You Forgot Something FFG

By TitaniumChopstick, in X-Wing

16 minutes ago, TitaniumChopstick said:

Aside from Brobots and potentially a resurging tie swarm, I can't think of a whole lot that wants to be on the receiving end of some TLTs. Even Fenn seems a lot less good against them with only one focus and some notoriously fickle greens. The most popular build for them now has a bumpmaster instead of a 4th TLT, which can also deny the free evade action from x7.

Fen Rau doesn't like TLT???? Well it depends on whose game you are playing. But where you want to be to fight TLTs is also when Fen loves to be.

I fight between Fen Rau and a TLT will clearly be a question of can he get into range 1. If there are more than one TLT you will need autothrusters, one card that wasn't nerfed.

The best Palob build I've found already lost one piece today. You ain't taking TLT too.

I remember when TLTs were new and I was bad at dealing with them. Alas, I have shelved the 100-0 Brobots, but there are other ways to deal with them. Don't need Autothrusters when I have Quickdraw/RAC.

Any good Rebel counters to TLT? I hate playing against it but don't play Imps or Scum.

I like TLTs two rounds of fire aspect for hammering through defenses however I think almost anything except rg 1 omni turrets should need arc or mobile arc to get full benefits to encourage good piloting.

I also believe that FFG hit plenty of balance issues in this FAQ and trying to correct too much in one swoop Is a bad idea. Maybe getting rid of radiation proximity ships will be a priority to fix with the new meta.

Also:

Autothrusters is a narrow group if ships that can counter the Omni-fire

1 minute ago, PremiumGoldLeaderDeluxe said:

Any good Rebel counters to TLT? I hate playing against it but don't play Imps or Scum.

Poe is alright against them, just hope that you don't run into a Palob or Hotshot Copilot.

1 minute ago, PremiumGoldLeaderDeluxe said:

Any good Rebel counters to TLT? I hate playing against it but don't play Imps or Scum.

A-wings. They are cheap. Lots of agility mean that you don't get the guaranteed 2 hits. And 2 attack dice can hurt anything that can carry TLTs.

That doesn't mean that A-wings are good against other things.

But there are a lot of things you can do with a swarm of ships with pilot talents. (Or maybe two pilot talents.)

7 minutes ago, Hrathen said:

Fen Rau doesn't like TLT???? Well it depends on whose game you are playing. But where you want to be to fight TLTs is also when Fen loves to be.

I fight between Fen Rau and a TLT will clearly be a question of can he get into range 1. If there are more than one TLT you will need autothrusters, one card that wasn't nerfed.

Im not necessarily saying Fenn is bad against them, just that he is much more risky now. If you make a mistake piloting him and cant stay at range 1 he only has one focus and autothrusters, so he isnt terribly hard to put damage on.

33 minutes ago, StevenO said:

So they're supposed to nerf it. And just how are they supposed to do that? Take away the second attack? Oh I know, make you spend a Focus token to use it!? Increase its cost? Maybe I'm way off but I suspect any of those would take from playable to trash bin.

If you're going to cry about the TLT why don't you just come out and complain about all the "outside your arc" weapons which seems to be popular in some circles.

By adding a green die to the defender at range 3. It makes it more or less not auto damage at low agility anymore, if you have 1 agility you can potentially evade it, at least on bad rolls. An issue for low agility ships is that even on a bad roll from the TLT they are tail likely to take damage. Against higher agility you are still potentially soaking some tokens, and might sneak damage through even then.

1 minute ago, TitaniumChopstick said:

Im not necessarily saying Fenn is bad against them, just that he is much more risky now. If you make a mistake piloting him and cant stay at range 1 he only has one focus and autothrusters, so he isnt terribly hard to put damage on.

Fenn has always been a high risk high reward pilot. I love him because done well he seems unstoppable, done wrong he lasts about as long as wet toilet paper.

Quote

this appears to be the only way to bring change to this game

What makes you think they work?

43 minutes ago, WWHSD said:

If can keep your stresshog alive long enough, remember to spit its attacks after the first round. That will let you double stress two of your opponent's ships.

"Perform this attack twice" weapons cannot split fire - 2nd attack must be against original target.

14 minutes ago, Blue Five said:

What makes you think they work?

Im sure the designers look at this forum from time to time when trying to judge the reaction of the playerbase to new products and such, so it seems natural that they would also see the countless nerf threads on the main page while doing so. Also, when well known players talk to the designers at big events about balance issues, I think the designers would want to look at the forums to see if the opinions of those players are shared by the rest of the community.

Cross-posting my thoughts on why TLT didn't get nerfed

1) It's only recently resurgent, which means any potential changes have had little playtesting time

2) It plays an important role in keeping Fat Turrets in check. The other factor was Palpatine+Autothrusters, and that had a bit of a wrench thrown into it.

3) It has less impact on design space than the other ships that were changed- Manaroo and the Emperor had to be kept in mind with the release of any expensive ship in their faction, the x7 Defender is still a better jouster than the old baseline, and Zuckuss had to be considered every time a new Scum ship had a crew slot. TLT, on the other hand, is only relevant to a new ship if they release a new ship with a turret secondary weapon, and those haven't been very common.

10 minutes ago, ABXY said:

"Perform this attack twice" weapons cannot split fire - 2nd attack must be against original target.

The Stresshog double taps by using the primary and then the turret (Technically, the TLT Stresshog is a triple tap), while the Stressmule uses Gunner

Edited by Squark
1 hour ago, TitaniumChopstick said:

latest?cb=20150629163108 Whilst I am VERY tempted to list all of my various complaints about the timing of this FAQ among other things, I'll keep it simple. Why wasn't this card bashed with the Nerfhammer? I personally dislike nerf threads, but this appears to be the only way to bring change to this game, so appologies to anybody who is tired of these threads.

Just play Autothrusters!!!

An increase in point cost to 7 or change the fact that tlt removes the range bonus of the defender at range 3. The fact that there exist counters do very little to 1-2 agility ships that dosen't have boost (there are alot). The other problem with tlt is that it makes all other turrets seem like trash with the exeption of autoblaster thanks to it's low cost and special ability.

It's fun to see a 4 hwk ship list work but it's more like 4 flying tlt pilot cards with 4 hwk uppgrades. A slight slight nerf to it would make other turrets look way more attractive on y-wings and hwks. Not that these ships will be visiting alot of top tables without tlt but hey, I want it for casual. It just takes the fun out of list buildning when everytime I bring a turret ship without tlt I feel like I'm hamstringing myself.

I also hate hunting miranda with tlt. Range 3 then 2 attacks and 1 shield regen, not range 3? then slamt and back to dials.... I also dislike when new players say oh this is a fun list when bringing a bunch of tlt's. Yes u finally found the funt part of X-wing, flying in circles throwing dice and caring almost nothing on manouvering and actions.

Lol FFG handles balance just like Blizzard.

Nerfs everything complained on the forums, but manages to forget one thing, I'm sure it isn't that broken.

31 minutes ago, Squark said:

The Stresshog double taps by using the primary and then the turret (Technically, the TLT Stresshog is a triple tap), while the Stressmule uses Gunner

Ah - cheers - thanks for the clarification.

Step 1: Get in donuts

Step 2: Stay in donuts

Step 3: Win

Massed TLT carriers are low PS and can be out-positioned or focused down before they fire. Miranda is Miranda, isn't an "issue," and any issue with Miranda is a Miranda issue, not a TLT issue.

1 minute ago, RampancyTW said:

Step 1: Get in donuts

Step 2: Stay in donuts

Step 3: Win

Massed TLT carriers are low PS and can be out-positioned or focused down before they fire. Miranda is Miranda, isn't an "issue," and any issue with Miranda is a Miranda issue, not a TLT issue.

Miranda is also laughably good. .... lol. No donut, regen, turrets. 4 dice turrets to boot.

Just now, Blail Blerg said:

Miranda is also laughably good. .... lol. No donut, regen, turrets. 4 dice turrets to boot.

She's super expensive to be laughably good, though. To be the scary, flexible monster that she is, she has to be loaded up. She has low AGI and merely decent health and can wilt to focus fire. Anytime she SLAMs out of a bad situation, she isn't regenerating.

She's obviously great, just saying that her efficiency with TLT isn't an issue with the TLT itself.

TLT should work like the Quad laser cannons in Epic - you get a 3-die attack and if you miss, you may try again, but if you hit, that's it. No "cancel all dice for 1 hit" though.

Ketsu with 2x TLTs. Drop someone's defense with Auto Tractor, drop someone's defense with Title Tractor, then hammer away.

Totally expected for this to be another thread complaining about mindlink not getting nerf, never expected tlt. Don't have a problem with tlt myself but maybe its cause I've never flown against it. I tend to fly aggressive and try to get into range 1 so it still might noit hurt me if I did fly against it

3 hours ago, TitaniumChopstick said:

As if the current nerfs havent taken pilots/upgrades from playable to trash?

"But that's what EVERYBODY wanted!!!"

If you're just looking at the recent FAQ the ONLY one I'd say goes to trash in Manaroo. The x7 change is an adjustment and could be how some people mistakenly played it already and IT'S STILL NEGATIVE POINTS. Zuckuss is now far closer to what you should expect from a 1 point upgrade and should now end the whining that "stress stacks NEED to be penalized hard." Palpatine's nerf takes him from highly playable to conditional playable which is probably a good thing although they've nerfed other upgrades that went from marginally playable to "used at the highest levels".