Poll: 360 primary weapons only +1 for range 1 in primary arc

By eagletsi111, in X-Wing

The only real fixes needed in X-Wing now are with some of the players.

:rolleyes:

I don't know, I still like to see something to get this guy back on the field...

aK4q9Db.jpg

I thought they saw a lot of action, it was just a few generics what people want to buff. Buff the X-Wing in general and you'll be fixing everything else soon enough. Or they could be good just the way they are...

I would have loved the idea before Autothrusters. But they're already trying to address turrets with a more niche counter ran than across the board, which I think is more FFGs style.

We'll the reason we have been trying it is because we want to promote those who fly better. We have found it's not as much as a nerf as everyone thinks. Our group in general loves the dodging and dog fighting aspects. Right now piloting any big sip with turrets is too easy in our opinion. We're not changing the rules but it really make you fly better with big turret ships

Idk if I would say it encourages you to fly "better". I mean, pointing and shooting joust style isn't the better way to play your Turret, using your turret to shoot from positions your opponent's non turret ship cannot is the better way to play, heck, due to your overall reduced fire power, it is really one of the only ways to play and win. Kind of has a negative impact on the turrets play experience when you feel shafted for making the better choice and avoiding the joust.

The proposed change more or less encourages you to joust into Range 1 more, which sounds like more of a trap than anything.

However, I DO like the idea in general. I mean, Range 1 is only a small percentage of the game, and it's be nice to actually want to sneak an Interceptor into that range and actually have an advantage. It DOES sort of make sense physically, as at a closer range, the bulkiness of your large ship SHOULD make it harder to shoot at a small enemy fighter. At longer ranges, your bulk has less of an impact on your line of sight.

But again, Autothrusters will be coming as a way to combat turrets, which the interceptor especially needed.

Avoid range 1. Fire secondary weapons at range 3. Anticipate their movement so you can have you're entire fleet shooting at them, while they can only target one ship in return. Use blockers to take away their actions.

Outflying your opponent always has benefits.

All good advice, but I really feel like people forget the part I bolded. For all their vaunted firepower, they can still only shoot at one ship at a time. So they'll either focus on one ship to take it out, or shoot at the best current target. Either option gives you a window.

While I don't think turrets are actually broken, I do think that they don't "feel" like turrets. My idea would be to give turret primaries +1 at Range 3, but not range one. As was pointed out, it's easier to track a target at a longer distance than a shorter.

I feel it would have a much better feel in the game's dynamics. Agile ships would still be rewarded for good maneuvering, tailing a turreted ship closely where it has a harder time hitting, and turreted ships would actually try to "outmaneuver" agile ships by keeping their distance, getting better shots.

People have been complaining about turret primaries since they began.

True, and it wasn't until the 2014 worlds that you actually saw a large turret ship on the top tables, at least not that I remember.

This ship sailed like 2 years ago.

And wave 6 still has not arrived

People have been complaining about turret primaries since they began.

True, and it wasn't until the 2014 worlds that you actually saw a large turret ship on the top tables, at least not that I remember.

Well, it was the summer of Double Falcon Regionals, which was getting a lot of people upset.

Well, it was the summer of Double Falcon Regionals, which was getting a lot of people upset.

Fair enough... But it was still 2 years before we saw large turret ships do well in major tournaments.