Jam action or Jamming is total garbage in 2.0....

By jpltanis, in X-Wing

21 minutes ago, Commander Kaine said:

So you write something that makes no sense... when I call it out, you think it is because I'm not happy? I'm not sure I follow your logic.

I tell you when I'm not happy.

I'm not happy when people write their baseless opinions as facts, and when I call them out on it, the best they can do is to imply that I must be a sad person to act this way.

If you can't handle being called out, don't post these things. I'm not afraid, you can call me out all you want, and you won't find me doing this. Because I can defend my points with arguments. I suggest you try the same.

So you said that if Jam was too strong, the game would be garbage.

Sure, but it's nowhere near too strong, and it is most certainly isn't "fine". And "too strong" is a bit too much, when we know that point costs can be adjusted anytime. It also has a lot of limitations, making it pretty fair, and difficult to use. Very far from too strong.

Guess you’re not going to be happy then...

58 minutes ago, Commander Kaine said:

Luckily, they could make it more expensive if it is too strong. They can make it as expensive as they want.

If it is too weak however, they cannot decrease prices forever. Looking at it, it is bound to be extremely cheap, but even then it is a questionable choice.

So you are just wrong. Too strong can be fixed with the tools they have much much easier. Too weak, and already cheap? Nothing to do, but bury the card.

The jam mechanic as a cannon, sure, but having to price up a ship solely because of the strength of an action isn't exactly great either.

41 minutes ago, jpltanis said:

If you believe that the jam action is great as it is currently - please give me (say 5 common scenarios) that you would take the jam action over of all the other common actions like - focus, lock, evade, & etc.

You be hard press to ID them. Most of them of rare cases with lots of, if they have this rarely used upgrade or a pilot with some unique ability. Who needs an action that is useful in a game for only 5% (or less) of the time?

A low PS ship vs high PS ace, 99% of the time. A 44 point generic Reaper or Lambda Jamming a 80-100 point Poe, Kylo, Wedge, Corran Horn etc. If you move into a position where you can block them as well, so much the better.

Passive modifiers are either a rarity or situational in 2nd Edition, so players will really need to look to Focus tokens to modify their offense and defence.

The Jam action will be a pretty good equaliser for generic pilots over named aces - you can potentially lock down their modifiers for multiple turns, and an ace without modifiers is usually a very fragile thing.

Also, it's a counter to alpha strike lists, passive mods that require keeping a token, and general equalizer for generics. If they stuck, they would be incredibly NPE for a multitude of lists. As is, they are niche, which is fine. Could you imagine if a ship got hit with a jamming beam for 4 tokens and they only fell off when you had a token to remove it? You just gained 4+ turns of shutting down a ship for minimal expense.

Edited by Hujoe Bigs

Jam also helps you attempt a save on your other ships, if they are about to get lit up. That's a big deal, especially as a support craft. It'll be heavily situational, but its a tool. That's all.

23 minutes ago, FTS Gecko said:

you  can potentially lock down their modifiers for multiple turns  ,  

How?

far more disappointed in the range limitation that the fact that they don't stick. Have to see it on the table to be sure if I hate it. may be one of those things that is situational but knowing you can if you need to is nice.

1 hour ago, jpltanis said:

If you believe that the jam action is great as it is currently - please give me (say 5 common scenarios) that you would take the jam action over of all the other common actions like - focus, lock, evade, & etc.

You be hard press to ID them. Most of them of rare cases with lots of, if they have this rarely used upgrade or a pilot with some unique ability. Who needs an action that is useful in a game for only 5% (or less) of the time?

HWK or Lambada with a support crew dives in close to the enemy ace to either block or be overshot, and jams to deny an action even if the block fails, to reduce damage to the rest of the list.

G1A gets more defense out of denying a focus or lock, than focusing it's 1 defence die. it should also be able to take advanced sensors.

XG1 gunboat performs a 3 die jammer attack to strip tokens before it's fellows make 2 die primary attacks.

Anything going against Poe, Omega Leader, anything with reinforce or Rebel Falcon (honorary reinforce), or low PS missile swarms.

And of course comboing with the various Reaper pilot abilities.

Considering there's only 4 ships known to have the Jam action at all, 5 broad cases isnt that bad.

Edited by Rakaydos
8 minutes ago, Forgottenlore said:

How?

Second post in this very thread.

Jam is fine, especially now that the devs officially confirmed what we already knew from the stream where Alex had already said it: Jam removes Targetlock.

First, the distinction between Jam action and Jam cannon is important. It dictates which kind of ship wants to use it. The action is great on a support ship with lowest possible PS, as you can move to range 1 without problems and destroy action economy of opponent ships. The jamming beam is ok in the context of a swarm as long as it is the first weapon to shoot.

Second, we know already that a dice modification is very valuable, even more than an additional die. But in 2.0 these mods are rarer than ever, and accordingly Jam is stronger than it was in 1.0. There are also more targets, not only focus, TL and evade, but also calculate and reinforce. This again makes jam stronger than before.

Third, control effects work differently now and are generally weaker. Despite what loud voices claim, ion is not stronger now because it does not work at hit but at more than one damage dealt. That‘s an important difference because the ICT does at most 2 ions, but will frequently deal 0 despite getting a hit. But Jam cannon deals one for each hit, which will always be one more token than ion. It shares the disadvantage of tractor beam which are dependent on carriers.

Fourth, there are plenty abilities that require a token of some sort to work. C3PO is an example. A jamming beam with two hits will ruin a 12pt card, that‘s worth it. Or it prevents Leebo. Or Han‘s rerolls due to the evade. And so on, we already have plenty of examples. But besides them, we also know that token stacking is rarer now, and removing a token stack is easier than before. Soontir without tokens dies rather eaily. Same for Vader or a Defender.

And fifth, maybe should have been first, jam should primarily be thought of as reducing defensive power and only secondarily as weakening offense.

Sixth, there are several upgrades that make jam again better.

Overall I think we are underestimating Jam because we all still think in terms of 1.0.

12 minutes ago, Max Teranous said:

Second post in this very thread.

Nothing he said suggested he was talking about enhancing the action with the slicer, which is why I wanted him to clarify what he was thinking, and if the argument is that jamming is fine (with a fix card), well, that isn’t really an argument that it’s fine as is, more the opposite.