Jumpmaster

By Wolfmanhays, in X-Wing

32 minutes ago, Wolfmanhays said:

Balanced or removed from the table entirely? We will have to wait and see, but in my opinion, the dial is not encouraging at this point.

dial is fine, I can work around a poor dial. The single arc with the red moves and a red turn arc action all are going to make it fly a lot differently, I'd be surprised if it wasn't significantly reduced in points as a result.

I wouldn't worry too much about underpowered ships. There's always a valid price point if you're too weak.

Overpowered ships can be harder to fix, but underpowered is easy.

Jumpmaster still seems pretty solid. Same 9 HP means it certainly won't be blown off the table early. Dial isn't as good, but it's not a trash-tier dial, it's just an oddball one. It's got 6 Blues, two forms of K-Turn/S-Loop, but two of the regular moves are red. That's pretty comparable to many other ships, but the asymmetry is an exploitable weakness in some circumstances. Meanwhile, Torpedos will make the opening attacks strong, and you'll have the turreted arc for the scrum after the Alpha Strike. If triple torpedo U-Boats will fit into a standard-points game, I think it'll still be a strong list.

1 minute ago, theBitterFig said:

Jumpmaster still seems pretty solid. Same 9 HP means it certainly won't be blown off the table early. Dial isn't as good, but it's not a trash-tier dial, it's just an oddball one. It's got 6 Blues, two forms of K-Turn/S-Loop, but two of the regular moves are red. That's pretty comparable to many other ships, but the asymmetry is an exploitable weakness in some circumstances. Meanwhile, Torpedos will make the opening attacks strong, and you'll have the turreted arc for the scrum after the Alpha Strike. If triple torpedo U-Boats will fit into a standard-points game, I think it'll still be a strong list.

You are correct, they didn't give it the Mist Hunter dial treatment, but it makes the Jumpmaster even more predictable, which makes Dengar sad and if Dengar is sad, then I am sad.

20 minutes ago, Wolfmanhays said:

Cost reduction, you want 4 of them on a board?

You already could run with 4 of them on a board.

We'll see how well it works, but I don't think the ship will have too many issues.

My real question: how come the Jumpmaster gets an asymmetrical dial, but the YT-2400 doesn't?

8 minutes ago, Wolfmanhays said:

You are correct, they didn't give it the Mist Hunter dial treatment, but it makes the Jumpmaster even more predictable, which makes Dengar sad and if Dengar is sad, then I am sad.

But predictability isn't as bad on ships with turrets/mobile arcs.

Meanwhile, Dengar still has one of the most busted pilot abilities in the game. If it's harder to use because his dial is worse, good.

3 minutes ago, Kieransi said:

My real question: how come the Jumpmaster gets an asymmetrical dial, but the YT-2400 doesn't?

Engines on both parts of the 2400, the jump only has engines on one half of it

8 minutes ago, DeathstarII said:

Engines on both parts of the 2400, the jump only has engines on one half of it

The little thing behind the cockpit isn't an engine, it's an escape pod. In the Iron Squadron Rebels episode, we see that it doesn't light up like an engine.

Just now, Kieransi said:

The little thing behind the cockpit isn't an engine, it's an escape pod. In the Iron Squadron Rebels episode, we see that it doesn't light up like an engine.

Really? Thought it was an engine, learn something every day

Just now, DeathstarII said:

Really? Thought it was an engine, learn something every day

I have custom painted at least one YT-2400 with that thing as an engine before. I was kind of mad when someone else pointed it out to me.

Stream said that jumpy only has a single mobile arc indicator but also that you can still fire Torps out the front in retaliation

So that's a good way to cover your bases

1 hour ago, VanderLegion said:

Keep in mind that the title gives you an astro slot, which could be used for r4 astromech, which gives back green left turns and white right turns.

2

This also means it now has access to regen....

Dengar with 2 shields worth of regen...

Double posted

Edited by Icelom
2 hours ago, VanderLegion said:

Keep in mind that the title gives you an astro slot, which could be used for r4 astromech, which gives back green left turns and white right turns.

Except the torpedoes all have multiple charges now.

Unhinged astromech? 3 green blue sloop, anyone? anyone?

Edited by wurms
1 minute ago, wurms said:

Unhinged astromech? 3 green blue sloop, anyone? anyone?

No more unhinged.

And the droid that does the same thing reduces the difficulty so makes it white. (if its the right speed, but i think thats a speed 2 droid)

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

Not even a single white turn to the right. The dial is second worst now, just barely ahead of the lambda.

and I thought imperial players had a persecution complex ?

Edited by ficklegreendice
7 minutes ago, Icelom said:

No more unhinged.

And the droid that does the same thing reduces the difficulty so makes it white. (if its the right speed, but i think thats a speed 2 droid)

R4 extra doesn't help the sloop (but is quite good still for the turns and other moves). It only does speed 1-2, not 3, and it only does "basic" maneuvers, which presumably will not cover any of the turn-arounds.

quickly cutting through the S&v dials,

Firespray dial got SUPER buffed

Viper dial got more blues

Khirax got trolls

HWK got buffed

Y got some blue banks

g1-a can stop now, dial was always that **** otherwise

SCURRG moved blue banks to speed 1, otherwise the same

lancer is the same

yv is the same

z is the same

fang is the same

believe scyk is the same


jump got hard nerfed, and that's about it. you can undo these nerfs with punishing 1 + mech, minus no longer having a white sloop

Edited by ficklegreendice
5 minutes ago, ficklegreendice said:

quickly cutting through the S&v dials,

Firespray dial got SUPER buffed

Viper dial got more blues

Khirax got trolls

HWK got buffed

Y got some blue banks

g1-a can stop now, dial was always that **** otherwise

SCURRG moved blue banks to speed 1, otherwise the same

lancer is the same

yv is the same

z is the same

fang is the same

believe scyk is the same


jump got hard nerfed, and that's about it. you can undo these nerfs with punishing 1 + mech, minus no longer having a white sloop

Scyk gained a 5s

3 minutes ago, Dengar5 said:

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

Not even a single white turn to the right. The dial is second worst now, just barely ahead of the lambda.

Quad - gains 1 banks (big improvement)
Starviper - 2 banks now blue (from white)
Kimogila - 2 Hards are now white (from red)
Kihraxz - Gains 2 Talon rolls (does loose the 5x k turn), 3 staight now blue (from white)
M3-A - Gains 5 straight, 2 banks are now white (from green... thats sad)
G-1A- Gains 0 red, 3k turn is now 2k turn, 4straight now red.

Jumpmaster - Bassically all right turn manovuers go up a difficulty (thank goodness, now feels like a cool dial not just a good dial thats awsome to the left)
Firspray - Gains 3 red talon rolls, 3 Hards become 1 hards, looses 3k
HWK - Gains 0 red, 3 banks are now white (from red) gains 3 hard reds, 4 straight now white (from red)
Y-wing - 1 banks now blue (from white)
Z-95 - Gains 4k red

I think that's it for change dials I might have missed some

Other than the jumpmaster its basically buffs across the board.... I have no idea where you are seeing "significant dial nerfs" care to help me out?

Dengar at Init 6, can focus and rotate turret. He's locked into greens, but with Maul he's as bad as Luke on Han.

1 minute ago, Rakaydos said:

Dengar at Init 6, can focus and rotate turret. He's locked into greens, but with Maul he's as bad as Luke on Han.

Lol no

People really have no idea how bad Luke gunner is for the game. It's honestly baffling

Say it with me now:

Luke

Is

Not

An

Action

Also since he's start of engagement, you cant even avoid Han with other initiative 6

So no, **** no. I 6 rotate action can't even be considered a poor imitation of Luke without being laughed off the stage

7 minutes ago, Rakaydos said:

Dengar at Init 6, can focus and rotate turret. He's locked into greens, but with Maul he's as bad as Luke on Han.

Nowhere near as bad....

Can still be out initiatives, relies on having an action, causes a stress. Maul does not remove stress.

Dengar can be blocked or any number of things, luke on anything just moves the **** turret after the board state is set.

Edited by Icelom