Well, consider Low is range, another friendly, AND action restricted, I kind of see where they're coming from
The ability isn't really much on its own, but the synergy game is too strong
Well, consider Low is range, another friendly, AND action restricted, I kind of see where they're coming from
The ability isn't really much on its own, but the synergy game is too strong
49 minutes ago, viedit said:I'd even argue that range 1-3 it'd still feel "wholesome" compared to the crap that's out there now. You could run some pretty fun lists with Manaroo + Thweek + Kilomiga harpoon boat if she was able to pass tokens up to range 3 of something.
Thweek would be so good with a partially un-nerfed Manaroo. Starvipers gain so much from having a focus token, but also from being able to barrel roll.
1-3 might work, but I feel like that's Rebel Fenn Rau level power creep (I'd rather roll back Fenn too), and not what I'd prefer. Still, it wouldn't be easy to use Lone Wolf with it, and there aren't any good Lone Wolf and Overclocked R4 ships out there right now, but it'd still be really strong. Certainly, unlimited range should not come back.
1 hour ago, PanchoX1 said:Palpatine? I think it's a better game mechanic as it currently is. There is some risk now. I'm happy with it.
How are you defining "risk"? The cheapest way to bring him is still a full third of the points in your list, sunk into a platform otherwise not-exactly-combat-viable. Sure, it's "risk" in the list-building phase, rather than play...but that's still plenty of risk in my book.
58 minutes ago, SnooSnarry said:I wish they would change lowwhrick's ability to be like the palp change. It makes no sense that they would change palp because he worked with perfect info, and then release lowwhrick the way he is.
This,
This double standard bs is stupid. Oh x can’t have this it’s too powerful but y does almost the same thing and it’s ok. Just plain idiocy.
Again, not infinite range and it's action- bound
I've no particular fondness for low, but the basis for comparison is staggeringly off.
He's more in common with errated manaroo than anything, difference being his ship is much more combat capable and his wingmen are obscene
Edited by ficklegreendice34 minutes ago, xanderf said:How are you defining "risk"? The cheapest way to bring him is still a full third of the points in your list, sunk into a platform otherwise not-exactly-combat-viable. Sure, it's "risk" in the list-building phase, rather than play...but that's still plenty of risk in my book.
I'm defining it as you can no longer use him with perfect knowledge on the dice roll.
1 minute ago, PanchoX1 said:I'm defining it as you can no longer use him with perfect knowledge on the dice roll.
That doesn't mean there was no risk before.
I mean - I have 3 ships in my list, you have 4 ships in yours...I take a shot from each of mine and roll attack salvos 3 times, you shoot back and me and I'm rolling 4 defense salvos...even before the nerf that turn has 7 rolls in it, and I cannot know if/when I'll need Palp. I get two hits and a blank...do I Palp that to a crit, or wait until a later attack that needs it more? Or am I going to totally whiff my defense rolls, and would be better served by holding onto Palp entirely for defense rolls? Even beyond the risk in list building, old Palp still had 'risk' - heck, I'm sure we've all held on to Palp for the last defense roll in a round, only to have that one go perfect and ol' sparky ends up being completely unused (and so 'wasted') for that round.
Forcing the guess in advance just vastly increases the odds of him being 'wasted' - but that risk was always there, in every situation except for a round where there is precisely once that the Palp player rolls dice the entire round. That's the ONLY case where there would be risk now that there wasn't pre-nerf.
All this talk of risk is moot once the reaper comes out
Then you'll see why it was necessary
I'm not sure there is anything I would like totally repealed (except maybe Deadeye).
I would like the Combat phases being tweeked to get R4 Agromech working off spending a focus to attack.
There are some changes to nerfs I would like. I personally would like x7 to either be blocked by bumping or stress, not both, and an increase to Manaroo's ability range. I think a full range 3 would be fine, though out to range 2 to begin with might be prudent.
I would argue Mindlink could possibly use an unnerfing, or partial unnerfing for up to 3-4 ships, especially seen the current state of the Scum faction.
3 minutes ago, Sarcon said:I would argue Mindlink could possibly use an unnerfing, or partial unnerfing for up to 3-4 ships, especially seen the current state of the Scum faction.
I was thinking about that one. Mindlink was the reason I bought my 2nd Jumpmaster.
2 hours ago, ficklegreendice said:Again, not infinite range and it's action- bound
I've no particular fondness for low, but the basis for comparison is staggeringly off.
He's more in common with errated manaroo than anything, difference being his ship is much more combat capable and his wingmen are obscene
Should have been more clear but I was talking about bump actions more than anything (ala x7 vs r2 and scum bullcrap) but valid point on palp. I’d rather see him range restricted than the way they “fixed” him but to each their own.
Edited by LordFajubiBlaster Turret agromech combo..
3 hours ago, viedit said:It's specific to the gun. This one is a tack driver and I can pop a running 6 year old in the head from about 20 feet.
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You should have seen me snipe my nephew at 30' when he stuck his head out from behind the kitchen island. Right in the forehead.
1 hour ago, Sarcon said:I would argue Mindlink could possibly use an unnerfing, or partial unnerfing for up to 3-4 ships, especially seen the current state of the Scum faction.
This is the one for me. Along with Deadeye, it was a missed attempt to bring Manaroo and Dengar lists down. I really miss it on my Skycs and would love it on my Vaksai Khiraxz's. I would even be happy with it limited to 3 ships but 2 is too extreme. Actually, no make it unlimited again because that encourages more ships in your list instead of helping prop up the 2 ship meta.
Woot bring Palp back!
3 minutes ago, GILLIES291 said:Woot bring Palp back!
Give em a sec, the reaper's at the printer
X-Wing Podcasts. They've been nerfed into complaint factories.
I think Mindlink would be fine to un-nerf if they make it !Crew (i.e., no Crew) only.
On the other hand, it's supposedly more thematic as is.
If there's one non-nerf change I could make to general rules rather than specific cards, it would be this:
Cloak.
Add 'you may discard your cloak token when you activate in the combat phase (without decloaking). If you do, until the end of the round, after modifying your attack dice, you must cancel one die.'
Make generic Phantoms much more useful, make the Scum cloaking device much more useful, add interesting new options to cloak actions for future ships, as well as making Whisper and Echo not 40 point Z95s against PS10+.
I think it could be a real shot in the arm for some interesting playstyles.
I feel like Manaroo could stand to be given some slack. Maybe not rangeless but even range 2 or 3 would be welcome!
Range 2 to mimick coordinate would be neat
Yeah, i could get on board with putting Mana back up to two. Without the rest of the Jump nerfs, I think 1 was fine, with them, it's too harsh.
But not 3, she needs to block Lone Wolf when she's throwing tokens, to avoid Dengaroo being a thing again.
I would say unnerf everything just to watch reddit and forums ignite with all the
I Quit
threads. But then again if something is BCR (Beyond Capable Repair) I am the person to first say just burn it all down instead and replace it.
Deadeye was nerfed cause of the Jumpmaster, so now that the Jumpmaster doesn't even have torps anymore deadeye should be unnerfed.
On 23/04/2018 at 6:48 PM, Wiredin said:Phantoms.
that is all
If I can just rewind here....
We've just picked up a couple of Phantoms (bargain!). My son loves them, but their weakness is cripplingly obvious and the need for VI in the EPT slot is kinda dull. (I had Backdraft execute Whisper 3 times in our 1st game. Disappointment fueled some necromancy...)
We're fairly new to all this so missed the splash they made on release, though I've read enough to get an idea. Still, I wondered, if they were indeed un-nerfed, would they still be unfun or just become viable?
I think we're gonna use the un-nerfed versions for a bit but our conclusions are basically meaningless, we're just play at home noobs. So I was curious what the experts thought on it.
Otherwise, I think there's room there for an interesting custom title....