Why the Jumpmaster nerf is bad for x-wing (hear me out)

By acidReign, in X-Wing

I remember when they spoiled the Emperor Palpatine during spring 2015, the forums were roaring with complains saying that Palpatine was garbage for 8 points and 2 crew slots. The most expensive card in the game, taking two of the most useful upgrade slots, and limited to a grand total of 3 ships: the slumbering lambda, the expensive and exposed decimator, and the Raider itself. And all of that for modifying just one die!

If anyone actually thought that, then frankly they are morons! As soon as Palp was spoiled, the Imperial players I know were very excited. It was just like C3P0 on the Tantive! Everyone wanted to get because it was such an obviously powerful card for certain lists. And the competitive scene changed dramatically. Everyone was scrambling to come up with counters. See, you are remembering things wrong. All those counters you list were not flown before Palp Aces. They came out AFTER, in response to Palp Aces becoming a dominant force in competitive events. It was the same thing with the Phantom the year before that (and no one denies that it didn't need its nerf!).

I understand that a lot of people struggle against a Palpatine lists but in my local area, it really isn't a problem so maybe that is why I don't seem to see it being so much of a issue. He is a good card, granted, but options around him are limited, he costs an obscene amount to include in a list and loses effectiveness that are taken.

As for just rolling dice in a vacuum, I agree when its like that, it becomes a little daunting at what they can avoid. I think people did the same with IG88B & C lists that operated on PtL and Autothrusters when they were first released. Even the almighty Dash was struggling against them, now I hardly see them on the table.

What I am trying to say is, Palpatine is counterable, for example, some lists that are run in our area:

VI Bossk with Zuckuss, 4-LOM, Denger, Glitterstim and Homing Missile. That engagement will happen at range 2, the victim will likely have focus/evade.

Homing Missile stops the evade token, there are no Autothrusters, 4-LOM stops the focus and then any and all successful evades are re-rolled. Bossk and Guidance chips means it is normally five damage they are trying to avoid. Lost count how many times that one shots Soontir, Inquisitor, Phantom, Carnor, etc, even with Palpatine sitting there. Even with Autothrusters, you just make them re-roll them. Its an exceptionally difficult shot to dodge.

VI Boba with Autoblaster Cannon is also a thing in our area, so no defence at range 1.

Stress bot is also a thing, either on a Y wing, VI Wes or an Arc. Double stressing most imperials leaves them dead in the water.

Ten Numb / Wes and Biggs is also a decent list, bringing stress bot, two PS10 ships, a mangler cannon and two sets of Flechettes is just a beautiful combo. Not only does this counter Palpatine Ace lists, it is also making a mockery of Fenn Rau.

All of that counters the ship you are trying to hit, which isn't the shuttle, you often don't need to worry about the shuttle itself.

You're missing the point. Sure counters for Palp aces exist. Of course. There's counters for everything. Although you make it sound like I'm personally struggling to beat Palp Aces, when in reality, I'm an Imperial Player flying them and I do quite well! Like for example, none of the counters you mention would be particularly worrisome for me. Ten Numb/Wes/Biggs is fairly easy to deal with, and the stresshog with title never gets an ace in arc. A Vader decimator is a much better counter, but even that is not 'perfect'.

But anyway, that's all irrelevant. It doesn't matter what is a good counter or not. The crux of the matter is the META-WARPING effect that Palpatine has! This single card by being available shuts out a considerable number of ships from competitive play. Ships from ALL factions are just not viable, not because they are in need of a fix, but because a player using a list built from these ships has a very difficult fight against a Palp Aces list. And that is BAD for the game! Just like pre-nerf Phantoms were pushing out a large number of ships from competitive play. AND torpedo scouts with deadeye at PS 3 made it impossible for lists of PS 2 ships to win. BAD for the health of the game! If you can't see that, I don't know what to tell you. If palpatine was curbed a bit, then A LOT more ships would be viable in competitive play. The meta would diversify and people could bring back certain builds and maybe win tournaments (like BBBBZ for example, or triple/quadruple interceptors, or even star vipers! That's just to name a few----there's plenty of others too).

Edited by blade_mercurial

Right before a premiere event is the perfect time to roll out a hammer-blow for the meta.

VI Bossk with homing missiles is not and will not be a part of the competitive meta. Listing it as a counter to a meta list shows a profound disconnect with the competitive environment.

But the return of rebel regent after scout nerf should be more than enough to make palp aces less common/effective.

Edited by TasteTheRainbow

But anyway, that's all irrelevant. It doesn't matter what is a good counter or not. The crux of the matter is the META-WARPING effect that Palpatine has! This single card by being available shuts out a considerable number of ships from competitive play. Ships from ALL factions are just not viable, not because they are in need of a fix, but because a player using a list built from these ships has a very difficult fight against a Palp Aces list. And that is BAD for the game! Just like pre-nerf Phantoms were pushing out a large number of ships from competitive play. AND torpedo scouts with deadeye at PS 3 made it impossible for lists of PS 2 ships to win. BAD for the health of the game! If you can't see that, I don't know what to tell you. If palpatine was curbed a bit, then A LOT more ships would be viable in competitive play. The meta would diversify and people could bring back certain builds and maybe win tournaments (like BBBBZ for example, or triple/quadruple interceptors, or even star vipers! That's just to name a few----there's plenty of others too).

Are you high on something? ;)

4BZ were dead onlg before Palp came around, simply because there are many more agile ships that can outmanoeuvre them, not because aces can flip one die. It dies to aces because it barely gets a shot, Palpatine makes minimal difference here.

And lol at Starvipers, like they ever were competitive.

But anyway, that's all irrelevant. It doesn't matter what is a good counter or not. The crux of the matter is the META-WARPING effect that Palpatine has! This single card by being available shuts out a considerable number of ships from competitive play. Ships from ALL factions are just not viable, not because they are in need of a fix, but because a player using a list built from these ships has a very difficult fight against a Palp Aces list. And that is BAD for the game! Just like pre-nerf Phantoms were pushing out a large number of ships from competitive play. AND torpedo scouts with deadeye at PS 3 made it impossible for lists of PS 2 ships to win. BAD for the health of the game! If you can't see that, I don't know what to tell you. If palpatine was curbed a bit, then A LOT more ships would be viable in competitive play. The meta would diversify and people could bring back certain builds and maybe win tournaments (like BBBBZ for example, or triple/quadruple interceptors, or even star vipers! That's just to name a few----there's plenty of others too).

Are you high on something? ;)

4BZ were dead onlg before Palp came around, simply because there are many more agile ships that can outmanoeuvre them, not because aces can flip one die. It dies to aces because it barely gets a shot, Palpatine makes minimal difference here.

And lol at Starvipers, like they ever were competitive.

It also dies to aces because those have become more efficient at dice trading (thats where Palp plays a huge role), meaning its not enough to outplay them by getting into jousting-positions, you have to super-outplay them and denie them their shots, which is nigh on impossible with their repositioning kits, or you need to get lucky by rolling well and then having them blank entirely at least twice. That is both frustrating and bad for the game! Luckily it is possible to just Conner Net all Palp-Ace players out of your local meta if they are too numerous.

And yes, without the need for VI and in a world where goons aren't entirely without impact, Xizor is a fine ship. Early on he did make appearances in higher positions. And then there is Guri, who is hampered by her PS, but almost there with Mindlink. If PS 7+ weren't the norm she would be a beast now. 33 point, Mindlink, ATs and you are ready to rock! Vipers are criticaly underestimated at the moment.

Nobody "practices" flying uboats more than 1 or 2 match before mastering it. A monkey could win flying uboats.

But anyway, that's all irrelevant. It doesn't matter what is a good counter or not. The crux of the matter is the META-WARPING effect that Palpatine has! This single card by being available shuts out a considerable number of ships from competitive play. Ships from ALL factions are just not viable, not because they are in need of a fix, but because a player using a list built from these ships has a very difficult fight against a Palp Aces list. And that is BAD for the game! Just like pre-nerf Phantoms were pushing out a large number of ships from competitive play. AND torpedo scouts with deadeye at PS 3 made it impossible for lists of PS 2 ships to win. BAD for the health of the game! If you can't see that, I don't know what to tell you. If palpatine was curbed a bit, then A LOT more ships would be viable in competitive play. The meta would diversify and people could bring back certain builds and maybe win tournaments (like BBBBZ for example, or triple/quadruple interceptors, or even star vipers! That's just to name a few----there's plenty of others too).

Are you high on something? ;)

4BZ were dead onlg before Palp came around, simply because there are many more agile ships that can outmanoeuvre them, not because aces can flip one die. It dies to aces because it barely gets a shot, Palpatine makes minimal difference here.

And lol at Starvipers, like they ever were competitive.

I agree with one and disagree with the other.

I agree that Palpatine DOES breaks the game, it is not simple as some here said and it is too powerfull for a single card. Indeed, the Aces are already a pain to get in a good arc or range to destroy them. Anyone that knows how to play with Soonthir well won't give that chance, and if that person does any mistake, there is Palpatine to save him. And I see people commenting about him in a Shuttle, while everybody knows it is way better to have him flying in a Decimator filled with defensive cards. Again, Palpatine deserve to be nerfed, needs to cast a range limit for him to trigger, just like Biggs have.

And I disagree that Palpatine does minimal difference. As I described above. he does a lot of difference, in worst case scenario would need to have 4 dice attack to hit that Soonthir in range 3 if all his green dices gets blank results, as he can have 1 evade from evade action, 1 evade from Autothrusters and 1 evade from Palpatine, and that is insane... not to mention Palpatine can modify one dice from Proximity Mines as well.

I like some diversity and I expect that they do more changes in the future to give all ships a better balance to play with them.

Edited by Seabook

Nobody "practices" flying uboats more than 1 or 2 match before mastering it. A monkey could win flying uboats.

We get it. You don't respect people who play different lists than you, especially if you've lost to that list (lawl, EZ-Mode, amirite?), and you're not afraid to use hyperbole.

Calm down, fella.

Nobody "practices" flying uboats more than 1 or 2 match before mastering it. A monkey could win flying uboats.

That was maybe true on the first tournaments after wave 8s release, but playing them against competent players must be a real pain. I have send them struggeling through asteroid fields that allowed me to pick them apart one by one. That large base? Really a downside for ordnance.

I remember when they spoiled the Emperor Palpatine during spring 2015, the forums were roaring with complains saying that Palpatine was garbage for 8 points and 2 crew slots. The most expensive card in the game, taking two of the most useful upgrade slots, and limited to a grand total of 3 ships: the slumbering lambda, the expensive and exposed decimator, and the Raider itself. And all of that for modifying just one die!

If anyone actually thought that, then frankly they are morons! As soon as Palp was spoiled, the Imperial players I know were very excited. It was just like C3P0 on the Tantive! Everyone wanted to get because it was such an obviously powerful card for certain lists. And the competitive scene changed dramatically. Everyone was scrambling to come up with counters. See, you are remembering things wrong. All those counters you list were not flown before Palp Aces. They came out AFTER, in response to Palp Aces becoming a dominant force in competitive events. It was the same thing with the Phantom the year before that (and no one denies that it didn't need its nerf!).

I understand that a lot of people struggle against a Palpatine lists but in my local area, it really isn't a problem so maybe that is why I don't seem to see it being so much of a issue. He is a good card, granted, but options around him are limited, he costs an obscene amount to include in a list and loses effectiveness that are taken.

As for just rolling dice in a vacuum, I agree when its like that, it becomes a little daunting at what they can avoid. I think people did the same with IG88B & C lists that operated on PtL and Autothrusters when they were first released. Even the almighty Dash was struggling against them, now I hardly see them on the table.

What I am trying to say is, Palpatine is counterable, for example, some lists that are run in our area:

VI Bossk with Zuckuss, 4-LOM, Denger, Glitterstim and Homing Missile. That engagement will happen at range 2, the victim will likely have focus/evade.

Homing Missile stops the evade token, there are no Autothrusters, 4-LOM stops the focus and then any and all successful evades are re-rolled. Bossk and Guidance chips means it is normally five damage they are trying to avoid. Lost count how many times that one shots Soontir, Inquisitor, Phantom, Carnor, etc, even with Palpatine sitting there. Even with Autothrusters, you just make them re-roll them. Its an exceptionally difficult shot to dodge.

VI Boba with Autoblaster Cannon is also a thing in our area, so no defence at range 1.

Stress bot is also a thing, either on a Y wing, VI Wes or an Arc. Double stressing most imperials leaves them dead in the water.

Ten Numb / Wes and Biggs is also a decent list, bringing stress bot, two PS10 ships, a mangler cannon and two sets of Flechettes is just a beautiful combo. Not only does this counter Palpatine Ace lists, it is also making a mockery of Fenn Rau.

All of that counters the ship you are trying to hit, which isn't the shuttle, you often don't need to worry about the shuttle itself.

You're missing the point. Sure counters for Palp aces exist. Of course. There's counters for everything. Although you make it sound like I'm personally struggling to beat Palp Aces, when in reality, I'm an Imperial Player flying them and I do quite well! Like for example, none of the counters you mention would be particularly worrisome for me. Ten Numb/Wes/Biggs is fairly easy to deal with, and the stresshog with title never gets an ace in arc. A Vader decimator is a much better counter, but even that is not 'perfect'.

But anyway, that's all irrelevant. It doesn't matter what is a good counter or not. The crux of the matter is the META-WARPING effect that Palpatine has! This single card by being available shuts out a considerable number of ships from competitive play. Ships from ALL factions are just not viable, not because they are in need of a fix, but because a player using a list built from these ships has a very difficult fight against a Palp Aces list. And that is BAD for the game! Just like pre-nerf Phantoms were pushing out a large number of ships from competitive play. AND torpedo scouts with deadeye at PS 3 made it impossible for lists of PS 2 ships to win. BAD for the health of the game! If you can't see that, I don't know what to tell you. If palpatine was curbed a bit, then A LOT more ships would be viable in competitive play. The meta would diversify and people could bring back certain builds and maybe win tournaments (like BBBBZ for example, or triple/quadruple interceptors, or even star vipers! That's just to name a few----there's plenty of others too).

Palp aces are not the same as the pre-nerf phantom. I started playing competitively right around the time the phantom got nerfed (and my local meta doesn't follow the general meta anyway), so I wasn't around back when it was big, but from my understanding the meta basically became the phantom vs fat han. You took one of those or you didn't win. At the very least, you needed PS9 with a bid.

Palp is strong, but not NEARLY as meta warping as whisper. You can still bid up to PS9 to combat palp aces (though not with fat han), but there's plenty of lower PS options as well when they aren't being pushed out by uboats.

Are you high on something? ;)

4BZ were dead onlg before Palp came around, simply because there are many more agile ships that can outmanoeuvre them, not because aces can flip one die. It dies to aces because it barely gets a shot, Palpatine makes minimal difference here.

And lol at Starvipers, like they ever were competitive.

It doesn't matter what 'killed' BBBBZ (it was the phantom for the most part, FWIW). I was just listing an example ship/list from each faction that struggles against palp aces. I could've said, T-70, TIE bomber, fang fighter. Or pick your own if you like. The list is sure long enough because there are plenty of ships/pilots that struggle to get through the levels of damage mitigation that Palp-backed imperial ships can muster. Ships have been given 2, 3 and in rare cases, 4 attack values. When defense values can easily push mitigation to the point that 3 attack or less is incapable of scoring any damage at all, the game suddenly breaks. And that's the crux of it right there (which you seem to be ignoring for whatever reason). And again, it doesn't matter if some ships I've listed are considered in need of a 'fix' or not. Part of the reason that the community has this perception is because of cards that are too strong for these ships to handle (such as palpatine, deadeye scouts, pre-nerf phantom decloak movement).

Besides, B-wings were actually good against interceptors before palp and thrusters came along. Even with thrusters, it was still a good game where each player had to fly their damnedest to outsmart the opponent (with the b-wings trying to block or catch an ace in arc with TL+F while the ace player tried to be unpredictable and get shots out of arc). Palpatine removes that battle of skill from the equation. Now the Palp player can fly his aces straight at the b-wings and joust them without fear of his aces taking damage. And even if the b-wing player makes a smart/good move, predicting his opponent for a block or even just getting all guns on target, palpatine ensures that he is punished for his good flying by denying any damage through. And b-wings really struggle to chase down the shuttle due to the limitations of their dial vs. the large displacement that a big base ship is capable of. And the imperial player will NOT be punished for making bad plays, because palpatine can simply negate the usual punishment of flying badly when a misplay should otherwise result in a ship being removed from the board. When a card has the potential to punish good play and reward bad play, then there is something wrong, clearly.

But again, that's just one example of tons of mis-match-ups. I'll try again since it seems you don't understand: Palp Aces pushes a great number of ships out of the competitive meta. Just like torpedo scouts and phantoms did prior to their nerfs. Therefore, in the interest of adding diversity to the meta, Palpatine should be nerfed as well. Disagree if you want, but the evidence of palpatine's negative impact on the game should be pretty obvious by now considering how long its been out...

At some point PGS (may his hateful soul R.I.P.) suggested that we move Palpatine to Epic and Grand Moff Tarkin to standard.

...I'm down for that trade if it means that my Decimator can now equip both Rebel Captive, Support Crew, AND Ysanne Isard.

Who wants to make tradez? Let's do it.

Are you high on something? ;)

4BZ were dead onlg before Palp came around, simply because there are many more agile ships that can outmanoeuvre them, not because aces can flip one die. It dies to aces because it barely gets a shot, Palpatine makes minimal difference here.

And lol at Starvipers, like they ever were competitive.

It doesn't matter what 'killed' BBBBZ (it was the phantom for the most part, FWIW)

Actually its not unreasonable to say it was the enforcement of 75 minute rounds when 60 minute ones weren't uncommon even at bigger events that couldn't rent their venue for too long before that change. Thats how BBBBZ was good, it had the guns to take out one ship and then the hitpoints to take a long time to be torn apart. Devastating for fat turrets.

Just imagine Luke's ability joined to AutoThrusters. Luke, with a native reposition action. Bah! Anyway. Luke has a better ability. Full stop.

Yeah, imagine Luke with Autothrusters and with Advanced Sensors and Push To Limit and R2-D2... but yeah, things don't work that way to prove anything, that is almost an E-Wing :P

You realize all Punning is saying is, "imagine Luke in a T-70", right?

Psst...T-70's have a native reposition action and can use autothrusters...

Are you high on something? ;)

4BZ were dead onlg before Palp came around, simply because there are many more agile ships that can outmanoeuvre them, not because aces can flip one die. It dies to aces because it barely gets a shot, Palpatine makes minimal difference here.

And lol at Starvipers, like they ever were competitive.

It doesn't matter what 'killed' BBBBZ (it was the phantom for the most part, FWIW). I was just listing an example ship/list from each faction that struggles against palp aces. I could've said, T-70, TIE bomber, fang fighter. Or pick your own if you like. The list is sure long enough because there are plenty of ships/pilots that struggle to get through the levels of damage mitigation that Palp-backed imperial ships can muster. Ships have been given 2, 3 and in rare cases, 4 attack values. When defense values can easily push mitigation to the point that 3 attack or less is incapable of scoring any damage at all, the game suddenly breaks. And that's the crux of it right there (which you seem to be ignoring for whatever reason). And again, it doesn't matter if some ships I've listed are considered in need of a 'fix' or not. Part of the reason that the community has this perception is because of cards that are too strong for these ships to handle (such as palpatine, deadeye scouts, pre-nerf phantom decloak movement).

Besides, B-wings were actually good against interceptors before palp and thrusters came along. Even with thrusters, it was still a good game where each player had to fly their damnedest to outsmart the opponent (with the b-wings trying to block or catch an ace in arc with TL+F while the ace player tried to be unpredictable and get shots out of arc). Palpatine removes that battle of skill from the equation. Now the Palp player can fly his aces straight at the b-wings and joust them without fear of his aces taking damage. And even if the b-wing player makes a smart/good move, predicting his opponent for a block or even just getting all guns on target, palpatine ensures that he is punished for his good flying by denying any damage through. And b-wings really struggle to chase down the shuttle due to the limitations of their dial vs. the large displacement that a big base ship is capable of. And the imperial player will NOT be punished for making bad plays, because palpatine can simply negate the usual punishment of flying badly when a misplay should otherwise result in a ship being removed from the board. When a card has the potential to punish good play and reward bad play, then there is something wrong, clearly.

But again, that's just one example of tons of mis-match-ups. I'll try again since it seems you don't understand: Palp Aces pushes a great number of ships out of the competitive meta. Just like torpedo scouts and phantoms did prior to their nerfs. Therefore, in the interest of adding diversity to the meta, Palpatine should be nerfed as well. Disagree if you want, but the evidence of palpatine's negative impact on the game should be pretty obvious by now considering how long its been out...

With regards to 4BZ, IMHO it is the aces that pushed it out of the meta, not Palp Aces specifically. It simply does not work against a competent ace player. I've played against it several times and even while learning to master aces, had no trouble defeating it with a Soontir, Whisper, Omega Leader list.

My comment about Palp making a minimal impact was about a situation where you outflank your opponent and he doesn't get a shot anyway, and specifically BBBBZ, where the low agility means it's really hard to miss completely.

Sorry I couldn’t sit still long enough to read all 12 pages, so if this has already been said, forgive me.

I think the OP’s #4 is not entirely correct. FF has come out with new ships, but with those new ships comes new cards, not to mention the Reload Action. Also keep in mind that there is a card included with the new Rebel Phantom II expansion that may allow someone to include a Scum ship in a Rebel list. This nerf may be in prelude to getting the new merchandise, but it may also be because new combos may unbalance everything and FF is just getting a jump on things.

As far as the nerf to the JumpMaster, I don’t play them and I found them too good as they were, but removing both torpedoes and salvaged astromech was a little heavy handed. They probably could have fixed it by just removing one of the torpedoes. It did seem odd to me that a light freighter should have equal armament to a bomber anyway.

20 minutes ago, JediPartisan said:

Sorry I couldn’t sit still long enough to read all 12 pages, so if this has already been said, forgive me

Did you happen to notice the date on the thread you just resurrected? :)

Wow - epic necro thread :P

(although to be fair, I read the first post not realising it applied to the 2016 nerf for like 90% of it, lol)

Edit: replied but decided not to také part in Necromancy

Edited by Jiron
stepping back from the necromancers ritual circle
On 10/18/2016 at 3:44 AM, acidReign said:

Today's nerf of the contracted scout torpedo build is bad for x-wing. First off, what we saw today is something entirely new for the game of x-wing. This was not a FAQ, but a "patch". Very little rules clarifications were done, and the FAQ was used to specifically nerf the contracted scout, and biggs to a lesser degree. Why is this bad?

  1. It shows that x-wing has gotten "too big for its britches". As pointed out in an excellent scum and villainy podcast recently, the complexity of the game is ratcheting up with every product release. Every new wave means thousands of interactions that need to be tested. The conclusion is the game designers are unable to accurately QA and playtest their product to avoid a critical error. The stat line on the jumpmaster being the first, with potentially more critical errors introduced with each new wave.

    I do not fault the game designers here, it seems they have 1.5 FTEs working on their highest grossing product. FFG really should inve$t in a better QA and playtesting process to protect this valuable revenue stream. Perhaps even mathematical modeling and analysis of the game dynamics and interactions to find all possible untested combinations is worth developing.
  2. If you accept that this was a patch and not a rules clarification FAQ, this is a poor way to roll out patches. Weeks before the premier event in x-wing, with regionals following closely behind, many players have been practicing in earnest for weeks if not months. Many of you cheer the death of the contracted scout, but what if you had played 50 games with your scout list, in anticipation of attending worlds in a few weeks? How would you feel? What would your opinion be of x-wing and the game in general?
  3. If FFG is going to roll out patches such as this, it should be on a regular schedule, perhaps yearly, and it should be announced in advance. Perhaps even the major decisions such as this should be made public before they are permanent? The triple scout or double scout + 1 list is not unbeatable, it would do little harm to let this exist a little longer in the meta.
  4. The timing of this release is perhaps suspect. Going out on a limb a bit here, but why was this not announced in the summer FAQ? Clearly it has been in plans since then, as Alex Davy was on the record saying a "wave 9 hard counter to contract scouts was on the way". My guess is that FFG was not about to nerf the hottest selling SKU in their hottest game, without replacement product to be purchased. The implication being, many people bought 3 punishing one expansions, while FFG knew that the list would be nerfed once there was something else for us to buy. I think this is bad business and is shortsighted, if it is true.

What are your thoughts? Am I wrong?

I agree with you point 1 and 2. it is the sign that the game is no longer fixable with micro changes, and any ship you own can tomorow be modified deeply. Will the U wing get a new firearc? will the decimatior loose two hull and a crew slot? For me the game fell for the dark side.

That’s funny, the OP was talking about something that happened a year ago, yet it fit with the more recent nerfs too.

I just didn’t take a look at the date.

meh

“The more things change, the more they stay the same.” Or ssdd

3 hours ago, JediPartisan said:

That’s funny, the OP was talking about something that happened a year ago, yet it fit with the more recent nerfs too.

I just didn’t take a look at the date.

meh

“The more things change, the more they stay the same.” Or ssdd

This is what the 3rd nerf to this ship and FFG still going overboard on their nerfs. This ship was under costed from the start. If they would have just increased the cost up 5-10 points each, that is 4 changes total they would have needed vs the multiple changes overall. The ship would have still been involved in the meta, but it would not have BEEN the meta. FFG really needs to get some mathematical modeling and more FTEs. They are getting to the point of driving customers away instead of pulling them in.

On 10/20/2016 at 10:55 AM, Sephlar said:

Nobody "practices" flying uboats more than 1 or 2 match before mastering it. A monkey could win flying uboats.

Pure nonsense from someone who just hates the ship. They are very good, but could be beaten. And now they really can be beaten.

Apparently, the salt is strong with this one.

Edit:

Dang it, fell for the necro... Here I thought this whole thing was about the latest torp and mech nerfing...

Edited by ScummyRebel

edit: ignore

Edited by Vineheart01

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