I'd think Tycho is more concerned by Black Market Slicer than Latts. Not that I've seen Tycho to often, but the BMST will make his life miserable.
Balance question regarding new ships
Luckily, all of those ships you listed are ships I am not worried about at alllllllll. Those are the very ships that need cards like Latts Razzi to exist so they don't just get to own the meta for free. Latts, outside of being comboed with Asajj, has no sure fire way to assure stress on the ships that attack her (unless you pair with like flechette cannon or torps, which I'd be happy to see in the game). It's a great card against the meta, not overall.
On Asajj though, it might be a little above the power level line. Outside of that, I think it is more than fine.
Or they could just, I don't know, give Manaroo and Palpatine range limits and nerf Scouts and then they wouldn't feel the need to introduce cards that make Tycho unplayable as collateral damage for reining top-tier lists in a bit.
Now this I am totally on board with. FFG just needs to swallow the pill and errata the unlimited range abilities, and perhaps some other things as well (Zuckuss, all JM5ks cost, TLT, etc.). BMST, Rigged Cargo and Razzi are nice in that they give you options against some top meta stress based ships which often fly alongside those ships, so it's something , but I'd prefer they just fix the cards causing the issues instead of pushing out cards to "counter" them. We've already seen what happens when a ship is required to bring a specific upgrade to counter a popular archetype. That upgrade, Autothrusters, is now auto-include on nearly every ship that can take it. Soontir and Inquisitor might as well have autothrusters stapled, nailed and glued on to them. Now if FFG just simply reworked how turrets worked when they were a problem? We wouldn't have the issue, or even the need for the card.
The more cards are released simply to counter the overpowered cards instead of those cards being errata'd, the less and less list building is an integral part of the game, and that deeply saddens me.
Edited by KdubbI think this game has some level of power creep... the Jumpmaster is way overpowered. The T-65 has been absolutely ruined by now.
But I don't think we should be too worried - I think every card has its day in the sun - some just longer days then others.
Really though, I think people just get really excited any time a new ship comes out and all want to fly it. We all thought that the Decimator and YT-2400 were going to ruin the game when they came out, and we don't see those much anymore. Of course, I'm one to talk - I think I had a heart attack when I saw that there was going to be an ARC-170 in this game...
Maybe the main problem is that FFG designers failed to keep the original spirit of the faction intact and have run amuck with trying to make everyone happy in all phases of the game. Not to be uber cannon and to Spirited, but...The Imperials strength should be in fast, solid hitting, slippery glass-canon-esque type ships, using numbers and formations for victories.
So...a tie swarm? Or in the current meta, a crackswarm? And imp aces fit the "fast" and "slippery" bit there, though less glass cannon with palp around...
The Rebels should be in stout, tough all-purpose ships with astromechs and other add-ons that rely on shield to withstand blows that t
they can no way evade; and be few in numbers.
like....the ghost? Or b-wings (before uboats)? Or regen poe?
The Scum should be in crazy re-purposed freighters that have crazy, weird surprise weapons that don't mirror the other two factions, but cause havoc and mayhem as the primary weapon. Seems FFG wants all factions to have the same ships/pilots, etc. Like why does each faction need a TIE fighter? (or similar stat ship???)......or is it just me?
Like....jumpmasters? Dash might have been scum in the outrider if scum had existed at the time, but sadly it didn't.
I think this game has some level of power creep... the Jumpmaster is way overpowered. The T-65 has been absolutely ruined by now.
But I don't think we should be too worried - I think every card has its day in the sun - some just longer days then others.
Really though, I think people just get really excited any time a new ship comes out and all want to fly it. We all thought that the Decimator and YT-2400 were going to ruin the game when they came out, and we don't see those much anymore. Of course, I'm one to talk - I think I had a heart attack when I saw that there was going to be an ARC-170 in this game...
The T-65 hasnt' been ruined. It was NEVER at the top of the power curve. It's been underpowered since day 1, due to being costed at 21 points. Most likely because they decided you soyhuldn't be able to run 5 of them (seems to be a common theme that has ruined multiple ships). It's already been stated in this thread: You can't judge a ship based on already underpowered ships. You have to compare to what's actually being used if you're looking for power creep. The only reason t65s see competitive play at all is due to specific really good pilot abilities (as evidenced by wes and biggs winning major events despite their platform - not because of it).
The jumpmaster might be slightly overpowered, but its not WAY op. Even people who claim the scouts are undercosted usually only say it should cost a point or 2 more. Which wouldn't do anything to stop you from running uboats. It's not even that they're all that overpowered individually, people have just come up with really good combos using multiple of them. Dengar by himself is an entirely different animal than dengaroo. A single uboat is way less scary than 2-3 at once.
You did leave out the titles for the tie advanced vs tie advanced prototype.
That TIE advanced title does make a difference. I wouldn't say it brings the two on par though.
No AC advanced has a clear advantage in that it never misses and you can spend your actions however you like.
TAP can take AT and gets the evade but the TL does not guarantee the same consistency of damage.
Tie Advanced vs. Tie Advanced Prototype: I really get tired of this one. Accuracy Corrector is so superior to Tie/v1 for generics. The classic advanced is more maneuverable because it can barrel roll and still have offensive mods. It's better in a joust because it can have offensive and defensive mods even if it ends it's move at range 3.5-4.5 of its target, while the TAP is stuck with a focus. Now, the Inquisitor vs. Vader is a bit of a different story, but that's because the Inquisitor is bonkers.
Not to "bunny trail" too much, but, I gotta ask, what's your favorite Vader build? Inquisitor build?
Interesting to think of running non-Vader TIE Advanced with Accuracy Corrector....hummmmmm.
Edited by clanofwolvesMaybe the main problem is that FFG designers failed to keep the original spirit of the faction intact and have run amuck with trying to make everyone happy in all phases of the game. Not to be uber cannon and to Spirited, but...The Imperials strength should be in fast, solid hitting, slippery glass-canon-esque type ships, using numbers and formations for victories.
So...a tie swarm? Or in the current meta, a crackswarm? And imp aces fit the "fast" and "slippery" bit there, though less glass cannon with palp around...
The Rebels should be in stout, tough all-purpose ships with astromechs and other add-ons that rely on shield to withstand blows that t
they can no way evade; and be few in numbers.
like....the ghost? Or b-wings (before uboats)? Or regen poe?
The Scum should be in crazy re-purposed freighters that have crazy, weird surprise weapons that don't mirror the other two factions, but cause havoc and mayhem as the primary weapon. Seems FFG wants all factions to have the same ships/pilots, etc. Like why does each faction need a TIE fighter? (or similar stat ship???)......or is it just me?
Like....jumpmasters? Dash might have been scum in the outrider if scum had existed at the time, but sadly it didn't.
Both of these ships are terrible examples.
The Tie-Advanced was considered dead-on-arrival all the way back in wave one,
Oh man. Not even a bit. I mean. The ship _was_ DOA, but these forums raged between people who said it was a garbage ship and people who said "git gud".
Turns out it was garbage. Hot, stinking garbage. But alas, not everyone was willing to believe it.
... but what's not Scum is a huge alpha missle strike straight into a Rebel or Imperial force; that's not scummy or pirate like. That's broken,,..... See?
And why not? Just like glitterstim, crack shot, hot shot blaster, and the other illicits that are discard-on-use, it's a dirty trick with some (effectively) super-modified torpedoes that trigger if the opponent is silly enough to be in arc at r2-3.
It's perfect scum, and it ain't broken. It gets beaten all the time... If you don't run straight into it without a TIE swarm. You will lose if you joust, but simply put - don't joust.
TIE Advanced vs TIE Advanced Prototype: The prototype has a huge 6 point difference for basic pilots, it has access to all the same upgrades, and has a superior maneuver dial. I don't think 1 less hull equals a 6 point discount.
Whilst I don't disgree, you have to note the following:
- The TIE/x1 title is both cheaper andmore powerful than the TIE/v1 title. A free evade is nice (although note that if unable to target lock, you can't evade naturally!), especially when Advanced Targeting Computer weighs into the equation.
- The TIE advanced has Darth Vader and the advanced prototype doesn't .
I think this game has some level of power creep... the Jumpmaster is way overpowered. The T-65 has been absolutely ruined by now.
But I don't think we should be too worried - I think every card has its day in the sun - some just longer days then others.
Really though, I think people just get really excited any time a new ship comes out and all want to fly it. We all thought that the Decimator and YT-2400 were going to ruin the game when they came out, and we don't see those much anymore. Of course, I'm one to talk - I think I had a heart attack when I saw that there was going to be an ARC-170 in this game...
The designers have been admirably careful about avoiding power creep - their goal, imperfect as it is, is that everything ended up roughly aligned with the TIE fighter in power. And, by and large, and to within a point or so, they've largely succeeded.
Their errors have tended to err to the overly cautious on what should have been obvious craft (Scyk, Kithraxz), in which they made something 'better', but were a touch too cautious in how much better - and accidentally overdoing it when being determined to see something see play, and running into 'unexpected' side effects - they wanted turret-upgrade ships to be good, so they priced TLT a little strong. They somehow missed flying 4 of them in a single squad on Y-wings. Likewise, they then somehow missed that when you load a ship with The Perfect Upgrade Slots and give it a free PS bid to PS3, you end up with super-duper-mega-bombers.
I remain a little baffled as to how they miss such things, but these are the 'power creep' of which everyone fears. I note in passing that their errors do tend to be on the 'funky' stuff, though - Phantoms were a whole new mechanic; TLTs were a deliberate buff that didn't get tested quite enough, and Jumpmasters... well, apparently they forgot that Deadeye existed. In other words, their power creep is via mistakes , and it shows.
Their problem is that their nerfs have to be done very carefully indeed - as much as people scream about 'just fix the price', they literally can't - the cardboard-based nature of the game means that while they can offer re-interpretations, and occasionally errata things to similar-but-not-quite rulings, if you change a squad price you run the risk of people showing up with a list that is literally illegal despite every card on the table claiming otherwise. The only place this has come up to date is Tactician becoming Limited... and at least there you can just ask someone to take the duplicate card off their squad. Awkward, but not as awkward as "Oh, sorry, those printed values are wrong, now; your squad is actually 104 points. Please fix that before you start play."
That's much more objectionable to the devs, I think. Such fixes will come only in X-wing 2.0... I remain curious what, if anything, they intend to do to 9 HP large based turret ships in the meantime.