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FluxCapcitr

Death of the Deadeye / R4 Aggromech Combo

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Sad to see them sacrificing Blaster Turret for a debatable nerf. Oh, well...

Meh, blaster turret basically wasnt used anyway since wave 6. The focus to fire is too harsh

 

 

Sounding the least of a jerk as possible, speak for yourself.

 

And because it was too harsh, R4 Agro made it bearable. Now, it's not even an option anymore and completely killing a card for, again, a debatable nerf is a bad design choice. But I can see that being happily ignored by most of the community.

 

 

 

There's not a single r4/blaster turret combo in the cuts of any regional or system open that's been reported in their respective threads.  It was already a dead combo competitively.  Even with r4, it was too vulnerable to stress and bumping.  Casually, you can just ignore the new FAQ if you don't like it and keep playing it that way.

 

And it doesn't kill blaster turret.  Only on y-wings.  There were several blaster turrets that made the cut in regionals.  They were just all on HWKs with rec spec and/or moldy crow.   Which still works exactly the same as always.

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RIP Danger zone Ks, R4 Agro Uboats.

 

Hello more dominant Palp Aces, Triple Overclocked Agro Uboats.

You mean less dominant Palp Aces right? Aces are huge right now because they could survive the wolf packs that were murdering everything else, now other lists stand a slightly better chance, including lists strong against aces.

Conners man

Telling ya, even freaking death rain was viable in wave 7 due to palp over representation and jm5ks being nothing more than images in a few preview articles

Wipes the floor with aggressors too!

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Blaster Kavil needs a new buddy now.

 

Yeah, this makes me sad.  I loved Kavil w/ Blaster and R4 Aggro.  Not necessarily the best build, but a fun one that could bring some pain.

 

Unfortunately, I don't see how they can bring the blaster turret back without also boosting deadeye.

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Deadeye still works with the Overclocked R4, although that comes with the stress price.

 

With chips, Proton Torpedos are still expecting 4 hits, you're just opening yourself up to bad luck a bit compared to the R4 version.  R4 wasn't what made them hit hard, it was what made them reliable.  I think it's still quite a strong list.  

 

 

Maybe the biggest difference in the list will be the end game.  If players shift from R4 Agro to OCR4, their defense will go up, but their offense will be awful once the tubes are empty.  There won't be any more almost always Focus/TL shots coming from that 2-dice primary, so their late game damage will suffer.  That's probably a bigger part of the nerf than the loss of alpha strike damage, and it puts the Scout more firmly into a supporting ship role, where it can alpha with Proton Torps and then turn into a blocker for a mixed squad.  

 

Thats why I am keeping R4 on manaroo in my list. So I can still get target locks after aces move and for late game. 

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Sad to see them sacrificing Blaster Turret for a debatable nerf. Oh, well...

Meh, blaster turret basically wasnt used anyway since wave 6. The focus to fire is too harsh

 

 

Sounding the least of a jerk as possible, speak for yourself.

 

And because it was too harsh, R4 Agro made it bearable. Now, it's not even an option anymore and completely killing a card for, again, a debatable nerf is a bad design choice. But I can see that being happily ignored by most of the community.

 

 

 

There's not a single r4/blaster turret combo in the cuts of any regional or system open that's been reported in their respective threads.  It was already a dead combo competitively.  Even with r4, it was too vulnerable to stress and bumping.  Casually, you can just ignore the new FAQ if you don't like it and keep playing it that way.

 

And it doesn't kill blaster turret.  Only on y-wings.  There were several blaster turrets that made the cut in regionals.  They were just all on HWKs with rec spec and/or moldy crow.   Which still works exactly the same as always.

 

That's not how casual works! Casual doesn't mean make up new rules and change/ignore what you want. I play casual, but I still follow the FAQ and standard rules so that there are no surprises when facing other players.

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There's not a single r4/blaster turret combo in the cuts of any regional or system open that's been reported in their respective threads.  It was already a dead combo competitively.  Even with r4, it was too vulnerable to stress and bumping.  Casually, you can just ignore the new FAQ if you don't like it and keep playing it that way.

 

And it doesn't kill blaster turret.  Only on y-wings.  There were several blaster turrets that made the cut in regionals.  They were just all on HWKs with rec spec and/or moldy crow.   Which still works exactly the same as always.

 

 

Just because something is dead combo competitively doesn't mean it isn't fun to fly (and fun, not trophies, is why many play this game).  With this new change, the combo is outright killed.  While the change may be justified, removing fun options from a game is never something to be taken lightly.

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My manaroo with deadeye and recspec hardly notices. Only really triple U-boats care. Good times.

Does feel a bit like everyone but palp aces takes a bit of a knock so palp aces are only going to become stronger.

 

That's not how metas work.  If WolfPack was holding PalpAces down, then nerfing WolfPack would allow PalpAces to flourish more.  However, if WolfPack was holding anti-PalpAces down, then nerfing Wolkpack means anti-PalpAces will make more appearances, and thus PalpAces will actually become weaker.

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Deadeye still works with the Overclocked R4, although that comes with the stress price.

 

With chips, Proton Torpedos are still expecting 4 hits, you're just opening yourself up to bad luck a bit compared to the R4 version.  R4 wasn't what made them hit hard, it was what made them reliable.  I think it's still quite a strong list.  

 

 

Maybe the biggest difference in the list will be the end game.  If players shift from R4 Agro to OCR4, their defense will go up, but their offense will be awful once the tubes are empty.  There won't be any more almost always Focus/TL shots coming from that 2-dice primary, so their late game damage will suffer.  That's probably a bigger part of the nerf than the loss of alpha strike damage, and it puts the Scout more firmly into a supporting ship role, where it can alpha with Proton Torps and then turn into a blocker for a mixed squad.  

 

 

 

It leaves open the two scouts + something build though. You can put recspec on your scouts and R4, and still get that late game punch. You are going to have less points to work with on your 3rd ship though. 

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Per the new FAQ:

 

Target locks acquired using R4 Agromech’s ability may be used during that attack.

 

If a ship equipped with R4 Agromech is attacking with a secondary weapon that requires the ship to spend a focus token (such as a Blaster Turret or any weapon used with Deadeye), that ship cannot acquire a target lock on the defender because the enemy ship becomes the defender after the cost for the attack is paid. See "Timing Chart for Performing an Attack" on page 6.

 

You may spend 1 focus token to change all focus results to hit results only once during the "Modify Attack" dice step. See "Spending Tokens" on page 5

 

 

 

 

This seems to kill the uniqueness of Contracted Scouts as alpha strike platforms.  They're still good, but now they're a lot closer to TIE Bombers, Y-Wings, etc...

In other words: bantacrap

 

Without R4 aggromech pulling out 4\4 attacks is not probable.

and as such, filthy PTL ace meta returns.

BOO, FFG!

BOO!

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Sad to see them sacrificing Blaster Turret for a debatable nerf. Oh, well...

Meh, blaster turret basically wasnt used anyway since wave 6. The focus to fire is too harsh

 

 

Sounding the least of a jerk as possible, speak for yourself.

 

And because it was too harsh, R4 Agro made it bearable. Now, it's not even an option anymore and completely killing a card for, again, a debatable nerf is a bad design choice. But I can see that being happily ignored by most of the community.

 

 

 

There's not a single r4/blaster turret combo in the cuts of any regional or system open that's been reported in their respective threads.  It was already a dead combo competitively.  Even with r4, it was too vulnerable to stress and bumping.  Casually, you can just ignore the new FAQ if you don't like it and keep playing it that way.

 

And it doesn't kill blaster turret.  Only on y-wings.  There were several blaster turrets that made the cut in regionals.  They were just all on HWKs with rec spec and/or moldy crow.   Which still works exactly the same as always.

 

That's not how casual works! Casual doesn't mean make up new rules and change/ignore what you want. I play casual, but I still follow the FAQ and standard rules so that there are no surprises when facing other players.

 

 

 

 

There's not a single r4/blaster turret combo in the cuts of any regional or system open that's been reported in their respective threads.  It was already a dead combo competitively.  Even with r4, it was too vulnerable to stress and bumping.  Casually, you can just ignore the new FAQ if you don't like it and keep playing it that way.

 

And it doesn't kill blaster turret.  Only on y-wings.  There were several blaster turrets that made the cut in regionals.  They were just all on HWKs with rec spec and/or moldy crow.   Which still works exactly the same as always.

 

 

Just because something is dead combo competitively doesn't mean it isn't fun to fly (and fun, not trophies, is why many play this game).  With this new change, the combo is outright killed.  While the change may be justified, removing fun options from a game is never something to be taken lightly.

 

 

In short, bad design.

And, again, on something debatable. The main reason for the change is because of a single build which will merely be modified without losing any real traction while the collateral damage is irreversible. Which is a shame, but hey..."glad U-Boats aren't a thing anymore..."

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Just add a Recon Specialist crew.  You still spend 1 focus for deadeye, have a 2nd during the attack for R4 Agromech, and Guidance chips to change a final die.

 

True, this limits players to 2 of them in a build (36 points each) but it gives you enough points to add a 3rd decent ship.....

 

Speaking of which, RecSpec and R4 don't work anymore either.

 

You can't spend the same token more than once per modification. (No double evades spent, no spend focus for tl, spend tl, and then spend second focus on such attack.

 

EDIT: But as you mentioned above, you can still have Recon to set up the TL.

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Danger Zone K-wings giving 2 stress with TLT is also dead

Seems FFG loves the filthy PTL-ace pool of goo that game was leaning to after Palp was introduced.

With two ace-breakers gone...

 

 

you don't need em

 

don't make me start a conner net resurgence thread

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Danger Zone K-wings giving 2 stress with TLT is also dead

Seems FFG loves the filthy PTL-ace pool of goo that game was leaning to after Palp was introduced.

With two ace-breakers gone...

 

 

you don't need em

 

don't make me start a conner net resurgence thread

 

I have massive doubts Uboats are really nerfed enough to go full in on Palp Ace countering, but more Conner Nets is more than welcome.

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Danger Zone K-wings giving 2 stress with TLT is also dead

Seems FFG loves the filthy PTL-ace pool of goo that game was leaning to after Palp was introduced.

With two ace-breakers gone...

 

 

you don't need em

 

don't make me start a conner net resurgence thread

 

Too expensive to count, doesn't work on frontal assault, requires sub-par ships and sucks generally against the now_nerfed counter-PTLers

 

I just started thinking the PS race and acewing got hit in their rotten teeth and BAM, a FAQ brings down our hopes and dreams, the fires fade as the world leans to the dark age of PTLing madness

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