What Was The Most Broken Thing In 1.0?

By Boom Owl, in X-Wing

Super Saiyan Miranda I.e. Her final form of Harpoons, TLT, Bomblet, 3P0. It's a turret you can't chase, with a burst damage option, low cost regen and high pilot skill. Essentially, the pilot that does everything.

I've said it before and i'll say it again VI (and adapt) that **** should have never been printed, thank god its gone in 2.0

The K-Wing and Jumpmaster 5000 are easily the two most powerful releases.

Manaroo or Miranda. I don't know which is better overall.

Edited by AceWing

Not managing to give us a K2 pilot and crew on two occasions!!!

Miranda. She just did too many things too well and too easily.

For me:

Jumpmaster entirely (or Contracted Scout if you are forcing me to pick only one card)

For my wife:

Nym

Edited by GILLIES291

Pre decloak nerf phantom. If you never played against an 86 point list you just would get it.

Pre nerf phantoms are the worst.

Most broken card in 1.0 is quite clearly Miranda, and its not even close. She abused basically every broken mechanic and a huge majority of the other broken upgrade cards in 1.0. Lets not forget that she was also in the most ridiculous synergy faction of 1.0 too. Biggs, lowhhwrick, and the entire sheathapide expansion were all just adding to Miranda.

Edited by SnooSnarry

I get what people are saying for their time, the prenerf phantom, but do you really think it would hold up against jumps and miranda, two other popular choices? Also without VI another popular offender? I think prenerf phantoms just hit a perfect storm of timing. I have serious doubts miranda would struggle against those.

K-2SO clearly. The card was so OP that even the X-Wing devs were "Steady on, that's a bit much" and so it never got released.

On ‎6‎/‎29‎/‎2018 at 6:59 PM, Marinealver said:

Han Solo was in wave 2 never got big until all the reposistioning at pilot skill 9 became a thing. Once Whisper hit the table dials didn't matter because you could always move out of arc after all dials been revealed. The only firing arc that could catch them, was well no firing arc.

You forget Han Solo and C-3PO were out and got stomped by the TIE Swarm. You have to go back to the root of the problem an that is what removed the uncertainty in the game (movement after reviled dials, auto hit/evade, chose your own damage card).

And you seem to forget which one won worlds, was released first, and was a hard-counter to Whisper throughout the game. ;)

The Mary Sue of X-Wing, Miranda.

Tough call. Veteran Instincts

The forums...

*mic drop*

Oh I was thinking more along the lines of a Freighter being more maneuverable than ANY fighter.....

Anybody who answered anything other than the Jumpmaster needs to give themselves a stern talking to. Miranda was around when Jumps were, and she couldn't even begin to handle them.

Every Jump pilot has its moment. They've been nerfed so much more than any other ship ever on the game as are STILL the second best thing in Scum.

11 hours ago, LordFajubi said:

I get what people are saying for their time, the prenerf phantom, but do you really think it would hold up against jumps and miranda, two other popular choices? Also without VI another popular offender? I think prenerf phantoms just hit a perfect storm of timing. I have serious doubts miranda would struggle against those.

Prenerf phantom would be crushed in the current meta, but it is still the most broken. It basically would always win against a huge number of ships (e.g., lower PS arc-based) and always lose against another group (higher PS turrets). There was no valid way to balance the ship as it was because it was so absurdly matchup dependant.

The other stuff that gets called 'broken' is really just underpriced.

8 hours ago, Keffisch said:

And you seem to forget which one won worlds, was released first, and was a hard-counter to Whisper throughout the game. ;)

TIE Fighters;)

  • They were released first
  • They won the first worlds
  • They got hard countered by whisper
On 6/29/2018 at 11:29 AM, Major Tom said:

Probably an unpopular opinion, but the TIE/ln swarm in all it’s varieties has to be up for consideration.

False.

1 hour ago, Blizzard said:

False.

Why is that false? Trying to correct for the unintentional power of the TIE/ln swarm gives us Phantoms, which gives us fat Han, which gives us the JM5K and so on. It’s the original muck-up that drives all the swingy over corrections, and is also completely toxic to the casual and thematic styles of play (a bunch of Academy scrubs is only thematic if Wedge, Luke, et al smash them). It’s not like it’s even some technical masterpiece of flying skill. You basically have one ship and the ability to count.

8 hours ago, kraedin said:

Prenerf phantom would be crushed in the current meta, but it is still the most broken. It basically would always win against a huge number of ships (e.g., lower PS arc-based) and always lose against another group (higher PS turrets). There was no valid way to balance the ship as it was because it was so absurdly matchup dependant.

The other stuff that gets called 'broken' is really just underpriced.

No doubt about it, the TIE Phantom was the most polarising ship in the game. Either you were running it or you were running Han, and anything else lost hard in tournaments. However, the JM5K wins against quite literally everything in the game.

Its closest match up would probably be against Ghost/Fenn and Kylo/2Rho, the former to deny the missiles, and the latter to get them off first. Even then, it's an enormously uphill battle in which equally skilled players find the JM5K wins almost every time.

So I know its 1 thing only (and I will list one too) but this combo was broken for me personally.

Palob Godalhi + Moldy Crow + Rec Spec + Attani Mindlink

Afbeeldingsresultaat voor focus-gif-short2

and for the one thing: Torkil Mux... Period

22 hours ago, kraedin said:

Prenerf phantom would be crushed in the current meta, but it is still the most broken. It basically would always win against a huge number of ships (e.g., lower PS arc-based) and always lose against another group (higher PS turrets). There was no valid way to balance the ship as it was because it was so absurdly matchup dependant.

The other stuff that gets called 'broken' is really just underpriced.

This is a pretty good argument actually - the Phantom is broken in the sense of genuinely not working from a mechanical standpoint, because it's too good in one capacity and too bad in others.

I'd argue, though, that Miranda is the same - she's able to excel at every pillar of the game against many if not most lists, and the only reliable way to counter her is to exceed her PS and alpha her down.

17 minutes ago, thespaceinvader said:

the Phantom is broken in the sense of genuinely not working from a mechanical standpoint, because it's too good in one capacity and too bad in others.

This. The original version of the TIE Phantom/Advanced Cloaking Device basically asked, at the start of the game, "are you a higher pilot skill than me?".

If the answer is "Yes" it dies because it's a Z-95 with better guns it won't live long enough to use.

If the answer is "No", it had speed 2 action-free barrel rolls and agility 4, meaning it was nigh untouchable without a super-upgraded turret.

Aces always suffer when on the wrong end of the pilot skill stick, but the phantom's effectiveness shift was so extreme that it moved from game-dominating to useless, which put it into 'make meaningful chunks of the available squad options unplayable' territory.

Miranda Doni, like Parratani lists, doesn't have a specific single strength or a single specific weakness, but is just incredibly efficient at everything.

As noted, putting that many good slots (as opposed to just 'multiple shots of ordnance') on a ship almost always led to something scary, and is common feature of the better ships (especially the 'really big ships which for some reason are still small ships):

  • K-wing
    • Pilot Ability
    • Turret
    • Crew
    • Multiple Ordnance
    • Bombs
    • Modification
  • Scurrg
    • Pilot Ability
    • Elite
    • Turret
    • Systems & Astromech OR Crew
    • Multiple Ordnance
    • Bombs
    • Modification
  • ARC-170
    • Title
    • Pilot Ability
    • Elite
    • Crew
    • Torpedo
    • Astromech
    • Modification
  • Silencer
    • Title
    • Pilot Ability
    • Elite
    • Systems
    • Tech
    • Modification
  • TIE/sf
    • Title
    • Pilot Ability
    • Elite
    • Systems
    • Missiles
    • Tech
    • Modification
  • Jumpmaster (original)
    • Title
    • Pilot Ability
    • Elite
    • Crew
    • Astromech
    • Multiple Torpedo
    • Modification

Compare with 'normal' ships that might have two or three upgrade options - the way 'more than the sum of your parts' upgrades worked, the ship with the ability to carry the most upgrades which could complement one another in use generally won.

K4 security droid wasn't a thing until you had ships with a really good green dial and a crew slot - but the Jumpmaster could also carry unhinged astromech, giving it more non-green moves than green moves. Oh - plus, white segnor's loops. Combine the two and it could also use and abuse attani mindlink - meaning that's now both focus and evade tokens coming down in the rations without needing your own action to generate them.

Edited by Magnus Grendel