Kaptin Krunch

Looking for C&C on this theoretical FAQ (not a leak)

17 posts in this topic

Recently, I've been working on a theoretical FAQ to try and hammer down the larger power-spikes in the game. While my intended Jumpmaster fix would be to add "Assign yourself 1 stress token whenever you go right", the leak says otherwise. 

Anyways, what do you guys think of this FAQ draft? Comments/Criticism would be nice. Mostly, I'm focusing on the Nerfs, not the Buffs. 

Proposed balance changes-
Nerfs-

- Biggs now reads “When another friendly ship at range 1 of you is defending, it may roll an additional defense die.”

- Sabine now reads “Your upgrade bar gains the bomb upgrade icon. Once per round at the end of the activation phase before a friendly bomb token is removed, choose 1 enemy ship at Range 1 of that token. That ship suffers 1 damage.”

- Advanced Slam now reads “After performing a SLAM action, if you did not overlap an obstacle or another ship, you may perform an action listed on your action bar as a free action”

- Twin Laser Turret now reads “ATTACK (Target Lock): Perform this attack twice (even against a ship outside your firing arc). Each time this attack hits, the defender suffers 1 damage. Then cancel all dice results.”

- Guidance Chips now reads “Once per round, when attacking with a Torpedo or Missile secondary weapon, you may change 1 die result to a focus result”

- Bomblet Generator now reads “If you are not stressed when you reveal your maneuver, you may drop 1 bomblet token and receive 1 stress token. This token detonates at the end of the Activation phase.”

- Attani Mindlink is now a 2-dot unique card (restricted to two ships per list)

- Contracted Scout- Remove the Salvaged Astromech, Illicit, one Torpedo, and Elite Pilot Talent upgrade symbols from your upgrade bar.  

- Manaroo, Tel Trevura, and Dengar- Remove one Torpedo, the Salvaged Astromech, and Illicit upgrade slots from your upgrade bar. 

- Punishing one now reads “JumpMaster 5000 Only. Title. Increase your primary weapon value by 1. Add the Salvaged Astromech and Illicit symbols to your upgrade bar. Remove 1 Torpedo symbol from your upgrade bar.”

- Lok Revenant- Remove the Elite Pilot talent upgrade slot from your upgrade bar. 

- Cruise Missiles now read “ATTACK (TARGET LOCK): Discard this card to perform this attack. You may roll additional attack dice equal to the speed of the maneuver you executed this round, to a maximum of 3 additional dice.”

- R3-A2 now reads “When you declare the target of your attack, if the defender is inside your firing arc and you are not stressed, you may receive 1 stress token to cause the defender to receive 1 stress token.”

- K4 Security Droid now reads “After executing a green maneuver, if you did not overlap a ship or an obstacle, you may acquire a target lock.”

- R2-D2 (Astromech) now reads “After executing a green maneuver, if you have no shields, you may recover 1 shield.

- R5-P9 now reads “At the end of the Combat phase, if you have no shields, you may spend 1 of your focus tokens to recover 1 shield”

- Miranda Doni now reads “Once per round when attacking, you may either spend 1 shield to roll 1 additional attack die or if you have no shields, roll 1 fewer attack die to recover 1 shield.”

- Cad Bane- Add “Small Ship Only” to this card. 

- Kylo Ren (crew) now reads “ACTION: Assign the "I'll Show You the Dark Side" Condition card to an enemy ship at Range 1-3. Then receive one stress token”

Buffs- 

New cards- 

- Flexible Fighter- Title- Rebel Alliance only. X-wing only. When defending, you may change one blank result to a focus result. You may equip an additional modification upgrade card. 0 points. 

- Interceptor Training- Title- TIE Interceptor Only. You may equip one “Push the Limit” upgrade card, decreasing its point cost by 3. You may equip an additional title upgrade. 0 points.

- Expanded Munitions Banks- Title- TIE Punisher Only. When you equip this card, place 1 Munitions token on one of your equipped Torpedo or Missile Upgrade cards. When you are instructed to discard an Upgrade card with a Munitions token on it, do not discard it. 4 points. 

- Red Squadron Pilot- Add an Elite Pilot Talent symbol to your upgrade bar. 

- Lieutenant Lorrir now reads “When performing a barrel roll action, you may use the [Bank Left 1] or [Bank Right 1] template instead of the [Straight 1] template”

- Storm Squadron Pilot- Add an Elite Pilot Talent symbol to your upgrade bar.

- Horton Salm- Add an Elite Pilot Talent symbol to your upgrade bar.

- “Dutch” Vander- Add an Elite Pilot Talent symbol to your upgrade bar.

- Garven Dreis- Add an Elite Pilot Talent symbol to your upgrade bar.

- Onyx Squadron Escort- Add an Elite Pilot Talent symbol to your upgrade bar.

- All Firespray-31 pilots- Add the Barrel Roll action to your action bar. 

Clarifications/unrelated- 

- Constable Zuvio now reads “When you reveal a reverse maneuver, you may perform a Bomb Upgrade card action as a free action. When you reveal a reverse maneuver, when dropping a bomb, you may use the front guides of your ship.

- For MoV calculation, if at the end of the game a ship has taken over half of its total health in damage, that ship gives half MoV to your opponent. (encourages more aggressive play) 

Anyways, any C&C would be nice, focusing mostly on the nerfs. 
 

GreenDragoon and Kieransi like this

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4 minutes ago, Swedge said:

one thing I would add or change is that NO 3 skill pilots should have an EPT..

 

I'm not sure that that needs to be a hard and fast rule- that just leaves the Auzituck and the Fang Fighter with them, and those 2 are unlikely to wreak havoc on the meta.

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20 minutes ago, Swedge said:

and Jumpmasters

 

My proposed change did take it away from the Contracted Scout and Lok Revenant.

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Posted (edited)

I feel the wave 11 nerfs are a bit jumping the gun. We don't know what they will do yet, and I think it's not worth the possibility of damaging good cards because they scare people. Attani mind link is fine, I think the limit is kinda stupid and hurts generic low end PS ships more once the other "nerfs" are put in place. Guidance chips is also something low end ships need, it's punishing more for the errors of a few, also takes a much wanted slot. There have been PS3 generics with EPs since wave 2 and PS4 since wave 1, stop acting like that is something new. Constable is fine as is, the changes you are implemented limited a unique pilot more than need be.

 

As much as I like the tie interceptor "fix", it's a bit to heavy handed. Basically makes it only one way to run a interceptor.

Edited by Hujoe Bigs
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I think most of them are reasonable, at least at first glance. Definitely well rounded, and also highlighting how many problems exist, and how tedious a complete overhaul can be.

The Interceptor buff is too limiting IMO - it basically concedes that PTL is the only way to play it. I'd rather see something that allows other abilities to shine.

You also show a clear bias (which I probably share) because there are other ships that could also need a little help. Your idea for the Punisher, giving him unlimited everything, is interesting but probably misses his problem - he's too expensive. I doubt the title would even be relevant compared to a simple Extra Munitions in many if not most games. 4pt cost is excessive for that.

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9 minutes ago, Hujoe Bigs said:

I feel the wave 11 nerfs are a bit jumping the gun. We don't know what they will do yet, and I think it's not worth the possibility of damaging good cards because they scare people. Attani mind link is fine, I think the limit is kinda stupid and hurts generic low end PS ships more once the other "nerfs" are put in place. Guidance chips is also something low end ships need, it's punishing more for the errors of a few, also takes a much wanted slot. There have been PS3 generics with EPs since wave 2 and PS4 since wave 1, stop acting like that is something new. Constable is fine as is, the changes you are implemented limited a unique pilot more than need be.

 

As much as I like the tie interceptor "fix", it's a bit to heavy handed. Basically makes it only one way to run a interceptor.

The wording on the Interceptor title was intended to mirror the Mist Hunter title- the intent was that it was supposed to not take an upgrade slot. It was to make interceptors that don't have EPT's usable, and give build options for those they do.

The constable changes are because his wording is wrong- RAW he lets you drop bombs without discarding them.

 

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2 minutes ago, GreenDragoon said:

I think most of them are reasonable, at least at first glance. Definitely well rounded, and also highlighting how many problems exist, and how tedious a complete overhaul can be.

The Interceptor buff is too limiting IMO - it basically concedes that PTL is the only way to play it. I'd rather see something that allows other abilities to shine.

You also show a clear bias (which I probably share) because there are other ships that could also need a little help. Your idea for the Punisher, giving him unlimited everything, is interesting but probably misses his problem - he's too expensive. I doubt the title would even be relevant compared to a simple Extra Munitions in many if not most games. 4pt cost is excessive for that.

As i said in another reply, the intent was for the interceptor fix to not take your EPT slot to increase flexibility and make those that lack EPT's usable.

The punisher one keeps getting misunderstood- Extra munitions places Ordinance tokens, not munitions tokens. The title would let ypu choose 1 missile or torp and make it re-useable.

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1 minute ago, Kaptin Krunch said:

The punisher one keeps getting misunderstood- Extra munitions places Ordinance tokens, not munitions tokens. The title would let ypu choose 1 missile or torp and make it re-useable.

Yes, I got that (and I should have said anything, not everything), but you need to use a missile/torp 3 times for the title to be useful, at all. How often does that happen? IMO not often enough to warrant 2 additional points on a ship that's notoriously too expensive. Because the alternative is to use EM which gives you access to use EVERYthing twice.

So the only build where that Punisher+Title would be worth it is a Punisher+Title+1Torp, but no additional ordnance. As soon as you add a missile, you should use EM instead.

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For advanced SLAM, id rather just say that the weapons disabled token is assigned before the free action, and bombs, as a weapon, cannot be used when you have that token.  Limits bombs, but allows rebels to still use their action crew (And really, how many times do you complain about lando on a K-wing?)

I don't like the astromech nerfs.  The only ships capable of using them (with the exception of the ARC) are only still played because they can use them.  Nerfing these takes a lot of power from the X-wings and Y-wings.

From the buffs, I don't know about adding an EPT to Horton and Dutch.  Their abilities are balanced without it, and Horton with and EPT (freeing up his droid slot) is a beast with TLT + Expertise (even after your TLT nerf), frequently putting out 3 hits.

The X-wing Title seems easily broken with Luke or Poe.  The Interceptor title seems really heavy handed and too good on a lot of ships.  The reason Imp. aces don't see play is bombs, something you have done a lot to prevent.

Guidance chips too is also fine when not combined with platforms that are too good.  It give low PS ships more power with ordinance, and gives ships with only one slot a reason to take something.

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43 minutes ago, Do I need a Username said:

For advanced SLAM, id rather just say that the weapons disabled token is assigned before the free action, and bombs, as a weapon, cannot be used when you have that token.  Limits bombs, but allows rebels to still use their action crew (And really, how many times do you complain about lando on a K-wing?)

I don't like the astromech nerfs.  The only ships capable of using them (with the exception of the ARC) are only still played because they can use them.  Nerfing these takes a lot of power from the X-wings and Y-wings.

From the buffs, I don't know about adding an EPT to Horton and Dutch.  Their abilities are balanced without it, and Horton with and EPT (freeing up his droid slot) is a beast with TLT + Expertise (even after your TLT nerf), frequently putting out 3 hits.

The X-wing Title seems easily broken with Luke or Poe.  The Interceptor title seems really heavy handed and too good on a lot of ships.  The reason Imp. aces don't see play is bombs, something you have done a lot to prevent.

Guidance chips too is also fine when not combined with platforms that are too good.  It give low PS ships more power with ordinance, and gives ships with only one slot a reason to take something.

1. Bombs are not weapons.

2. The title would not be able to be equipped on a T-70, it says 'rebel alliance', not 'rebel'. It making luke strong (not exactly game-breakingly so, especially with a R2D2 nerf) is intentional.

As for the guidance chips, it's to discourage first-turn-engagement ordinance attacks, meaning ordinance has to be more telegraphed.

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5 hours ago, Kaptin Krunch said:

- Sabine now reads “Your upgrade bar gains the bomb upgrade icon. Once per round at the end of the activation phase before a friendly bomb token is removed, choose 1 enemy ship at Range 1 of that token. That ship suffers 1 damage.”

 

As far as i know, this is what the Sabine card already does. This will make no impact on her at all. And i know i'm just repeating people before me, but it is way too early neff any cards in wave 11. They've only been out 3 weeks and we're just getting used to these cards, if in a couple of months triple Scurrg are a big issue within the meta, that is when you start neffing cards

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55 minutes ago, Kaptin Krunch said:

1. Bombs are not weapons.

2. The title would not be able to be equipped on a T-70, it says 'rebel alliance', not 'rebel'. It making luke strong (not exactly game-breakingly so, especially with a R2D2 nerf) is intentional.

As for the guidance chips, it's to discourage first-turn-engagement ordinance attacks, meaning ordinance has to be more telegraphed.

1. So say they are.  Not exactly a hard/illogical move.  (Yes, RRG says otherwise, but I still prefer no bombs after Adv. slam to action bar only.)

2. Okay, missed that.  However, it still seems too good for some pilots while doing next to nothing for others.  I'd just not mess with that.

3. If you want to limit alphas, make guidance chips "turn on of your dice to a focus, or <crit> if your primary weapon value is three or higher."  This limits a lot of alphas (other than Scurrg) while leaving others still good (B-wing, X-wings, E-wing, VCX, YT-1300, Defender, Firespray, Decimator).  Removing the EPT from the generic Scrugg should be enough to limit that.

Still think you should Rethink the droid nerfs.  If you really want to nerf the regen, make it while you have one shield, as regen on a T-65 isn't too bad to fight (With only two shields, focus fire gets through).

 

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Just an FYI, the Jumpmaster "fix" isn't necessarily lore-based, because to make the Punishing One, Dengar added torpedoes, he didn't remove them. The scouts should have no missiles but Punishing One should have the missile slots. This fix is too overly complicated too - it involves a lot of errata because you have to change all four ship cards as well as change the title. Not saying the JumpMaster isn't a problem, I just think there's less complicated ways to fix this (see the end of next paragraph).

Attani could be most elegantly fixed by making it grant a free focus action, therefore not allowing ships to get multiple focus with it. It could also have a pilot skill 4 requirement, to prevent low-PS ships like Inaldra from using it as well as effectively finishing off the triple U-Boats list.

I agree with Do I Need a Username that the best way to nerf K-Wings is to change the physics of the Weapons Disabled token, since FFG has changed physics to adjust game balance before (the Phantom nerf).

The Biggs nerf seems ok, but changes his physics completely. I would just add that ships attacking him may automatically acquire a target lock on him (thematic: he let Vader lock him to block the shot on Luke). Alternatively, you could just have the X-Wing fix title say "when defending, treat all ships as if they were at range 3 of you", so Biggs can't use it! 

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1 hour ago, Chippy118 said:

As far as i know, this is what the Sabine card already does. This will make no impact on her at all. And i know i'm just repeating people before me, but it is way too early neff any cards in wave 11. They've only been out 3 weeks and we're just getting used to these cards, if in a couple of months triple Scurrg are a big issue within the meta, that is when you start neffing cards

Sabine in this faq would only work on AoE bombs now, and clarify her 'mandatory effect' confusion.

 

57 minutes ago, Kieransi said:

Just an FYI, the Jumpmaster "fix" isn't necessarily lore-based, because to make the Punishing One, Dengar added torpedoes, he didn't remove them. The scouts should have no missiles but Punishing One should have the missile slots. This fix is too overly complicated too - it involves a lot of errata because you have to change all four ship cards as well as change the title. Not saying the JumpMaster isn't a problem, I just think there's less complicated ways to fix this (see the end of next paragraph).

Attani could be most elegantly fixed by making it grant a free focus action, therefore not allowing ships to get multiple focus with it. It could also have a pilot skill 4 requirement, to prevent low-PS ships like Inaldra from using it as well as effectively finishing off the triple U-Boats list.

I agree with Do I Need a Username that the best way to nerf K-Wings is to change the physics of the Weapons Disabled token, since FFG has changed physics to adjust game balance before (the Phantom nerf).

The Biggs nerf seems ok, but changes his physics completely. I would just add that ships attacking him may automatically acquire a target lock on him (thematic: he let Vader lock him to block the shot on Luke). Alternatively, you could just have the X-Wing fix title say "when defending, treat all ships as if they were at range 3 of you", so Biggs can't use it! 

My intended faq for the jumpmaster was 'make it get stress when it goes right. I said in my intro that the leaked Faq will have to do.

For Mindlink, the ideal nerf would not be one that does not make it all-but-mandatory for lists to have stress effects.

For the Advanced Slam Nerf, i wanted to edit the fewest cards, but having a WD token come before the SLAM and WD tokens stop bombs from getting dropped works too.

For Biggs, all he needs to do fluff-wise is be able to encourage people to shoot him instead, but him taking away agency has to be avoided.

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