Jumpmaster

By Wolfmanhays, in X-Wing

9 hours ago, Dengar5 said:

FAKE NEWS

If you are a reasonable human, you should edit your original post to be true.

  • Scurrg lost 3-straight blue & 4-straight white
  • G1-A gained stop, but lost 3-straight blue & 4-straight white which are more important
  • Z-95 gained 3-straight blue & 4 K-turn
  • Scyk gained 5-straight but LOST 2-bank blues (this is a nerf)

4 scum dials of ships already performing poorly were nerfed in 2.0. ? Rebels & Imperials got zero dial nerfs.

Yeah i noticed the Scyk change too. Of course the 5 straight makes sense for a light interceptor, but so do the 2 greens/blues. Inthink it migbt be the only ship of this class to NOT have them now.

I get that the Fang is supposed to take this role, but the Scyk? What should that be now?A slow gun/ordnance ship? Hopefully not

8 minutes ago, ForceM said:

Yeah i noticed the Scyk change too. Of course the 5 straight makes sense for a light interceptor, but so do the 2 greens/blues. Inthink it migbt be the only ship of this class to NOT have them now.

I get that the Fang is supposed to take this role, but the Scyk? What should that be now?A slow gun/ordnance ship? Hopefully not

Hardly slow if it's missing the one forward, I wish they had switched one bank blues to three bank blues and really doubled down on its speed.

30 minutes ago, Scum4Life said:

Hardly slow if it's missing the one forward, I wish they had switched one bank blues to three bank blues and really doubled down on its speed.

That would have made more sense, and made it unique. There are not a lot of ships that have blue 3 banks or turns...

4 minutes ago, ForceM said:

That would have made more sense, and made it unique. There are not a lot of ships that have blue 3 banks or turns...

Well scum has ig aggressors and lancer pursuit. But then maybe that also helps build a faction identity?

12 hours ago, Vineheart01 said:

YT2400 is mostly one disc, the only asym part of it is the small cockpit side protrusion. Plus it has a massive engine, jm5k is like half the size and on the far side only.
While yt2400 might still technically get affected by it, it wouldnt be enough to justify different maneuver difficulties.

I'll confess, I've always been confused by the realism argument for an assymmetric dial.

Like... Fly upside down. It's space. You can do that.

1 hour ago, ForceM said:

Inthink it migbt be the only ship of this class to NOT have them now.

Not many of them have the speed 1 banks, though.

Having both speed 1 banks and a speed 5 straight is pretty rare, when you look at it. Most ships either cap out at speed 4 or only get turns at speed 1.

The TIE Advanced (and TIE Advanced Prototype) is the only other one that springs to mind.

3 hours ago, nexttwelveexits said:

Don't forget that the G1-A is getting a medium base, so that will mitigate some of the slowing down of the dial. And we don't know what upgrades might be available to modify its dial.

A red stop is a really solid improvement, though. It's also got the very strong Jam action, which combined with a ton of red on the dial suggests to me that the devs are pushing it hard towards the Support/Control category of ships. We know that Mist Hunter title gives a cannon slot and barrel roll, and Jam + Tractor Beam is going to be a real nice combo to set someone up for some serious exploding.

It's probably worth noting in this context, too, that medium ships can equip the Illicit Cloaking Device. Helps the firespray too, but the G1A probably a lot more. With decloak and stop available you will be a lot less predictable.

48 minutes ago, thespaceinvader said:

I'll confess, I've always been confused by the realism argument for an assymmetric dial.

Like... Fly upside down. It's space. You can do that.

Ship ability: reduce the difficulty by 1 of any manouver turning or banking right after you complete the manouver you must perform a barrel roll action, if you cannot complete the barrel roll suffer 1 damage and receive 1 stress token.

15 hours ago, Scum4Life said:

I do feel it should have had a white rotate arc. This is a much harder ship to fly than other turrets. Due to asymmetry and it's only a two die attack. Scum hwk might give it a real run for its money.

On the one hand, a white rotate action probably would have been fair. Most ships have a way to trade actions for rotating arcs. This one locks you into fairly predictable greens.

On the other hand, ships should feel different. Being the ship which always has dice mods when it rotates arcs is pretty nifty, and will make it feel pretty different from a Shadowcaster which has the same mobile arc dice value, a different set of actions.

Meanwhile, I'll say again: if you can fit three of these into a squad with a Proton Torpedo on each, even if they get no other upgrades, it'll probably be a reasonable list.

On ‎5‎/‎18‎/‎2018 at 4:10 PM, Dengar5 said:

Jumpmaster is ruined. Scum ships mostly got significant dial nerfs. They will remain dead faction sadly.

I was going to tell you how wrong this is but then decided you are just trolling.

The Jumpmaster dial in 2.0 is actually not that bad.

Yes, it has lost a lot, but also gained the green (blue) 3 bank left and 3 forward. Which is pretty huge.

And we have heard that he's getting the Torps back.

So what this all means is that with 2.0 dial and red barrel roll, the Bumpmaster is pretty much dead. However the Torp Boat lives again!

With the mobile dial rotated left, and the ordnance to shoot from the front arc, the Torp Boat will have no problem pulling off the shots.

And Torp Boats have anyways *always* started in right corner to only really need to turn left. Now they have just more reasons to do so.

So far the ships in 2.0 all seem very delicately balanced, and I believe Jumpmasters will be pretty competitive again.

Much more than they are right now in 1.0..

Edited by player44455
11 hours ago, nexttwelveexits said:

Don't forget that the G1-A is getting a medium base, so that will mitigate some of the slowing down of the dial. And we don't know what upgrades might be available to modify its dial. 

The Scurrg & G1-A losing the 3-straight blue & 4-straight white is not bad because they lose speed. The true reason it is bad comes from the lost ability to jump over large base ships or multiple small ships in front of you. With front arc ships this scenario happens every single game.

8 hours ago, Magnus Grendel said:

Not many of them have the speed 1 banks, though.

Having both speed 1 banks and a speed 5 straight is pretty rare, when you look at it. Most ships either cap out at speed 4 or only get turns at speed 1.

The TIE Advanced (and TIE Advanced Prototype) is the only other one that springs to mind.

TIE Defender, E-wing, & Shadow Caster also have 5-straights with 1-banks. I would not classify it as rare.

16 hours ago, Magnus Grendel said:

Not many of them have the speed 1 banks, though.

Having both speed 1 banks and a speed 5 straight is pretty rare, when you look at it. Most ships either cap out at speed 4 or only get turns at speed 1.

The TIE Advanced (and TIE Advanced Prototype) is the only other one that springs to mind.

The TAP being the one that also has blue 1 turns on top of all this. But iirc its 2 banks are white. Concerning jus the dial, the scyk is much worse than a TAP though, just because of the blue turns alone.

Honestly, given the stated intention to reduce the amount of stress control in the game, if a ship doesn't have linked actions or red actions, a lack of green turns shouldn't be all that limiting.

The new Jumpmaster looks very exciting, the dial is a lot closer to what I predicted when the JM5k was first teased. The rotate action being red also makes it even more interesting than the other reworked turrets. This ship will be a challenge to fly and has lots of character. I'm looking forward to that! On the old Jumpmaster the dial asymmetry barely mattered. It was just 'this side of the dial is very good, this side of the dial is broken as ****', which is neither fun to fly nor fly against for me. I used to play a fair bit of Dengar/Bossk when Harpoons came out and the list just carried me. On one hand it was statisfying to win (with a list I had optimised/build myself), on the other hand it was incredibly boring to play out the matches I had won in the list building stage because any list that couldn't avoid the alpha strike or strike earlier had very little chance of taking on Dengar late game. The white sloop was just way over the top.

40 minutes ago, Admiral Deathrain said:

The new Jumpmaster looks very exciting, the dial is a lot closer to what I predicted when the JM5k was first teased. The rotate action being red also makes it even more interesting than the other reworked turrets. This ship will be a challenge to fly and has lots of character. I'm looking forward to that! On the old Jumpmaster the dial asymmetry barely mattered. It was just 'this side of the dial is very good, this side of the dial is broken as ****', which is neither fun to fly nor fly against for me. I used to play a fair bit of Dengar/Bossk when Harpoons came out and the list just carried me. On one hand it was statisfying to win (with a list I had optimised/build myself), on the other hand it was incredibly boring to play out the matches I had won in the list building stage because any list that couldn't avoid the alpha strike or strike earlier had very little chance of taking on Dengar late game. The white sloop was just way over the top.

I was okay with the white signor's loop left (it's still 'going left'), but it was the right hand side of the dial, and the amount of green, which felt wrong.

Taking it as "this is a normal-ish dial with the colours rotated through 90' " would, starting with a YT-2400's dial, have given you:

  • YT-2400 Greens - Straight 1,2, Bank 1 Left, Bank 1 right
  • 'rotated' greens - Straight 1, 2, 3, Bank 1 Left

Even giving it a green 2 turn wouldn't have been bad, but giving it speed 1 green turns and speed 2 green turns was a bit much, especially when its right turns (which by the 'rotated dial' argument were its equivalent of a K-turn, which were simply white, not red.

17 minutes ago, Magnus Grendel said:

I was okay with the white signor's loop left (it's still 'going left'), but it was the right hand side of the dial, and the amount of green, which felt wrong.

Taking it as "this is a normal-ish dial with the colours rotated through 90' " would, starting with a YT-2400's dial, have given you:

  • YT-2400 Greens - Straight 1,2, Bank 1 Left, Bank 1 right
  • 'rotated' greens - Straight 1, 2, 3, Bank 1 Left

Even giving it a green 2 turn wouldn't have been bad, but giving it speed 1 green turns and speed 2 green turns was a bit much, especially when its right turns (which by the 'rotated dial' argument were its equivalent of a K-turn, which were simply white, not red.

The sloop was critical because it allowed flipping to leverage Dengars broken ability without turning off Expertise. A turret ship did not need this level of maneuverability and it made using Dengars ability trivial.

I honestly don't expect the red rotate arc action to be much of a problem. Need to plan ahead for sure, but having gotten the lancer a few times now, I think the rotate arc can be avoided for most of the game.

Really looking forward to flying the Jumpmaster again, much less of a no brainer now, seems really interesting

38 minutes ago, flooze said:

I honestly don't expect the red rotate arc action to be much of a problem. Need to plan ahead for sure, but having gotten the lancer a few times now, I think the rotate arc can be avoided for most of the game.

You must remember that unlike the Lancer, the Jumpmaster can't get 180 degrees arc coverage. It's going to be a lot harder to just keep the arc fixed.

I'm also genuinely curious of anyone will find an use for the Title. Trading a crew for an astromech looks like a bad trade-off based on what's been spoiled so far and +1 die in arc looks worse than just taking torps, especially on Dengar.

53 minutes ago, flooze said:

I honestly don't expect the red rotate arc action to be much of a problem. Need to plan ahead for sure, but having gotten the lancer a few times now, I think the rotate arc can be avoided for most of the game.

Really looking forward to flying the Jumpmaster again, much less of a no brainer now, seems really interesting

I wish more ships had a specific feature, for example Jumpmaster could have been, suffer one stress to rotate your arc. It looks like it makes no difference but you could double stress to rotate arc and be locked out of actions for at least one turn.

That way it doesn't need to have a rotate arc action and could do it when bumping. Perhaps too powerful but it is at least different.

Edited by Scum4Life
Addition information
5 hours ago, Admiral Deathrain said:

The sloop was critical because it allowed flipping to leverage Dengars broken ability without turning off Expertise. A turret ship did not need this level of maneuverability and it made using Dengars ability trivial.

This.

I waited a long time to finally fly mine back in the 1.0 day, but when I did I rekt stuff easy and was soooo amazed at that dial and revenge shot; it was stupid broken even without Torps and the droids/crew. It was sick. I needed a bath afterwards, literally.

5 minutes ago, LordBlades said:

I'm also genuinely curious of anyone will find an use for the Title. Trading a crew for an astromech looks like a bad trade-off based on what's been spoiled so far and +1 die in arc looks worse than just taking torps, especially on Dengar.

I agree, this Title ability is a real head-scratcher; guess you'd have a specific build to be hunting to run it....very specific.

While I was never a fan of the original design, I do think they went a little too far here.

The issue in 1.0 really was the upgrade synergies it had access to. Unhinged, K4, R4, overclocked R4, deadeye + Torp were all extremely powerful in this ship. Combined with the incredible dial made this a rediculous ship.

But those rediculous action stacking upgrades are all gone, the dial has also been nerfed to where the asymmetry is now a disadvantage rather than an advantage, and only a single arc turret that costs stress to move it. So what is the ship left with? Dengar's ability is even stronger, so there is potential there but in terms of the ship itself, there is nothing really making it unique.

But as was said, if the ship is reasonably cheap then we will see.

Edited by Deadwolf
3 hours ago, clanofwolves said:

This.

I waited a long time to finally fly mine back in the 1.0 day, but when I did I rekt stuff easy and was soooo amazed at that dial and revenge shot; it was stupid broken even without Torps and the droids/crew. It was sick. I needed a bath afterwards, literally.

I agree, this Title ability is a real head-scratcher; guess you'd have a specific build to be hunting to run it....very specific.

I expect that when you want to go for mobility, then you take a droid which makes the maneuvers easier. You get the bonus of additional firepower on the primary.

If you want to go for ordnance, crew seems better.

I like that you have to do the trade. Ships like the old punishing one (or miranda or nym...) which cover all bases, that's what this game does not need at all.

Where do you all get this information from? In this thread, you who have seen the dial, complete ship card, title, crew and droids upgrades please image link or post a link so those of us who haven't seen them get a clue of what you are basing your analysis on. Thanks.

Ps. If you have seen it all, I'd be keen to find details about the Starviper and Aggressors too. Ds.