Hello everyone, I've been a long time reader of the forums here, but this is my first time posting.
I love how FFG is trying to balance munitions in waves 7 and 8, but I don't think it will completely solve the problem. Munitions obviously have a handicap to start with when compared to other upgrade types. They have a high points cost and a high opportunity cost for a one-time effect that might never happen. I don't think the solution is just to make them more efficient (although it certainly helps). They SHOULD be different, and for that reason, I want them to have a unique advantage: list flexibility.
A player would dedicate a number of points in his or her list to a munitions loadout. Rather that buying proton torpedoes and 2 seismic charges, a player would assign 8 points to the list's loadout. Upon meeting an opponent and seeing his or her list, the player can then bring whatever ordinance work best. Facing a fat turret? Bring along your homing missiles. See a swarm coming? Don't forget your assault missiles at home. Think you might be able to make APT work against a list? We might actually see one. Most of the list archetypes we face now are popular because their counters are too specific to be applied to a broad field. THIS is the role munitions should fill!
This would REALLY shake up the meta. The safe choices that dominate would be fair game. I'm not sure if this would create a skew towards munitions, but I think the balance between the efficiency of normal upgrades versus the flexibility of munitions could be a great dynamic in the game.
Edited by Like a Bossk