Why would anyone fly a Jumpmaster?

By Gibarian, in X-Wing

Worse/costlier than a Freighter Captain, and can't turn right.

I left 1.0 shortly after the first Jumper nerf, but before the second. My impression was that the second hit basically took it out of general usage across the board. And now 2.0's given it an unusable dial.

Dengar's ability is good, but, y'know, just fly to his right...

How do they even fix this, short of reissuing the dial in a 2.0 Jumpmaster re-release?

Edited by Gibarian
8 minutes ago, Gibarian said:

Why would anyone fly a Jumpmaster?

They got confused and thought it was a Quadjumper

jumpmasters got nerfed.

quadjumper is the new jumpmaster. its awesome. expect it to get nerfed next :(

generic scum falcon seems like it is decent replacement.

33 minutes ago, Gibarian said:

Worse/costlier than a Freighter Captain, and can't turn right.

I left 1.0 shortly after the first Jumper nerf, but before the second. My impression was that the second hit basically took it out of general usage across the board. And now 2.0's given it an unusable dial.

Dengar's ability is good, but, y'know, just fly to his right...

How do they even fix this, short of reissuing the dial in a 2.0 Jumpmaster re-release?

1. To play hard mode.

2. To do quick builds, IE Dengar - Expert Handling, Proton Torps, R4 Astromech, Contraband Cybernetics, and Punishing One for 3 threat.

i fully expect the jm5k to get buffed rather quick.

Its probably the worst ship in the game right now across all the factions. And thats quite a feat to be that bad....

Its somewhat pricy, even when lean - lacks upgrades that are meaningful - lacks offensive punch - lacks mobility - lacks actions - heck even the more "tame" pilot, Tel, got nerfed pretty bad (now if he "dies" before he activates, he loses his shot as hes temp removed from the board)

The ONLY reason i'd use it over a scum falcon is if i REALLY wanted that torp or astro slot. Which right now is not worth it.

Edited by Vineheart01

I thought 2.0 was supposed to be super-balanced and fair to the point where you could fly whatever you wanted and be competitive.

That didn’t last too long.

the nerf of the jumpmaster is comprehensive and imo overdone. Scum player bias perhaps. Manaroo got her own nerf, which tbh was needed but the nerfed movement dial, derfed upgrade slots and nerfed costs for jumpmaster pilots has shelved this ship for the next forseeable future. Dengar might still see some play but imo not much.

Edited by Da_Brown_Bomber
33 minutes ago, Vineheart01 said:

i fully expect the jm5k to get buffed rather quick.

Its probably the worst ship in the game right now across all the factions. And thats quite a feat to be that bad....

Its somewhat pricy, even when lean - lacks upgrades that are meaningful - lacks offensive punch - lacks mobility - lacks actions - heck even the more "tame" pilot, Tel, got nerfed pretty bad (now if he "dies" before he activates, he loses his shot as hes temp removed from the board)

The ONLY reason i'd use it over a scum falcon is if i REALLY wanted that torp or astro slot. Which right now is not worth it.

The Jumpmaster only has the astro slot when using threat builds and that is just for Dengar.

default card default card

The generic Jumpmaster costs 52 points while the YT-1300 costs 46, and for the increased cost you get a worse dial, worse overall actions, less hull, an additional evasion die, one more Int, lose a crew and gunner slot and gain a torpedo slot in exchange for the missile slot.

I suspect we will see the ship getting a point decrease and the Scum YT-1300 getting a point increase.

Title gives you the astro slot at the cost of cre w.

Like MegaSilver said, it swaps crew for astro.

Scum crew are sorta meh for the most part imo (odd, since in 1.0 they were ridiculous) but i wouldnt say astro are any better.

14 minutes ago, MegaSilver said:

Title gives you the astro slot at the cost of cre w.

11 minutes ago, Vineheart01 said:

Like MegaSilver said, it swaps crew for astro.

Scum crew are sorta meh for the most part imo (odd, since in 1.0 they were ridiculous) but i wouldnt say astro are any better.

My mistake. R4 helps make the dial better.

Edited by Animewarsdude
1 minute ago, Animewarsdude said:

My mistake. R4 helps make the dial better.

And it can't take R4.

Strike 2. ;)

Edited by MegaSilver
22 minutes ago, Animewarsdude said:

The Jumpmaster only has the astro slot when using threat builds and that is just for Dengar.

default card default card

The generic Jumpmaster costs 52 points while the YT-1300 costs 46, and for the increased cost you get a worse dial, worse overall actions, less hull, an additional evasion die, one more Int, lose a crew and gunner slot and gain a torpedo slot in exchange for the missile slot.

I suspect we will see the ship getting a point decrease and the Scum YT-1300 getting a point increase.

scum freighter capt > contracted scout. pay 6 points and get lando title/2 extra shields from escape shuttle. take a peek at the two dials. YT-1300 trumps scout. not even close. Yt-1300 can sloop either way and gets 4 straight. scout loses sloops and has red 2 sharp turns and no 3 sharp turns. YT-1300 movement dial is all blue or white xcept for 4K turn and sloops. TY-1300 gets 2 crew slots (vs one crew for jumpmaster) and gunner slot :)

Edited by Da_Brown_Bomber
2 minutes ago, MegaSilver said:

And it can't take R4.

Strike 2. ;)

Are the bases at least loaded?

Just now, Animewarsdude said:

Are the bases at least loaded?

If you add a penny to the bottom of them, sure.

Just now, MegaSilver said:

If you add a penny to the bottom of them, sure.

Who has that kind of money laying around!? Lincoln!?

Is the Scum YT-1300 doing well with a 2 dice bowtie? I bought the ship for Gunner Han, but haven't flown it yet.

22 minutes ago, Animewarsdude said:

The Jumpmaster only has the astro slot when using threat builds and that is just for Dengar.

default card default card

The generic Jumpmaster costs 52 points while the YT-1300 costs 46, and for the increased cost you get a worse dial, worse overall actions, less hull, an additional evasion die, one more Int, lose a crew and gunner slot and gain a torpedo slot in exchange for the missile slot.

I suspect we will see the ship getting a point decrease and the Scum YT-1300 getting a point increase.

These point costs could easily switch after a post wave 2 update (and I expect they will).

Keep in mind there are a lot of bitterness towards the jumpmaster that some wont even return to 2.0 simply because the Jumpmaster is still in there even if it is nerfed to oblivion . Granted that is a silly reason to price the jumpmaster so poorly but a reason none the less. As for Scum YT-1300, well we all knew that would be a thing just wished Disney didn't make it so **** ugly and what not. Anyways I will be using the other models for my scum lists.

9 minutes ago, Da_Brown_Bomber said:

scum freighter capt > contracted scout. pay 6 points and get lando title/2 extra shields from escape shuttle. take a peek at the two dials. YT-1300 trumps scout. not even close. Yt-1300 can sloop either way and gets 4 straight. scout loses sloops and has red 2 sharp turns and no 3 sharp turns. YT-1300 movement dial is all blue or white xcept for 4K turn and sloops. TY-1300 gets 2 crew slots (vs one crew for jumpmaster) and gunner slot :)

Oh yea, and forgot to mention the fact the Jumpmaster only has a single arc turret on a large base while the Falcon at least has the bowtie.

Clearly the jumpmaster is being sent away until it gets a reprint in a year or two.

Nobody flies a Jumpmaster.

I think all the jumpmaster needs is for the punishone to add a 3 primary ala moldy crow so it can still have its turret and to NOT lose the crew slot. Dengar with perceptive co-pilot, 000, IG88D, or L337 to turn the right banks green, I think can instantly make the ship playable. It's dial isnt bad. It has 1 sharps and a 3 sloop. Its just the astromechs for it suck, and talent slots suck in general. Scum have good crew and gunners and jumps cant take advantage.

I wonder if the freighter cannon might go up in points. 46 is cheap.

That said, Tel Truvara with Intimidation, Hull Upgrade, Feedback Array, and 0-0-0, comes out to 75 points. Switch 0-0-0 out for Gonk, and it’s 82 points. Sure the dial’s not as good as it used to be, but that’s not bad for a large base bump-...apprentice. He’s not chewing up as much of your list as he did in v1.

In answer to the OP, because there are a few of us who legitimately like the ship...

It's somewhat ironic that I was put off using one of my favourite ships in 1.0 because it was too strong (even as a fan, I felt it was undercosted) and now I'm put off using it in 2.0 because I'm simply not skilled enough to make up for its shortcomings. The sad saga of the Jumpmaster is a big part of why I decided against going to tournaments, even when I had the chance.

5 hours ago, Gibarian said:

I left 1.0 shortly after the first Jumper nerf, but before the second. My impression was that the second hit basically took it out of general usage across the board.   

Nope, it was still massively overpower after the second nerf. It took them 3 attempts to reign it in, so this time, they didn't want to take any chances. We will probably see a price decrees at some point, but many players associate the ship with bad play-experience and bad game design, so FFG wants to keep it out of the meta for now.

Edited by Duskwalker