How much time will pass when FFG hits it with the nerf hammer. I’ll say 2 weeks. The new FAQ will hit.
About a month the new Empire ship will be here
I'm just looking forward to the future, when players are begging for an X-Wing nerf.
2 hours ago, PhantomFO said:I'm just looking forward to the future, when players are begging for an X-Wing nerf.
IMPOSSIBLE! I will not beg for no T-65 nerf. T-65, A-wings, and HWK-290's MUST be at the top of the meta. I will accept nothing less.
2 hours ago, PhantomFO said:I'm just looking forward to the future, when players are begging for an X-Wing nerf.
Unless the cards are concealing something truly silly below what we can already make out, it's more likely we're going to see what happened to the Starviper and Kihraxz; They'll fall into the middle of the road, perhaps one or two will gain traction, but we won't see any huge ripples.
4 minutes ago, Squark said:Unless the cards are concealing something truly silly below what we can already make out, it's more likely we're going to see what happened to the Starviper and Kihraxz; They'll fall into the middle of the road, perhaps one or two will gain traction, but we won't see any huge ripples.
But there are many X-Wing pilots with excellent pilot abilities
1 minute ago, Commander Kaine said:But there are many X-Wing pilots with excellent pilot abilities
Which is what gets Guri, Thweek, and Talonbane onto the table as often as they do. But what we've seen already of the cards doesn't solve the crux of the issue; Jousters need combat mods beyond their one action. Looking at what we can see;
-One side of servomoters either adds the boost action to the X-wing's action bar, or gives them a free boost action under certain conditions; Nice, but we can also clearly see that it reduces the value of the ship's primary weapon or agility, making it of questionable use
-The other side seems to let you tallon roll; Nice, but not the huge buff the X-wing needs to keep up in today's metagame
-Renegade Refit: Gives the x-wing (and perhaps the u-wing, if its a torpedo and not a title) an extra modification slot. Addmitedly, this one has more potential since we can't see what's obscured below, so if this is hiding an x7 level mod, this changes things a bit. On the other hand, if it gives a discount on things, the x-wing will get a lot less use out of it, since modifications and astromechs (and perhaps one torpedo) don't give the ship what it needs.
If renegade refit ends up tossing out free focus tokens like candy then we can worry about the X-wing causing problems, but I just don't see a repeat of the x7 happening. But moderate expectations are a lot less likely to lead to disappointment, and fit with historical trends.
Typical shiddy Imperial hyperdrive...
1 hour ago, Squark said:Which is what gets Guri, Thweek, and Talonbane onto the table as often as they do. But what we've seen already of the cards doesn't solve the crux of the issue; Jousters need combat mods beyond their one action. Looking at what we can see;
-One side of servomoters either adds the boost action to the X-wing's action bar, or gives them a free boost action under certain conditions; Nice, but we can also clearly see that it reduces the value of the ship's primary weapon or agility, making it of questionable use
-The other side seems to let you tallon roll; Nice, but not the huge buff the X-wing needs to keep up in today's metagame
-Renegade Refit: Gives the x-wing (and perhaps the u-wing, if its a torpedo and not a title) an extra modification slot. Addmitedly, this one has more potential since we can't see what's obscured below, so if this is hiding an x7 level mod, this changes things a bit. On the other hand, if it gives a discount on things, the x-wing will get a lot less use out of it, since modifications and astromechs (and perhaps one torpedo) don't give the ship what it needs.
If renegade refit ends up tossing out free focus tokens like candy then we can worry about the X-wing causing problems, but I just don't see a repeat of the x7 happening. But moderate expectations are a lot less likely to lead to disappointment, and fit with historical trends.
Cost is the missing piece. Is it -2 a bit like Starviper MkII, or +2 like Heavy Scyk? Assume it's 0 and yeah I agree it doesn't do a whole lot to help T-65s out.
4 hours ago, Squark said:Which is what gets Guri, Thweek, and Talonbane onto the table as often as they do. But what we've seen already of the cards doesn't solve the crux of the issue; Jousters need combat mods beyond their one action. Looking at what we can see;
-One side of servomoters either adds the boost action to the X-wing's action bar, or gives them a free boost action under certain conditions; Nice, but we can also clearly see that it reduces the value of the ship's primary weapon or agility, making it of questionable use
-The other side seems to let you tallon roll; Nice, but not the huge buff the X-wing needs to keep up in today's metagame
-Renegade Refit: Gives the x-wing (and perhaps the u-wing, if its a torpedo and not a title) an extra modification slot. Addmitedly, this one has more potential since we can't see what's obscured below, so if this is hiding an x7 level mod, this changes things a bit. On the other hand, if it gives a discount on things, the x-wing will get a lot less use out of it, since modifications and astromechs (and perhaps one torpedo) don't give the ship what it needs.
If renegade refit ends up tossing out free focus tokens like candy then we can worry about the X-wing causing problems, but I just don't see a repeat of the x7 happening. But moderate expectations are a lot less likely to lead to disappointment, and fit with historical trends.
I believe timing is also key: assuming I don’t bump, if I can get a free boost and then flip servo motors to attack at full strength, that would be fairly powerful.
8 hours ago, PhantomFO said:I'm just looking forward to the future, when players are begging for an X-Wing nerf.
Calling it now, Luke > Poe
...okay not really, but if the fix does anything at all (not holding my breath for things without thrusters v busted turrets) Luke r2d2 will be the most seen/aggrevating one
Followed closely by tarn
Purely due to their relative durability
Indeed. The T-65 pilots have genuinely awesome abilities for their cost; they just need their chassis to be (a) a touch more durable and (b) able to actually point at the enemy.
The specific pilots who people gravitate to are unlikely to change - Tarn and Luke are tough, Wedge gets PS9 and is shooty, Wes is a great answer to any sub PS11 ordnance carrier.
Cavern Angels Zealot is the pilot I'm most interested in, because the odds are it'll allow a five-ship X-wing force. An extra 3-dice attack ship (and an extra firing arc for slippery opponents) makes a big difference.
11 hours ago, Fuzzywookie said:How much time will pass when FFG hits it with the nerf hammer. I’ll say 2 weeks. The new FAQ will hit.
Depends if it needs it. From first impressions the Reaper looks serviceable but not exactly back-breakingly terrifying. The real acid test will be how dangerous the Jam action is - if anything turns out to be 'too good', It'll probably be that, and fortunately as a new action on a rules card it's also the easiest to tweak if it is.
I don't think it will be; I imagine range 1-2, apply 1 jam token, because then it's 'spend an action to deny an enemy action' - a fair trade, and a good trade as long as the ship jamming (e.g. a generic reaper) is cheaper than the ship being jammed (e.g. Poe Dameron).
If the jam action is ridiculously better than this (range 1-2, apply jam tokens until the enemy ship has 2 tokens a la epic or worse) I could imagine it getting an 'erm.....no.' after the first few events.
6 hours ago, Magnus Grendel said:Indeed. The T-65 pilots have genuinely awesome abilities for their cost; they just need their chassis to be (a) a touch more durable and (b) able to actually point at the enemy.
The specific pilots who people gravitate to are unlikely to change - Tarn and Luke are tough, Wedge gets PS9 and is shooty, Wes is a great answer to any sub PS11 ordnance carrier.
Cavern Angels Zealot is the pilot I'm most interested in, because the odds are it'll allow a five-ship X-wing force. An extra 3-dice attack ship (and an extra firing arc for slippery opponents) makes a big difference.
Depends if it needs it. From first impressions the Reaper looks serviceable but not exactly back-breakingly terrifying. The real acid test will be how dangerous the Jam action is - if anything turns out to be 'too good', It'll probably be that, and fortunately as a new action on a rules card it's also the easiest to tweak if it is.
I don't think it will be; I imagine range 1-2, apply 1 jam token, because then it's 'spend an action to deny an enemy action' - a fair trade, and a good trade as long as the ship jamming (e.g. a generic reaper) is cheaper than the ship being jammed (e.g. Poe Dameron).
If the jam action is ridiculously better than this (range 1-2, apply jam tokens until the enemy ship has 2 tokens a la epic or worse) I could imagine it getting an 'erm.....no.' after the first few events.
Have you not been paying attention?
I seriously doubt an imperial ship will be too good.
That and "assign jams until two jam tokens" is beyond stupid, even for ffg
I mean for all the stupid stuff in the game you can, at the very least, argue it's due to a combination of upgrade cards
They can real obvious (torpscouts) but at least it's a combo of stuff
Until-two-tokens jam is just one action and it's just...no. **** no
It's going to be r 1-2, one jam token ( ah ha ha). Kinda like an anti-coordinate
Thinking about it now, the ups would be neat if the title passed out jams instead of stress
Edited by ficklegreendiceI’m changing it. 2 days. It’s crazy good.
The jam action is a pretty good response to the cheap upgrades (relatively) that let certain pilots hoard an evade or focus token. It also helps push K4 back in effectiveness. I think its going to be a pretty good balance.