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Okapi

The Jakku Gunrunner appreciation thread

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Greetings all,

I ve been playing x wing since 1.0, and a first time poster.

I love the game system. One thing i have noticed is that ever since the release off 2.0 not one promise from ffg became reality.

They promised to solve all the FAQ shizls from 1.0 in 2.0.

Looking at the rules section off this forum, nothing has been solved, just a new brand off Q's arrose.

Looking at the way ppl tear down fleet listings because some ppl play well. Nothing has been solved on this matter as well.

 

Does this scum swarm need an update? In my oppinion?

No, ppl need to adapt. They need to become creative not destructive.

A list goes 3-1....and ends up 4th....." Omg this is an OP list. Ffg made a design flaw... Blablablyadayadayada. Lets cry nerf and tear it to shreds because i can t handle the stress".

Will ffg alter thing. "Presumably" they will. In hope to please the crying crouds.

English isn t my native spoken tongue but i had no problems understanding the ruleset and card contents in 1.0.

In 2.0 i need an IT specialist to translate the "if.. Then. Else. Line 4 step 3 ...." crap that the, rule bickering, croud from 1.0 created in 2.0.

It is quite understandable that this new version needs a bit off starting info to clear certain things up. But i was hoping that the rule bickering ppl would have dissapeared.

Lets hope for constructive sollutions.

I for one have one..... Pack protons in a tournament list. Jakku s have no shields and the new damage deck is pretty neat.

As for the rest. Try to be creative. If you know there is a possible hard enemie. Try finding a sollution on the table instead off backstabbing the list builders.

If something is considered a flaw. Ffg will follow up on global events and see what is happening.

They can make mistakes. 

 

 

Edited by Honest globalist

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24 minutes ago, PaulRuddSays said:

Out of unironic interest, could you explain how you came up with ‘at least 4’?

Old cost was 15, 17 with Tractor Array.  A straight conversion from 1.0 to 2.0 means the Gunrunner should cost 34.  It's had approx a 20% discount and that's a massive amount.  You cut 20% off the cost of any ship and it immediately becomes amazing - you want Lothal Rebel for 56?  I'll take two!  That's the only thing that's really changed for the Gunrunner - it's a late-stage 1.0 ship that was already statted aggressively and it's been given the biggest % cost discount of any ship in the translation to 2nd Edition

I would genuinely put it up 6pts and restore the 34pts as I think it deserves it, especially with the bullseye buff and the absence of large ships at competitive points costs.  4pts probably isn't enough.

Edited by SOTL

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1 hour ago, Okapi said:

Why is the old cost relevant?

Because it's been taken as the base cost for the vast majority of other ships in the game in their conversion to 2.0, so the fact that the Gunrunner has come across with a major discount while other ships haven't means that it has increased massively in cost effectiveness/power level compared to the other ships in the game.

 

I mean... that's pretty obvious, no?

Edited by SOTL

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32 minutes ago, SOTL said:

Because it's been taken as the base cost for the vast majority of other ships in the game in their conversion to 2.0, so the fact that the Gunrunner has come across with a major discount while other ships haven't means that it has increased massively in cost effectiveness/power level compared to the other ships in the game.

 

I mean... that's pretty obvious, no?

Also, it is far more effective in second edition, where both offense and defense have been reduced. It’s two die attack can now damage everybody and there are no more auto four damage harpoons everywhere. A 20% cost reduction in top of that was nuts. 

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Quads were overpriced in 1E. How many times were they ever seen in any Top # list at major events? I played in 2 different meta areas and I was the only person that flew them more than 1 time.  

Quads are much worse off in 2E! Tractor token nerf, changes to bombs/mines, and the loss of Pattern Analyzer (or any useful tech slot) combined with the changes to the available crew. At least in 1E the tractor effect stacked. But the nerf to stacking the tractor tokens alleviates much of their old usefulness. In 1E with 2-3 tugs using good upgrades I could bring an agility 3 ship to 0. Not anymore. Especially due to changes of other upgrades. My go to crew was the Intel Agent, which in now worthless. Now a limited crew that can only tag 1 ship. And the price got jacked up! If I wasn't using an Intel Agent, Outlaw Techs were the way to go. What happened to them? Oh yeah, they got removed. Contraband Cybers got priced out of usefulness. ATM, there are no tech upgrades and the only useful looking one is Primed Thrusters, but again won't be worth putting on such a low cost/attack/agility frame.

 

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4 minutes ago, SOTL said:

So according to you they were overpriced, got a 20% discount, and are now worse?

I can see I'm up against an intellect far in advance of my own and accept I'm wrong.

I don't agree with Kilrex on this, but the core of his position comes from the fact that they can't fully negate the agility of high agility ships anymore since Tractor tokens only reduce the green dice by 1 regardless of there being more than 1 tractor token on the target. I actually think that change to the tractor mechanics was a very good change.

Edited by Hiemfire

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6 minutes ago, Hiemfire said:

I don't agree with Kilrex on this, but the core of his position comes from the fact that they can't fully negate the agility of high agility ships anymore since Tractor tokens only reduce the green dice by 1 regardless of there being more than 1 tractor token on the target. I actually think that change to the tractor mechanics was a very good change.

I agree with your opinion on the tractor mechanics for sure. but I think @Kilrex is merely stating reasons why the 20% cost reduction from 1st ed is warranted. Yes it got a big discount but a lot of what you could do with it got changed or outright removed. I think they are just fine as is.

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51 minutes ago, PanchoX1 said:

I agree with your opinion on the tractor mechanics for sure. but I think @Kilrex is merely stating reasons why the 20% cost reduction from 1st ed is warranted. Yes it got a big discount but a lot of what you could do with it got changed or outright removed. I think they are just fine as is.

20% cost reduction is definitely not warranted.

They have one of the strongest control abilities in the game, for extremely cheap.

The way how they can bully the opponent's lists, restrict their movement, and create game-winning beatdown situations is completely out of proportion to their price.

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8 hours ago, Honest globalist said:

I for one have one..... Pack protons in a tournament list. Jakku s have no shields and the new damage deck is pretty neat.

I haven't really faced them, so I can't speak from experience, but people shouldn't be required to bring one, specific upgrade just because they might face a particular card.  

Lists will never be 100% balanced, but it should be possible to play against a list without needing a hard counter.

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6 minutes ago, JJ48 said:

I haven't really faced them, so I can't speak from experience, but people shouldn't be required to bring one, specific upgrade just because they might face a particular card.  

Lists will never be 100% balanced, but it should be possible to play against a list without needing a hard counter.

I m pretty sure that there are a lot ,off allround lists, that can beat these, little, overweighted humming birds?.

We shouldn 't "cry nerf" at the first signs off hard work. 

 

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Just now, Honest globalist said:

I m pretty sure that there are a lot ,off allround lists, that can beat these, little, overweighted humming birds?.

We shouldn 't "cry nerf" at the first signs off hard work. 

 

Understood.  At the same time, we can't simply say that because something can be beaten, it doesn't require any changes.

I'll have a better idea after I try out my 7-Quad list tomorrow, but the mere fact that you can fit seven such potent abilities on one list makes me suspect that they'll probably need a small point increase.

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1 minute ago, JJ48 said:

Understood.  At the same time, we can't simply say that because something can be beaten, it doesn't require any changes.

I'll have a better idea after I try out my 7-Quad list tomorrow, but the mere fact that you can fit seven such potent abilities on one list makes me suspect that they'll probably need a small point increase.

Versus 4ps1 ,+4ps3 tie fighters.....?

Ties can field 8....

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7 minutes ago, JJ48 said:

TIEs don't have a built-in control ability.

Good luck on your fight. 

All will be ok.  And i ll leave the nerfing to those whom will follow up on tournament results?

I ll hold back into buying the rest off the tuggs until this , nasty nerfinado (nerfing tornado) slumbers.

,

Edited by Honest globalist

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1 hour ago, JJ48 said:

Understood.  At the same time, we can't simply say that because something can be beaten, it doesn't require any changes.

I'll have a better idea after I try out my 7-Quad list tomorrow, but the mere fact that you can fit seven such potent abilities on one list makes me suspect that they'll probably need a small point increase.

Can I be first in line to play you with this.

 

Trandoshan Slaver — YV-666 Light Freighter 58
Ship Total: 58
 
   
Trandoshan Slaver — YV-666 Light Freighter 58
Ship Total: 58
 
   
Han Solo — Customized YT-1300 54
Trick Shot 1
0-0-0 3
BT-1 2
Rigged Cargo Chute 4
Electronic Baffle 2
Lando’s Millennium Falcon 6
Ship Total: 72
 
   
Autopilot Drone — Escape Craft 12
Ship Total: 12

 

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