Why does the JumpMaster have the best dial in the game?

By SaltMaster 5000, in X-Wing

On 2017-07-30 at 4:41 AM, Admiral Deathrain said:

Because they were to wimpy to go all in on the idea of an asymmetrical dial and made all the left moves a colour too good/exist when they shouldn't have. And screw that white sloop.

As many have said, the powers that be went too safe on the dial. I really wanted a ship that had green on one side, red on the other. The idea was great, the asymmetric dial, but they were too cautious - afraid to make a ship that had to be flown a certain way.

The port side should have more maneuvers than starboard. Not the same maneuvers availiable on each side but different colours, completely different moves. The ship should have also had a blindspot on the starboard. Rather than a turret, a huge auxillary arc on port would couples with a crippling dial, could have given a feel of a shark circling its prey.

Players should have to maneuver carefully to get on the blindspot and get a shot. Instead, a boring - as in not daring, ship that has been, seemingly, dominating the board.

My gripe is more the design team was too cautious with the design, and not willing to go, "hey! Here is something weird!".

YT-2400 has the best non-stress dial I think. It has every maneuver speed 1-3. The white sloop on the jumpmaster is good, but is obvious and fairly vulnerable to counter play, from turn 0 on. There's no way that's better than white 3 turns in either direction on a turreted ship.

Once it comes to clearing stress, the jumpmaster obviously has the edge. I think it would've been fine without green straights maneuvers.

8 minutes ago, Sekac said:

YT-2400 has the best non-stress dial I think. It has every maneuver speed 1-3. The white sloop on the jumpmaster is good, but is obvious and fairly vulnerable to counter play, from turn 0 on. There's no way that's better than white 3 turns in either direction on a turreted ship.

Once it comes to clearing stress, the jumpmaster obviously has the edge. I think it would've been fine without green straights maneuvers.

Then you add Kanan for the crew ...

38 minutes ago, Jadotch said:

Then you add Kanan for the crew ...

True, but I wasn't going to go there. Scum has unhinged astro, mindlink, etc. It all gets pretty convoluted when you start factoring in faction specific upgrades. But out of the box, I'd take YT-2400 over jumpers any day.

1 hour ago, Sekac said:

But out of the box, I'd take YT-2400 over jumpers any day.

Really? You'd pay 5 points for 3-turns (losing S-Loops, one of which is white), +1 shield, and +1 PS? (I think you have to give the JM5K a 0-point EPT, too, right? And give the WSF Chopper crew?)

(I'm not saying you're wrong. I'm just very interested in the thought processes behind the comparison.)

1 hour ago, Jeff Wilder said:

Really? You'd pay 5 points for 3-turns (losing S-Loops, one of which is white), +1 shield, and +1 PS? (I think you have to give the JM5K a 0-point EPT, too, right? And give the WSF Chopper crew?)

(I'm not saying you're wrong. I'm just very interested in the thought processes behind the comparison.)

Not the she ship itself, just questioning the supposition that the jumpmaster has the best dial in the game.

Cost and upgrade slots make the jumpmaster hands down a better platform.

2 minutes ago, Sekac said:

Not the she ship itself, just questioning the supposition that the jumpmaster has the best dial in the game.

Cost and upgrade slots make the jumpmaster hands down a better platform.

Gotcha. I'm still not sure I'd trade the S-loops for 3-turns. I get your point about the 3-turns being more important on a turret ship, but if we're not talking about upgrades, both ships would really like to stay at Range 1, I think. That's easier with S-Loops. (Also easier to turn off Autothrusters.)

Because it was agile and fragile ship.

On 7/30/2017 at 2:47 PM, Astech said:

The A-wing is second-best, at least. However, I think the white sloop gives the JM5K first place - especially when combined with strong ordinance.

So white K-turn = weak, but white s-loop (and only one not the pair).

Edited by Marinealver
17 minutes ago, Marinealver said:

So white K-turn = weak, but white s-loop (and only one not the pair).

Well, then you have to look at the rest of the dial. Jumps have got some good greens in one direction and still good whites the other. The Defender does have the white 4K, but only green straights, and mostly red turns. Not a horrible title, but one with limitations.

49 minutes ago, Marinealver said:

So white K-turn = weak, but white s-loop (and only one not the pair).

Yeeeaaah, that's a stretch.
You put Unhinged on a Jump (1 whole point) and you have 9 greens (two of them hard-turns... better than an Interceptor) and a white S-loop.

16 minutes ago, Rinzler in a Tie said:

You put Unhinged on a Jump (1 whole point) and you have 9 greens (two of them hard-turns... better than an Interceptor) and a white S-loop.

This.

Why?

Stupid. That's the only rational.

8 hours ago, Brunas said:

And of course the accidental ingredient, chemical NaCl.

And a boatload of it

8 hours ago, Brunas said:

And of course the accidental ingredient, chemical NaCl.

And a boatload of it

Edited by RufusDaMan
Case in point, enough of it to make it into 2 posts
On 7/30/2017 at 2:18 AM, Astech said:

Gotta love that Q-wing. Maybe the rebels will have it in some future wave, and it'll have green tallon rolls to the right at speeds 1,3 and 5 with a new template just for it...

It just has speed one moves but can use any side to place the movement templates . It's special is to deflect damage to another ship at range one.

On ‎7‎/‎30‎/‎2017 at 4:18 AM, Astech said:

Gotta love that Q-wing. Maybe the rebels will have it in some future wave, and it'll have green tallon rolls to the right at speeds 1,3 and 5 with a new template just for it...

Q-Wing only has a red, full-stop move on the dial and even though it has a full action bar, can never take an action except puking lol

Nah, it would have red s-loops, red talon rolls, and red 1 hard turns. All maneuvers would be to the left. And a special rule allowing it to perform red maneuvers even while stressed.

Give it a 1-speed red Tallon Roll to the left and a crew slot for Hera...

If it touches anything, both it and the thing are removed from play.

It has a firing arc, which is bordered by parallel lines on the diagonal of the base about an inch apart...