It is getting a bit tiresome seeing really bad ideas for fixing turrets, here's a few I recall:
-When firing outside of an arc, reduce the attacker's primary attack and/or increase defender's agility.
-There should be a moveable arc piece on the baseplate that is adjusted as part of the activation phase.
-Split attack values for whatever reason.
-Banhammer (facetious, I know).
Here's my proposition for "fixing" not only turrets, but the competitive meta as a whole: Get rid of Margin of Victory (MOV).
I believe MOV is literally the only thing making turrets "too good" and is at the root of causing all the whining and suggested patches to the game that are unnecessary, especially since it is mainly a competitive problem and people playing casually could really care less. But with MOV, you get something like Autothrusters out of it. Lets slap a dice modifier that triggers beyond range 2 and out of arc and turns blanks to evades. Only time it isn't working? Range 1-2 in arc. All yours for 2 points. Now you have a mathematically busted Soontir Fel, able to consistently evade 3 damage on a less-than-decent dice roll against a turret or Range 3 shot.
This is something I like to call lazy design. It feels like they over-produced a card to help an ailing symptom of the competitive aspect of the game, not taking action by doing something that will actually cure the problem. Now you have Fel, typically run at 35-36 points, with a Fat Decimator, a turret, shooting up the meta and reaping the rewards of both turret and anti-turret/arc-dodgey shenanigans. That's not to say Autothrusters are unnecessary for a healthy meta, just that it is something that came from something else that couldve been fixed awhile back.
Why do people choose to fly Fel and a Decimator? Or Falcons and Outriders with Z's and Corran? Simply put, they are protecting their investment in points by using combos or desirable elements to deny the scoring of points. You can call it holding points hostage, points needed to score well on MOV are not awarded because you didn't "score" them. End of round, if a Chewie gets down to 1 Hull after the rest of the list has been obliterated and you're sitting there with a single B-Wing, the Chewie player receives a modified win because he left more points on the table. Same goes for Soontir-Decimator, Falcons and pre-nerf Phantoms.
This does two things:
1: It rewards "Fat" lists and two-ship lists, far more than it rewards lists utilizing formations and skilled maneuvering such as Rebel Control or our beloved and missed TIE Swarm.
2: People can abuse the scoring system of MOV through modified wins, which also rewards the "Fat" meta mentality.
Unfortunately, X-Wing doesn't have a best of X round games like Magic: The Gathering has to determine victory and set solid tiebreakers. And before we go on about how "X-Wing isn't MtG", we can still take elements from that game's competitive scoring, placement and ranking system and apply it to X-Wing. In X-Wing, we still have Win-Loss-Draw ratios, however, MOV messes all that up in the way that mediocre strategies are more widely present and commonly played and diverse list building isn't encouraged. The concept of MOV is so bad an A-Wing player can blow up a single ship and skirt around the table until time is called and win. The A-Wing player's MOV is horrible, but theoretically, they can win a tournament by blowing up a single ship each round running away.
In Magic, when time is called, you have a 5-turn grace period to finish the game, allowing the players to try to play it out before a draw is determined. But, a draw is determined regardless of the life totals. Once the 5th turn is over, if no victory conditions have been met (reducing life to 0, receiving 10 poison counters, decking the opponent out of cards to draw, etc.), the match ends in a draw. Not a "modified win", no partial points are calculated. You either win, lose or draw.
If we were to do away with MOV as a determining factor of victory and left it to a barebones win condition of "victory is only achieved when your opponent's list is completely destroyed" and rank players like MtG does, 3 points for a Win, 0 points for a Loss and 1 point for a Draw, you will still be able to pair players together based on performance ratios, but now you've eliminated the bonus reward that "Fat" meta lists received by being able to hold points hostage.
Example:
RAC Fel vs. XXXXA. Three X's and the A are blown up but took the Decimator down. Now Soontir needs to beat the X-Wing or they both run the risk of receiving a draw. Yes, the X-Wing player can try to play keep away from Soontir until time in order to draw, but the draw will hurt that player's record as well. Not to mention, Soontir will be sweating bricks to try to pop that X-Wing in time and that X-Wing player will try to retaliate. This encourages better playing, discourages slow playing and will lead to more interesting engagements.
Example 2:
Han blows up Dash at the loss of his Z-95s and running down to 7 hull. Now, Corran (or whoever was Dash's compliment) has a chance to spring back and take out Han, and Han can't hold his 60ish points hostage because he'll take a draw that will hurt that player's record, and Corran needs to hustle up or his record is shot, too. Now, that turret player needs to kill Corran by engaging them instead of boosting out of range and evading two hits each turn. From there, the game can go either way: Han blasting Corran out of the galaxy or Corran double-tapping Han for the finishing blow.
By taking away the ability for "Fat" meta lists to hold points hostage, players are forced to design lists with X-Wing's hearty and attractive game design: Dogfighting. By changing the mentality of the tournament/competitive meta from "keeping my points alive" to "destroying all of the enemy's points" you encourage lists like TIE/M3-A Swarm to have a shot at the meta. Now, keep in mind, "Fat" meta lists will still be relevant and competitive, they are just no longer rewarded above other lists by MOV's system.
No unnecessary mechanical nerf, no more requiring the design of roundabout upgrade cards built specifically for the competitive meta, no revision in the FAQ, now you'll have people playing to actually win the game by eliminating points, not preserving them.
Problems I can see with an MtG-like scoring system:
-You'll get point-suicide players who've been paired up and decided to cut their losses and try to intentionally draw to ruin their opponent's score, but even then, their opponent should fly for the sake of trying to take that bastard down for the win.
-Time will need to be extended either on the clock or on a X-number of turn grace period after time is called. This could be troublesome for the players' personal commitment and the scheduling and logistics aspect of running events at an LGS. But, if someone is going to run or participate in a tournament, they should be able to commit the time to do so. But I understand that that is easier said than done for most people
-Any other foreseeable problems, I'd like to hear.
Turrets are fine as-is. Yes, 360 arcs exist, but it is balanced at the cost of a premium investment in list building. Yes, there are some combos that are better than others, but a lot of games have a combo-building strategic element as well as other strategies to utilize. Eliminating MOV will just remove the bonus reward that favors one strategy over all other strategies.
I'd like to hear your opinions on this. If there are any misunderstandings, I will do my best to clarify.
I'm just hoping this suggestion will hopefully ease this forum's seemingly endless hatred and frustration towards turrets since other types of lists should have a better chance without MOV.
LET'S MAKE MOV DISAPPEAR!