Bomb jammer

By Izikial, in X-Wing

So im not an impirial player and may be way of the mark hear. But in a podcast i was listing to they said that the auto damage meta is screwing lots of the impirial lists. As they often reliy on evasion over tanking.

So how about this as an idea. A tech slot upgrade that prevents bombs

I pick a tech slot as its the slot most coman to impirials but limited within other factions.

I could work in a number of ways

1. Activate the effect at the end of the planning phase to prevent bombs being droped within rg 1-2. Or to alow them but any within rg are removed straight away. with the cost either being a wepons disabled token/ 2 ion tokens/ discard the card

2. Continulay active. Maybe shorten the range to 1 or have it work so that every bomb it prevents puts an ion token on the ship with the bomb difuser. So that bombs arnt useless. But they also dont nuke fel of the board.

It means bomb lists can still work after they remove the defuser or get it to pop but it buys squishey lists a turn to shoot. Thoughts?

Bad idea.

Upgrades that work solely and only to block other upgrades are bad for two reasons:

1: arms race. The next thing is a bomb that can't be jammed, then a jammer that even jams that, and so on. It also means that all the people who were using bombs in entirely unproblematic ways (Deathrain and Deathfire for instance) are shut out of the game entirely.

2: uselessness. If you're facing lists without bombs, which are the majority of the lists in the game, you've just paid however many points for an upgrade that does nothing whatsoever in those matches.

If bombs are problematic (and Sabine K Wings are IMO), then fix the problem, don't try to bandaid the symptoms. Fix Sabine, and fix Advanced SLAM.

Ok

The problem is advanced SLAM, if they changed it to, you can do an action on your action bar, I would be OK with that.

I wonder if receiving an ion token after dropping a bomb after SLAMing would be too much. It would make advanced SLAM a little riskier for bombing runs since you could only move a max of 3 the next turn.

On 4/24/2017 at 4:29 AM, Archangelspiv said:

The problem is advanced SLAM, if they changed it to, you can do an action on your action bar, I would be OK with that.

Even that, IMO, isn't really the problem. Advanced SLAM K-Wings weren't too much of an issue until recently. If you dropped a Conner Net on Soontir from Range 3, he was probably hosed. But a good player could still pull back from that setback, especially if there was only one K-Wing on the board. On the other hand, if you dropped a Conner Net on a B-Wing, it would kinda shrug and say "well, at least you can't shoot me."

Now, though, bombing K-Wings are good against aces, but they're also good against everything else. Why?

1) Advanced SLAM is definitely part of the issue. There aren't many places you can go where you can't be bombed.

2) Sabine is another part -- one damage is a lot more when it's doubling what you would normally do.

3) Cluster Mines. Without them, bombs are still at least a little niche; but their damage output is now simply too good (when combined with Sabine). You're pretty likely to just kill an ace outright if you land a bomb on them.

So you basically have to nerf one of those, but it's a tricky thing. Advanced SLAM is pretty much what makes K-Wings good bombers; without that, they're really not all that good. Sabine is broken on a bomber, but she still needs to be able to find a spot on other ships, like the Rebel TIE. And we all hated Cluster Mines the way they were . . . .

Where there is no auto-damage or at least not much of it as autoblasters are not that big of a feature in the meta due to their short range. But there is a lot of auto hit or near auto hits. Firepower creep has set in and that was to overtake the auto-evade or what is also known as 2 guaranteed damage mitigation. So with the 2 auto-evades taking over the meta the only way to get past it is 3 auto hits. Now TLT does not do 3 auto hits but it does have a higher damage output probability than Primary Firepower 3 and being a turret also puts it in the same power bracket as 3 PWTs.

For a while (Wave 4-6) The meta was in a Tank Cycle where point fortress and matches being determined by MOV and time were the meta. Now it has moved over to the Kill Cycle where high defense list are just overwhelmed by sheer firepower that is now available that wasn't there before. Sure it means that a lot of builds have a high bar of standards but to be honest given the past Wave 3-7 Meta, do you really want to go back to that?