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Lordxeno

FFG talking about nerfing demo..

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Although I think demo is just fine and needs no fix, a simple solution would be an errata reprint reducing the title price to 8 pts and changing text to: you may choose to perform one attack after executing a maneuver, if you do you cannot fire before moving.

This wouldn't change the dreaded triple-tap one bit, I'm afraid.

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It narrows the band from which it can be launched by about 2 inches. It helps, but does NOT stop it.

The leasing 'fix' suggestion locally is to rule it so that if Deomlisher fires after moving it can only fire once on the following turn.

Edited by Church14

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It narrows the band from which it can be launched by about 2 inches. It helps, but does NOT stop it.

The leasing 'fix' suggestion locally is to rule it so that if Deomlisher fires after moving it can only fire once on the following turn.

You're right about the fact it doesn't stop the run completely but it makes the window so small that you need to be an incredibly skilled player to plan ahead and/or land in that 1-2 inch window, or your opponent has to wander into it. It's one of those simple changes that could really continue to reward skilled play while toning down the card just a bit. 

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It narrows the band from which it can be launched by about 2 inches. It helps, but does NOT stop it.

The leasing 'fix' suggestion locally is to rule it so that if Deomlisher fires after moving it can only fire once on the following turn.

You're right about the fact it doesn't stop the run completely but it makes the window so small that you need to be an incredibly skilled player to plan ahead and/or land in that 1-2 inch window, or your opponent has to wander into it. It's one of those simple changes that could really continue to reward skilled play while toning down the card just a bit.

I don't follow. Most trip taps I see go;

1. Move to double arc at close range from beyond long range. Fire one. Round ends.

2. At top of round, fire both arcs. If needed, ram.

3. Profit.

So I think I'm missing something, because I don't see how your proposal serves to stop that. It does stop demo from firing a shot swinging around and popping again, which I also see sometimes. But the tripple tap remains pretty easy to pull off.

Still in favor of an ET errata if they do anything.

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The Neb is probably the one ship that most needs a general buff. The design team fumbled that one. Sorry, but that's the sad truth.

I will challenge you and prove differently!
I disagree as well. They are tricky, fragile and unforgiving , but that doesn't mean they are poorly designed.

It just goes to show that Rebels have to be more skilled than those simple point and shoot Imp triangles. Mwahahaha!

They really do. People want to go fast with Nebs but you cant, they need to react!

With Madine, I'm thinking about giving them Engine Techs and getting aggressive.... Probably a bad idea, but it'll shock my opponent for a sec to have Salvation in his face right away.

Then it'll die.

Sato. . . If I make top 7 or 8th place for Vassal I will run a Nebulon Sato Fleet!

Oh.

Salvation, Sato, Spinal, CF....

Red, red, black, black, black at long range.

Oh my....

 

I prefer:

 

Salvation

Sato

Quad Turret Turbolasers

and Raymus!

 

Raymus always makes Nebs better :P

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It narrows the band from which it can be launched by about 2 inches. It helps, but does NOT stop it.

The leasing 'fix' suggestion locally is to rule it so that if Deomlisher fires after moving it can only fire once on the following turn.

You're right about the fact it doesn't stop the run completely but it makes the window so small that you need to be an incredibly skilled player to plan ahead and/or land in that 1-2 inch window, or your opponent has to wander into it. It's one of those simple changes that could really continue to reward skilled play while toning down the card just a bit.
I don't follow. Most trip taps I see go;

1. Move to double arc at close range from beyond long range. Fire one. Round ends.

2. At top of round, fire both arcs. If needed, ram.

3. Profit.

So I think I'm missing something, because I don't see how your proposal serves to stop that. It does stop demo from firing a shot swinging around and popping again, which I also see sometimes. But the tripple tap remains pretty easy to pull off.

Still in favor of an ET errata if they do anything.

It's because in order to start the attack (your step 1) from outside of red range, you basically have to start the ship in about a 1 inch sweet spot. IMO I would prefer a straight errata as well but the ET change might be a middle ground.

Edited by ImpStarDeuces

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Neb front arc is 4cm wide, its side is nearly twice that at 7cms.

 

the-target-area.jpg

 

But seriously, I echo the sentiment that it's not about Demolisher being a guaranteed win. It's about the fact that it forces your opponent to respond to it in every battle. Unless it's flown poorly, an ignored Demo is going to wreak utter havoc. I don't see any other single ship that forces you to completely adapt your strategy around it. Salvation has a nice bump but it's not a murder machine. Yavaris is only useful if you get your squadrons into attack range when they're guaranteed to be in attack range the next round, too (which is easy to get around). The MC30 titles just let them take a beating. They still can't solo kill a big ship with a first/last activation.

 

I've flown against it a few times. Never in the hands of a complete pro, but I still adapt my strategy to it. You have to. If this ship had just come out and was the new hotness, I'd think all of this talk about a nerf or FAQ would be ridiculous. But this ship came out with the first wave, and has been dominating for over a year. I think there will be definite counters available in the next three waves, but it doesn't alter the fact that you're still forcing people to build a Demo counter into their lists, and play differently when it hits the table. What other ship requires such attention?

 

The ET adjustment would be the most reasonable fix. It could still strike from very far away, but the out-of-range-to-triple-tap shenanigans would be very hard to pull off against a skilled commander.

Edited by reegsk

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Just tacking onto the Neb talk here.

I feel that Redemption may have been overly costed for its purpose. Its been a rare sight even from wave 0 til now.

The defensive setup is just not strong enough yet.  If somebody can come up with a way to put together a good, strong defensive Rebel build, we might finally see Redemption come into its own.

As it is, I never set repair dials.  Like, almost ever.

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Just tacking onto the Neb talk here.

I feel that Redemption may have been overly costed for its purpose. Its been a rare sight even from wave 0 til now.

The defensive setup is just not strong enough yet.  If somebody can come up with a way to put together a good, strong defensive Rebel build, we might finally see Redemption come into its own.

As it is, I never set repair dials.  Like, almost ever.

 

Whole game with HERO. . . out of 6 turns only twice did I use anything other than navigate and that was on my TRC90's in a single turn.

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I find navigates/intentional to stay out of range mitigates more damage than any little gear commands.

This! This so much that it hurts! being able to get inside turns, being able to arc dodge, etc account for more damage prevention in this game than a repair can do each turn

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