Remove One Torpedo Slot - Would That Be Enough To Nerf Contracted Scouts?

By FTS Gecko, in X-Wing

I thnk we should probably remove the mech slot (why is it on this ship?) before removing a torpedo slot.

I got it!
We need to remove Whine mod!
It's the sole reason UUU is not in favour! Whiners whiners everywhere!

But the uwing hasn't even been revealed yet :(

But the uwing hasn't even been revealed yet :(

Wait til the 30th of September when the Rogue One merchandise can be sold/previewed. I'm sure it'll have a preveiw article that day or within that next coming week (first week of October), and then I bet it'll be released with the TIE STriker for sale in December the day the movie comes out, exactly like the T-70 and FO.

Instead of doing anything to the JumpMaster, what would happen if the K-Wing and TIE Punisher got Elite Upgrades on PS4+ ships?

No nukes, No Nukes....

I mean No nerfs, No.....

Edited by ozmodon

Instead of doing anything to the JumpMaster, what would happen if the K-Wing and TIE Punisher got Elite Upgrades on PS4+ ships?

Ps 10 Miranda

Ktnkbye no refunds get bombed suckah

(Well I'd appreciate it)

Edited by ficklegreendice

I know ordance was just boosted, but how about a version of counter measures?

Call it Ionized Chaff Dispenser: small ship only, one time use. Against torpedoes or missiles your agility is increased by 2 for this round of combat.

I know ordance was just boosted, but how about a version of counter measures?

Call it Ionized Chaff Dispenser: small ship only, one time use. Against torpedoes or missiles your agility is increased by 2 for this round of combat.

better yet stop with the direct super-counters

that's a bane of any game.

I know ordance was just boosted, but how about a version of counter measures?

Call it Ionized Chaff Dispenser: small ship only, one time use. Against torpedoes or missiles your agility is increased by 2 for this round of combat.

better yet stop with the direct super-counters

that's a bane of any game.

not even a super-counter, it just increases agility (ie green ie IT DOES NOTHING)

but you're super correct. Hyper specific counters just encourage match-up rock paper scissors and demphasize the actual gameplay

what you want is to disguise said counter in such a way that it is generally useful but also particularly helps v a problem element

Wes is a good example. He technically works against everything but he REALLY pisses off focus dependent torp scouts

so, if you want a scout counter, do something about the focus modifier or focus for deadeye

for example, a new "countermeasures" type upgrade that you discard to remove all focus tokens from all ships at range 1 (instead of removing a TL on you)

You know what happened? They nerfed Dark Curse. That's what. He was the one thing, the only thing that could have stopped the flying toilet seats from taking over. Thanks FFG.

Edited by GrimmyV

You know what happened? They nerfed Dark Curse. That's what. He was the one thing, the only thing that could have stopped the flying toilet seats from taking over. Thanks FFG.

Uh... wrong. There are a few things standing between your toilet seat takeover and the end of the universe as you know it.

You know what happened? They nerfed Dark Curse. That's what. He was the one thing, the only thing that could have stopped the flying toilet seats from taking over. Thanks FFG.

Uh... wrong. There are a few things standing between your toilet seat takeover and the end of the universe as you know it.

Edit: #sarcasm

Completely agree. A PS3 pilot being "Elite" is just asinine, from a lore perspective.

Green Squadron Pilot says hi.

How come most ppl weren't bothered by the lore aspect of PS3 (or 4 if we consider Black Squadron Pilots) ships with EPT before Jumpmasters ?

Just gotta say, I had no problem with scouts having an ept. Then the ps 3 Special Forces Tie Fighter was revealed. It didn't have an ept. If a special forces pilot isn't elite enough how is a random scout? *sigh* I just want it to make sense lol.

Completely agree. A PS3 pilot being "Elite" is just asinine, from a lore perspective.

Green Squadron Pilot says hi.

How come most ppl weren't bothered by the lore aspect of PS3 (or 4 if we consider Black Squadron Pilots) ships with EPT before Jumpmasters ?

Just gotta say, I had no problem with scouts having an ept. Then the ps 3 Special Forces Tie Fighter was revealed. It didn't have an ept. If a special forces pilot isn't elite enough how is a random scout? *sigh* I just want it to make sense lol.

Are you kidding? ALL Defenders should have had EPTs! Finally we have Glaives, but it's still crazy.

Just gotta say, I had no problem with scouts having an ept. Then the ps 3 Special Forces Tie Fighter was revealed. It didn't have an ept. If a special forces pilot isn't elite enough how is a random scout? *sigh* I just want it to make sense lol.

Are you kidding? ALL Defenders should have had EPTs! Finally we have Glaives, but it's still crazy.

Right, every elite ship should actally be flown by elite pilots. Defenders, TIE Advanced, TIE Phantoms, the Special Forces TIE, all should have EPTS on thier ships, and really shouldnt have a PS1 or 2, but be a minimum of a 3.

And sps3 couts, in large ships have one? Doesnt make sense that a freighter scout is better than an elite trained pilot in an eperimental or well developed high tech fighter. Beats me on that reasoning big time!

Want to reduce Jumpmaaster spam without nerfing ordnance as a whole or making the Jumpmaster itself useless? Either delete the EPT from the Contracted Scout or make Deadeye unique. You can still run a triple-Jump ordnance list, but you have to work harder at predicting your opponent's flying.

I kinda think making all non-zero point, non-disposable EPTs unique might be a good thing for the game as a whole because it encourages more variety, but that's another thread.

delete the EPT from the Contracted Scout or make Deadeye unique.

making the Jumpmaster itself useless

sums it up.

No Deadeye = no R2-3 shots against anything PS4+

Want to reduce Jumpmaaster spam without nerfing ordnance as a whole or making the Jumpmaster itself useless? Either delete the EPT from the Contracted Scout or make Deadeye unique. You can still run a triple-Jump ordnance list, but you have to work harder at predicting your opponent's flying.

I kinda think making all non-zero point, non-disposable EPTs unique might be a good thing for the game as a whole because it encourages more variety, but that's another thread.

Or just raise the cost of all jumpmasters, especially the cost of the scout. They are too cheap for what they bring to the table. PWT, a crazily great dial, and a good amount of health/agility.

Want to reduce Jumpmaaster spam without nerfing ordnance as a whole or making the Jumpmaster itself useless? Either delete the EPT from the Contracted Scout or make Deadeye unique. You can still run a triple-Jump ordnance list, but you have to work harder at predicting your opponent's flying.

I kinda think making all non-zero point, non-disposable EPTs unique might be a good thing for the game as a whole because it encourages more variety, but that's another thread.

What about if we instead banned Palpatine?

Then you can safely run 4 PS 4 Gammas each with 2 Homing Missiles and beat U-Boats at their own game.

If we made all EPT's unique, that does nothing to most Palp Aces squads, and does nothing to most 2 ship lists.

It deletes the Crackshot swarm from the game. It deletes the Chihuahua list from the game. The final nail in the coffin of 2 attack dice ships.

Meh. Palpatine isn't as scary as Torp Boats.

I pretty much throw my hat in with the "Remove the EPT from contracted scouts" argument, as well as the idea that for the most part, large ships in general are under-costed. For two points less than a Red Squadron Pilot, you're getting a top tier ship. Not fair to compare anything to a T-65, I know, but it's still functionally cheaper and far more effective than the game's namesake.

I pretty much throw my hat in with the "Remove the EPT from contracted scouts" argument, as well as the idea that for the most part, large ships in general are under-costed. For two points less than a Red Squadron Pilot, you're getting a top tier ship. Not fair to compare anything to a T-65, I know, but it's still functionally cheaper and far more effective than the game's namesake.

Wouldnt then the most sensible choice be- raise the cost on all Jumpmasters (at the very least the scout) by a few points?

I think just an across the board +5 points for large base ships wouldn't be out of the question, as the only one I can really think of that's truly mediocre is the Firespray. This would manage to put the hurt on both of the top meta lists, Jumpmasters and Palpshuttles both, and keep some of the old hatreds on a lower burner, such as Fat Hans and Donut Dashes, and give a bit of a kick to things like Brobots to boot.

I think just an across the board +5 points for large base ships wouldn't be out of the question, as the only one I can really think of that's truly mediocre is the Firespray. This would manage to put the hurt on both of the top meta lists, Jumpmasters and Palpshuttles both, and keep some of the old hatreds on a lower burner, such as Fat Hans and Donut Dashes, and give a bit of a kick to things like Brobots to boot.

Lambda. 26 point base? LOL

Firespray? Needs point decrease. LOL

YTs? How long have we last seen one of those whales? LOL

IGs? Like that huge thing that already doesn't fit into the squad, has problems with PS6, low damage output, poor action economy and gets eaten alive by new defenders, any ace build, torp-boats, any PWT with PS7+? LOL

Decimator? the one that was overpriced from the start and either is a barebones Deci-Vader or super-fat RAC? LOL, long time no see.

What else is there? YV? poor thing. JM5k? Hawt, but already not the hawtness. Slap even a couple points and it's worthless. VCX? Maybe. lol, nope, it's good.

In a game where small ships are harder to hit, easier to maneuver and don't have lower damage output

your proposal is 100% worthless.

Edited by Warpman