Can someone explain to me why this had to be nerfed to inexistence (Using one years ago rules):
Contracted Scout - Deadeye, Plasma Torpedoes, Extra Munitions, Guidance Chips, R4 Agromech
Contracted Scout - Deadeye, Plasma Torpedoes, Extra Munitions, Guidance Chips, R4 Agromech
Contracted Scout - Deadeye, Plasma Torpedoes, Extra Munitions, Guidance Chips, R4 Agromech
But this is seen as ok for the current meta:
Lok Revenant - Deadeye, Harpoon Missiles, Extra Munitions, Guidance Chips
Lok Revenant - Deadeye, Harpoon Missiles, Extra Munitions, Guidance Chips
Lok Revenant - Deadeye, Harpoon Missiles, Extra Munitions, Guidance Chips
3Jump versus 3Scurgg
Scurggs aren't large base, so they don't have nearly the same area denial for blocking as scouts. Also, they don't have a 360 PWT.
I think it really boils down to the ship itself. Scurrgs have the same health as a Jumpmaster but only 1 agility, so it's a lot easier to kill one before it fires, and Jumps have that white Segnor's loop that enable them to turn around and fire their torps. Jumpmasters are also amazing blockers against high PS stuff, and they have a primary turret for the lategame which is surprisingly effective with R4 Agromech mods [Edit: @gennataos already said this while I was typing]. Not to say that your Revenant list is bad by any means, but it doesn't have as much versatility and durability as triple jumps did.
Edited by DeathToJarJarDidn't See gennataos' post
2 minutes ago, DeathToJarJar said:I think it really boils down to the ship itself. Scurrgs have the same health as a Jumpmaster but only 1 agility, so it's a lot easier to kill one before it fires, and Jumps have that white Segnor's loop that enable them to turn around and fire their torps. Jumpmasters are also amazing blockers against high PS stuff, and they have a primary turret for the lategame which is surprisingly effective with R4 Agromech mods [Edit: @gennataos already said this while I was typing]. Not to say that your Revenant list is bad by any means, but it doesn't have as much versatility and durability as triple jumps did.
Yeah, I didn't even think about the great dial for the jumpmaster along with an additional evade die. /shudder
Plus being a large based ship comes with extra inherent resiliance to tractor and ion tokens.
Ok, that explain why they are not to be seen as a good list:
http://meta-wing.com/ship_combos?ranking_start=2017-11-06&ranking_end=2017-11-28&large_tournament_multiplier=true&widespread_use_multiplier=true&use_ranking_data=all&tournament_type=&
Being only the second best list in the last two week is really an improvement over Jumpmaster
Let us not forget the scandalouly slippery Jumpmaster dial capping off the U-Boat nightmare...
They also changed the R4 timing, if memory serves. Used to be a "have your cake and eat it too" kind of scenario.
Scurrg doesnt measure up to the times of Jumpmaster impunity. Close enough to still be good, but a mere shadow of the apex predator of old.
QuoteThey also changed the R4 timing, if memory serves. Used to be a "have your cake and eat it too" kind of scenario.
With the fact that Harpoon Missile do not use the Target Lock, you have the exact same scenario as the R4 + Plasma of old. You have an attack modifier when you launch the missile. In fact the Scurgg have access to the Long Range Scanner making the first attack even more deadly then the first one of the old Jumpmaster.
QuoteScurrg doesnt measure up to the times of Jumpmaster impunity. Close enough to still be good, but a mere shadow of the apex predator of old.
The fact that they are "as good" is not really that important, in the end right now, they start climbing the representation and we are only two week after the nerf is official...
Edited by muribundi11 hours ago, muribundi said:
But this is seen as ok for the current meta:
[Deadeye/Harpoon Scurrgs]
We don't know that it is OK yet.
The large base and PWT are huge losses, compared to Jumpmasters. 10 HP on 1 is worse but not THAT much worse than 9 HP on 2 (roll that extra green die three times, you'll get about one more evade result). Initial "triple Deadeye Scurrg isn't that great" takes were also mostly based on Cruise Missiles, which really highlights the comparative weakness of the Scurrg dial.
However, things are still young. Because they were ruled out initially with Cruise, I think that's probably lead a lot of folks to discount a Harpoon-based Deadeye list.
Harpoon Missiles are just gross. Statistically higher damage than Concussions at the same points cost, before factoring in the Condition, which can easily be an extra damage. If trip-Scurrg needs a nerf, it won't be because the platform is too strong, but likely because the Missiles are.
Edited by theBitterFigHarpoons should get a nerf before triple Scurrgs does. And I am not even sure if Harpoons need it exactly, the meta is still pretty young and won't ever have the time to settle with the new wave incoming.
3 Scurrgs are definitly weaker than 3 Jumps, the have a much worse dial (good average versus outrageously broken), smaller arcs, less durability, and they can't transition into the Scouts "block and turret" lategame, because they have neither a turret nor the large base that makes blocking so easy. Their warheads are better, but on any other front they lose.
Just shoot a jammingmissle and prevent the first round of tokens, then prosper.
Deadeye Scurrgs arent OP. They have no turret, and have red turn arounds. Everyone is trying to alpha right now, and when your 6hp alpha list cant take 10hp from a scurrg, and the three scurrgs can easily take your 6hp ship off the table, that is the advantage for skurrgs.
People are bringing guidance chips instead of Engines, and offensive crew instead of HSCP, etc.
The meta can easily change to beat skurrgs if it becomes a problem. Right now its just a powerful list that is extremely easy to fly and very forgiving, so it appeals to many players.