The Three Nerfs. Simple Solutions.

By Cloaker, in X-Wing

I fly Jumps all the time. Maybe they should remove the white S-Loop :D Maybe some kind of dial reprint?

Edited by D00kies
I don't really know what they should do for JM5K
1 hour ago, VanderLegion said:

How? We already have the title for the "thematic" modified one with a better weapon. it's not like Dengar flew the only jumpmaster in the galaxy

Well, they're really rare ships. Jumpmaster swarms just look wrong.

14 minutes ago, Kieransi said:

Well, they're really rare ships. Jumpmaster swarms just look wrong.

It's not even in the movies? How do you know they're rare ships?

So tell me, how will this apply to FFG's business model? A player can simply buy the Jumpmaster and not buy what ever expansion pack your "required" title is equipped on.

This "nerf" is not practical in any way. You would be better off with just errata dropping the agility to 1 and I am against that idea. Besides, FFG hasn't set that precedent yet.

4 hours ago, Joe Censored said:

Requiring a title card that doesn't come with the ship makes no sense. That's not how they are going to fix the Jumpmaster.

You as the opponent are required to buy and bring it, obviously! :)

10 hours ago, Sithborg said:

Restricted list.

Much easier.

I would go with a tournament tax list. You know Pilot cards on this list are cost +2, upgrade cards are cost +1.

Easy and completely simple. Is it on the list, apply the appropriate tax. If it is not on the list, it costs as much as printed on card.

14 minutes ago, Marinealver said:

I would go with a tournament tax list. You know Pilot cards on this list are cost +2, upgrade cards are cost +1.

Easy and completely simple. Is it on the list, apply the appropriate tax. If it is not on the list, it costs as much as printed on card.

Like a most wanted pilots, point cost increased

6 minutes ago, Flaren48 said:

Like a most wanted pilots, point cost increased

something similar, although as many critics of this proposal has pointed out in netrunner spending influence is not the same as spending squadron points.

- Extra munitions small ship only

- Mindlink rane 1-3

- Biggs once per round

those are all fixes that ffg already did, on other cards

Edited by Flaren48
2 hours ago, Flaren48 said:

- Extra munitions small ship only

- Mindlink rane 1-3

- Biggs once per round

those are all fixes that ffg already did, on other cards

I'd rather you don't nerf Emon. poor guys already really expensive...

Mindlink 1-3 isn't a clear nerf, there are big benefits to it, like performing a k-turn outside mindlink range, then fly in and focusing with another ship. Of course, helping the the ships without green turns would be nice :-P

The Biggs question is if he becomes useless. that would be a bad nerf in that case. I don't know though.

As mentioned I think the best way to introduce point/upgrade changes is a tournament document. that way you could add or remove slots, like give ept's to some pilots.

I personally wish they had gone whole hog with the jumpmasters asymmetry and made the right turns red, no right Segnors loop and the left also being red.

If not for Unhinged I'd have moved it's right turns up a notch as well.

22 hours ago, thespaceinvader said:

The only functional solution to the Jumpmaster at this stage is aggressive errata of price and/or slots IMO. I don't think dial errata would work without a replacement system being put in place and I can't see that happening.

Since FFG seem to do adjustments via adding cards...

Notoriety - JM5k title, may have 1 additional title, no text, 5 pts

Edited by Pewpewpew BOOM

After some review, consensus seems to be adding points is the most logical jumpmaster fix. If costed high enough, removes the threat of triple scouts, and balances them out given the huge upgrade bar they possess. Using the Wild Space Fringer as a barometer with its' white 3 turn and extra shield vs. the JM5K Contracted Scout sloop, ample greens and extensive upgrade bar, a 5 point increase does seems like the appropriate adjustment.

Biggs once per round keeps him viable and would be in line with prior errata. Two ship lists would need either a) munitions to be considered or b) the firepower to take him out. Attacking him with tractor beams or ions to force his range management should be a strategy. And of course, bombs open up options.

Attanni fixes? Everyone is all over the place. Range restrictions are arguably useless. Perhaps no fix is really needed if we move to a stress meta. But then does anyone want to go up against this madness?

Genesis Red (19)
Swarm Leader (3)
"Light Scyk" Interceptor (-2)

Tansarii Point Veteran (17)
Attanni Mindlink (1)
"Light Scyk" Interceptor (-2)

Tansarii Point Veteran (17)
Attanni Mindlink (1)
"Light Scyk" Interceptor (-2)

Tansarii Point Veteran (17)
Attanni Mindlink (1)
"Light Scyk" Interceptor (-2)

Tansarii Point Veteran (17)
Attanni Mindlink (1)
"Light Scyk" Interceptor (-2)

Tansarii Point Veteran (17)
Attanni Mindlink (1)
"Light Scyk" Interceptor (-2)

Total: 100

Edited by Cloaker
error
3 hours ago, RejjeN said:

I'd rather you don't nerf Emon. poor guys already really expensive...

Mindlink 1-3 isn't a clear nerf, there are big benefits to it, like performing a k-turn outside mindlink range, then fly in and focusing with another ship. Of course, helping the the ships without green turns would be nice :-P

The Biggs question is if he becomes useless. that would be a bad nerf in that case. I don't know though.

As mentioned I think the best way to introduce point/upgrade changes is a tournament document. that way you could add or remove slots, like give ept's to some pilots.

I personally wish they had gone whole hog with the jumpmasters asymmetry and made the right turns red, no right Segnors loop and the left also being red.

If not for Unhinged I'd have moved it's right turns up a notch as well.

Poor Emon... Dead eye caused the same thing, but it happened anyway

I wrote down possible adjustments as close as older ones, if they don't want to touch point costs. Who knows

As far as my opinion goes, the best Attanni fix is what we've seen on Comm Relay "You cannot have more than 1 Focus token."

It limits the worst abuses of the card (Particularly Manaroo shenanigans), while preserving the intent and theme.

The "Once per round" limit on Biggs is absolutely ideal.

JumpMasters are a difficult fix, as FFG have shown themselves to be unwilling to make point cost errata, which would be the neatest way to patch the ship.

There are four main issues with the platform. It's too cheap, has too many upgrade slots and has a dial that is too good especially in combination with barrel roll.

Assuming that we can't touch the point cost or the dial, the best places to hit it are the upgrade slots and the action bar. Moving both the barrel roll action and the salvaged astromech to the Title would bring things down to a reasonable level.

I don't like the inelegance of the solution, but given the constraints I think it's the best available.

The last thing I would do is tweak Advanced SLAM to read "perform 1 free action shown in your action bar."

1 hour ago, Cloaker said:

After some review, consensus seems to be adding points is the most logical jumpmaster fix. If costed high enough, removes the threat of triple scouts, and balances them out given the huge upgrade bar they possess. Using the Wild Space Fringer as a barometer with its' white 3 turn and extra shield vs. the JM5K Contracted Scout sloop, ample greens and extensive upgrade bar, a 5 point increase does seems like the appropriate adjustment.

To be fair, the Wild Space Fringer has always been too expensive for what it is which is part of the reason you never see one on the table. The WSF should be 3-4 points cheaper.

A 2-3 point increase for all jumps shouldn't take them into WSF territory. It will force player to make more tough choices for load outs.

Mangipan, that's a pretty good Attanni fix. It's the token stack that is the issue. That SLAM adjustment is great too.