game, just because you throw your highest GP units on a team together doesn't mean they will perform well together. You have to consider which ships synergize with other ships and which capital ships provide benefits with the other ships, etc... and then there's reinforcement abilities.
For example, a strong basic squad usually would include a unit that can inflict target lock like Vader or Imperial TIE Fighter(since your attacks are usually stronger when then unit you're attacking has target lock inflicted on them), and a taunting tank like Biggs or Hound's Tooth that have methods to recover their protection.
THEN the gear levels, star level, ability levels of the pilots affect how strong each ship is. There's a lot going on there."Tintguy;c-1871257" wrote:
If it can't be interpreted as a way to measure success/failure, what's the point of it being there?
It's a valid question, I suppose the answer is because GP is not subjective. It's a measure of how close to max your unit is. Relating GP to actual power or ability would require decisions on effectiveness, and would have to constantly change as the game changes. Way too much work.- Mods are to characters what pilot gp is to ships
"Tintguy;c-1871257" wrote:
If it can't be interpreted as a way to measure success/failure, what's the point of it being there?
GP was introduced into the game when Territory Battles got introduced and you needed the GP from your characters/ships to get enough territory points and collect stars on the map for better rewards at the end. Outside of TB the whole GP thing is pretty flawed with 2 main problems:
1) GP is not a really good inidcator of a squads strength (simple example: a squad full of characters where each one has 4 or 5 abilities (= high GP) can be easily beaten by a squad that doesn't have a lot of abilities (= lower GP) but has some good synergy).
2) GP "fluff" is still a problem. Old players that upgraded all their crappy/useless chars to a certain lvl (g7 lvl 53 with 5 dot mods was the way to go) in order to get enough territory points in TB for higher rewards now have a lot of "fluff" in their roster that they can't get rid off which might be a problem for GA matchups that are just taking the total GP into account. Newer players are not upgrading most of their chars to avoid building up that "fluff", they can just go for the useful chars and build them up to have a stronger roster and have an advantage in GA.
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