A true FAQ update.

By emmjay, in X-Wing

On 1/21/2018 at 7:09 PM, emmjay said:

Given what FFG has done in the past with total card reworks, and the hope for an upcoming FAQ on the Genius / Simulator combo, that doesn't address the heart of the issue.

Nym/Miranda is an extremely powerful combo. Top players have seen this and last weekends regional results have born this out. As powerful as it is, just fixing (or clarifying) the Genius /Simulator combo won't do much to curtail its usage. They need to fix the underlying problems, which is the correct combo of cards making an extremely powerful 2 ship list.

1. Miranda's ability needs to work with primary weapon only. A simple fix, but it keeps the power out of the TLT/Missile that that allows for overly powerful shot(s), or still have a decent shot while regaining a shield.

2. TLT needs to be changed to range 1-2 only. One thing that has kept turret upgrades in check (up until the TLT) was the range 1-2 restriction. They were still useful, but more of a niche usage than mainstream. Having them currently at 2-3 only forces players to get into range 1 where primary shots are more powerful (or not engage at all).

3. VI. While it is a powerful card, with the introduction of Adaptability VI needs to be nerfed somewhat. PS 7 or below would be great as it reduces the PS race somewhat to 9. Alternatively, restricting it to non-unique pilots would do the same thing. While Whisper would be a casualty in that approach, keeping Adaptability alone means that she can make it to PS 8 which is still respectable.

4. FFG needs to change and restrict Mines and Bombs, and change pilot cards accordingly showing who can actually carry what.

5. Sabine. While I agree with her increased damage, it should come from bombs that deal actual damage directly and not make a player roll for damage.

I like them

My two comments:

TLT needs to stay range 2-3 and just make it so Critical Hits count as blanks. If you make it range 1-2, now Y-wing, Hawks almost become useless again. Forcing all Critical hits to be turned to blank results, requires the TLT player to target lock more often and thus take their defense capabilities down, because they won't have the focus. Or if they choose to keep the focus then the power of their attack is weakened. This also makes unmodifed shots weaker to TLT's too.

Also, VI is not bad. what is bad is the EPT on PS 8 bombers, that's what is bad.

Edited by eagletsi111
18 minutes ago, eagletsi111 said:

I like them

My two comments:

TLT needs to stay range 2-3 and just make it so Critical Hits count as blanks. If you make it range 1-2, now Y-wing, Hawks almost become useless again. Forcing all Critical hits to be turned to blank results, requires the TLT player to target lock more often and thus take their defense capabilities down, because they won't have the focus. Or if they choose to keep the focus then the power of their attack is weakened. This also makes unmodifed shots weaker to TLT's too.

Also, VI is not bad. what is bad is the EPT on PS 8 bombers, that's what is bad.

I like the TLT proposal! Nerfing the reliable damage output is always good in my opinion.

That being said, personally I think that VI and Adaptability need to become both Unique (i.e. one per squad) and non-unique pilots only. This limits their effectiveness to essentially 8 (Royal Guard and Glaive Squadron are the highest skilled generics at PS 6), and enables more diverse squad cost by removing the PS arms race from your top Aces.

On 22/01/2018 at 1:09 AM, emmjay said:

Miranda's ability needs to work with primary weapon only.

I'm globally okay with your propositions (for VI/adaptability, I'mm all for the generics only solution), but for this one.

I think Miranda should be in arc only, rather than primary. It would at last kill all the running (while bombing) and regen, while getting her ability still useful with missiles - after all, K-wing is a missile platform !

3 hours ago, impspy said:

I like the TLT proposal! Nerfing the reliable damage output is always good in my opinion.

That being said, personally I think that VI and Adaptability need to become both Unique (i.e. one per squad) and non-unique pilots only. This limits their effectiveness to essentially 8 (Royal Guard and Glaive Squadron are the highest skilled generics at PS 6), and enables more diverse squad cost by removing the PS arms race from your top Aces.

I could see your point in making VI and Adaptability Unique, That is a good Idea, but you would still have a PS 10 bomb dropping nightmare named Nym. His EPT should be removed.

25 minutes ago, eagletsi111 said:

I could see your point in making VI and Adaptability Unique, That is a good Idea, but you would still have a PS 10 bomb dropping nightmare named Nym. His EPT should be removed.

That's why I put the caveat "non-unique." The fluff text could read:"You cannot assign this card to unique pilots." Keeps Nym, and all the other Aces from going above PS9.

Edited by impspy
On 1/21/2018 at 4:40 PM, Marinealver said:

More or less, not a true F.A.Q. but merely a request for another NerF.A.Q. with their proposal for Nerfratas.

^ This. What the OP is asking for is more "errata" not "answers to Frequently Asked Questions," which is what a true FAQ would be. Was it intentional clickbait for guys like me that are sick of everybody asking to change the game? Eh, probably not, but it might as well have been.

I think another good Idea for Generics of the same ship type, could be if you take 2 or more each of your ships cost 2 pts less each above 1. So for 2 unique each would cost 2 pts less 4 pts save. If you took 3 each would cost 4 pts less, a total of 8 pts saved.

15 hours ago, Parakitor said:

^ This. What the OP is asking for is more "errata" not "answers to Frequently Asked Questions," which is what a true FAQ would be. Was it intentional clickbait for guys like me that are sick of everybody asking to change the game? Eh, probably not, but it might as well have been.

We got only Ner F A nd Q uestions left.

E.g. this one:

latest?cb=20170821152205

Does FFG even spell check before releasing: "removes of its 1 focus"- what? I mean, intent is clear, but the text is a mess.

Also, what happens if a targets is hit by multiple jam attacks (Jamming beam, Scrambler Missiles)? So what exactly happens if you have multiple jam tokens, and anywhere from 1-several focus/evade/blue TL?

Given how well known the dependability of TLTs is, I wonder why they specifically confirmed that Harpoons work with it. There are a handful of weapons that just can't crit, making TLT one of them would not exactly have made it weak, would it?

Obviously, performing two attacks will make crits statistically more likely, and our new Pet Peeve list here utilizes that exact combo to push just slightly farther than it is already. I'm not saying this is oversight, more like... I'm not sure, weird intentional game design?

In the last few waves, FFG has been trying to speed the game up, by adding extra damage. But it has had a negative effect. People are going for more and more defense which makes games go longer and longer, plus people are not engaging each other until later and later now, because of the Harpoon and other threats.

40 minutes ago, eagletsi111 said:

In the last few waves, FFG has been trying to speed the game up, by adding extra damage. But it has had a negative effect. People are going for more and more defense which makes games go longer and longer, plus people are not engaging each other until later and later now, because of the Harpoon and other threats.

Which does sound a little like a an issue with not understanding their came nor the meta properly. I still like it, because I like my defensive ships which can weather the storm of the incoming alpha strike, but in context of removing the torpedo slots at the same time from the jumpmasters ... it feels a little shizo. Or better, it feels like they liked what the jumpmasters did to the game, but didn't like the ******* about the jumpmasters. ;-)