How to improve the Imperial Firespray?

By Larky Bobble, in X-Wing

It´s an iconic ship, which many non-fanatics associate with strong ties (no pun intended) to the Imperium. But it´s lagging a little in the game due to various factors. So my question is...

If FFG were to want to improve the ship slightly to make it relevant, how could they go about doing it? I mean, the titles are taken, a crew slot competes and would improve other ships in all likelyhood (tail gunner helped Kath, I admit), so I can´t see where they can put the upgrade without buffing ither ships....

Personally, I´m hoping there´s a Boba Returns moment in episode eight, so that they have an excuse to rerelease the ship ala ¨Heroes of the resistance¨ with a Slave 1 title that makes the ship worthy of its status in lore...

I doubt it´s likely though.

Simple. I just ran Tail Gunner on Imperial Kath. Tail Gunner is the fix, and LRS, with the title and some torps.

Fixed.

Edited by eagletsi111

Maybe some better imp only crew??....

A title card adding boost using the speed 2 template's fixes them across the board, Imperial and scum alike

As long as Triple Scouts are a thing the firespray statline isn't that good anyway, so no fix would really help it without making it stupidly overpowered.

Imperial Boba with Navigator is a nice ship with a rather unique playstyle, but in my opinion it could use some more mathmatical efficiency because you need VI to fully use his potential and can't equip Predator. Another crew slot to equip Kallus, Tailgunner or Gunner would make him pretty strong I think.

Imperial Kath is not that good because her ability is so hard to trigger and because you can hand out stress more easily with Mara Jade, Rebel Captive (both Imperial only) and Tactician. She needs another ability.

Krassis Tellix' ability is just redundant with LRS (or GC) and torps/missiles and nobody takes cannons on the Firespray because they anti-synergize with the rear-arc. Apart from that, 1 reroll isn't that good anyway on a 36points base secondary carrier with no EPT.

BH might be quite nice with tailgunner but the meta kicks them out, like so many other ships.

Considering what I read on german jedipedia, Boba Fett was able to activate the hyperdrive for split-seconds, so the SLAM-action might go well with the fluff. It might synergize a bit too well with the rear-arc and the 3 dice primary because you can bring the Firespray into a much better position and just arc dodge what might hurt you. Especially Boba would be insane that way. On the other hand, good asteroid placement by your opponent can make the SLAM really dangerous with the large base.

What makes my really mad is that the smuggling compartment mod is YT only. Before I knew that, the SLAM suggestion was just a few inches away from coming true with burnout-slam.

I was thinking the Slave one title could be a boost thing but the question is... How to get it out? Short of a rerelease due to Ep 8, I can't see it.

Edited by Larky Bobble

A firespray only mod that lets you change a one bank into a turn, and a free evade if you do a 1 maneuver.

Fixed

Kallus or k4 with this kind of mod would basically allow you to gain all your action bar (kallus not really but you can target lock, get your evade, and mini focus). Also yes imperials do seem to be lacking lately in new crew options

Oh, and some new pilots would be nice. Definitely need a new Boba. Even from the start I never liked his ability. Seemed to lackluster for what he is

Edited by Krynn007

Fly backdraft

Close your eyes

Pretend

Short of a massive point cut, I don't think there's much ffg can do short of a complete reboot

Edited by ficklegreendice

As long as Triple Scouts are a thing the firespray statline isn't that good anyway, so no fix would really help it without making it stupidly overpowered.

Fixed doesn't mean "better than Triple Scouts".

Thematically I would like it to have room for more crew - you should be able to fit a prisoner in as well as your co pilot.

I'd be happy to get rid of a secondary weapon slot to allow this, you could say it's making room.

Since that probably wouldn't be enough to make it average powered, I'd also grant, say, a 2 points reduction on both equipped crew cards. Say it's because you're forcing them to work for you rather than paying them properly.

I think it's easy to see how that would help with named ships, but how would it affect Bounty Hunters? Could you make a decent tripple Bounty Hunter list where each one could have two free crew cards worth up to two points (with one point to spare if you wanted one three point few, or single point something else)?

Of course, thematically we also need Rebel Captive for scum, but that's a different discussion.

Generally the one main problem with ships that aren't seen as competitive is they cost too much.

Fix the points, fix the ship. As a new ish player really really sick of FFG and their fix's taking away from what the ships were originally meant to be because they can't playtest to save themselves. Chardaan refit etc

How to improve the Imperial Firespray?

Scum firesprays could use a bit of love too, though not as much as imp ones. Both are basically outclassed by every other large ship in the game either by stats, upgrades, cost value, or some combination of those 3 things.

I've given many idea fixes in the past, so I'll just list them all here again.

A) Give them a title similar to (or preferably exactly the same as) either or both of the defender titles, preferably the x7 one though since firesprays need help on defense the most.

B) Another variation of the above, give a point discount for not using any or all of the secondary weapon slots (missile, cannon, bomb).

C) Give them another upgrade slot - either an additional crew or a systems slot. Heck even a second mod or ept would help as well.

D) Some other kind of defensive boost like auto thrusters, or even let them take thrusters even if they don't have engine upgrade.

e.) most importantly, give them 1-turns

there is no ship in the game I've flown off the table more (possibly at all) than the firespray

I would love to see a title or mod allowing rear-facing secondary weapon shots. It would give them a cool niche, and something more than "half a turret".

How to improve the Imperial Firespray?

Go back in time and stop FFGs from making it.

I was about to suggest - 'remove them from the game and pretend they don't exist'?

They are an artifact from an earlier time - when FFG had a new license, knew they'd do 'at least okay' with it, but didn't expect it to take over their company. A LOT of decisions go back to those early days, when they just weren't expecting X-Wing to grow as much of a life as it has.

If FFG had known, then, the state the game would be in, today? There would never have been Imperial pilots for the Firespray, no. It would likely have seen release as a standalone ship, with pure-Scum pilots, basically as 'Most Wanted' broken into two SKUs.

(And for that earlier Imperial ship that was needed in wave 2? Probably would have been the Assault Gunboat so many of us are clamoring for...)

Bounty hunters. We don't need that scum.

Krassis, Title, Tractor, Tracer, EM, Chimps

Black Crack X 4

Yeah, it sucks to use EM with tracers, but what ya gonna do, cheaper than Howlie. Would this list have a chance at all?

-4 pts and let it fire secondary weps from both arcs

edit: and maybe a 2nd ept for giggles.

Edited by Oberron

-4 pts and let it fire secondary weps from both arcs

Second Slave one title that gives a free illicit if it doesn't have it already, and -2 on mod upgrade.

Or a generic title that lets this ship also equip a second title as long as it names an imperial ship. RGP Firesprays!

As long as Triple Scouts are a thing the firespray statline isn't that good anyway, so no fix would really help it without making it stupidly overpowered.

Fixed doesn't mean "better than Triple Scouts".

Yeah that is true, but if fixed means viable in meta, fixed means "doesn't get completly destroyed by triple scouts". And as the Triple Scouts are a counter to large base ships with almost no maneuverability, even if the Firespray was like 27 points base on BH, it would probably still be murdererd by Scouts, so it won't really be viable in meta.

BTW, I think my suggestion giving the Firespray SLAM is pretty OP. Give it Lone Wolf, Agent Kallus and Advanced Slam and it will likely have 2 evades on every attack against it and an evade token after SLAMing.

Yeah that is true, but if fixed means viable in meta, fixed means "doesn't get completly destroyed by triple scouts".

I don't think fixed can mean that though, that way powercreep lies. I think fixed should mean making it about average, and if average isn't viable in the competitive meta then so be it. The alternative is a constant sequence of fix oneupmanship.

Bounty hunters. We don't need that scum.

My cousin is a bounty hunter.

When I grow up, I'm going to be a firespray

My buddy and I have been experimenting a little lately with Imp firesprays.

I flew this and had success as he was a good closer:

Boba Fett + VI + HLC + Recspec (50pts)

My buddy likes this as it makes him tougher to kill and more maneuverable:

Boba Fett + PTL + EU + Recspec + tractor beam (50pts)

I've been working with this and enjoying it immensely! Great with a defender like Vessery:

Bounty Hunter + Weapons Engineer (36 pts)