most powerful upgrades... whats your top 5?

By The_Brown_Bomber, in X-Wing

I figure TIE Advanced Title upgrade is pretty much used 100% on those ships (or will be), so I'd call that one pretty strong :)

I was going to say that but it only affects one ship so to me that kinda limits it in terms of usefulness just like any of the individual ship titles. I agree with the posters saying VI warped things. I find myself putting that at least once in almost every build and not because I want to but because it has an amazing benefit vs its cost, 1 point for a turn speed boost what? I guess in no particular order my personal list would be,

1. Auto Thrusters (Needs to not have a boost requirement)

2. PTL (Honestly this is too good of a card but I love it and so does everyone else)

3. VI (See above)

4. Lone Wolf (It's a pretty awesome card for a pretty awesome price it just doesn't have synergy with anything)

5. Darth Vader Crew (It's Darth Freaking Vader and guaranteed damage is crazy good)

6. FCS (Had to add this cause I really love this card)

I think some cards are either over or under rated or are just plain garbage so I guess an honorable mention list for good and bad:

Predator-over rated

Expert Handling-under rated

Expose-under rated

Stealth Device-over rated

Saboteur-garbage (seriously this card exists why?)

All in all sometimes I wish there were limits or something besides unique to upgrade cards so people would be forced to add variety to lists and not have lists of great cards with a pile of bench warmer cards. That would only cement the 2 ship only club even further though so what are you gonna do? I do love this game and love theory crafting/squad building as much as playing but there is room for improvement and will buy the second version of this crack like a good junkie ;)

Edited by LordFajubi

whenever I build a new list the first 2 cards I go to are

1. Predator

2. Recon

to maximise my actions without stressing myself

then I might add/change to if I can

Rebs

3. C3P0

4. Veteran Instincts

5. Tactician

Imps.

3. Rebel Captive

4. Tactician

5. Autothrusters

Scum.

3. Opportunist (because I always fly Palob)

4. Tactician

5. Autothrusters

6. all one point upgrades to use as fillers

Mine are in no particular order:

1) R2-D2 droid - it was fine on x&y-wings, it's borderline OP on e-wings (mainly corran), more so if they have a shield upgrade.

2) R2-D2 crew - very low risk/high reward for what it does.

3) ACD - 4 agility when cloaked is cool, but letting you cloak after shooting 4-5 dice? Horrible, unless you're a PS9+ pilot, which I feel you shouldn't have to have a pilot that high just to not worry about phantoms.

4) 3PO - Guarunteed to cancel one hit each turn, no action required, for only 3 points? How can you lose! Should have been made to guess at least 1 dice so it has some risk involved (I realized sometimes you use 3po and get the evade meaning you wasted him, but still)

5) Engine upgrade. I think this maybe should have been treated like expert handling, in that it takes up your ept, plus then it limits what ships can take it as well. Also should probably get a large ship nerf like the large ship barrel roll did.

Edited by markcsoul

Wow, a lot of people are skipping over ACD. It would be my number 1.

pre nerf yes, post nerf not even close, imo it's overcosted now.

The change to decloak didn't have much of an effect on ACD. The "nerf" prevents the phantom player from taking a path away from danger when the opponent has outflown them. Previously, by taking the path (decloak) away from danger, it usually meant that the phantom had no shot, therefore ACD would not kick in. With the new decloak, this situation no longer occurs.

Can you explain why the nerf hurts ACD as an upgrade?

It still changes a ships defense from that of a Z-95 to something that is very difficult to hit.

The best: C3PO, EU, PTL, Predator, VI

Runner-ups: Gunner, ACD, AS, Autothrusters, HLC

Honorable mentions: R2D2, R3A2, Darth Vader, BTL-A4, FCS

Wow, a lot of people are skipping over ACD. It would be my number 1.

pre nerf yes, post nerf not even close, imo it's overcosted now.

The change to decloak didn't have much of an effect on ACD. The "nerf" prevents the phantom player from taking a path away from danger when the opponent has outflown them. Previously, by taking the path (decloak) away from danger, it usually meant that the phantom had no shot, therefore ACD would not kick in. With the new decloak, this situation no longer occurs.

Can you explain why the nerf hurts ACD as an upgrade?

It still changes a ships defense from that of a Z-95 to something that is very difficult to hit.

the "nerf" had a massive impact on ACD, because decloaking is directly tied to ACD's effectiveness

now, it gives you 4/4 profile when you've been outflown but before it gave you a 4/4 profile and made you nigh impossible to outfly except against the only thing in the game that is 100% impossible to outfly (PWTs)

ACD kept the green dice, lost its trivially insane arc-dodging potential; still doesn't make anything other than V.I whisper viable against Han or Cheri who will hit them no matter how skillfully they are flown at z-95 stats.

Edited by ficklegreendice

  • Any upgrade that allows you to use it regardless of stress/ioned/blocked/LOS (yes I realize that means no Feedback Array).

Edited by Radzap

PtL

VI

Advanced Sensors

Engine Upgrade

Rebel Captive

In that order. All of these are way too efficient for the control they give you over the course of a game.

Rebel Captive doesnt seem to be getting many votes. i rate it highly. maybe top5 even.

1) PTL

2) PTL

3) PTL

4) PTL

5) PTL

1) PTL

2) PTL

3) PTL

4) PTL

5) PTL

this is why tactician should be on ppls lists, in the top10 at least as its a decent counter for PTL and how much play is PTL getting?

1) PTL

2) PTL

3) PTL

4) PTL

5) PTL

this is why tactician should be on ppls lists, in the top10 at least as its a decent counter for PTL and how much play is PTL getting?

that's why its on mine :P

To go into a different direction. I prefer the low cost upgrades

So in no particular order I find myself using very regularly:

- Veteran Instincts

- Determination (especially on Capt. Jonus)

- R2 astromech (used more than all the other astromechs combined)

- Unhinged Astromech (Breathing new life in the Y-wing)

- Autothrusters

Special Mention to:

- Expert handling in combination with the R2 and Unhinged astromech

- PtL

- Opportunist (in combination with Wes Janson)

- Cluster Missiles (in combination with Captain Jonus)

I eagerly await the extra munitions and MKII engine upgrades!

VI

EU

C3PO

PTL

ACD

(Autothrusters as a bandaid fix)

--

Honorable mention:

Advanced Sensor

R2D2

Predator

Lone Wolf

Rebel Captive

Darth Vader

ACD could be considered normal powered now with the phantom nerf.

VI and PTL are the two BIG EPTs. 3rd is Predator and Lone Wolf probably. But those two create so many strategies and influence the meta so much. Strong design for opportunity cost.

Mine are simply listed in terms of meta-skewing history. Or meta relevance.

Nothing so far has been more relevant than PS war.

After that, post movement latest/most knowledge changes in direction: Boost, and PTL on Ints.

C3PO really is an improvement of Chewbacca. While it gives significant advantage, its only part of the equation. Still, a meta defining piece.

Autothrusters currently should have a place on that list, but I believe its a bandaid poor design to fix inherent issues with interceptors and turrets mechanically. Putting it on the IGs also catapults those into competitive play. While the lack of boost completely destroys many other ships that would have benefitted from the increase in defense: Defender and Syck.

The Starviper is simply overcosted, but always probably has AT.

List Juggler Charts

I think this will show you what the most important upgrades are. Keep in mind that upgrade can be rather restrictive such as Advanced cloaking device which makes Whisper the fearsome 4,4,2,2 stat monster, but cannot be used on anything else.

Also keep in mind that upgrades depend on what type of ship they go on. PTL on a Y-wing would not be a good upgrade even though PTL is one of the strongest upgrades around. As for VI if there is a pilot with an ept who has a skill of 5 or less then putting VI on that pilot will be pointless because you would want to have at least Pilot skill 8 or higher.

Upgrades that I always gravitate back to no matter the ship, in no particular order

1) Veteran Instincts

2) Push the Limit

3) Engine Upgrade

4) Advanced Sensors

5) Rebel Captive

Keep in mind that upgrade can be rather restrictive such as Advanced cloaking device which makes Whisper the fearsome 4,4,2,2 stat monster, but cannot be used on anything else.

Somewhere in a quiet Imperial suburb, prom queen Echo feels left out. :P

1. Elusiveness

2. Tactical Jammer

3. Stygium Particle Accelerator

4. Deadeye

5. Mercenary Copilot

1. Elusiveness

2. Tactical Jammer

3. Stygium Particle Accelerator

4. Deadeye

5. Mercenary Copilot

What? No concussion missiles?!

For me:

Autothrusters

Engine Upgrade

Predator

Veteran Instincts (situational)

Fire Control System

Surprised there's no love for Inertial Dampeners. Are you all just too good at this game to need them? Well I'm not proud. I suck at X-Wing sometimes and one point to dig my fat stupid noob posterior out of a potential hole I dug for it is a freaking bargain. They're also a little like having a ship with a bomb - all the time your opponent knows you've got ID available they've got to take that into account and hedge in positions they might otherwise have been aggressive.

HLC - because weapon accuracy and damage are the same in this game. I would have much preferred a 3 dice attack, with +1 damage if it hits. Still similar damage, but less "power creep". Especially given this eliminates the range 3 bonus die.

This is as a casual player, who has "learned" weapons come as high accuracy / low damage or low accuracy or fire rate / high damage. The HLC breaks that "rule".

FCS

R2D2

VI

Autothrusters

IG 2000