Counterbalancing an OP slot combo in a hypothetical ship

By Rakaydos, in X-Wing

So, Hypothetical ship here, Small base with both Turret and System slots. (let's say Tie Aggresser)

The clear, obvous combo here is Autoblaster turret and Accurcy correcter, of course. Anythine a ship gets within short range, it WILL take 2 damage.

If for some reason we dont want to nerf that combo, let's give it a title to make other turret or system options more attractive.

What should that title be?

actually, the clear obvious combo will be ACC corrector and TLTs

because it doesn't matter how many hits you get when you're limited to a range 1 attack

there is no way to make the other turrets more appealing because the other turret upgrades are simply far too limited in what they can acomplish, unless you put Dace Bonearm's ability on a title to make the ICT more appealing

the other system slots will have merit regardless, because they're all very powerful in their own respective uses from Jammer's defensive applications to sensor shenanigans (all except scopes, which are just abysmally corner-case). Even Fire Control system would be quite useful on a TLT for punching through higher agility.

Edited by ficklegreendice

Depends on how reliable the ship is at getting into range 1, really. If it flies like a beached whale then the two unstoppable hits are part of a high risk/high reward gamble, since you may go multiple rounds without getting to use it. If it flies like an A-Wing than nobody is safe, especially if it has repositioning actions and decent pilot skill.

So in other words the best balance is to make sure that nay brutal combos aren't supported by the dial. A ship that could equip those upgrades would need to be fairly easy to outmaneuver to keep balanced, or have a limited arc through which to fire the turret. Maybe give it a cone aimed backwards and a title that grants it a turret slot but locks the turret to the primary and auxiliary arcs.

So, Hypothetical ship here, Small base with both Turret and System slots. (let's say Tie Aggresser)

The clear, obvous combo here is Autoblaster turret and Accurcy correcter, of course. Anythine a ship gets within short range, it WILL take 2 damage.

If for some reason we dont want to nerf that combo, let's give it a title to make other turret or system options more attractive.

What should that title be?

We already have FCS and Corran/Gunner breaking the game, this would be far less OP IMO.

Edited by ParaGoomba Slayer

for 5 points 2 unchangeable hits sounds tempting, but i'd be more willing to go for 8 points TLT with FCS. same 2 damage, but with the benefit of also ruining opponents defensive tokens.

for 5 points 2 unchangeable hits sounds tempting, but i'd be more willing to go for 8 points TLT with FCS. same 2 damage, but with the benefit of also ruining opponents defensive tokens.

'slightly' bigger coverage, too ;)

for 5 points 2 unchangeable hits sounds tempting, but i'd be more willing to go for 8 points TLT with FCS. same 2 damage, but with the benefit of also ruining opponents defensive tokens.

'slightly' bigger coverage, too ;)

You know what i'd love to see... a MOBILE SHIP with a turret... if we get one of those... MAYBE, JUST MAYBE we'll see ABT get some playing time...

imagine it, A wing Dial with HWK health, with both System, turret and even.... an EPT. actions are TL, Focus, BR... maybe cost just enough so you cant field 4 TLT FCS's

Edited by Panic 217

Doesnt the attack shuttle that's coming with ghost have both of these, and a crew member?

Doesnt the attack shuttle that's coming with ghost have both of these, and a crew member?

Don't forget astromech too! At least, if it is show accurate.

Fluff Accuracy (modification), 0pts

Change stats and abilities to mimic the most outrageous abilities seen in whatever media this ship has ever appeared in. If this upgrade is added to Defender you automatically win.