I ran a bootcamp in KoS with two Little Engines over Tollbooth. You have to lean on Lady taxing for Kate matches, but it really helps anything Anarch.
I suppose if there is one thing I learned from worlds, itâs that I need more practice against noise, no matter what corp Iâm onâŚ
Noise MU is unpredictable, corptown has a potential to blow him away if you get some early comfortable draws. Otherwise OAI Archer and booth for your last agenda can get you a way out. If Noise has early aesops and double cache there is usually nothing you can do.
A close game would be you rez corptown but they still manage to do something and they trashed corptown after 5-8 turns. Many of my game I won where I only had 0-5 cards left in my deck with corptown still rezzed.
I lost to 2 noise at worlds, one with archive interface , one with employee strike. Canât do much on my side really.
But I also beat all regular Noise I met at icebreaker tournament and KOS including German national champâs Noise.
yeah, tyop
Doodling some ââOn rezââ ice ideas.
Ithaqua is obviously super-wendigo switching off SMCs before they can use them (broken in blue sun though? maybe should be unique), servitor has a weak subroutine due to being a money source for blue sun and AIZ/SCG, Banyan just felt cool (and is two sub str5 barrier all on its own)
If weâre importing tagging, maybe also import a few All-Seeing Is.
Howâs this for a Weyland Code Gate?
Rez: 7 Strength: 4
Subroutine: Give the runner 1 tag for each installed Connection resource.
Subroutine: The runner loses 1 credit for each installed piece of Hardware.
Donât let them find you. Theyâll follow your friends and double your power bill.
Weyland ICE the most resistant? Really?
Compare Meru Mati to all the other creator ICE (Crick, Turing, Gutenburg). Changeling is a five-cost four strength barrier (one cred, one counter for lady) that is sometimes useful as a sentry (Atman 4 in Kate reks itm datasucker/mimic also), Fire Wall is a D4v1d counter - or you can raise itâs strength, in which case itâs still a D4v1d counter.
Hive and Spiderweb are great against Faust or Lady, but die to parasite really quickly.
I agree with the folk talking about on-encounter abilities - Data Raven isnât ace because of the subroutine. Being able to bounce of Weyland ICE is definitely a weakness, keeping runners out for a turn or two is not strong enough for mid-range ICE.
I saw two Parasites all day at worlds. One of them was bounced because the dude stupidly forgot I was playing Blue Sun. The other killed an Ice Wall, which I consider a perfectly fair trade. I didnât even run Meru Mati or Changeling, but I would have if Iâd been worried about Parasite spam. D4V1D is great for killing early Curtain Wall tricks, but itâs even easier to tax out than Lady is.
My 2 cents,
I think we need an id, asset, upgrade, or current that could let you spend 1 advancement token on a given ice to prevent it from being trashed for 1 turn. Doing so wouldnât turn parasuker and ice destruction off completly but it would make the decision to advance ice much more interesting and meaningful as well as generaly raise the power level of weyland ice.
The real question would be how to implement the effect so Tennin doesnât just take weylands new toy and make it better.
Second I think weyland needs an active targeted (non ice) anti AI effect, at its core Weyland alot of weyland is about actively targeting and trashing the runners instaled cards. A conditional operation/asset that can kill or even exile/host/imprision an AI outright would be a large step to making weyland rush viable by turning gear checks back on.
though I have a feeling the issue is probably more systemic,
weyland may just need better ice, better idâs, better upgrades, and better traps that leverage the high volume burst econ of the faction.
I donât think your experience at World invalidates my points. Noise was the second most populace runner at Worlds - (20.5%) after Kate (27.5%), so Parasite is obviously still a massive threat for Weyland (6%).
Also, stating you donât use ICE that you donât use ICE you reckon is good Weyland ICE isnât really helping the case!
The wider picture across the board clearly demonstrates Weyland needs some help does it not? Most people I speak to are sick of having to use influence to make up for the inadequacies of Weyland ICE - whereas NBN and HB can use exclusively in-faction or neutral pieces to support their game plan. Maybe the odd splash for a one-influence piece here and there.
I notice that no one has actually commented on this yet, but as much as I want Weyland to come back in a big way, I fear that âon rezâ abilities on cards might be the wrong way to go about things - precisely because of Blue Sunâs ability (even though I think theyâd be super-sweet, otherwise). Iâve actually contemplated âon rezâ abilities in the past as a way to rectify some Weyland problem - while they would certainly go a long way to improving its ice, âon rezâ ice would also just further increase the power level gap between Blue Sun and all Weylandâs other IDs. Being able to reactivate âon rezâ effects multiple times throughout the game, on top of the flexibility provided by being able to reposition the ice and recoup its cost as necessary, just benefits Blue Sun far too much more than the factionâs other, struggling IDs.
In order for these effects to be justified, I feel they would probably also have to have some âArchitect-typeâ restriction solely for the Corp to prevent Sun shenanigans, i.e. something like:
[Ice X] cannot be uninstalled by the Corp while installed.
I understand Blue Sun is your baby, and honestly, I think itâs also fine that Blue Sun is top of the heap for Weyland IDs, considering itâs fairly nuanced and skill-intensive in order to play optimally. However, it is already the Weyland ID with by far the most support in the current card pool. Not to mention the only Weyland ID with a built-in defense against one of the factionâs weaknesses - Parasites. If anything, we should be trying to come up with cards for Weyland that specifically provide targeted support for non-Blue Sun Weyland IDs. As in, still usable for Blue Sun, but optimized elsewhere, for instance.
The reality is that generically good Weyland cards (which we presently have a dearth of) will make Blue Sun better anyway, as long as they arenât highly specialized.
As such, I think one of the focuses should actually be on printing more aggressively-costed advanceable ice - which would be very playable, but in no way optimized, in Blue Sun - with a potent ID that synergizes with them, coupled with in-faction, non-ID-related, anti-Parasucker tech. While that might seem like a pretty specific effect, I think cards like Crisium Grid, Power Shutdown, Student Loans (horrendous though it is), etc, not to mention Archer and Nebula, establish that control and rig manipulation are pretty squarely part of Weylandâs wheelhouse. Furthermore, Crisium and Student Loans are specifically meta-oriented hate cards, so having a card that specifically hates on a meta-related mechanic seems entirely reasonable.
I do very much agree that Weyland should have more abilities that are not so easily countered or undone by Runner cards/mechanics, especially common ones.
What do people think about improving Weylandâs economy situation? I mean, weâre all aware that Blue Sun can become economically indomitable if they get a couple of uncontested Oversight-Curtain returns, and Weylandâs economy is certainly not awful presently, but itâs pretty clear that theyâre no longer the giants they once were, particularly compared to HB:ETF with Breaker Bay and Campaigns or RP with Sundews and Clinics. Would another useful in-faction (transaction) operation seem unjustified, assuming itâs not strictly an upgraded Beanstalk - perhaps requires some setup/circumstance to be truly effective?
I think that âon breakâ effects like on the upcoming Bailiff might be a cool direction to take Mean Green in. It doesnât do much to help bouncing off their ice, but it seems like it could help their ability to tax. Even an ice which cost the Runner 3c when its subroutines are broken wouldnât be as good as Tollbooth, since the Booth still charges you if you trash it mid-run with Parasucker.
The thing I see is that while Weyland can make a lot of money, they have to spend a lot as well, and most of their spending outlets arenât very efficient (see the earlier talk about Changeling, for instance).
A transaction might be nice. One I was tossing around for a while was what Iâd dub âAll Tradesâ and was more or less:
1-2c Cost, Operation, Transaction, 2-3 Weyland Influence
Gain 2-3 credits, place an advancement counter on a [card/ice] that can be advanced, draw a card.
Fairly small cost, very little economic payout, draws you another card, and lets you bump up an advance ice a bit or get a counter on an agenda while also protecting it by moneying up to rez stuff.
Honestly, in retrospect it feels pretty marginal⌠but I think it might still see play.
Really, rather than avoiding Transactions I feel like FFG should print more that arenât just straight-up money gain â maybe even ones that donât earn you a profit overall. Something that pays out 3c and costs between 3-5 could be an interesting way to gate the effect without it bankrupting the player, and then BABW gets a bit of a boost (either losing less, breaking even, or earning a slight profit) without being stuck in what feels like the trend at present (forced to use influence on good transactions, left with nothing meaningful to spend that money on).
But more Ice that actually matters when you rez it is probably the right way to go. I also really liked the idea upthread of Banyan, I think it was, overall: Ice that add to the power of other ice so long as theyâre rezzed would be interesting, and while BS would allow changing where the boosts went it wouldnât be overwhelmingly better for them. Pricing it so that itâs worth playing in the first place, though, thatâs the trick. But more stuff to add strength or subroutines without being useless aside from that would be nice, [cue earlier rant about what Patch couldâve been].
In terms of âmessing with the Runnerâs stuffâ effects, we donât have any MU specific abilities outside of Bad Times, do we? That might be a Weyland-y feeling effect that might open up the board again mid-late game.
Something along the lines of:
Memchip Recall Notice
Weyland (*)
Operation - Grey Ops
Cost 3
"When you play this take one bad publicity. For every successful run the Runner made last turn, his or her memory limit is reduced by one until the end of the turn."
So, already been touched on, but a few ideas that popped out to me while trawling the original Netrunner cards.
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Leverage the Bad Publicity. Weyland seems to be âthe Bad Pubâ faction; how about a better piece of ICE than Ireress that triggers off how much BP the Corp has; possibly one of each type, if the designers want to leave Ireress? Also, a Transaction Operation that generates creds based on how much BP the Corp has (this has a benefit of boosting the Core ID)
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Leverage Illicit ICE. This can (probably should) be tied in with the first point, but in ONR we had an Agenda called Black ICE Quality Assurance which worked similarly to Superior Cyberwalls, etc but boosted Black ICE (ONRâs equivalent to Illicit ICE). At the moment, Weyland is (narrowly) winning on the amount of in-faction Illicit ICE. Maybe give them another 1-2 pieces and a reprinted Black ICE QA?
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A Transaction something similar to Silver Lining Recovery Protocol to go alongside Punitive, although that might make Punitive decks too strong?
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I still love I Got A Rock, and the Agenda sac even fits the theme of âbig effect for big costâ
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Along the lines of Negotiator-style design space, there was a suite of ICE that had a paid ability window on encounter that added subs for creds (eg: Riddler). Could this be a way of leveraging Weylandâs supposed economic strength into a win condition late-game, insterad of defensive Upgrades. Or alternatively, Weyland leveraging cash to tax the Runner out.
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Down the âcontrol the Runnerâ path, what about Siren? Kinda matches the Off the Crisium Grid - style of play.
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Raymond Ellison for an Oaktown-esque ability on non-Oaktown Agendas. Feels like something Weyland should be good at, repurposing/reallocating funds on the run (also similar effect to Back Channels).
I like the idea of playing with hosted cards. How about this?
Antibodies
Upgrade, 1 rez, 4 trash
When your turn begins, you may trash a card hosted on a piece of ice in this server. If you do, remove an advancement token from a card in this server or trash Antibodies.
Has the added benefit of ditching an Oversight AI if the Runner doesnât break it immediately. Instant Parasites are still effective, but this gives other Weyland IDs some of Blue Sunâs benefits.
Iâm loving the thoughts and ideas in this thread about making the stuff they have NOW legit (I think that was the original plan for the thread). Not really interested in fantasising about what they might get or what they really need (but it is fun, I agree). Anyway.
The train of thought about rig-trashing or controlling what is going on the runnerâs side of the board is something that you rarely see from time to time doing ok, but Iâve never seen a really concerted effort at a rig trashing idea apart from those old uncorrodable builds. Is there really nothing there worth exploring?
Weyland also used to be the rich corp (well it was in core, and a little bit afterwards) but runner and other corps economy has pretty much surpassed them now. You do sometimes have those epic-mega draws with Blue Sun and are on 30 creds by turn 3 ⌠But that is so rare, and usually you go for the single ice no asset remote and it getâs D4V1D to the face anyway. Can Weyland build a mega-economy deck that rezs with ease the massive barriers it has in faction without needing oversight?
I think historically, the modernism rush ideas have been Weylandâs strongest. Iâm curious what has led people to move away from that to explore mid-game Ash ideas, or even suggest that they need a similar upgrade in-house that will allow that kind of play. Iâm not really at all interested in Weyland being another HB mid-game or RP or any other kind of coats XD. Rush has itâs problems at the moment, but arenât there viable in faction solutions like power shutdown for ccâs and smcâs? A strong sentry that trashes hardware (CCâs) in Taurus? Power shutdown is so dam good, itâs like Weylandâs best rush card imo.
The absolute last thing this game needs is Iâve Got A Rock. Do you want to make Weyland even more inferior to NBN?! 24/7 and Breaking News are yellow cards, not green! NBN is already way better at Scorch kills than Weyland. Doubling down on it is not the answer.
oaktown renovation is what enabled rushing. it works.