Rakaydos 4,232 Posted July 1, 2016 Blaster Kavil needs a new buddy now. Dorsal Turret 5 Rodafowa, Fuego Estelar, catachanninja and 2 others reacted to this Quote Share this post Link to post Share on other sites
VanderLegion 4,939 Posted July 1, 2016 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. 1 Rodafowa reacted to this Quote Share this post Link to post Share on other sites
ficklegreendice 34,359 Posted July 1, 2016 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! Quote Share this post Link to post Share on other sites
FluxCapcitr 240 Posted July 1, 2016 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. 1 phocion reacted to this Quote Share this post Link to post Share on other sites
Timathius 2,021 Posted July 1, 2016 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. Quote Share this post Link to post Share on other sites
The Inquisitor 346 Posted July 1, 2016 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. 2 Kdubb and catachanninja reacted to this Quote Share this post Link to post Share on other sites
Rakky Wistol 2,903 Posted July 1, 2016 For those of us who hate rebels, how does the R4 ruling hurt kwings? Quote Share this post Link to post Share on other sites
Budgernaut 6,234 Posted July 1, 2016 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. 3 buddyfett, Holmelund and FluxCapcitr reacted to this Quote Share this post Link to post Share on other sites
FluxCapcitr 240 Posted July 1, 2016 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. 1 phocion reacted to this Quote Share this post Link to post Share on other sites
Rakaydos 4,232 Posted July 1, 2016 For those of us who hate rebels, how does the R4 ruling hurt kwings? If Miranda misses with both shots of TLT, Gunner lets her fire both shots of TLT again at full power. Quote Share this post Link to post Share on other sites
FluxCapcitr 240 Posted July 1, 2016 That's not how casual works! I read this in Han Solo's voice and it made me very happy. 2 Budgernaut and catachanninja reacted to this Quote Share this post Link to post Share on other sites
Valca 397 Posted July 1, 2016 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. 9 FluxCapcitr, So Crates, banjobenito and 6 others reacted to this Quote Share this post Link to post Share on other sites
Budgernaut 6,234 Posted July 1, 2016 I will say, though, that as sad as I am about Blaster Turret, I don't feel like this was an intentional nerf. They assessed the rules, figured out the best timing, then looked at the cards and realized that some combos now didn't work. 3 FluxCapcitr, thebrettski and Rodafowa reacted to this Quote Share this post Link to post Share on other sites
acidReign 79 Posted July 1, 2016 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. Quote Share this post Link to post Share on other sites
Budgernaut 6,234 Posted July 1, 2016 That's not how casual works! I read this in Han Solo's voice and it made me very happy. I'm glad, because that's what I was thinking as I wrote it. Quote Share this post Link to post Share on other sites
Warpman 2,115 Posted July 1, 2016 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! Quote Share this post Link to post Share on other sites
K Genesis 176 Posted July 1, 2016 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..." Quote Share this post Link to post Share on other sites
MegaSilver 2,762 Posted July 1, 2016 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. 1 Kanawolf reacted to this Quote Share this post Link to post Share on other sites
Warpman 2,115 Posted July 1, 2016 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... Quote Share this post Link to post Share on other sites
ficklegreendice 34,359 Posted July 1, 2016 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 5 Timathius, banjobenito, Admiral Deathrain and 2 others reacted to this Quote Share this post Link to post Share on other sites
VanderLegion 4,939 Posted July 1, 2016 For those of us who hate rebels, how does the R4 ruling hurt kwings?If Miranda misses with both shots of TLT, Gunner lets her fire both shots of TLT again at full power. Nope. Because gunner gives you a primary shot. 5 Kanawolf, SkyWarp, Sithborg and 2 others reacted to this Quote Share this post Link to post Share on other sites
Kdubb 6,642 Posted July 1, 2016 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. Quote Share this post Link to post Share on other sites
Admiral Deathrain 5,231 Posted July 1, 2016 Certainly an impactful faq. Interesting! Quote Share this post Link to post Share on other sites
Warpman 2,115 Posted July 1, 2016 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 Quote Share this post Link to post Share on other sites