It's time to start thinking about the Z-95 fix.

By PhantomFO, in X-Wing

So, after a Palp Nerf, the Defender Nerf, the TLT nerf, the Autothrusters nerf, the Biggs nerf, the Ghost nerf, the Nerf nerf, the X-Wing buff, the X-Wing nerf, and the nerf of the Expose/Flight Instructor combo, it seems obvious that Z-95s should be next on the chopping block. They're way too good for all they do, which amounts to a NPE whenever I face them.

So, what's the best way to get them under control?

(Am I being serious? Probably not.)

Shock collars?

It's the 4 attack dice.

I don't know *how* a 12 point ship with 4 attack got through QA.

Is this for real? :blink:

20 minutes ago, Zazaa said:

Is this for real? :blink:

Quote the OP and find out.

It needs a title that gives it an extra attack die and hull, make it 7 or 8 points, 9 if you want an astromech slot too. This should be a good fix right?

Reissue them with a massive Nebulon-B Frigate.

1 hour ago, Mrk1984 said:

It needs a title that gives it an extra attack die and hull, make it 7 or 8 points, 9 if you want an astromech slot too. This should be a good fix right?

Yeah, that should just about do I... wait, you forgot about barrel roll.

5 minutes ago, FTS Gecko said:

Yeah, that should just about do I... wait, you forgot about barrel roll.

You could give it Boost, but then the starting price would need to be at least double. Maybe give it an extra point of shielding for that cost.

It'll get its fix when it's released as the small ship in a Star Jewel Epic pack.*

(* = which should be about the same time the Emperor is awarded 'Queen of Love and Beauty' at a Rebel held Tournament)

You want to talk list ?

Yeah I'll talk some list

I'll Nerf that List right up.

All you all Nerf Herders better watch out, I'm about to lay down the hurt .

I'll Nerf your list right up!

:P

Edited by Marinealver

Yep.

Five Black Sun Soldiers with Homing Missiles, Guidance Chips, and Scavenger Cranes totally pwn.

wdfffff?

3 hours ago, Mrk1984 said:

It needs a title that gives it an extra attack die and hull, make it 7 or 8 points, 9 if you want an astromech slot too. This should be a good fix right?

I see what you did there ;)

here you go

Han Solo, Mara Jade both need to be pilots. Scum of course. Mara can stress anyone attacking her out of her arc, and Han gets to reroll defense dice, but must reroll all dice when doing so.

Also lets get some EPT generics.

Okay a moment of sensibility here. But to be fair it is almost FFG's fault for the rise of nerf posts. True these forums have been no stranger to nerf requests ever since Wave 4 but they don't seem to be as proliferation as they seem to be recently where there are even calls for nerfing the X-wing (not the T-70 the T-65, next would be the TIE Bomber lol). However when FFG released their most recent version of the FAQ with the Pen & Ink erratas it was one giant nerf fest . Not a single pilot or upgraded that was poorly outdated and obsolete was given an errata to make it better. So in a way the same negative vein of the FAQ has made it on to the forums with posts on using more Pen & Ink erratas not to help out mostly ignored pilots and upgrades, but to nerf what was currently on top of the meta after Order 66 Commenced Primary Ignition.

Now sure, the FAQ from FFG is not the cause of all these nerf posts, they've been here before, but it was the catalyst that cause more of them to pop up .

*coughs*

I actually do think the Z-95 could use about a point or so of extra value. A bandit and Blount ought to be able to go toe to toe with an X7 Delta. They can't.

Maybe something that lets them convert a result to a hit if the defender has a higher agility than the attacker has firepower. Or something.

What Expose/Flight Instructor combo??

20 minutes ago, Warlon said:

What Expose/Flight Instructor combo??

8 points of unstoppable doom.

2 hours ago, Warlon said:

What Expose/Flight Instructor combo??

The one that breaks the game after the six-HWK meta.

X-Wing's Z-95 is considerably over powered compared to it's lore counterpart. It could stand to loose a point of attack, a shield and the target lock action to bring it into line.

Give it a large base. Solved.

I know it's a joke thread, but I have thought of a Rebel only title or missile that give the Headhunter access to the Ion Cannon. I believe they used it in a recent comic.

1 hour ago, sf1raptor said:

I know it's a joke thread, but I have thought of a Rebel only title or missile that give the Headhunter access to the Ion Cannon.

I'm developing a set of homebrew rules, and I've designed a Z-95 upgrade that just does that. Replaces your missile slot to add a "Light Ion Cannon" which is 2 red dice and has the standard ion effect (if you hit, cancel results, deal 1 damage, assign an ion token). Low-power weapon, but cheap at 2 points. Amazing on Lt. Blount. Haven't tried it yet. Might give the cannon +1 red die at range one... have to see it in action.

I had to re-check the date, but I can confirm you are 20 days too late with this topic.