Contracted scouts is still broken.

By JimbonX, in X-Wing

Contracted scouts nerfed after FFGs FAQ? Ha nope. Yes using 4R Agromech is pointless. However, Overclocked Astromech is used instead, sometimes Recon Specialist to avoid stress. It still gets 3-4 hits, rarely 2 hits after the scout fire its torpedo - worse, proton torpedo is used instead of plasma...

Contracted Scouts could have been balanced if:

It had 4 Hull and 5 Shields instead - flechette torpedo would work then, give out 1 stress each attack. Also more use of Plasma Torpedo

Lose 1 torpedo slot.

Cost more to use - should cost similar to Wild Space Fighter (YT-2400) Around 31 points.

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Go fly Palp Aces somewhere else.

Welcome to a world where ordnance is top tier. Be careful what you wish for.

3-4 hits sounds good. What is the new hit rate for plasmas and protons?

Contracted scouts nerfed after FFGs FAQ? Ha nope. Yes using 4R Agromech is pointless. However, Overclocked Astromech is used instead, sometimes Recon Specialist to avoid stress. It still gets 3-4 hits, rarely 2 hits after the scout fire its torpedo - worse, proton torpedo is used instead of plasma...

Contracted Scouts could have been balanced if:

It had 4 Hull and 5 Shields instead - flechette torpedo would work then, give out 1 stress each attack. Also more use of Plasma Torpedo

Lose 1 torpedo slot.

Cost more to use - should cost similar to Wild Space Fighter (YT-2400) Around 31 points.

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You want it to cost more than the already overpriced and useless wsf? So you bnever want them to be used period, for any purpose?

Pretty much.

Contracted scouts nerfed after FFGs FAQ? Ha nope. Yes using 4R Agromech is pointless. However, Overclocked Astromech is used instead, sometimes Recon Specialist to avoid stress. It still gets 3-4 hits, rarely 2 hits after the scout fire its torpedo - worse, proton torpedo is used instead of plasma...

Contracted Scouts could have been balanced if:

It had 4 Hull and 5 Shields instead - flechette torpedo would work then, give out 1 stress each attack. Also more use of Plasma Torpedo

Lose 1 torpedo slot.

Cost more to use - should cost similar to Wild Space Fighter (YT-2400) Around 31 points.

---

You want it to cost more than the already overpriced and useless wsf? So you bnever want them to be used period, for any purpose?
Edited by ParaGoomba Slayer

3-4 hits sounds good. What is the new hit rate for plasmas and protons?

Assuming GC and they have a focus token from OCR4? Approximate figures are:

4 hits (74%), 3 hits (21%), 2 hits (4.5%), 1 hit (0.5%)

Raw numbers are the same because proton torps have a focus effect.

Considering that one of the prime strategies against JMs was to arc dodge and chase R1...

But then what? R4A made it so that even the primaries worked better and as a result the JMs could still hold their own even when deprived of their alpha strike. Late game punch is no laughing matter either. Combine this with the ability to score clean kills in the early rounds, and it's no wonder why the list generates so much hatred.

Sure OC builds are unaffected, but those builds don't have the Accuracy Corrector on crack that was R4. Now they are going to have late game durability instead.

It's also worthy to note that the R4A still works on the primaries! But people will be scared off of them and thus give up the huge benefit of that hyper accurate primary attack.

The more I think of it, this "nerf" really is just a rules clean-up that happens to hit a nerve. I think if you were running two Scouts, then you are fine. Triple U-Boats will see a small change, but largely this is irrelevant. The only thing that matters is that now, without the fear of 3 auto-hit ordnance attacks we will see more variety.

Is your Jumpmaster broken? I hear the new Orange bases and pegs will fix it!

3-4 hits sounds good. What is the new hit rate for plasmas and protons?

What I heard 70%.

Contracted scouts nerfed after FFGs FAQ? Ha nope. Yes using 4R Agromech is pointless. However, Overclocked Astromech is used instead, sometimes Recon Specialist to avoid stress. It still gets 3-4 hits, rarely 2 hits after the scout fire its torpedo - worse, proton torpedo is used instead of plasma...

Contracted Scouts could have been balanced if:

It had 4 Hull and 5 Shields instead - flechette torpedo would work then, give out 1 stress each attack. Also more use of Plasma Torpedo

Lose 1 torpedo slot.

Cost more to use - should cost similar to Wild Space Fighter (YT-2400) Around 31 points.

---

You want it to cost more than the already overpriced and useless wsf? So you bnever want them to be used period, for any purpose?
Imperial players and their greed. Complain about how undercosted ships with upgrade combinations that are too powerful are ruing the game as they're flying Palp Aces.

I fly rebels. These days 5 A-Wing crackswarm. Latest tournament I lost against 3 jumpmaster. Manage to kill 1 and almost got points from 2nd one.

Edited by JimbonX

Is your Jumpmaster broken? I hear the new Orange bases and pegs will fix it!

Right. Red bases and pegs will just get broken. Red is faster broken.

Edited by JimbonX

The alpha attack for the Wolfpack is barely effected.. It is getting the second torpedo off and end game that was hugely effected. That stress you take is huge limiting you to forward and left turns. A good oppo ent just stays on your right and eats you alive.

The alpha attack for the Wolfpack is barely effected.. It is getting the second torpedo off and end game that was hugely effected. That stress you take is huge limiting you to forward and left turns. A good oppo ent just stays on your right and eats you alive.

Tell that to the two uboat lists that won regionals yesterday with overclocked and the new faq. Or any of the lists using overclocked uboats BEFORE the new faq

Contracted scouts nerfed after FFGs FAQ? Ha nope. Yes using 4R Agromech is pointless. However, Overclocked Astromech is used instead, sometimes Recon Specialist to avoid stress. It still gets 3-4 hits, rarely 2 hits after the scout fire its torpedo - worse, proton torpedo is used instead of plasma...

Contracted Scouts could have been balanced if:

It had 4 Hull and 5 Shields instead - flechette torpedo would work then, give out 1 stress each attack. Also more use of Plasma Torpedo

Lose 1 torpedo slot.

Cost more to use - should cost similar to Wild Space Fighter (YT-2400) Around 31 points.

---

You want it to cost more than the already overpriced and useless wsf? So you bnever want them to be used period, for any purpose?

Imperial players and their greed. Complain about how undercosted ships with upgrade combinations that are too powerful are ruing the game as they're flying Palp Aces.

At no point has Imp Aces been mentioned. Now calm down, there's a good boy.

I don't think Jumpmasters needed a nerf. They were/are on par with the power level of most things in tournament play. I also think Jumpmasters are still very playable; they're just harder to pilot. I think people that are claiming Jumpmasters are nerfed are overexaggerating.

I think FFG has a habit of letting mistakes through R&D and handle it by releasing other "mistakes". They released turrets that were too good and an unkillable, arc-dodger in the Phantom. To handle turrets, they came out with Twin Laser Turrets and Crackshot for swarms. People complained about TLTs so they made ordinance better and they made Aces more reliable with Palpatine.

I thought this metagame is actually pretty well balanced. No one can play the same squadron forever and I think that's where a lot of complaints come from. Players like their squadrons and don't want to adapt. The efficiency of the new metagame has left a lot of stuff like B-Wings in the dust so people who like those ships feel displaced from tournament play.

Either FFG needs to slow down the power creep or people need to adjust faster. As far as the metagame goes, it's actually pretty well balanced. Palp Aces, Jumpmasters, Crack swarms, Brobots, Rebel Aces and a few others have been doing well at the Regional level. I think Palp Aces, Jumpmasters, Crack swarms and Brobots are definitely the top tier but there's still room for other stuff to win.

I've tested some of my favorite squads against them and found that the reduced late game firepower is very much a boon to my performance against them. They very much still do what they've always done, but I found they were a lot easier to deal with.

Contracted scouts nerfed after FFGs FAQ? Ha nope. Yes using 4R Agromech is pointless. However, Overclocked Astromech is used instead, sometimes Recon Specialist to avoid stress. It still gets 3-4 hits, rarely 2 hits after the scout fire its torpedo - worse, proton torpedo is used instead of plasma...

Contracted Scouts could have been balanced if:

It had 4 Hull and 5 Shields instead - flechette torpedo would work then, give out 1 stress each attack. Also more use of Plasma Torpedo

Lose 1 torpedo slot.

Cost more to use - should cost similar to Wild Space Fighter (YT-2400) Around 31 points.

---

You want it to cost more than the already overpriced and useless wsf? So you bnever want them to be used period, for any purpose?

Imperial players and their greed. Complain about how undercosted ships with upgrade combinations that are too powerful are ruing the game as they're flying Palp Aces.

The alpha attack for the Wolfpack is barely effected.. It is getting the second torpedo off and end game that was hugely effected. That stress you take is huge limiting you to forward and left turns. A good oppo ent just stays on your right and eats you alive.

Tell that to the two uboat lists that won regionals yesterday with overclocked and the new faq. Or any of the lists using overclocked uboats BEFORE the new faq

To be fair, nobody practicing for the events this weekend had time to shift to a build that would have been held back by the R4 Agromech builds, but it wasn't that hard for agromech builds to adjust to using overclocked.

Just because Jumpmasters are the latest addition to the range of powerful ships doesn't mean they are all the way broken. Yes, they are strong, and balanced now if you ask me, with the removal of the R4 agro gimmick. The thing is, there is no answer to both Jumps and Palp Aces for Rebels. It's one or the other. And considering all the latest major tournament results I think Palp Aces is the real problem in the current meta.

Make Deadeye unique, might be one answer

sigh

Deadeye isn't the problem.

sigh

Deadeye isn't the problem.

Is too.

sigh

Deadeye isn't the problem.

Not the entire problem no, its the Scouts being too cheap and having an EPT slot but making Deadeye unique would help a lot

What lists would Deadeye being unique affect?