If TLTs were affected by range bonuses

By ImperialDreamer, in X-Wing

Would that address any/all complaints? It strikes me that if the laser turret upgrades allowed the opponent to gain range bonuses that the efficiency of TLTs would be reduced enough to mitigate their increased viability.

Pros:

This would affect any future range 3 turret secondaries

It would not affect ions, auto blaster and blaster turrets.

It is an upgradeless change. This means no extra purchases for players to see the effect.

Cons:

It would be somewhat confusing to errata the rules to change the functionally of a single type of secondary weapon.

Tlt viability could become questionable.

It may be too early to talk about changes/nerfs as the game is still changing.

Edit: note that I am not advocating other turrets gaining range one bonuses. Merely that the blaster turret upgrades do not mitigate range 3 defense die bonuses like other secondary weapons.

Edited by ImperialDreamer

#SkyIsFalling

I don't imagine they're gonna change a specific rule just to affect this one turret. The ramifications on other weapons would be too great, and making it specific to just the one turret or to only turrets would be confusing.

... but they won't be.

why the hell would we ever need to address any/all complaints?

I havn't been given any due recompense for all my bitching about PWTs <_< (unless the TLTs are the recompense, in which case...well played FFG :) )

also, no. Adding more green dice never solves a **** thing ever (even if complaints about TLTs were valid)

Edited by ficklegreendice

It's not likely to happen.

The reality though is TLT would have have been well priced (and effective) as a Range 1-2 turret that shot twice. It would have also made the using it with BTL-A4 a viable option (as it stands the area covered is way too much to consider that).

Unfortunately the biggest reason for it's so-called overpoweredness is that it ignores the range bonuses making it good versus both high and low agility. I.e guaranteed hits with high HP, or lower probability but frequent shots on low HP. The poor mid range ships in the middle have no chance as they have neither dodginess or tankiness. It really is the best weapon in the game, bar none. But it only gets abusive in large numbers and those lists are somewhat vulnerable to losing effectiveness with every ship taken off the board.

It reminds me of shades of the phantom because you have to have a counter in your list (or at least the ability to spike damage in such a way as to reduce their firepower quickly (preferably before they get to use it).

It is going to result in an evolution of the meta. I suspect it brings phantoms back and pushes down two ship builds that aren't brobots, or contain Corran (double tap, regen and3 agility help there).

Well flown lists now want to be just outside range 3 for the perceived 'first combat phase' which then allows you to close in undamaged (hopefully with a PS advantage).

On the bright side at least you can't put TLT on a 3 attack dice ship who could then hit you for 4 dice at range 1 (Miranda excluded). That would have made then even more scary.

In a prefect world they would have stuck with range 1-2 for secondary turrets, but I suspect this started as a way to power up Horton Salm and so works in line with his ability, it just turns out you are unlikely to see him much anyway because the TLT is just so **** efficient/consistent on lower PS allowing for spam tactics.

On a tournament level it is hard to imagine quad copters (my new name for the list) gaining all that much traction with (relatively) hard counters like Brobots still lurking around. I think Fel/Decimator is about 40/60 and Phantom/Decimator is better than that. Not sure about Han but his odds are probably 30/70 depending on whether you use the Talas well.

TLT best weapon in the game? man oh man would HLC like a word with you :P

anyway, I doubt TLT would drive away even fat PWTs provided they were flown by players who really enjoyed them

high PS and the distance gained from the boost action lets them dive into doughnut holes if given the opportunity, and unlike TLTs PWTs have no way to be outplayed (and when you get closer, they only get stronger)

these things aren't easy to use, especially given the ships they're on have incredibly little else going for them if they take the TLT. the K/Y/HWK are all very stiff ships who all, apart from Miranda, suffer horribly at range 1 if taking the TLT. They're also not particularly durable, even at their ideal range of 3 (low agility, no evade; no thrusters) except again for Miranda because shield regen

Edited by ficklegreendice

TLT best weapon in the game? man oh man would HLC like a word with you :P

TLT best weapon in the game? man oh man would HLC like a word with you :P

If that were even remotely true then 4 x Scyk or 3 x B with HLC would be ripping up the meta (protip: they aren't). HLC is great on action efficient ships and poor on others. TLT is great on either.

Pro-tip: trying to say anything isn't amazing because it doesn't save the scyk is a line of argument that holds about as much water as a sieve

it's going to take direct interference from the game designers to rescue that poor soul :(

Edited by ficklegreendice

TLT best weapon in the game? man oh man would HLC like a word with you :P

anyway, I doubt TLT would drive away even fat PWTs provided they were flown by players who really enjoyed them

high PS and the distance gained from the boost action lets them dive into doughnut holes if given the opportunity, and unlike TLTs PWTs have no way to be outplayed (and when you get closer, they only get stronger)

these things aren't easy to use, especially given the ships they're on have incredibly little else going for them if they take the TLT. the K/Y/HWK are all very stiff ships who all, apart from Miranda, suffer horribly at range 1 if taking the TLT. They're also not particularly durable, even at their ideal range of 3 (low agility, no evade; no thrusters) except again for Miranda because shield regen

5 hull + 4 shields not "durable"? :lol: Okay... Also the K excels at range 1 anyway because even if the TLT can't be used, 3 attack dice at range 1 can still be scary. Sure I might take some hit's with my K, but if you focus me I'm going to either drop a conner net out of the back end or SLAM out to range 3.

#SkyIsFalling

I don't imagine they're gonna change a specific rule just to affect this one turret. The ramifications on other weapons would be too great, and making it specific to just the one turret or to only turrets would be confusing.

You do know that hast tags don't work in a forum right? <_<

Try this instead

skyisfalling.gif

and hopefully a overly offended person would hit the ignore button instead of go whining to a mod trying to get you banned

As for the OP, it has been mentioned before especially with HLC and how they dominate the range 3 battle and kill any defense on range. Part of the reason why Autothrusters were given the range 3 trigger as well as the arc was to bring range benefits to defender back.

Edited by Marinealver