What ship dials would you change?

By mkevans80, in X-Wing

If you were the game designers in charge of revamping this game for a 2nd edition, which ship dials would you change?

Top of the list for me is HWK-290. All of the lore that I can find describes this ship as pretty zippy, at least when the pilots trick them out with good modifications. And yet, their dial is horrid! At the very least I'd make the red 3 banks white. I'm not sure why they don't have some kind of k-turn either.

Next for me would the the Y-Wing. Only 2 greens, and both straight ahead? I understand it's not a maneuverable ship, but at least give them greens for their 1 banks. Then they come out with unhinged astromechs? Really?

They get to move further just because of their large base. Some of the ships that should be have 1-turns don't (Firespray) and someone please explain to me why the YT-2400, a glorified freighter, gets one of the most complete dials in the game plus a barrel roll?

How about you guys? What dials would you change, and why? Feel free to include action repositions as well, as those obviously play a huge part in ship maneuverability.

Id add a little more green on the Tie Advanced and add 1-Turn on the Firespray.

Y-wing and firespray. I'd at least give the y-wing some green banks, and the firespray I would give 1-hard turns.

Then I'd make every large turret ship dial slower. 3-forward would be the max, and no 3 hard turns, OR make their moves at those speeds red. Large turret ships just move too fast.

I've been thinking slow moves for some ships make more sense to be red like the Defender's dial, pains you to go slowly.

Scyk. Needs green turns.

Add segnors loop, Talon roll and all green to the TIE Defender. And yes I am aware that is overpowered.

Jumpmaster dial:

Hard one left should be white. Hard one right should be red.

LAMBDA.

Needs more red.

Scyk. Needs green turns.

Give it a title that gives it green hard 1s and it will be playable.

Large-base Ships: all maneuvers faster than 3 made red.

B-wing is a heavy attack ship that hunts big ships, yet it has a 2k-turn. Can't clear them large bases. Needs a 5k like the tie bomber.

Y-Wing: make 1 banks green

HWK: make 3 banks white

X-Wing: add 3 T-Roll

Firespray: add 1 hards

Scyk: make 2 hards green

Starviper: make 2 banks green

Jumpmaster: make 1 and 2 hards red

TIE Fighter: swap 3 K-turn for 3 S-loops

TIE Advanced: Add 3 S-loops

TIE Interceptor: Add 2 S-loops

I'll probably reduce the agility of the Jumpmaster slightly. Probably at least a red 3-right bank.

Red 1-turns on firespray, green 3-forward on the T-65s.

Excepting the ones given above, some ships could really have done with s-loops or t-rolls that were introduced into the game too early for them.

X-wing: give it 3-talon rolls like the T-70

Kihraxz: needs a one-straight. Have no idea why it didn't have one.

HWK: it's not a lambda, though FFG sure wanted to make it one. Give it an X-wing dial and native barrel roll.

E-wing: one green banks, also some 3-talon rolls.

B-wing: 2-talon rolls might be fun, make it an even better knife fighter.

Tie Advanced: One straight. Juno is so much better precisely because she can.

Defender: Might be broken, but a pair of white 3-sloops would be fun. Also build in mk. IIs into the dial.

Interceptor: 2-sloops, let Tetran change their speed too.

Starviper: give it green one hards. It deserves them way more than the Prototype.

Jumpmaster: here's where I'd make the most drastic changes. Get rid of the one hard right entirely, and make the one bank right red. Then make the two turn right red as well.

Lancer: it's a fast ship, so make it bad moving slowly. Get rid of the one straight and make the one banks red.

It amuses me how much hate people bear for the JM5k.

especially in a game where every PWT has a godly dial.

Edited by Warpman

All large ships would lose their straight-4 and bank-3s, turn-3s and straight-3s.

If you want a fast falcon you gonna need to boost. No easy outrunning Interceptors and A-Wings anymore for large ships.

Starviper dial might change completely and be used from all 4 sides of the ship.

Edited by SEApocalypse

We already have a game where small ships outgun and outtank large ones, making small ones absolutely better at everything is a no-no.

Instead of dumb nerf they ought to implement some energy mechanics to them. Get that 1-2 energy per turn with non-action 'energy' upgrades and 'energy' actions.

that should make them closer to intended use.

All large ships with PWT. These are too fast, so they shouldn't have 3-speed manoeuvers, except for maybe K-turn and forward.

Edited by Giledhil

Either change the Firespray to be like the other combat freighters that are out there, or make the other combat freighters more like the Firespray. For a craft that is supposed to be agile, fast and kick a**....it isnt in the current game.

All large ships with PWT. These are too fast, so they shouldn't have 3-speed manoeuvers, except for maybe K-turn and forward.

Most of them are either fast patrol crafts or space V-12 flying engines of doom.

go check YT-2400, it's a corvett-size engine with a tiny crew compartment and a turret slapped onto it.

Or JM5k, a ship that has an engine fast enough for scout duty and powerful enough to make it swirl on a spot when full-powered.

It amuses me how much hate people bear for the JM5k.

especially in a game where every PWT has a godly dial.

And yet only one of them has a white sloop... and has an undercosted generic with an EPT... and is scum so that it has access to the games best cards... and has 2 torpedo slots... and... well you get the idea

The dial to the left is amazing, fair enough, it's supposed to be the good side of an asymmetrical dial. But the dial to the right is also pretty dang good, only causing a problem when you're stressed (or not at all if you're Dengaroo...). I was actually excited by the concept of an asymmetrical dial when it was first announced. But in practice it's both not asymmetrical enough and attached to a platform that's entirely too good.

Edited by Makaze

It amuses me how much hate people bear for the JM5k.

especially in a game where every PWT has a godly dial.

And yet only one of them has a white sloop... and has an undercosted generic with an EPT... and is scum so that it has access to the games best cards... and has 2 torpedo slots... and... well you get the idea

The dial to the left is amazing, fair enough, it's supposed to be the good side of an asymmetrical dial. But the dial to the right is also pretty dang good, only causing a problem when you're stressed (or not at all if you're Dengaroo...). I was actually excited by the concept of an asymmetrical dial when it was first announced. But in practice it's both not asymmetrical enough and attached to a platform that's entirely too good.

Falcon now will have access to 3-white sloops (hello kanan!) Dash has all-green all-speed maneuvers.

Make it even a couple points costier and it doesn't work, take EPT away and it is flushed down the drain with all the ordnance alltogether, making it another "outer rim dung"

had it a missile and a torp people would have squealed even harder, mind you. and without a torp-munition slot, FFGs failure at ordnance design is still there.

Games best cards? Like what? Dengar who doesn't fit? R droid that no longer works? fett who only scares other Uboats? Zuckuss who makes you forget the idea of having actions? Oh, yeah, 4-lom, at least something good!

It's asymmetrical enough. It's just PWT-good. and all PWTs have great dials. Can't say PWTs are in a good spot right now and need any nerf whatsover. In a world of Autohumpers, ordnacne fests, Crackswarms and Defender walls.

Nerf is a bad thing, always. It's the underdogs we must help.

If i were the god of xwing heres what id do - Large based ships. With the exception of the Lamda their dials need more reds throwing on.

Make the Jumpmasters hard rights red - make that dial truly Asymmetrical.

For the rest Make the fastest turns and banks on their dial red, or at least remove some of those high speed manoeuvres.

It punches my suspension of disbelief in the face when my lumbering decimator boosts it's way across the board in two turns, completely outmaneuvering my opponents X-wings.

Edited by Stu35

To echo a majority of what has been said, I would slow the large base ships down slightly. Maneuvers above 3 speed in red sounds adequate. I think Immereth is spot on with his list as well.

What has really been bugging me lately though is how the Lancer Pursuit Craft has a 5 straight and the Millennium Falcon only has a 4. So much for the MF being the fastest ship (even though the majority of large base ships in the game have the same maneuver speed too). I feel that this is a huge oversight both fluff-wise and to a lesser extent design wise. The dial on the lancer is too wide open in general.

I think the JM5k dial is fairly solid (excepting the 4 straight in white). The only change I would make is the 1 hard right to red.

1 turn on the FS31 and green 2 banks

More greens on StarViper and Scyk