The FAQ is real!! All the nerfs

By LHyoda, in X-Wing

2 hours ago, Reiver said:

Biggs was All Per Round. People expected it to end up being Once Per Round, instead they made it All For One Round.

This is actually smart - Once Per Round, against even many three-ship builds, might as well be the same effect due to the amount of firepower that's being split. And check out Fair Ship Rebels - it's entire point was to have Biggs only suffer some of the damage thrown his way each round, through a great many tricks and hijinks. 'Once per round' would barely change that, and indeed, potentially result in variations that could do it even better.

All the fire, once per game? Makes the effect more consistent, and limits in a way that hurts things like FSR massively, while hurting "Biggs will soak fire on the first pass" a lot less. He'll be largely gone until the inevitable X-wing buff shows up, but once it does, and X-wings as a whole are useful again? You betcha he'll be back.

Regarding #5: The difference between K-wings and Missile Boats is that K-wings were perfectly capable of throwing out damage on SLAM turns via bombs; without their titles the Star Wing would have no such recourse. And as for the dials? Well, K-wings have turrets. They never needed to actually point in the right direction as much, so why bother with such agility? :)

I sure wouldn't mind some prize support to offer reprints of this stuff now, though!

For Biggs:

The better choice is: One for round , you Can choice 1 Attack ti friendly 1 range , and take the Attack instead friendly ship

For Slam: is not the same:

K wing have turret bit if Slam dont Attack same turn, Need another turn to make anything. Same the dial is not good and without turret dont make nothing.

For Imperial ship: It has a good dial and a reload action in Italia bar, he Can Slam and atk same turn. And it is too much.

If Nerf anche ability i think , you dont must create new rules to by-pass it

6 hours ago, schmidty1701 said:

Name some

  • Crit results don't count
  • The defender gets the R3 bonus
  • If the 1st shot hits then don't roll a 2nd shot
  • Attack(Target Lock):
  • A number of other options people have mentioned multiple times on these very forums that I'm too lazy to go lookup
1 minute ago, Makaze said:
  • Crit results don't count
  • The defender gets the R3 bonus
  • If the 1st shot hits then don't roll a 2nd shot
  • Attack(Target Lock):
  • A number of other options people have mentioned multiple times on these very forums that I'm too lazy to go lookup

Your third bullet negates the reason to take TLT. I would be okay with Crits not counting, but honestly, people complain way to much about this card. Just let this ***** be.

4 minutes ago, Makaze said:
  • Crit results don't count
  • The defender gets the R3 bonus
  • If the 1st shot hits then don't roll a 2nd shot
  • Attack(Target Lock):
  • A number of other options people have mentioned multiple times on these very forums that I'm too lazy to go lookup

Why you scruffy-looking nerfherder!

7 hours ago, schmidty1701 said:

Name some

8 Points. :-)

Only Hits count.

3 Attacks in a row, but gain a weapon disable token afterwards. (poor Ghost-Kanan ;-))

Edited by SEApocalypse
  • Make TLT unique
  • Make it Range 2 only
  • You only get the 2nd roll if the defender is in your ship's primary arc
Edited by Force Majeure

R2 only for 6 points would awful.

The suggestions to not have crits count or need a target lock are much more reasonable.

for my money, just needing a TL is enough

the big thing about turrets is you just can't stop them from attacking you, so some kind of targeting restriction would be great for forcing the player to actually make choices in positioning or action efficiency

TLT is fixed

  • TLT is unique
  • Scum only
  • Dace Bonearm only
  • Can only be equipped if it is a Tuesday or Friday and the moon is in a waxing gibbous phase

1 hour ago, schmidty1701 said:

Your third bullet negates the reason to take TLT. I would be okay with Crits not counting, but honestly, people complain way to much about this card. Just let this ***** be.

  • You cannot modify your attack dice
  • Restrict it to range 2 only
  • Restrict it to range 3 only
  • Increase its cost
  • Only allow second attack if in arc
  • Require spending a focus to fire
  • Require spending a target lock to fire
  • One of a million other ideas, seriously, this isn't rocket surgery
9 hours ago, schmidty1701 said:

Name some

Range 1-2

(Edit: and make Blaster Turret range 2-3 while you're at it.)

Edited by gamblertuba
On 10/25/2017 at 0:41 PM, Arschbombe said:

But now they can fix it! The Curse of Biggs has been lifted!

If they were going to fix it, why not announce that first?

16 minutes ago, HolySorcerer said:
  • You cannot modify your attack dice
  • Restrict it to range 2 only
  • Restrict it to range 3 only
  • Increase its cost
  • Only allow second attack if in arc
  • Require spending a focus to fire
  • Require spending a target lock to fire
  • One of a million other ideas, seriously, this isn't rocket surgery

You know what's also not rocket science? Not complaining about TLT.

Just now, schmidty1701 said:

You know what's also not rocket science? Not complaining about TLT.

But TLT is an issue as it is so much better than every other turret in the game. In a game about maneuvering, TLT removes any reason to care about maneuvering.

Imagine at your job if the people who paid you for the work you do had to continually come back to you and ask you to redo it. Every. Single. Time. How long do you think you would be employed? If you were selling a product, how long do you think people would buy that product if it was constantly full of errors or difficult to use? Well, four years seems to be the minimum by FFG standards.

I get that some people feel the need to poke fun at people who are frustrated with change. Change is part of life. But so is incompetence. Try to take this next statement to heart: unless you are an FFG employee reading this, the people who are frustrated are not frustrated with YOU. They are on the same side as you. You both gave FFG money for a product the company determined to be defective. Other places would issue a recall. FFG made it the community’s problem to hash out among ourselves.

And they go right on taking our money because we refuse to demand better from them.

1 minute ago, schmidty1701 said:

You know what's also not rocket science? Not complaining about TLT.

Wait for it...after this regional season, I guarantee a lot of people will be complaining about it and calling for a nerf over something that can easily be played around.

1 minute ago, HolySorcerer said:

But TLT is an issue as it is so much better than every other turret in the game. In a game about maneuvering, TLT removes any reason to care about maneuvering.

TLT is a little too good. I don't think it's broken, but I also don't think a small nerf is unwarranted. But ... we changed our HotAC game to make TLTs cost 9, which means our Y-wing guys went with Ion Cannon Turrets.

Ion Cannon Turrets are genuinely good, it turns out.

2 hours ago, schmidty1701 said:

Your third bullet negates the reason to take TLT. I would be okay with Crits not counting, but honestly, people complain way to much about this card. Just let this ***** be.

No it really really doesn't and if you honestly think that then you have no idea why TLT is actually good. It still -

  • Lets you shoot out of arc (although the K-Wing already can most other ships that take it can't)
  • Gives you 3 red dice (most ships that take it have a 2 die primary)
  • Is literally the only R3 turret which lets it cover a massive area of the board
  • Has a built in gunner effect (a card that normally costs 5 points and a crew slot)
17 minutes ago, HolySorcerer said:

But TLT is an issue as it is so much better than every other turret in the game. In a game about maneuvering, TLT removes any reason to care about maneuvering.

If you honestly think TLTs don't care about manuvers, then you obviously haven't used them against people who actually know about the range one bubble and how to exploit it.

16 hours ago, schmidty1701 said:

To all of you complaining about TLT, there is no way they can nerf it, short of raising the cost. They won't make it unique because it's a weapon upgrade, not a Modification or Title. You might as well stop complaining and simply accept it. The fact that is costs 6 points is fair enough for what it does.

If you make all crits count as blank results, you nerf it. Simple to implement.

It's easy to nerf without a cost adjustment. Lots of options. My personal favorite comes down to "both attacks must hit; if so, deal 2 damage, if not, deal 0 damage."

(Note that this is a tiny back-door nerf to Miranda's regen, also ... )

On 2017-10-25 at 1:14 PM, Odanan said:

Wow, the nerf was brutal! I was expecting something like the HotAC version: "Once per round, a friendly ship at Range 1 cannot be targeted by an attack if the attacker could target you instead."

That was... overkill.

open-uri20150608-27674-1fh3cfp_44aa06e1.

Im an imperial player and i hated Biggs but i 100% agrre with you. They could have found a way to nerf him without making him useless. Like oce per turn or maybe once per 2 turns. This is a "i want to get rid of the problem by getting rid of the pilot" kind of nerf.

17 minutes ago, eagletsi111 said:

If you make all crits count as blank results, you nerf it. Simple to implement.

Yeah, but then I think it becomes overpriced.

They just need to make a blanket rule for out of arc attacks. Something like "The defender rolls one additional defense die if it is not in the attacker's primary arc."

Edited by BadMotivator

Once per 2 turns would be a pain in the *** to try to keep track of. And only working one round per game is still quite useful. Biggs was always best when you used him to force the opponent to split fire anyway, not just when you made them kill him first then move on to the rest of your list.

Just now, BadMotivator said:

Yeah, but then I think it becomes overpriced.

They just need to make a blanket rule for out of arc attacks. Something like "The defender rolls one additional defense die vs attacks performed out of primary arc".

Actually. It doesn't Because it's under priced now. Plus if you make them blanks you can still target lock re-roll them. It just weakens it enough to make it not under costed anymore. The next time you play against them count the crits rolled you will see there are not that many when using them, but it means that it's quite possible now that you are not going to get 2 damage every turn with a TLT, unless you have a Target lock or some other modification.