This Anakin Skywalker aethersprite keeps completely dodging my arc without even taking stress. Maybe I should be able to rotate 90 degrees after he uses Fine-Tuned Controls.
I found another NPE that needs addressing
Hyperspace; problem solved.
I love that I am not completely sure if this is satire. Well done.
I'm so many levels deep in Poe's Law that I should probably just buy into resistance.
I mean... OP's not wrong.
48 minutes ago, Matanui3 said:This Anakin Skywalker aethersprite keeps completely dodging my arc without even taking stress. Maybe I should be able to rotate 90 degrees after he uses Fine-Tuned Controls.
You wanna try spinning?
1 hour ago, Matanui3 said:This Anakin Skywalker aethersprite keeps completely dodging my arc without even taking stress. Maybe I should be able to rotate 90 degrees after he uses Fine-Tuned Controls.
You see, it's humorous because the arc dodging principal that forms the core of ace play presents a fundamental balance issue that runs a risk of rendering an unacceptable amount of the game unable to participate on a meaningful level and significantly reduces player agency and engagement...did I ruin the joke?
2 hours ago, MasterShake2 said:
You see, it's humorous because the arc dodging principal that forms the core of ace play presents a fundamental balance issue that runs a risk of rendering an unacceptable amount of the game unable to participate on a meaningful level and significantly reduces player agency and engagement...did I ruin the joke?
Eh? I feel like the joke was more directed to how Nantex got a nerf bat because enough people whined.
Ship was fine. Ability was annoying, but not broken. And no, I have never flown one. Yes, I’ve flown against them.
Yes, this was a sithpost. And yes, I’m a little salty about certain Nantex basically being nerfed three times in a row. Except for the part where they can tractor after bumping, they don’t feel much different than any stressless double-reposition the game has.
3 hours ago, Okapi said:You wanna try spinning?
That's a good trick.
58 minutes ago, Matanui3 said:Yes, this was a sithpost. And yes, I’m a little salty about certain Nantex basically being nerfed three times in a row. Except for the part where they can tractor after bumping, they don’t feel much different than any stressless double-reposition the game has.
I think that's my biggest issue with the Nantex nerfs. That, now, they're more or less just another double-action ace (except they have triple actions), and that, at least in hyperspace, much of what made then unique has been stripped away. I would rather have seen Ensnare stay legal, and the named Nantex get the boot.
5 hours ago, Kreen said:I think that's my biggest issue with the Nantex nerfs. That, now, they're more or less just another double-action ace (except they have triple actions), and that, at least in hyperspace, much of what made then unique has been stripped away. I would rather have seen Ensnare stay legal, and the named Nantex get the boot.
IMO a ship that can tractor it own turret is just plain stupid, not to mention an NPE. Sorry.
1 hour ago, Firebird TMK said:IMO a ship that can tractor it own turret is just plain stupid, not to mention an NPE. Sorry.
So, the thing is, I agree that the three actions per turn and tractor dumping was a problem.
My frustration is that the Nantex has lost what made it unique, while slotting it into the role of "high PS arc dodger" in the process of the nerf. There needed be a nerf, I just disagree with how that nerf was implemented.
I just finally converted over to 2nd edition and I literally bought a Nantex the day before yesterday. What did I miss? They just changed it? Where are the point changes and other changes located?
12 hours ago, Matanui3 said:Yes, this was a sithpost. And yes, I’m a little salty about certain Nantex basically being nerfed three times in a row.
And per usual, with FFGs rules changes and nerfs, hitting a lot of bystanders (all Tractor cannon carriers, pilots like Ketsu, Latts and Quadjumpers) as well.
22 minutes ago, Managarmr said:And per usual, with FFGs rules changes and nerfs, hitting a lot of bystanders (all Tractor cannon carriers, pilots like Ketsu, Latts and Quadjumpers) as well.
QFT. Ketsu, Latts, and the Quadjumpers should've gone down more, especially the Quadjumpers, they really should've gone down to 28.
15 hours ago, Matanui3 said:Yes, this was a sithpost. And yes, I’m a little salty about certain Nantex basically being nerfed three times in a row. Except for the part where they can tractor after bumping, they don’t feel much different than any stressless double-reposition the game has.
What other stressless double-repositioning is out there besides Jedi? And even when a jedi dodges a ship's arc, it doesn't also grant the Wedge Antilles pilot ability to all of it's allies, nor can it move that ship's arc so it's not longer covering any ships at all, nor push that ship onto a rock to deal it damage and deny it all attacks for the round, or push it onto a debris to stress it, or now push it onto a gas cloud to make it even more defenseless with strain, nor can it push that ship into a killbox that it had managed to avoid.
IMO, the only way tractor as an effect is even remotely balanced is when it costs you an attack. It's way more powerful than Ion and yet for some reason FFG has made a bunch of abilities that can hand it out at almost no cost compared to how difficult it is to ionize something.
6 minutes ago, Tvboy said:IMO, the only way tractor as an effect is even remotely balanced is when it costs you an attack. It's way more powerful than Ion and yet for some reason FFG has made a bunch of abilities that can hand it out at almost no cost compared to how difficult it is to ionize something.
Not THAT difficult, though it certainly got costlier to do it easily with the static discharge vanes nerf. Oh and they're releasing ion bombs, which gives out 3 automatic tokens to anything caught in the blast, and fries remotes(and before that there was Sabine crew...)
Edited by CerebrawlHere's the funny thing:
The devs specifically stated that they didn't make the expected change (spend tractor tokens to move ship) because they were worried about tractor-free repositioning nantexes. Yet the Nantex was already weak (apart from ensnare) and now it's both worse and still just about as potentially NPE as before. But there are several more approaches they could have taken.
They could have said:
QuoteThe first time per round that a ship becomes tractored, if it was tractored by an opponent, the opponent may spend all tractor tokens to move the ship...
Okay, now the Nantex can't reposition at all. It can rotate its turret for free though, even when blocked. Take your pick of which talent you want to use to deal with that. Ensnare means you're still repositioning with reference to one other ship at least. Gravitic Deflection minimizes the downside. Better still, you can decrease the price of both of these and the Nantex and have a much more interesting ship.
They could have said:
QuoteThe first time per round that a ship becomes tractored, the opponent may move the ship...
Ooooooo scary but this is how it used to be. You move your arc and your opponent gets to move you? This becomes even more confusing to play than Sun Fac was to play against. But you chose to bring it because you thought you were up for the challenge; you weren't forcing it on your opponent. That inherently makes it more fair/less NPE. Ensnare could now be very cheap and (along with Gravitic Deflection) is mostly a way of offsetting the cost of rotating your turret, which you'd probably want to do as infrequently as possible.
But I'm not really a fan of either of the above. I would have preferred:
QuoteThe first time per round that a ship becomes tractored, the player that inflicted the last tractor token may spend all tractor tokens to move the ship...
Okay now Nantexes are pretty strong, and they don't need ensnare. They can reposition and rotate their turret, ending up tractor-free!
But wait – They could already before the tractor nerf!
Ensnare had the same effect, but also the effect of moving an opponent's ship, reducing its agility, and usually providing an additional bonus on attack. This change to tractor would have represented a significant buff to the Nantex, and a commensurate nerf to ensnare!
Under these rules, the Nantex is faced with several interesting choices:
• Don't rotate turret, no tractor
• Rotate turret, keep tractor (gravitic deflection could be nearly free and disincentivize reposition)
• Rotate turret, must reposition to lose tractor
• Rotate turret, keep tractor, ensnare opponent (Sun Fac and Chertek want to do this for the attacking bonus, but it means no reposition for either ship)
• Rotate turret, keep tractor, ensnare opponent, move opponent.
I really don't see anything broken here. Stress-free reposition is already possible for Jedi, and it's far more limited in this case since there are no banked boosts. Repositioning isn't possible with your arc facing the same way. Ensnaring isn't possible if you reposition. Reduced agility doesn't happen if you move your opponent.
Why didn't they just do this?
Edited by ClassicalMoser21 hours ago, Matanui3 said:sithpost.
I see what you did there.