Scum are the weakest faction discuss...

By Cazar, in X-Wing

1 hour ago, ClassicalMoser said:

Kinda sorta. I feel like the devs could be way more methodical with their points adjustments. There are a lot of things that have been widely requested and largely ignored for not perceivable reason, in particular...

I have an opinion based on being a beta player for a different game. Obviously I have 0 insight on how FFG approaches the points adjustment. But in this particular beta there was a philosophy of: Play it to prove it. The absence of data was not proof of anything.

In other words, if you claimed something was too expensive or not working, you had to play it. Points adjustments was only done on things being played. Things NOT being played was hardly looked at, rather than proof its too weak to play.

So basically we have to go out and play the things that suck, and get horrible results (not deliberately) for them to admit that something needs to be done.

So far FFG seems to look at the things that does really (too?) well, and then hit them with big upwards point adjustments. But the perception seems to be that they don't look at what doesn't see play and give them huge downwards point adjustments.

1 hour ago, ClassicalMoser said:

Sometimes I wish I was doing the points adjustments.

But don't we all?

Heck no... with all the flack and flame you take I'm really glad it's not my job to attempt to balance this beast. :)

Because no matter what you do, someone will be unhappy, and complain.

5 hours ago, ClassicalMoser said:

And they need to stop paying for empty illicit slots.

Please. Pretty please. Illicits come with their own cost built in. Perhaps, if some killer illicit comes out you can charge for the slot, but I'd imagine you could just price that upgrade higher instead.

6 hours ago, ClassicalMoser said:

Kinda sorta. I feel like the devs could be way more methodical with their points adjustments. There are a lot of things that have been widely requested and largely ignored for not perceivable reason, in particular:

  • Larger points gap between I4 and I5 in general
  • Cost decrease for YT-2400
  • Cost decrease for Scyks
  • Smaller points gap between (most) generic pilots; we're paying too much for the talent slot
  • Several things that could cross thresholds with no problem but haven't because of the boogeyman spam list (33 pt Interceptors, 66 point Outer Rim Smugglers, etc.)
  • Cheaper Illicits
  • Cheaper Missiles

But very few of these things happened, and mostly in a few isolated cases. Instead, they over-buffed the Jedi for no perceptible reason. Plo Koon and Obi-Wan are the most absurdly priced things 2.0 has seen after the Wild Space Fringer. They're everywhere and they're universally performing at very high levels.

So there's still hope. I really want to see them take a more nuanced approach rather than continuing to try fixing the glass cabinet with a sledgehammer and railroad spikes. So many 1- or 2-point changes would be better than the few nuclear 7-point changes they've gotten in the habit of making each adjustment, mostly out of nowhere as an overreaction to a jank list that has been considered NPE (and was largely dealt with due to FAQ or slot removals; looking at you Inertial Dampeners and Roark Garnet...).

Sometimes I wish I was doing the points adjustments.

But don't we all?

I think this is also partially due to the fact that to apply a points rebalance on the scale you're talking about is both time-consuming and tedious, neither of which a company likes to invest in.

6 hours ago, ClassicalMoser said:
  • Cost decrease for Scyks
  • Cheaper Missiles

I disagree with those points.

Cartel Spacer with Ion cannon is 33 pts - cheaper would be bonkers. Also Serrisu, Quinn Jast and Inaldra are pretty much in good spot.

Cheaper Missiles would affect also to other platforms - like TAPs etc, which would be too powerful.

6 hours ago, ClassicalMoser said:
  • Several things that could cross thresholds with no problem but haven't because of the boogeyman spam list (66 point Outer Rim Smugglers, etc.)

I'll mention just ORS. That one might be a step too far (mostly due to the health... I mean, I really don't think there can be 66 point Patrol Leader VT-49s... Falcons are about as tough if the Decis don't Reinforce), but thankfully there's a great test first: Resistance Sympathizer. With a worse dial, worse actions, and 2 fewer shields, it should be at least 5 points cheaper than the Outer Rim Smuggler, instead of 2. Three of these would have about the toughness of 4 B-Wings, but with high time-on-target.

Also, it'd give a nice niche to this ship, as possibly the only 3-dice turret where you can run three.

It'd be a great experiment list, like how Knave E-Wings got to be exactly 66 points with Proton Torpedoes, two adjustments ago. FFG really should have pulled the trigger in July, just to test it in the wider community.

6 hours ago, DR4CO said:

But I shudder at the thought of being able to field 88ABC and have all three of them equipped with double-tapping Tractor Beams at 200 points. Just... no. Yuck. I would do horrible things to people with that.

At absolute best you get to Tractor a ship then deal 8 damage from two range 1 attack. But more likely Tractor a 3, maybe 2 agility ship, then deal ~ 4 damage. It doesn't seem crazy and one B's down no double-tapping and the final T beam might only help put something on rock if at all. Plus Tractor just got slightly nerfed. I dont think it would be too scary.

9 hours ago, DR4CO said:

I still maintain: bad idea. Unless you nerf Tractor Beams at the same, then we're okay.

I'm an old 1st Edition BroBot main. I love these ships. I just shipped 4 of them off for a commission repaint in anticipation of breaking them all out in Epic again. But I shudder at the thought of being able to field 88ABC and have all three of them equipped with double-tapping Tractor Beams at 200 points. Just... no. Yuck. I would do horrible things to people with that.

You could always increase the IG-2000 title to compensate. That way you can make 2 IGs and a third ship easier to fit, but 3 IG less so.

3 hours ago, Scum4Life said:

At absolute best you get to Tractor a ship then deal 8 damage from two range 1 attack. But more likely Tractor a 3, maybe 2 agility ship, then deal ~ 4 damage. It doesn't seem crazy and one B's down no double-tapping and the final T beam might only help put something on rock if at all. Plus Tractor just got slightly nerfed. I dont think it would be too scary.

The way that I use it, the strength of the tractor beam for IG-88 is not reliant on it being followed by 2 other attacks. I use it to push ships off the board or prevent an attack during one round by moving the opponent on a rock or disrupting its firing arc before it can shoot. The ideal situation is to drop it on a rock in a way that it will overlaps the rock againt the next round, hopefully causing 2 damage (total), stopping an attack and costing the action for the next round.

Other uses includes "unbumping" a high init pilot from another IG, allowing a devastating range 1 attack (where there would be none otherwise).

11 hours ago, gadwag said:

Asajj can equip dark side upgrades (i.e. Hate) without using Maul. This part of his ability is mostly thematic and is only useful for Ezra and Kanan pilots at the moment.

At the moment, all rebel, resistance and republic force pilots are light side. All the other factions (scum, imperial, first order and separatist) are dark side.

Hates cost is too high for asajj now which is sad. Hate dooku was just too good so assaj has copped collateral dmg from the points incrrase to hate. Heightened perception on asajj is quite good tho.

Looks like rebels get better use out of maul than scum. At least maul on ketsu works... best use of maul that ive seen.

1 minute ago, Da_Brown_Bomber said:

Hates cost is too high for asajj now which is sad. Hate dooku was just too good so assaj has copped collateral dmg from the points incrrase to hate. Heightened perception on asajj is quite good tho.

Looks like rebels get better use out of maul than scum. At least maul on ketsu works... best use of maul that ive seen.

More and more I think Scum's predicament is a strong argument for different generic upgrade costs per faction. Maul and Handbrake Han etc have spiked card costs so they're ridiculously pricey for the scum faction.

6 hours ago, Oldpara said:

I disagree with those points.

Cartel Spacer with Ion cannon is 33 pts - cheaper would be bonkers. Also Serrisu, Quinn Jast and Inaldra are pretty much in good spot.

Cheaper Missiles would affect also to other platforms - like TAPs etc, which would be too powerful.

I’m in complete agreement with your points.

Missiles are (and should be) the cheaper ordnance option between them and torpedoes. Barring variation between individual examples.

And again I agree with you on Scyks. And I’d like to take a second to break down why the Scyk’s points are actually fine...

28pts purchases a Cartel Spacer, compared to 24pts for a Binayre or a Mining Guild Sentry. All three are Initiative 1.

•The Z-95 gets an illicit, missile, and mod slot, while the Tie gets a mod slot. Scyk gets a mod slot and an Omni-slot salvaged from a clan mech... I mean, hardpoint.

•The Z-95 has Focus, Target Lock, and a red Barrel Roll. The Mining Tie has a Focus, Barrel Roll, and Evade. The Scyk gets all of those, with a Focus, Lock, Barrel Roll, and Evade.

•The Z-95 has 2 Agility, 2 Hull, and 2 Shields. The Mining Tie ignores asteroids while maneuvering, and has 3 Agility and 3 Hull. The Scyk has a combination of both ships, with 3 Agility, 3 Hull, and 1 Shield.

•Dials are a tossup. The Z has 5 blue maneuvers, 3-speed turns, 1-straight, max speed of 4 straight, and 2 K-Turns (3 and 4). Mining Tie is a Tie fighter (no 1 speed banks or straight), with a red 5 straight and a single 3-speed K-Turn. The Scyk has the Scum knife fighting dial that lacks the 3-speed turns, lacks a 1-speed straight, but has everything else, a white 5-speed straight, and 2 K-turns (3 and 5 speed). In summary: the Scyk has the best top speed of the 3, a better selection of K-Turns, and handles better in close range than either of the other ships. But it lacks the large sweeping turns and the slow-straight.

Is it worth 4pts more with the implication that it needs to fill it’s hardpoint? Yes. It is straight up a better chassis that combines the survivability and actions of the other two ships, but mostly lacks in the Asteroid Dodginess of the Tie, the illicit of the Z, and the 3-speed turns. The Z-95 is however the better missile platform, due to cost.

So if you want “cheapest Scum has to offer”, you go Z-95 or Tie, based on need. But if you want something with a bit more quality to it, you look at the Scyk.

Edited by It’s One Of Ours
2 hours ago, dotswarlock said:

The way that I use it, the strength of the tractor beam for IG-88 is not reliant on it being followed by 2 other attacks. I use it to push ships off the board or prevent an attack during one round by moving the opponent on a rock or disrupting its firing arc before it can shoot. The ideal situation is to drop it on a rock in a way that it will overlaps the rock againt the next round, hopefully causing 2 damage (total), stopping an attack and costing the action for the next round.

Other uses includes "unbumping" a high init pilot from another IG, allowing a devastating range 1 attack (where there would be none otherwise).

Ok, but with Tractor beam nerfed will this be as powerful?

1 hour ago, It’s One Of Ours said:

And again I agree with you on Scyks. And I’d like to take a second to break down why the Scyk’s points are actually fine...

I don't think Scyk prices are fine, not exactly. TIE/fo is nearly identical, and is 2 points cheaper at Init 1, 3 points cheaper at Init 3. Tansarii Point Veteran is the same 32 point cost as a Rebel Green A-Wing, or a Barron of the Empire TIE/v1, with nearly exact statlines, but those ships get access to linked actions or Vectored Thrusters. A naked Scyk is pretty clearly 2-3 points more expensive than it should be.

However, Scyk prices are *necessary* . @Oldpara is right that 33 points is the correct one for an Ion Cannon M3-A. The price of a Scyk with an equipped cannon falls in where it should, but without cannons, Scyks are a lot worse than their nearest equivalents in TIE/fo, A-Wings, and TIE/v1.

As I see it, it's probably time to increase cannon pricing on 2-red ships, so that Scyks can be made a bit cheaper baseline. Well... Hrm... There would be other impacts on Gunboats. Such a strange ship. A significantly better statline than the TIE Bomber, plus shooting-while-disarmed shenanigans, but awkward because a bad move can easily force them to spend two useless turns looping around. Non-Cannon Gunboats, unlike Scyks, don't really seem like they need to be cheaper, so adjusting base cost to compensate for canon price changes doesn't entirely make sense.

57 minutes ago, theBitterFig said:

I don't think Scyk prices are fine, not exactly. TIE/fo is nearly identical, and is 2 points cheaper at Init 1, 3 points cheaper at Init 3. Tansarii Point Veteran is the same 32 point cost as a Rebel Green A-Wing, or a Barron of the Empire TIE/v1, with nearly exact statlines, but those ships get access to linked actions or Vectored Thrusters. A naked Scyk is pretty clearly 2-3 points more expensive than it should be.

However, Scyk prices are *necessary* . @Oldpara is right that 33 points is the correct one for an Ion Cannon M3-A. The price of a Scyk with an equipped cannon falls in where it should, but without cannons, Scyks are a lot worse than their nearest equivalents in TIE/fo, A-Wings, and TIE/v1.

Why you think every ship should be good in every configuration?

Nobody takes Bombers /Punishers without Ordnance, nobody takes Gunboats without something, nobody takes naked Y-wings. Those are platforms to carry things. Scyks are platforms for cannons (rarely for Ordnance). Quite decent ones. Absolutely no need to compare them to other 2 red dice fillers while naked.

1 hour ago, theBitterFig said:

I don't think Scyk prices are fine, not exactly. TIE/fo is nearly identical, and is 2 points cheaper at Init 1, 3 points cheaper at Init 3. Tansarii Point Veteran is the same 32 point cost as a Rebel Green A-Wing, or a Barron of the Empire TIE/v1, with nearly exact statlines, but those ships get access to linked actions or Vectored Thrusters. A naked Scyk is pretty clearly 2-3 points more expensive than it should be.

However, Scyk prices are *necessary* . @Oldpara is right that 33 points is the correct one for an Ion Cannon M3-A. The price of a Scyk with an equipped cannon falls in where it should, but without cannons, Scyks are a lot worse than their nearest equivalents in TIE/fo, A-Wings, and TIE/v1.

I think The I1 Cartel space is ok with Autoblaster/Ion cannons but all other pilots could easily drop by 1 point without any problems at all.

The TPV is absolutley overcosted, an extra four points to go up 2 initiative and gain a talent shot, it should be 3 points at most, maybe even only two points more.

To go from I1 A-Wing to I3 with an extra talent (yes i know the I1 A-Wing has a talent) is only two points more (on a ship chassis that benefits more from extra initiative due to its double repositioning)

Inaldra get an awful pilot ability, pays 3 points for it plus an extra initiative. She should easily be 1, maybe even two points cheaper.

Scyks are not lighting up my local meta, I've used a bunch of Cartel spacers with assorted cannons (Tractor/Ion/Sunny) with other I1 ships for a mixed I1 Scum salad and they do ok, not Brilliant but good enough.

I've used Serrisu in i5 mixed salad and she can sometimes be really good, or blank out and die really fast, but i dont think ive had any good experiences with anything inbetween this two pilots.

Ive heard people say use Genesis Red alongside another pilot with perceptive co-pilot or milfy crow or try laetin with juke but i just think there are much better choices for the same points in the scum faction, furthermore they (Inaldra/TPV/quinn/Gr) dont show up in meta or online matches and perform well.

TLDR please drop Scyks 1-2 points.

I dont think Scum are completely out of luck i still Win a fair few games using scum and also have a lot sif fun doing so. Dissapointed in Tractor losing its punch as a lot of my I1 salads had a Cartel spacers with Tractor beam or a quadjumper but now medium/large ships will Resist that a bit better.

Pew pew, lets all try and have fun.

Edited by Scum4Life
Spelling
53 minutes ago, Oldpara said:

Why you think every ship should be good in every configuration?

Nobody takes Bombers /Punishers without Ordnance, nobody takes Gunboats without something, nobody takes naked Y-wings. Those are platforms to carry things. Scyks are platforms for cannons (rarely for Ordnance). Quite decent ones. Absolutely no need to compare them to other 2 red dice fillers while naked.

That's fair enough, but do these things have to be *this* much worse?

TIE Bomber is a great example. It doesn't really get flown much without ordnance, but comparing to a Torrent, they get a hull and a better dial for those 4 points, and it wouldn't really seem completely terrible to fly a Scimitar as filler.

1 minute ago, Scum4Life said:

I've used Serrisu in i5 mixed salad and she can sometimes be really good, or blank out and die really fast, but i dont think ive had any good experiences with anything inbetween this two pilots.

I guess she can blank out, but Serissu seems like a legitimately good and under-rated Scum pilot. Init 5 is good. I've seen those rerolls add like a half-dozen evades over the course of a game. Autoblasters seems to have gone a long way towards adding some punch to her. At 43 points with Marksmanship, she really feels worthwhile to me.

8 minutes ago, theBitterFig said:

That's fair enough, but do these things have to be *this* much worse?

TIE Bomber is a great example. It doesn't really get flown much without ordnance, but comparing to a Torrent, they get a hull and a better dial for those 4 points, and it wouldn't really seem completely terrible to fly a Scimitar as filler.

I guess she can blank out, but Serissu seems like a legitimately good and under-rated Scum pilot. Init 5 is good. I've seen those rerolls add like a half-dozen evades over the course of a game. Autoblasters seems to have gone a long way towards adding some punch to her. At 43 points with Marksmanship, she really feels worthwhile to me.

I agree, Serrisu can certainly work with Tractor beam/plasma torp/Autoblaster/Ion Cannon.

But there are other pilots and i'd like to feel like ai can use them too.

I'm intriged as to the upcoming I4 pilot, possible a droid G4-R or am i getting that mixed up with the JM5K pilot

10 minutes ago, Scum4Life said:

I agree, Serrisu can certainly work with Tractor beam/plasma torp/Autoblaster/Ion Cannon.

But there are other pilots and i'd like to feel like ai can use them too.

I'm intriged as to the upcoming I4 pilot, possible a droid G4-R or am i getting that mixed up with the JM5K pilot

Upcoming scum pilots are:

  • Nom Lumb (JumpMaster 5000)
  • G4R-GOR V/M (M3-A Interceptor)
  • Bossk (Z-95-AF4 Headhunter)
3 hours ago, theBitterFig said:

I don't think Scyk prices are fine, not exactly. TIE/fo is nearly identical, and is 2 points cheaper at Init 1, 3 points cheaper at Init 3. Tansarii Point Veteran is the same 32 point cost as a Rebel Green A-Wing, or a Barron of the Empire TIE/v1, with nearly exact statlines, but those ships get access to linked actions or Vectored Thrusters. A naked Scyk is pretty clearly 2-3 points more expensive than it should be.

However, Scyk prices are *necessary* . @Oldpara is right that 33 points is the correct one for an Ion Cannon M3-A. The price of a Scyk with an equipped cannon falls in where it should, but without cannons, Scyks are a lot worse than their nearest equivalents in TIE/fo, A-Wings, and TIE/v1.

As I see it, it's probably time to increase cannon pricing on 2-red ships, so that Scyks can be made a bit cheaper baseline. Well... Hrm... There would be other impacts on Gunboats. Such a strange ship. A significantly better statline than the TIE Bomber, plus shooting-while-disarmed shenanigans, but awkward because a bad move can easily force them to spend two useless turns looping around. Non-Cannon Gunboats, unlike Scyks, don't really seem like they need to be cheaper, so adjusting base cost to compensate for canon price changes doesn't entirely make sense.

The comparison to the Tie/FO is a fair point.

The Tie/FO is 26pts to the Scyk’s 28.

•The Tie/FO has the same action bar, and stat line, matching the 3 Agility, 3 Hull, and 1 Shield.

•Dial-wise the Scyk has already been mentioned, but the FO is a Tie Fighter dial with Blue 2-speed turn and 2-speed S-Loops. At face value it is better than the Scyk’s, mostly due to the S-Loops. The differences in blue maneuvers matters most with S-Loops and K-Turns on both ships, as well as cards and effects that add red actions or give thr ship a stress. Both ships lack native linked actions however.

•The Tie/FO has a mod slot and a tech slot, the latter of which can be extremely useful. However the tech slot is a pricey one, with the cheapest useful upgrade being 4pts (Advanced Optics). I’m not counting Biohexacrypt Codes. Again though, Scyk has the Omni-slot that it mugged a MadCat for.

So which is better? I don’t really think either one of them are in this case. I say that because the Tie/FO is the cheapest ship the First Order has, out of all 4 ships available to it. While the Scyk’s competition is between the Z-95 and Mining Guild Tie, in a faction where the ship list dwarfs that of the FO by several magnitudes. And in a straight up match, the Scyk and Tie/FO aren’t too far off from each other either depending upon how they’re outfitted. But really I don’t believe the 2pts matter in this comparison because the ships are for entirely different factions. This is a case where IMO the points-balance between the ships is more important within the faction, than the meta points-balance when comparing two ships from separate factions.

29 minutes ago, It’s One Of Ours said:

But really I don’t believe the 2pts matter in this comparison because the ships are for entirely different factions

This is right, I reckon.

In a vacuum, the TIE/fo is a good deal better than the scyk, but they are from different factions and so aren't meant to be balanced against each other exactly.

The scyk's real problems are the ships it competes with in its own faction. Just about everything that a scyk can do can be done better by another scum ship:

  • Budget filler: Z-95 or Mining TIE
  • Tractor beam: captain seevor has a similarly strong debuff (especially vs non-jedi enemies). Quadjumpers start 2pts cheaper than a tractor TPV. Alternately, combine the scyk and the ship you have shooting after it and you get a lancer
  • Ion cannon: If you have a scurrg or Y, you can tape an ion cannon turret to it. The Scyk is probably the best dedicated ion carrier though.
  • Autoblaster: The scyk is the best dedicated autoblaster carrier. As a nuisance flanker/ace hunter, it's worse than seevor.
  • HLC: With no linked actions, high-init scyks can't make great use of this. Low-init scyks will probably never fire it, but can use it as a control element vs aces.
  • Proton torp: Serissu with a torp is ok, but at that cost you might want to consider torp kavil with a dorsal turret.
  • Missiles: Z-95 is cheaper

Looking at that list, I agree with others that say the scyk is best as a cannon / torp carrier. In the cannon department, ion and tractor are most interesting to me. In terms of torps, serissu with protons is most attractive. I don't hate genred with torps as a second carrier I guess.

Someone is probably going to mention sunny bounder with autoblaster, but I think I'd put both seevor and ahhav in my squad before bringing her, especially in the current meta. I appreciate though that sunny would be good fun.

5 hours ago, Scum4Life said:

Ok, but with Tractor beam nerfed will this be as powerful?

The original examples of uses that I mentionned are completely unaffected by the tractor beam nerf since they depend entirely on moving an enemy ship (which required those amounts of tractor tokens to begin with). So in that context, if IG-88 uses a tractor beam mostly to move an opponent rather than reduce its defense dice, the tractor nerf is actually a buff since it protects it against other ships using tractor beams against it (nantex, more specifically).

The tractor beam nerf will mostly affect squads that could reliably only land 1 tractor token against medium or large ships and were hoping to use the lowered defense for all their allies to attack. So in a Ketsu mirror match, neither one can use their ability against the other (probably still works against their escorts, however).

22 minutes ago, dotswarlock said:

The original examples of uses that I mentionned are completely unaffected by the tractor beam nerf since they depend entirely on moving an enemy ship (which required those amounts of tractor tokens to begin with). So in that context, if IG-88 uses a tractor beam mostly to move an opponent rather than reduce its defense dice, the tractor nerf is actually a buff since it protects it against other ships using tractor beams against it (nantex, more specifically).

🤨 Explanation doesn't mesh since the player that applied the token(s) resulting in the tractored condition (number of tokens equaling or exceeding the base size's requirement) was the one that got to move the ship or not at their discretion before the nerf (still is this way), and a single tractor token on a ship has never in 2.0 equaled being tractored for medium and large bases. This is before factoring in that the Nantex's tractor abilities happen during the Activation Phase for Pinpoint Tractor Array and at the start of the Engagement Phase (not when they engage) for Ensnare vs them being shot at by tractor beams during the Engagement Phase initiative step of the tractor beam carriers. This renders Nantexs effectively immune to your Bro-bots tossing them around (first time tractored only rule)...

Edited by Hiemfire
5 minutes ago, Hiemfire said:

🤨 Explanation doesn't mesh since the player that applied the token(s) resulting in the tractored condition (number of tokens equaling or exceeding the base size's requirement) was the one that got to move the ship or not at their discretion before the nerf (still is this way), and a single tractor token on a ship has never in 2.0 equaled being tractored for medium and large bases. This is before factoring in that the Nantex's tractor abilities happen during the Activation Phase for Pinpoint Tractor Array and at the start of the Engagement Phase (not when they engage) for Ensnare vs them being shot at by tractor beams during the Engagement Phase initiative step of the tractor beam carriers.

Let me re-summarize because my answer to Scum4Life followed a discussion over a few posts.

1) This regards my use of IG-88, a medium base.

Pre-FAQ update:

-Ketsu or a Nantex dropped a single tractor token on IG-88, my agility dropped by one. I did not move, but became weaker to the following attack by the escort.

- My personal use of tractor beams was to move enemy ships (1 small, 2 medium, 3 large) as a defensive measure (land them on asteroids to prevent a shot or move them towards the board edge). I also used to unbump a higher initiative ship so the 2nd IG could attack.

Post- FAQ update:

- Ketsu drops a single tractor token on IG-88; no effect. Nantex drops a single tractor token on me: no effect. Defensively, I am in a better position.

- My personnal use of tractor beam is completely unnaffected. I needed 1, 2 or 3 tractor tokens to move a ship before, still do now.

Conslusion :

- Tractor beam changes actually benefits me in my use of IG-88 as a scum player.

- However, tractor beam changes lowers the efficiency of squads that depended on a tractor beam to lower the agility of a medium/large ship for the rest of a squad to damage more severely.

1 minute ago, dotswarlock said:

Let me re-summarize because my answer to Scum4Life followed a discussion over a few posts.

1) This regards my use of IG-88, a medium base.

Pre-FAQ update:

-Ketsu or a Nantex dropped a single tractor token on IG-88, my agility dropped by one. I did not move, but became weaker to the following attack by the escort.

- My personal use of tractor beams was to move enemy ships (1 small, 2 medium, 3 large) as a defensive measure (land them on asteroids to prevent a shot or move them towards the board edge). I also used to unbump a higher initiative ship so the 2nd IG could attack.

Post- FAQ update:

- Ketsu drops a single tractor token on IG-88; no effect. Nantex drops a single tractor token on me: no effect. Defensively, I am in a better position.

- My personnal use of tractor beam is completely unnaffected. I needed 1, 2 or 3 tractor tokens to move a ship before, still do now.

Conslusion :

- Tractor beam changes actually benefits me in my use of IG-88 as a scum player.

- However, tractor beam changes lowers the efficiency of squads that depended on a tractor beam to lower the agility of a medium/large ship for the rest of a squad to damage more severely.

Okay. So I'd missed a fair chunk of it. Thanks for clarifying.