After playing X-wing for a while, and looking on the forums, one thing I noticed people say a lot is the T-65 is broken, and needs a fix. You also see a lot of fixes running about, and most of them are being described as wrong. So why is the T-65 broken? And what is so hard about fixing it?
Why its broken:
The T-65 is not broken so much as rebels are weak right now. Most of the ships they have are designed to be medium hitting control ships. It works fine against the empires lighter dodgy ships, but Scum can hit hard enough without enough opportunity for control the rebels die almost instantly. The same goes for a T-65. Against contracted scout, a T-65 is going to be taking at least two damage (assuming a four hit result, which with proton trops is not unlikely), to a max of a one-shot kill (2 hits on shield, on hit on hull and direct hit) not integrated astromech alleviates some of that problem, but it makes you lose your astromech to survive, which likely means you are losing regen for survival. Hence, the X-wing is not going to survive for long enough to make use of its benefits.
Why it is so hard to fix:
When browsing the forums, I see three genres of fixes:
- Point reduction
- Maneuverability increases
- stat upgrades
I will now address each of these individually:
Point reduction - The T-65 is at 21 points because it needs to be fairly cheap, but you cannot be able to run 5 in a list, that would be way too powerful.
Maneuverability increases - This is my (personal) favorite, but the problem with it is where it goes. An S-foils condition is brought up a lot, but then you either have to buff the stat line on one side, or lower it for maneuverability, neither of which are good. (actually, I don't have a great argument about this one)
Stat upgrades - This is what FFG attempted to do with integrated astromech, but that does not provide enough survivability for the cost (an astromech, and your modification slot)
Not after reviewing why those don't lets look at what FFG must consider as it buffs the T-65
- Pilot abilities
- T-70
- Point Cost
- Biggs
Pilot abilities - The T-65 arguably has the best pilot abilities in the game. Take a token, change a focus, reduce an agility, make them shoot you, remove a stress, move a focus. Anything that buffs the T-65 cannot make any of these too powerful, and thus the T-65 stays fairly weak.
T-70 - both the T-65 and the T-70 are competing for a similar niche, and FFG does not want them to play to similar to each other, because that would be no fun.
Point Cost - As mentioned earlier, the T-65 needs to be more than 20 points, and hence 21.
Biggs - Anything that buffs a T-65 will also buff biggs, so FFG has to be careful to not give biggs too much power.
So looking at all of that information, how can we buff the T-65? The first thing we should probable do is look at a ship in a similar situation: wave 1, 21 points, and with a pilot that is amazing. I am referring to the Tie Advanced of course, with a PS 2 for 21 points (reminds you of something doesn't it?) Now FFG could not make it cheaper (five in a list would be nasty), nor upgrade a stat bar (Vader would be crazy good) so what did they do? Created the ability to add a free upgrade of course, and then ensured that the most powerful pilot would not benefit from it for free (ATC is effectively one point), and that is what must be done with the T-65. so without more paragraphs, I present my take on the T-65 fix.
Fighter model - T-65 X-wing fighter only, Title.
Your upgrade bar loses the (Torpedo) icon. Discount any (Astromech) cards equipped to this ship by two points (to a minimum of zero). You must equip an Astromech.
Zero points.
This upgrade gives you a free R2 Astromech, but makes it so you cannot equip torpedo upgrades, preventing the 21 point Rookie from becoming too powerful. Additionally, all of the regen droids still cost points, be it much less. Finally, it only discounts Biggs by one point, not changing the power of that ship by an insane amount. (Although BB-8 is a challenge).
To conclude, if we want to buff the T-65 we need to grant it cheaper upgrade rather than discounting it entirely, and not changing its stat line at all. Now, if you'll excuse me, I'm going to post a bunch of other T-65 things that are almost certainly really bad, because I want to.
Stealth X - T-65 X-wing only, Title.
Your action bar gains the (cloak) action icon. You can only equip this card if you are PS 6 or greater.
Six points.
This make you a bit harder to hit, and turns the X-wing into a phantom of sorts. OF course, it would also need a modification along the lines of this:
After executing a 3 or 4 speed maneuver, you may perform a free cloak action.
That said, this is probably really bad or scarily OP.
Thanks for reading my wall of text, and I hope it made sense.

